Feat Name |
Prerequisites |
Description |
| Awesome
Blow |
Fighter, Str
25, Power Attack, Improved Bull Rush, size Large or larger. |
Benefit: As a standard action, the creature may choose to subtract 4 from its melee
attack roll and deliver an awesome blow. If the creature hits a corporeal
opponent smaller than itself with an awesome blow, its opponent must succeed
on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a
direction of the attacking creature's choice and fall prone. The attacking
creature can only push the opponent in a straight line, and the opponent
can't move closer to the attacking creature than the square it started in.
If an obstacle prevents the completion of the opponent's move, the opponent
and the obstacle each take 1d6 points of damage, and the opponent stops in
the space adjacent to the obstacle. |
| Blind Fighting |
|
Benefit: In melee, every time you miss because of concealment, you can reroll your
miss chance percentile roll one time to see if you actually hit.
An
invisible attacker gets no advantages related to hitting you in melee.
That is, you don’t lose your Dexterity bonus to Armor Class, and the
attacker doesn’t get the usual +2 bonus for being invisible. The
invisible attacker’s bonuses do still apply for ranged attacks, however.
You
take only half the usual penalty to speed for being unable to see.
Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you
apply, and you lose your Dexterity bonus to AC. The speed reduction for
darkness and poor visibility also applies.
Special: The
Blind-Fight feat is of no use against a character who is the subject of a blink spell. |
| Blind Shot |
Blind Fighting,
Point Blank Shot, Precise Shot, Wis 15+, 8+ ranks in Listen |
Benefit:
Characters with this feat have all of the Benefits of Blind Fighting
applied to their ranged attacks whether thrown, bow, crossbow, or firearm. In order to use this feat, a character must make one Listen
check with a DC of 25. A
successful check means that the target may be targeted during the current
round.
Normal: Regular attack roll modifiers for invisible opponents apply, as do
speed reduction penalties for darkness and low visibility.
Special: The Blind Shot feat is of no use against a character who is
subject to a Blink spell. |
| Cleave |
Str 13+, Power
Attack. |
Benefit: If
the character deals a creature enough damage to make it drop (typically by
dropping it to below 0 hit points, killing it, etc.), the character gets
an immediate, extra melee attack against another creature in the immediate
vicinity. The character cannot take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as
the attack that dropped the previous creature. The character can use this
ability once per round. |
| Combat Expertise |
Int 13+ |
Benefit: When you use the attack action or the full attack action in melee, you can
take a penalty of as much as –5 on your attack roll and add the same
number (+5 or less) as a dodge bonus to your Armor Class. This number may
not exceed your base attack bonus. The changes to attack rolls and Armor
Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while
using the attack or full attack action to take a –4 penalty on attack
rolls and gain a +2 dodge bonus to Armor Class. |
| Combat Reflexes |
|
Benefit: When
foes leave themselves open, the character may make a number of additional
attacks of opportunity equal to the character's Dexterity modifier. The
character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while
flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one
attack of opportunity in a round if he uses his opportunist ability to
make that attack. |
| Deflect Arrows |
Dex 13+,
Improved Unarmed Strike |
Benefit: You must have at least one hand free (holding nothing) to use this feat.
Once per round when you would normally be hit with a ranged weapon, you
may deflect it so that you take no damage from it. You must be aware of
the attack and not flatfooted.
Attempting
to deflect a ranged weapon doesn’t count as an action. Unusually massive
ranged weapons and ranged attacks generated by spell effects can’t be
deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she
does not meet the prerequisites. |
| Distinctive Fighting Style |
Base Attack
Bonus +4, Weapon Focus |
Benefit: You
gain one of three benefits when fighting using your preferred style. You can either gain a +1 to hit with this feat, a +1 armor
bonus, or gain a +1 damage bonus. The
type of bonus gained is chosen when the Distinctive Style Feet is taken.
Special: The character can gain this feat multiple times. Its effects do
not stack. Each time the character takes the feat, it applies to a
different bonus. |
| Dodge |
Dex 13+ |
Benefit:
During the character's action, the character designates an opponent and
receive a +1 dodge bonus to Armor Class against attacks from that
opponent. The character can select a new opponent on any action. Note: A
condition that makes the character lose his or her Dexterity bonus to
Armor Class (if any) also makes the character lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most other types of bonuses. |
| Exotic Weapon Proficiency |
Base attack
bonus +1 or higher |
Benefit: The
character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it
suffers a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each time The
character takes the feat, it applies to a new weapon. Proficiency with the
bastard sword or the Dwarven waraxe has a prerequisite of Str 13+. |
| Far Shot |
Point Blank
Shot |
Benefit: When
the character uses a projectile weapon, such as a bow, its range increment
increases by one-half (multiply by 1.5). When the character uses a thrown
weapon, its range increment is doubled. |
| Great Cleave |
Str 13+, Power
Attack, Cleave, base attack bonus +4 or higher |
Benefit: As
Cleave, except that the character has no limit to the number of times the
character can use it per round. |
| Great Critical |
Improved
Critical with weapon, Weapon Focus with weapon, Weapon Specialization with
weapon, Base attack bonus +11 |
Benefit:
When using the weapon you selected, your critical multiplier is increased
by one. For example, a long sword will do x3 damage on a critical
hit instead of x2. |
| Greater Manyshot |
Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack
bonus +6 |
Benefit: When you use the Manyshot feat, you can fire each arrow at a different
target instead of firing all of them at the same target. You make a separate
attack roll for each arrow, regardless of whether you fire them at separate
targets or the same target. Your precision-based damage applies to each
arrow fired, and, if you score a critical hit with more than one of the
arrows, each critical hit deals critical damage. |
| Greater Two-Weapon Fighting |
Dex 19, Improved Two-Weapon Fighting, Two-Weapon
Fighting, base attack bonus +11 |
Benefit: You
get a third attack with your off-hand weapon, albeit at a -10 penalty.
Special: An 11th-level ranger who has chosen the two-weapon
combat style is treated as having Greater Two-Weapon Fighting, even if he
does not have the prerequisites for it, but only when he is wearing light
or no armor. |
| Greater Weapon Focus |
Proficiency with selected weapon, Weapon Focus
with selected weapon, fighter level 8th |
Benefit: 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 (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
A
fighter must have Greater Weapon Focus with a given weapon to gain the
Greater Weapon Specialization feat for that weapon. |
| Greater Weapon
Specialization |
Proficiency with selected weapon, Greater Weapon
Focus with selected weapon, Weapon Focus with selected weapon, Weapon
Specialization with selected weapon, fighter level 12th. |
Benefit: 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.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type of
weapon. |
| Hail of Arrows |
Base Attack
Bonus +4, Dex 13+, Point Blank Shot, Rapid Shot, Quick Draw |
Benefit: Characters with this feat may make
one extra ranged attack for every four character levels achieved. The extra attacks are made at the
characters highest attack bonus but these extra attacks, and all other
attacks, suffer an additional -2 penalty. You must use the full attack action when you use this feat. Additionally, characters using
this feat is unable to make any other actions within the round (including
the 5' correction allowed normally).
Special: DM's are encouraged
to keep careful track of a character's arrows. A high level character using this
feat tends to run out of available arrows very fast. Also, a character may only carry
"so many" arrows readily available. |
| Improved Bull Rush |
Str 13+, Power
Attack |
Benefit: When you perform a bull rush you do not provoke an attack of opportunity
from the defender. You also gain a +4 bonus on the opposed Strength check
you make to push back the defender. |
| Improved Charge |
Dex
13+ |
Benefit:
You can make one direction alteration while making a charge attack as long
as that change is not within the last 5' of the end of the charge. (You
may not dodge through obstructions but you can turn a corner.)
Normal:
You must move in a straight line to perform a charge maneuver. |
| Improved Critical |
Proficient with
weapon, base attack bonus +8 or higher |
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that
expands the threat range of a weapon. |
| Improved Disarm |
Int 13+,
Combat Expertise |
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an
opponent, nor does the opponent have a chance to disarm you. You also gain
a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A monk may select Improved Disarm as a bonus feat at
6th level, even if she does not meet the prerequisites. |
| Improved Feint |
Int 13, Combat Expertise |
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action. |
| Improved Grapple |
Dex 13, Improved Unarmed Strike |
Benefit: You do not provoke an attack of opportunity when you make a touch attack
to start a grapple. You also gain a +4 bonus on all grapple checks,
regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a
touch attack to start a grapple.
Special: A monk may select Improved Grapple as a bonus feat at
1st level, even if she does not meet the prerequisites. |
| Improved Initiative |
|
Benefit: The
character gets a +4 bonus on initiative checks. |
| Improved Overrun |
Str 13, Power Attack |
Benefit: When you attempt to overrun an opponent, the target may not choose to
avoid you. You also gain a +4 bonus on your Strength check to knock down
your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to
block you. |
| Improved Precise Shot |
Dex 19, Point Blank Shot, 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.
In
addition, when you shoot or throw ranged weapons at a grappling opponent,
you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this
feat, a character who shoots or throws a ranged weapon at a target
involved in a grapple must roll randomly to see which grappling combatant
the attack strikes.
Special: An 11th-level ranger who has chosen the archery combat style is treated as
having Improved Precise Shot, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor. |
| Improved Rapid Shot |
Dex 13+, Point
Blank Shot, Rapid Shot, Base Attack Bonus +8 |
Benefit: Characters with this feat may gain
one additional ranged attack per round. This attack is in addition to any others they gain for a high base
attack bonus or other feats. The
attack is at the highest attack bonus but suffers an additional -5
penalty. You must use the
full attack action when you use this feat. |
| Improved Shield Bash |
Shield Proficiency |
Benefit: When you perform a shield bash, you may still apply the shield’s shield
bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the
shield’s shield bonus to AC until his or her next turn. |
| Improved Sunder |
Str 13, Power Attack |
Benefit: When you strike at an object held or carried by an opponent (such as a
weapon or shield), you do not provoke an attack of opportunity.
You
also gain a +4 bonus on any attack roll made to attack an object held or
carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at
an object held or carried by another character. |
| Improved Trip |
Int 13+,
Combat Expertise |
Benefit: You do not provoke an attack of opportunity when you attempt to trip an
opponent while you are unarmed. You also gain a +4 bonus on your Strength
check to trip your opponent.
If
you trip an opponent in melee combat, you immediately get a melee attack
against that opponent as if you hadn’t used your attack for the trip
attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt
to trip an opponent while you are unarmed.
Special: At
6th level, a monk may select Improved Trip as a bonus feat, even if she
does not have the prerequisites. |
| Improved Two-Weapon Fighting |
Dex 17, Two-Weapon Fighting, 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, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand
weapon.
Special: A 6th-level ranger who has chosen the two-weapon combat
style is treated as having Improved Two-Weapon Fighting, even if he does
not have the prerequisites for it, but only when he is wearing light or no
armor. |
| Improved Unarmed Strike |
|
Benefit: You are considered to be armed even when unarmed —that is, 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.
Normal: Without this
feat, you are considered unarmed when attacking with an unarmed strike,
and you can deal only nonlethal damage with such an attack.
Special: A
monk automatically gains Improved Unarmed Strike as a bonus feat at 1st
level. She need not select it. |
| Instant Stand |
6 or more ranks
in Balance, 6 or more ranks in Tumble |
Benefit: If
the character makes a successful tumble check against a DC 15 he may get
to his feat from a prone position as a free action. |
| Manyshot |
Dex 17, Point Blank Shot, Rapid Shot, base attack
bonus +6 |
Benefit: As a standard action, you may fire two arrows at a single opponent within
30 feet. Both arrows use the same attack roll (with a –4 penalty) to
determine success and deal damage normally (but see Special).
For
every five points of base attack bonus you have above +6, you may add one
additional arrow to this attack, to a maximum of four arrows at a base
attack bonus of +16. However, each arrow after the second adds a
cumulative –2 penalty on the attack roll (for a total penalty of –6
for three arrows and –8 for four).
Damage
reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based
damage only once. If you score a critical hit, only the first arrow fired
deals critical damage; all others deal regular damage.
A 6th-level ranger who has chosen the archery combat
style is treated as having Manyshot even if he does not have the
prerequisites for it, but only when he is wearing light or no armor. |
| Mobility |
Dex 13+, Dodge |
Benefit: The
character gets a +4 dodge bonus to Armor Class against attacks of
opportunity caused when the character moves out of or within a threatened
area.
Note: A condition that makes the character lose the Dexterity bonus to
Armor Class (if any) also makes the character lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most types of bonuses. |
| Mounted Archery |
Ride skill,
Mounted Combat |
Benefit: The
penalty the character suffers when using a ranged weapon from horseback is
halved: -2 instead of -4 if the character's mount is taking a double move,
and -4 instead of -8 if the character's mount is running. |
| Mounted Combat |
Ride skill |
Benefit: Once
per round when the character's mount is hit in combat, the character may
make a Ride check to negate the hit. The hit is negated if the character's
Ride check is greater than the attack roll (essentially, the Ride check
becomes the mount’s Armor Class if it’s higher than the mount’s
regular AC). |
| Point Blank Shot |
|
Benefit: The
character gets a +1 bonus to attack and damage rolls with ranged weapons
at ranges of up to 30 feet. |
| Power Attack |
Str 13+ |
Benefit: On your action, before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the same number to
all melee damage rolls. This number may not exceed your base attack bonus.
The penalty on attacks and bonus on damage apply until your next turn.
Special: If
you attack with a two-handed weapon, or with a one-handed weapon wielded
in two hands, instead add twice the number subtracted from your attack
rolls. You can’t add the bonus from Power Attack to the damage dealt
with a light weapon (except with unarmed strikes or natural weapon
attacks), even though the penalty on attack rolls still applies.
(Normally, you treat a double weapon as a one-handed weapon and a light
weapon. If you choose to use a double weapon like a two-handed weapon,
attacking with only one end of it in a round, you treat it as a two-handed
weapon.) |
| Power Charge |
Str
13+ |
Benefit:
If you successfully hit your opponent at the end of a charge action, you
add double your strength modifier to the damage roll.
Special: If you are attacking with a two-handed
weapon, or with a one-handed weapon wielded in two hands, instead add
three times your strength modifier to the damage roll. You can’t add the bonus from Power
Charge to the damage dealt
with a light weapon (except with unarmed strikes or natural weapon
attacks).
Normal: A charge action does not grant any
additional damage. |
| Power Critical |
Improved
Critical with weapon, base attack bonus +12, proficiency with weapon |
Benefit: Once
per day, you can declare a single melee attack with your chosen kind of
weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the
critical, regardless of whether the attack roll was a threat.
Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once
per day per kind of weapon to which it applies. |
| Precise Shot |
Point Blank
Shot |
Benefit: The
character can shoot or throw ranged weapons at an opponent engaged in
melee without suffering the standard -4 penalty. |
| Quick Draw |
Base attack
bonus +1 or higher |
Benefit: The
character can draw a weapon as a free action instead of as a
move-equivalent action. |
| Rapid Reload |
Weapon Proficiency (crossbow type chosen) |
Benefit: The time required for you to reload your chosen type of crossbow is
reduced to a free action (for a hand or light crossbow) or a move action
(for a heavy crossbow). Reloading a crossbow still provokes an attack of
opportunity.
If
you have selected this feat for hand crossbow or light crossbow, you may
fire that weapon as many times in a full attack action as you could attack
if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or
light crossbow, or a full-round action to reload a heavy crossbow.
Special: You
can gain Rapid Reload multiple times. Each time you take the feat, it
applies to a new type of crossbow. |
| Rapid Shot |
Point Blank
Shot, Dex 13+ |
Benefit: 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.
Special: A 2nd-level ranger who has chosen the archery combat
style is treated as having Rapid Shot, even if he does not have the
prerequisites for it, but only when he is wearing light or no armor. |
| Ride-by-Attack |
Ride skill,
Mounted Combat |
Benefit: When
the character is mounted and uses the charge action, the character may
move and attack as with a standard charge and then move again (continuing
the straight line of the charge). The character's total movement for the
round can’t exceed double the character's mounted speed. The character
does not provoke an attack of opportunity from the opponent that the
character attacks. |
| Sharp Shooting |
Point Blank Shot, Precise Shot, base attack bonus +3 |
Benefit: Your targets only receive a +2 bonus to Armor class due to cover. This feat
has no effect against foes with no cover or total cover.
Normal: Cover normally gives a +4
bonus to AC. |
| Shield Specialization |
Proficient with
shield, Base Attack Bonus +1 or higher, Shield Focus |
Benefit: You
get a +1 AC bonus when using a shield. |
| Shot on the Run |
Point Blank
Shot, Dex 13+, Dodge, Mobility |
Benefit: When
using the attack action with a ranged weapon, the character can move both
before and after the attack, provided that the character's total distance
moved is not greater than the character's speed. |
| Snatch Arrow |
Dex 15, Deflect Arrows, Improved Unarmed Strike |
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of
just deflecting it. Thrown weapons can immediately be thrown back at the
original attacker (even though it isn’t your turn) or kept for later
use. You must have at least one hand free (holding nothing)
to use this feat. |
| Spirited Charge |
Ride skill,
Mounted Combat, Ride-By Attack |
Benefit: When
mounted and using the charge action, the character deals double damage
with a melee weapon (or triple damage with a lance). |
| Spring Attack |
Dex 13+, Dodge,
Mobility, base attack bonus +4 or higher |
Benefit: When
using the attack action with a melee weapon, the character can move both
before and after the attack, provided that the character's total distance
moved is not greater than the character's speed. Moving in this way does
not provoke an attack of opportunity from the defender the character
attacks. The character can’t use this feat if the character is in heavy
armor. |
| Strategic Mind |
Int
13+, Combat Reflexes |
Benefit:
When flanking an opponent, you gain a +4 attack bonus. This attack
bonus pertains to both melee and range attacks against the flanked
opponent Your attack bonus increases to +6 when making an attack of
opportunity against an opponent who is flanked.
Normal: When making a melee attack, you get a +2 flanking
bonus if your opponent is threatened by a character or creature friendly
to you on the opponent’s opposite border or opposite corner. |
| Stunning Fist |
Dex 13+,
Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher |
Benefit: 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 + 1/2 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 character can’t
act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You
may attempt a stunning attack once per day for every four levels you have
attained (but see Special), and no more than once per round. Constructs,
oozes, plants, undead, incorporeal creatures, and creatures immune to
critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she
does not meet the prerequisites. A monk who selects this feat may attempt
a stunning attack a number of times per day equal to her monk level, plus
one more time per day for every four levels she has in classes other than
monk. |
| Trample |
Ride skill,
Mounted Combat |
Benefit: When
the character attempts to overrun an opponent while mounted, the target
may not choose to avoid the character. If the character knocks down the
target, the character's mount may make one hoof attack against the target,
gaining the standard +4 bonus on attack rolls against prone targets. |
| Two-weapon Defense |
Dex 15, Two-Weapon Fighting |
Benefit: When wielding a
double weapon or two weapons (not including natural weapons or unarmed
strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total
defense action, this shield bonus increases to +2 |
| Two-weapon Fighting |
Dex
15+ |
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.
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.)
Special: A
2nd-level ranger who has chosen the two-weapon combat style is treated as
having Two-Weapon Fighting, even if he does not have the prerequisite for
it, but only when he is wearing light or no armor. |
| Weapon Break |
Str 13+, Power
Attack, Improved Sunder |
Benefit: When you choose to attack an
opponent's weapon, you may attempt to break the weapon. The weapon must be of the same
size or smaller than the one you are using in the attempt. You and the defender make opposed
attack rolls. If you win, you
make a Str check (DC 15 + any enhancement bonus the weapon has). Success means that the weapon has
broken. The Defender may make
a reflex save (DC 15 + attackers Str modifier) to throw the weapon instead
of allowing it to be broken. Thrown
weapons land approximately 15 feet away from the wielder in a random
direction. Failure means you
do damage to the weapon according to page 136 of the Players Handbook.
Normal: See Strike a Weapon
page 136 of the Players Handbook. |
| Weapon Finesse |
Base attack bonus +1 or higher |
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of
your size category, you may use your Dexterity modifier instead of your
Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls. |
| Weapon Focus |
Proficient with
weapon, base attack bonus +1 or higher |
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.
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. |
| Weapon Grand Master |
Proficient with
weapon, Weapon Focus with weapon, Weapon Specialization with weapon,
Weapon Mastery with weapon, Base Attack Bonus +12, Int 13+ |
Benefit: The damage you do with the chosen
weapon is increased to the next highest base dice. (Example: A short sword does 1d6 normally
but with this feat it does 1d8. A
Greataxe does 1d12 normally but with this feat it does 2d8.)
Special: You cannot gain this
feat multiple times. The time
required to attain and maintain this level of skill doesn't allow a
character to be grand master of more than one weapon. |
| Weapon Mastery |
Base Attack
Bonus +8, Proficient with weapon, Weapon Focus with weapon, Weapon
Specialization with weapon |
Benefit: You add an extra +1 to your damage
roll when using the selected weapon.
Special: You cannot gain this
feat multiple times. The time
required to attain and maintain this level of skill doesn't allow a
character to be master of more than one weapon. |
| Weapon
Specialization |
Weapon Specialization is available
only to Fighters of fourth level or greater. |
Choose one type of weapon.
The character is especially good at inflicting damage with this weapon.
Benefit: The character adds +2 to all damage inflicted with the weapon the
character has specialized with. If the weapon is a ranged weapon, the
target must be within 30 feet.
Special: The character can gain this feat multiple times. Its effects do
not stack. Each time the character takes the feat, it applies to a new
weapon. A fighter may choose this feat as a bonus feat. |
| Whirlwind Attack |
Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4 |
Benefit: When you use the full attack action, you can give up your regular attacks
and instead make one melee attack at your full base attack bonus against
each opponent within reach.
When
you use the Whirlwind Attack feat, you also forfeit any bonus or extra
attacks granted by other feats, spells, or abilities. |