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Fighter Bonus

Prerequisites
Feats
Abs of Steel
Con 13, Str 17
Acrobatic
Dex 13, Dodge, Mobility, Tumble 5 ranks
Charge
Armour
Proficiency with selected armour
Specialization
Arrow Master Proficiency with any bow or crossbow
Battle Cry
Con 13
Bypassing Shot Blind Fighting, Point Blank Shot, Precise Shot, Wis 13, base
attack bonus +8 or higher
Centaur
Speed 50'
Charge
Chobos Dance Dex 13
Combat
Jump skill, Tumble skill, Str 13, Dex 13, Dodge, Mobility,
Tumble
Spring Attack, base attack bonus +4 or higher
Comrade in
Base attack bonus +1
Arms
Crusader
Cha 13, Lawful alignment
Disturbing
Cha 13
Intensity
Firm Stance
Con 15 or four legs
Fire Breath
Con 13
Fleshrunning Climb skill, Jump 10 ranks, Balance 10 ranks, Dodge, Mobility,
Spring Attack, Improved Unarmed Strike, Treerunning, Dex 13,
epic level
Ride 4 ranks, Mounted Combat, Ride-By Attack, Spirited
Forceful Rider
Charge
Fumbling
A maximum Dex of 11
Scramble
Ghost Killer
Wis 13, Knowledge (religion) skill, Spot skill
Hanging Kick Climb skill, Jump skill, Dex 13, Improved Unarmed Strike
Str 13, Dex 13, Wis 13, Improved Unarmed Strike, Stunning
Head Bashing
Fist, base attack bonus +8
Hoof Master
Hooves, Weapon Focus (hoof), base attack bonus +4.

Humble
Acceptance
Improved
Deflect Arrows
Improved
Snatch Arrows
Keep Your
Head
Mask Fighting
Massive
Massive Bull
Rush
Move Like a
Hydra
Nonlethal
Strike
Pankration
Phrygian
Dance
Pole Arm
Master
Power Throw
Pull the Plug
Quick Dress
Returning
Throw
Rhythm Rage
Shard Attack
Shield
Excellence
Spectacular
Fumble
Steel Surprise
Thigh Lock

Con 13, Wis 13


Dex 13, Deflect Arrows, Improved Unarmed Strike
Dex 13, Deflect Arrows, Improved Deflect Arrows, Improved
Unarmed Strike, Snatch Arrows
Int 13, Combat Expertise
Int 13, Combat Expertise
Str 17, above average weight for your gender and species
Str 13, Cleave, Improved Bull Rush, Power Attack
Dex 13, Dodge, Mobility
Wis 13
Improved Unarmed Strike, Improved Grapple
Perform 1 rank, Shield Proficiency
Simple Weapon Proficiency (quarterstaff), base attack bonus
+4
Str 13, Power Attack
Wis 13, Knowledge (architecture & engineering) 1 rank, Spot 1
rank
Armour Proficiency (light)
Dex 13, Weapon Focus (with that particular weapon), base
attack bonus +8
Perform (dance) 1 rank
Str 15, Cleave, Improved Sunder, Power Attack
Shield Proficiency
A maximum Dex of 11
Base attack bonus +4
Improved Grapple, Improved Unarmed Strike, attack bonus +8

or greater
Three Steps
Int 17, Sense Motive 5 ranks.
Ahead
Throw Mle
Weapon Proficiency
Weapon
Unlearn Armour Any Armour Proficiency
Weapon
Spot skill, Int 13
Improvisation
Rigid Cloth Spot skill, Int 13, Weapon Improvisation
Weapon
Greater Weapon Focus, Greater Weapon Specialization,
Mastery
Weapon Focus, Weapon Specialization, all with the weapon
chosen, fighter level 24th
Weapon Twist Combat Expertise, Improved Disarm, Int 13
Whip Master
Intimidate skill, Exotic Weapon Proficiency (whip)
Whirling Barrier Int 13, Dex 13, Con 13, Combat Expertise

ABS OF STEEL [General]


You can tense your muscles to halt swords.
Prerequisites: Con 13, Str 17
Benefit: As a standard action OR a move action you can give yourself
damage reduction ranged/1 for each point of Constitution bonus. Thus, if you
have Constitution 15, you get DR ranged/2.
This DR lasts until your next turn begins.
Special: Fighters can take this feat as a bonus feat.

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ACROBATIC CHARGE [General] Converted duelist class feature


You can charge where others cannot.
Prerequisites: Dex 13, Dodge, Mobility, Tumble 5 ranks
Benefit: You can charge over difficult terrain that normally slows movement.
Down steep stairs, leaping down from a balcony, tumble over tables, and the
like. Depending on the circumstances, you may still need to make appropriate
Jump or Tumble checks.
Special: Fighters can take this feat as a bonus feat.
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ARMOUR SPECIALIZATION [General] Contributed by Filip Hammarberg


Choose one type of armour, such as banded mail, with which you are
proficient. Your maximum Dex bonus increases whilst wearing this armour.
Prerequisite: Proficiency with selected armour.
Benefit: Your maximum Dex bonus increases by +1 whilst wearing the
selected armour.
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 armour.
A fighter may select Armour Specialization as one of his fighter bonus feats.
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ARROW MASTER [General]


You can fight effortlessly with arrows as mle weapons.
Prerequisite: Proficiency with any bow or crossbow.
Benefit: When using an arrow or a crossbow bolt as a mle weapon, you
dont get the -4 improvised penalty and the risk of breakage is reduced to 50%
for a hit and 20% for a miss.
Damage is as for a dagger of its size (critical multiplier x2).
You can throw an arrow or bolt with 10 range increments.
Normal: You get a -4 penalty on attack rolls, the arrow or bolt deals damage
as a dagger of its size (critical multiplier x2), it is automatically destroyed if it
hits and has a 50% chance of being destroyed if it misses. It cant be

effectively thrown.
Special: Fighters can take this feat as a bonus feat.
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BATTLE CRY [General]


Your distinctive battle cry gives you temporary bonus when fighting.
Prerequisites: Con 13.
Benefit: Once per battle, you can use your battle cry to give you +4 morale
bonus to all attack rolls and all damage rolls for 1 round. You must use the
same Battle Cry consistently for the bonus to work. Just general shouting will
not work. But the battle cry can be an ululation, a mad shriek, a guttural roar, a
shouted statement, or just about anything else, just as long as it is the same
each time.
Using a Battle Cry is a free action. As the term implies, it requires loudness.
It is not for a battle in which you wish to remain anonymous, or when you are
reluctant to announce your presence to other parts of the area.
Special: A fighter may select Battle Cry one of her fighter bonus feats.

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BYPASSING SHOT [General]


You can attempt to hit a completely covered target with a missile or thrown
weapon by having it rotate and bounce against various surfaces on the way.
Prerequisites: Blind-Fight, Point Blank Shot, Precise Shot, Wis 13, base
attack bonus +8 or higher.
Benefit: You can make ranged weapon attacks against targets with total

cover. Unlike a normal ranged attack that requires a single unbroken line
between you and your target, this feat allows your missile to use a route with
any number of turns and twists. Thus, you can try to hit someone standing
behind a pillar, some distance to the side of an open door, or crouching behind
a high wall, but not someone sitting inside a closed box.
You must still know somehow that the target is within a particular square.
The target gets a +8 AC bonus from cover and a 50% miss chance from
concealment.
Special: Fighters can take this feat as a bonus feat.
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CENTAUR CHARGE [General]


You are trained at charging your enemy with devastating effect.
Prerequisite: Speed 50.
Benefit: When using the charge action, you deal double damage with a
mle weapon (or triple damage with a lance), just as if you were riding a
mount and using the Spirited Charge feat.
Special: Fighters can take this feat as a bonus feat (but the prerequisite
normally prevents non-centaurs from doing this).
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CHOBOS DANCE [General]


You are adept at fighting fast with chobos and other light mle weapons.
Prerequisite: Dex 13.
Benefit: When you fight with one identical light weapon in each hand, you get
an extra attack at -5 worse than your last regular attack each round. For
example, if you normally get two attacks, the first at +8 and the second at +3,
you now get an additional attack with -2.
This only applies when you use the full attack action. Also, the weapons
used must be truly identical in game terms. If one is a masterwork weapon,
the other must be so too. If one has a certain magic that affects combat in any
way, the other must have the same magic.
Chobos Dance can be used in conjunction with Two-Weapon Fighting. In
that case, you get both the extra attack from that feat and the weaker attack
from the Chobos Dance feat.
Special: Fighters can take this feat as a bonus feat.
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COMBAT TUMBLE [General]


You are adept at using Tumble in combat situations.
Prerequisites: Jump skill, Str 13, Dex 13, Dodge, Mobility, Spring Attack.
Benefit: You get Tumble as a class skill. In addition, you can try to tumble
through squares occupied by enemies, using DC 15, instead of DC 25.
Special: A fighter can take this feat as a bonus feat.

Screencap from the fantastic Ariane's Xena Warrior Princess Gallery.

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COMRADE IN ARMS [General]


You get an AC bonus when fighting next to an ally.
Prerequisite: Base attack bonus +1.
When you are in a square adjacent to a conscious and not prone ally, you
get a +1 circumstance bonus on AC. If both you and the ally have the
Comrade in Arms feat, you both get a total of +1 on AC and +1 bonus on
mle attack rolls. Multiple allies in adjacent squares do not further increase
this bonus.
Special: A fighter may select Comrade in Arms as one of her fighter bonus
feats.

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CRUSADER [General]
Your monochrome worldview gives you great strength against bad people.
Prerequisite: Cha 13, Lawful alignment.
Benefit: Once per day, you can choose to enter a state of righteous fury.
This gives you a +4 bonus to damage with every successful mle or ranged
attack, but only against those you perceive as your true enemies at the
beginning of the battle.
When you activate the Crusader feat, you must define who your enemies
are in this particular situation. The definition must be uncomplicated and
related to what you can see with a glance, for example:
Everyone in that uniform.
Everyone to the left of me.
Everyone I recognize from the inn.
That warrior and her blonde companion.
A list of particular individuals must not be longer than 1 + your Intelligence
bonus.
New arrivals who matches the description are included.
For attacks made against anyone else, you receive a -4 penalty on damage
rolls. This includes attacks against known enemies who arent included in the
description.
Further, for as long as you are in this particular state, you must attack
anyone you threaten who matches your definition.
The effect lasts for a number of rounds equal to 3 + your Charisma modifier.
Special: You can take this feat several times. Each time it enables you to
use Crusader one more time per day. Fighters can take this feat as a bonus
feat.
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DISTURBING INTENSITY [General]


Your strange mannerisms and penetrating eyes make it easier for you to
attack single opponents.
Prerequisite: Cha 13.
Benefit: When only one opponent is threatening you, your attack bonus
against that opponent increases by 2.
Special: Fighters can take this feat as a bonus feat.
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FIRE BREATH [General]


You can spray flammable liquid from your mouth through a flame and scorch
your enemies.
Prerequisite: Con 13.
Benefit: You fill your mouth with oil, strong liquor, or another flammable
liquid (though NOT alchemists fire, since it is too sticky and ignites if exposed
to air). You can then spray it into a cone, 10 long, through an open flame
(torch, candle). You do this by making a Fortitude save, DC 10. If you fail, the
liquid does not ignite. If you roll a 1, you take 1d4 points of damage.
Anyone in the cone must make a Reflex save, DC equalling the result of
your Fortitude save, or be dazzled (-1 to hit) for 1 round. Anyone in the square

nearest to you also takes 1d4 points of fire damage on a failed save.
Using this feat is a standard action. If you put the liquid in your mouth
beforehand, the actual attack only counts as the first of your attacks that
round.
Normal: Without this feat, the DC becomes 15 and the action becomes a
full round action.
Special: Fighters can take this feat as a bonus feat.

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FIRM STANCE [General]


By firmly planting your feet, you can use some of the strength in your legs to
give extra power to your attacks.

Prerequisite: Con 15 or four legs.


Benefit: If you dont move even a 5 step during your turn, you get a +1
bonus on attack and damage with all attacks that are affected by your
Strength bonus.
Special: Fighters can take this feat as a bonus feat.
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FORCEFUL RIDER [General]


You can coordinate your attacks with the movements of your steed.
Prerequisite: Ride 4 ranks, Mounted Combat, Ride-By Attack, Spirited
Charge.
Benefit: When mounted, you can use your mounts Str bonus instead of
your own for attack and damage with mle weapons.
Special: Fighters can take this feat as a bonus feat.
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FUMBLING SCRAMBLE [General]


You move so clumsily in combat that your opponents have a hard time hitting
you.

Prerequisite: A maximum Dex of 11.


Benefit: For as long as you move more than a 5 step, you can use your
Constitution bonus (if any) on AC. This counts as a luck bonus and is
automatically in use whenever your Dexterity bonus is.
Special: For the record, fighters can take this feat as a bonus feat.
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GHOST KILLER [General]


Even undead have vulnerable spots and you know how to find them.
Prerequisite: Wis 13+, Knowledge (religion) 1 rank, Spot 1 rank.
Benefit: Undead are not immune to criticals or sneak attacks from your
hand. If you score a confirmed critical against an undead and the weapon you
use is capable of harming it, you inflict extra damage as if with the normal
critical rules.
You can use this feat with unarmed attacks and with all weapons with which
you are proficient.
Special: Fighters can take this feat as a bonus feat.
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HANGING KICK [General]


You can make unarmed attacks with reach.
Prerequisite: Climb skill, Jump skill, Dex 13, Improved Unarmed Strike.
Benefit: When using this feat, you grab hold of something with both hands
and kick your opponent. Anything that is climbable with DC 15 or easier can
be used as a handhold, including: a hanging rope, a fence, a ships rigging, a
statue, a very rough natural rock surface, a tree, a quarterstaff or pole arm
that you are holding.
Until your next initiative, your unarmed attacks have 10 reach. They are
considered reach weapons, and you can thus not attack opponents within 5
from you.
Using this feat is otherwise a free action, but you cannot move, not even a 5
step. You can use a full round attack, though.
Special: Fighters can take this feat as a bonus feat.

Screencap from Xena Image Archive, closed down and missed.

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HEAD BASHING [General]


You are skilled at stunning several opponents at once.
Prerequisite: Str 13, Dex 13, Wis 13, Improved Unarmed Strike, Stunning
Fist, base attack bonus +8.
Benefit: You can use Stunning Fist with any number of attacks normally
allowed, for a total of 1 round per 4 levels every day.
This feat can be used in conjunction with Cleave, Combat Reflexes, Great
Cleave, Whirlwind Attack, and other feats that grant more attacks under
certain circumstances.
Special: Fighters can take this feat as a bonus feat.

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HOOF MASTER [General]


You can strike with your hooves in a wide variety of ways.
Prerequisites: hooves, base attack bonus +4, Weapon Focus (hoof).
Benefit. You can use your hooves interchangeably as Blunt, Piercing and
Slashing weapons. Each attack can only be of one type, but you can change
the type with each attack. This must be stated before your attack roll.
Special: Fighters can take this feat as a bonus feat.
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HUMBLE ACCEPTANCE [General]


You are disciplined enough to use your limbs to absorb damage meant for
vital organs.
Prerequisites: Con 13, Wis 13.
Benefit: When you activate this feat as a free action, all enemy attacks are
at +4, but do 2 less in damage (minimum 0 points). This holds true until you
deactivate the feat, also as a free action.
Special: Fighters can take this feat as a bonus feat. You can take it only
once - its effect doesnt stack.
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IMPROVED DEFLECT ARROWS [General]


You can deflect multiple incoming missiles.
Prerequisites: Dex 13, Deflect Arrows, Improved Unarmed Strike
Benefit: With this feat you can deflect incoming missiles with a Reflex
saving throw against a DC of 20 (+ the magical bonus of the missile). You
have to be aware of the attacks and not flat-footed. You can have weapons in
your hands if you are proficient with them, but otherwise you must have both
hands free. The number of missiles you can try to deflect in a round is 1 +
your Dexterity bonus.
Special: Since this feat is not automatically successful, unlike Deflect
Arrows, you might wish to alternate between Improved Deflect Arrows and the
ordinary Deflect Arrows feat. A fighter can take this feat a bonus feat.
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IMPROVED SNATCH ARROWS [General]


You can catch multiple incoming missiles.
Prerequisites: Dex 13, Deflect Arrows, Improved Deflect Arrows, Improved
Unarmed Strike, Snatch Arrows
Benefit: With this feat you can catch incoming missiles with a Reflex saving
throw against a DC of 20 (+ the magical bonus of the missile. You have to be
aware of the attacks and not flat-footed. You also need to have both hands
free. The number of missiles you can try to deflect in a round is 1 + your
Dexterity bonus.
Thrown weapons caught in this manner can be immediately thrown back at
the original attacker, even if it isn't your turn.
Special: Since this feat is not automatically successful, unlike Snatch
Arrows, you might wish to alternate between Improved Snatch Arrows and the
ordinary Snatch Arrows feat. A fighter can take this feat a bonus feat.

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KEEP YOUR HEAD [General]


A moment's calm reflection lets you examine a situation to get an edge.
Prerequisites: Int 13, Combat Expertise.
Benefit: You spend a standard action assessing the situation. In the
following round, you get +1 on attack rolls and AC.
Special: Fighters can take this feat as a bonus feat. You can use this feat
many times in a row, but each time you must spend a standard action
assessing before you get 1 round of bonuses.
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MASK FIGHTING [General]


Your expertise with using the psychology involved in fighting with your face
covered gives you an advantage.
Prerequisites: Int 13, Combat Expertise.
Benefit: When wearing an Amazon mask, a visored helmet (comes
automatically with full plate) or other headgear that covers enough of your
face to make it unreadable, you get a +2 bonus on opposed rolls in combat
when your adversary is a creature of some sort (not a plant or construct).
The opposed rolls include attempts to bull rush, disarm, feint, grapple,
overrun, sunder (an object held by a creature) and trip.
Special: A fighter can take this feat as a bonus feat.

Pic from Hercules World Order. Thanks a lot!

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MASSIVE [General]
You have learned to use your unusually heavy build to your advantage.
Prerequisites: Str 17, above average weight for your gender and species.

Benefit: You count as one size category larger or your normal size whichever is more advantageous - for the purposes of fulfilling feat
prerequisites. Note that you remain the same size and that you can't for
example use larger weapons than before.
Special: Fighters can take this feat as a bonus feat.
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MASSIVE BULL RUSH [General]


You can bull rush several opponents at once.
Prerequisite: Str 13, Cleave, Improved Bull Rush, Power Attack.
Benefit: You bull rush one opponent as normal. But, if you have several
attacks, you can attempt to simultaneously bull rush one more opponent per
extra attack.
All other opponents must be in adjacent squares to each other. If you have a
one-handed weapon or a light weapon (including unarmed attack), you can
only try to bull rush opponents in 2 squares. If you have a two-handed
weapon, you can try to bull rush opponents in 3 squares. If you have a reach
weapon, you add 1 more square.
You must succeed with the opposing strength checks against every
opponent you bull rush for the action to succeed. If you wish to move with the
opponents, you can only push them a distance equal to the shortest result
when comparing all of the strength checks.
You can use this action even if you move more than 5 to reach the
opponents, as per a normal bull rush.
Special: Fighters can take this feat as a bonus feat.
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MOVE LIKE A HYDRA [General]


You are skilled at twisting and turning in combat so that you are rarely caught
from behind.
Prerequisite: Dex 13, Dodge, Mobility
Benefit: As a move action, you deny all opponents the +2 bonus for
flanking. Nor can you be sneak attacked by opponents whose level in the
class providing that ability is less than half of your character level.
This lasts until your next turn.
Special: Fighters can take this feat as a bonus feat. This feat can be taken
only once.
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NONLETHAL STRIKE [General]


You can do nonlethal damage with normal weapons.
Prerequisite: Wis 13.
Benefit: Whenever you use a normal weapon to cause nonlethal damage,
you strike without the usual -4 penalty on the attack roll.
Special: Fighters can take this feat as a bonus feat.
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PANKRATION [General]
You are trained in a particularly brutal form of no-holds-barred wrestling.
Prerequisite: Improved Unarmed Strike, Improved Grapple.
Benefit: If you start your turn grappling, you get an additional attack at your
normal attack bonus. This can be used to attack with an unarmed strike,
natural weapon or light weapon, damage your opponent, pin or break a pin,
use the opponents weapon, or doing any other attack action that is possible
while grappling.
Special: Fighters can take this feat as a bonus feat.
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PHRYGIAN DANCE [General]


You move your shield with musical grace.
Prerequisite: Perform 1 rank, proficiency with shields
Benefit: When using a shield (but not a tower shield), its armour check
penalty is reduced by one.
Special: Fighters can take this feat as a bonus feat. This feat can be taken
only once. It stacks with other effects that reduce the armour check penalty for
shields.
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POLE ARM MASTER [General]


You are especially adept with fighting anything vaguely related to a staff.
Prerequisite: Simple Weapon Proficiency (quarterstaff), base attack bonus
+4.
Benefit: When fighting with a pole arm, you can use it as a double weapon.
It then does damage as a quarterstaff, but you can alternate between
bludgeoning damage and the type of damage the weapon normally do. This
choice only applies if you use it as a double weapon.
Special: Fighters can take this feat as a bonus feat.
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POWER THROW [General]


You can use Power Attack with thrown weapons.
Prerequisites: Power Attack, Str 13.
Benefit: On your action, before making attack rolls for a round, you may
choose to subtract a number from all missile attack rolls with thrown weapons,
and add half that number to the damage rolls of those attacks. The number
subtracted may not exceed your base attack bonus. The penalty on attacks
and bonus on damage apply until your next turn.
Special: A fighter may select Power Throw as one of her fighter bonus feats.

Vidcap by Tom.

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PULL THE PLUG [General]


Even constructs have vulnerable spots and you know how to find them.
Prerequisite: Wis 13+, Knowledge (architecture & engineering) 1 rank, Spot
1 rank.
Benefit: Constructs are not immune to criticals or sneak attacks from your
hand. If you score a confirmed critical against a construct and the weapon you
use is capable of harming it, you inflict extra damage as if with the normal
critical rules.
You can use this feat with unarmed attacks and with all weapons with which
you are proficient.
You must still penetrate the damage resistance of the construct (if any) to
damage it.
Special: Fighters can take this feat as a bonus feat.

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QUICK DRESS [General]


You can don armour fast.
Prerequisite: Armour Proficiency (light)
Benefit: You don and remove armour one step quicker.
Quick
Normal Time Dress
Time
4 minutes or 1 minute
1d4+1
minutes
1 minute
5 rounds
5 rounds
1 move
action
1 move action

Free
action

Quick Dress With


Help
5 rounds

1 full round
Free action for you,
1 move action for
the helper
N/A

This only applies to armour with which you are proficient, and with normal
clothes.
Special: A fighter may select Quick Dress as one of her fighter bonus feats.

Vidcap by Tom.

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RETURNING THROW [General]


You can make a throwing weapon return, boomerang-style.
Prerequisites: Dex 13, Weapon Focus (with that particular weapon), base
attack bonus +8 or higher.
Benefit: When you throw a weapon, you can elect to use this feat to make
the weapon return to your hand. It does so if:
- the weapon rotates during flight. Dagger, club, throwing axe, light hammer,
and shuriken do this,
- the target is nearer than half the maximum range of the weapon,
- the weapon is not deflected with a Deflect Arrows or Improved Deflect
Arrows feat,
- the weapon is not caught with a Snatch Arrows or Improved Snatch Arrows
feat,
- the attack roll is neither a 1, nor a threat.

If you have multiple attacks, you can use them against enemies within the
first range increment only. Even if only one target is further away, you have to
choose between attacking that one or the ones close by.
This feat can be taken multiple times, each time for a different weapon.
Special: Fighters can take this as a bonus feat. If you have the Freedom
Throw feat, you can leave the weapon flying for an entire round before
catching it. Thus, you might have some time left during the round of the throw,
as well as the entire next round to do what you like. The weapon is caught as
a free action at the very end of your second round.

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RHYTHM RAGE [General]


When inspired by music, your combat style becomes wilder and more
powerful.
Prerequisite: Perform (dance) 1 rank.
Benefit: When you dont use more than one attack per opponent, you get
+1 on your attack bonus. You must use a full attack and either have more than
one attack from high attack bonus, or fight with two weapons (or a double
weapon) that enables you to attack twice or more per round.
Also, when you hear music even if you only use a standard action for
attacking, you get a +1 damage bonus on your mle attacks.

Music in this case means hearing music equal to a Perform (keyboard


instruments, percussion instruments, string instruments, wind instruments or
sing) check DC 10. Some sonic attacks also qualifies, if they are described as
musical in nature.
Special: Fighters can take this feat as a bonus feat. You can take it only
once - its effect doesnt stack.
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RIGID CLOTH [General]


You can transform a piece of cloth into a quarterstaff.
Prerequisites: Spot skill, Int 13, Weapon Improvisation.
Benefit: By twirling a piece of cloth, at least 6 long, you transform it into a
temporary quarterstaff. This is a standard action. The cloth can be of any kind,
silk or canvas, even leather, hide, or fur, as long as it is soft enough to fold
easily.
The transformation is only good enough for the duration of the mle, but
the cloth is essentially unharmed afterwards. While rolled into quarterstaff
shape, it has the hardness and hit points of wood, but retains its cloth break
DC (equivalent to rope, DC 23).
Once it is twirled into shape, you can alternate between quarterstaff shape
and whip shape (the cloth functions as a whip) as a free action. Thus, if you
have several attacks, you can first strike as a quarterstaff (maybe taking
advantage of the double-weapon option) and then as a whip.
Special: Fighters can take this feat as a bonus feat.

Screencap from Xena Image Archive (sadly offline).

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SHARD ATTACK [General]


Your sundering attack hurt your opponent.
Prerequisites: Str 15, Cleave, Power Attack, Improved Sunder.
Benefit: When your attack destroys an object held by your opponent, he
must make a Reflex save (DC 15) or take damage from the flying splinters
according to the size of the object:
Weapon size category (for medium Equivalent object size:
wielders:

Damage:

Light weapon
One-handed weapon
Two-handed weapon
-

Diminutive (smaller causes no


damage)
Tiny
Small
Medium
Large
Gargantuan or larger

1d3
1d4
1d6
1d8
1d12
2d8

Note: If repeated attacks are necessary to destroy the object, only the final
attack can cause damage.
Special: Fighters can take this feat as a bonus feat.
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SHIELD EXCELLENCE [General]


By alternatively crouching behind your shield and keeping it in motion, you are
very hard to hit with ranged attacks.
Prerequisite: Shield proficiency.
Benefit: Your AC-bonus from your shield is doubled against ranged attacks.
A light shield thus gives a +2 bonus, a heavy shield a +4 bonus, while a tower
shield gives a +8 bonus. Magical bonuses on the shield you are using are not
doubled but added normally.
Special: Fighters can take this feat as a bonus feat.
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SPECTACULAR FUMBLE [General]


You move so clumsily in combat that you can actually harm enemies by sheer
ineptitude.
Prerequisites: A maximum Dex of 11.
Benefit: Once per day, when you roll a natural '1' with your attack roll, you
DO hit the enemy and cause normal damage. The hit is automatic and is
considered a threat, with normal chance at critical hit. Not even displacement
or concealment (or invisibility) can affect this. The following round, you must
perform the total defence action (+4 to AC, but cant do anything but make a
normal move that round).
What actually happens varies with the occasion, but a violent stumbling, an
unplanned demolition of some nearby shelf, a weapon that goes flying in an
unexpected way, are just examples.
Special: While this is mostly a NPC feat, low-Dexterity characters can
conceivably find Spectacular Fumble interesting.
For the record, fighters can take this feat as a bonus feat. Its effect stack;
each pick enabling the character to use Spectacular Fumble one more time
each day.
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STEEL SURPRISE [General]


You can set any piercing or slashing weapon to deal double damage against a
charging opponent.
Prerequisite: Base attack bonus +4.
Benefit: If you use a ready action, you deal double damage against a

charging opponent. This is done by a combination of feigning surprise and


cunningly twisting the weapon. You can also add your sneak attack bonus, if
any, to the damage.
Special: A fighter may select Steel Surprise as one of her fighter bonus
feats.
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THIGH LOCK [General]


You are skilled in using only your legs while grappling.
Prerequisites: Improved Grapple, Improved Unarmed Strike, attack bonus
+8 or greater.
Benefit: When you grapple, you still threatens the square adjacent to your
own. As long as 1 attack per round is used for grappling, you can use the
remaining attacks on enemies nearby as usual, with unarmed or armed
attacks as you see fit.
Also, if your hands are bound, you can still grapple normally, using only your
legs. In this case, you do not threaten adjacent squares, however.
Special: Fighters can take this feat as a bonus feat.
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THREE STEPS AHEAD [General]


You are a shrewd tactician and can anticipate what your opponent will do.
Prerequisites: Int 17, Sense Motive 5 ranks.
Benefit: You state a course of action that you think your opponent might
take in answer to something you do. For example: "If I retreat, he will wait until
dark and then try to ambush me." If you succeed with an opposed level
check, you learn if your guess is correct or not.
You can only use this feat to try to anticipate an enemy, not an ally. The
guess must concern something that will follow as a response to an action
initiated or carried out by you.
Using this feat is a full round action. You can only use it once for a given
guess. Some significant change must occur between guesses, either in your
course of action, or in some other circumstance likely to affect your opponents
decision.
Special: Fighters can take this feat as a bonus feat.
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THROW MLE WEAPON [General]


You can throw weapons normally not used for throwing.
Prerequisites: Weapon Proficiency.
Benefit: You can throw light, one-handed and two-handed mle weapons
with which you have proficiency. The range increment is always 10, maximum
range 5 times the range increment (50). All other statistics are as usual for the
weapon. You are considered trained with this kind of attack and follow all the
normal rules for thrown weapons.
You can combine the use of Throw Mle Weapon with other feats usable
for ranged weapons, but not with feats restricted to mle weapons. For
example, Point Blank Shot provides its usual bonus while Power Attack cant
be used (Power Throw, though).
Special: Fighters can take this feat as a bonus feat. You need only take this
feat once. It applies to all weapons with which you have proficiency.

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UNLEARN ARMOUR [General] Thanks to Bombur for valuable input!


By totally neglecting your training with certain types of armour, you get time to
learn other things.
Prerequisite: Any Armour Proficiency (but not Shield Proficiency)
Benefit: You sacrifice knowledge of your heaviest armour proficiency. In
exchange, you get 2 new feats of your choice. The net effect is that whenever
you get a new feat, you can choose at the same time to convert your heaviest
Armour Proficiency into a feat too.
The loss of your heaviest Armour Proficiency holds true when if you later
multiclass into a class that normally allows heavier armour than your current
class.
Example: a single-classed rogue takes Unlearn Armour and loses the
Armour Proficiency (Light). She later takes a level of fighter. Normally, a fighter
is proficient with light, medium, and heavy armour. But since she has traded
off her heaviest Armour Proficiency, she only becomes proficient with light and
medium armour as a fighter.
Special: While it might seem like a paradox, a fighter can take this feat as a
bonus feat, provided that both the new feats are taken from the list of
permissible fighter bonus feats.
You can take this feat several times. Each time it applies to your heaviest
Armour Proficiency.
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WEAPON IMPROVISATION [General]


You can find a temporary weapon anywhere.
Prerequisites: Spot skill, Int 13.
Benefit: As a movement equivalent action, you can find and grab something
that can be used as a club (simple weapon, d6, X2, 10 range increment,
bludgeoning). You can choose to grab an object that will do nonlethal damage
only. If you wish, the club can be of smaller size, with corresponding lesser
damage.
This feat works automatically in most places (cities, vehicles, forests, rocky
terrain). In sparse environments, you have to succeed with a spot check
against the following difficulties:
DC
15
20
25

ENVIRONMENT
Plain
Sandy desert, water (if not on a boat)
Enclosed room specifically described as totally empty

Retry is possible every other round.


The improvised nature of the club is such that once the battle is over, the
object can no longer be used as a weapon. You can grab a new object during
a battle, if you wish to switch between nonlethal and normal damage for
example, but you can only have 1 improvised weapon at a time. No one else
can use a weapon you have improvised.
Normal: Without this feat, the search for an improvised weapon becomes a
full round action with a minimum DC 10 or the number given for the
environment. Furthermore, the improvised weapon is usually too unlike even a
simple weapon, that you get a -4 penalty on your attack bonus.
Special: Fighters can take this feat as a bonus feat.

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WEAPON TWIST [General]


You cause the opponents weapon to harm its bearer.
Prerequisites: Combat Expertise, Improved Disarm, Int 13.
Benefit: As an attack, you and the opponent make opposed attack rolls. The
opponent gets +4 if he has a larger weapon than you, and +4 if it is a twohanded weapon. You do not get that bonus, even if you have the larger
weapon. If you win, and the roll is high enough to hit, not counting any
bonuses for weapon quality or enchantment, or Weapon Finesse (or similar
feats), the opponent hits himself with his own weapon. Damage IS increased
by weapon enchantment, but not by Strength, expertise, or anything else.
This feat cannot be used if the opponents weapon is more than 2 size
categories larger than your own. You can use this feat unarmed, but only if
you have the Improved Unarmed Strike feat. You can use it on an opponents

natural weapon, provided the opponent is within 2 size categories of you, and
that the natural weapon is a non-retractable part of the body.
The opponent does not lose any attacks by your use of this feat.
Special: Fighters can take this feat as a bonus feat.

WHIP MASTER [General]


You are adept at using a whip to exercise power.
Prerequisites: Intimidate skill, Exotic Weapon Proficiency: Whip.
Benefit: When using a whip, you can attempt to keep opponents at bay.
This is resolved by making an opposed attack roll against the opponents Will
save. It doesnt matter if the attack hits or not, or even if it can hit, provided
that the opponent is within range (15) of your whip. If the opponent fails the
save, he cant approach you for 1 round. He is otherwise free to act.
You can choose to use your Intimidate skill instead of an attack roll. In that
case, no damage is inflicted regardless of the result. For this purpose, you can
use anything whip-like: a rope, a chain, a vine, a dead eel, even your hair if it
grows below your neck.
In either case, each use of this feat equals 1 attack. If your base attack
bonus allows multiple attacks, you can use this feat for any number of those,
even if using the intimidate version and an improvised whip.
Special: Fighters can take this feat as a bonus feat.

Up

WHIRLING BARRIER [General]


You can whirl your weapon as a constant defence.
Prerequisites: Int 13, Dex 13, Con 13, Combat Expertise.
Benefit: During your action, you designate an opponent and get an attack of
opportunity whenever that opponent attacks you physically. This counts as
your attack of opportunity for your turn, so unless you have the Combat
Reflexes feat, you cant make another attack of opportunity if the opponent
does something else before your turn that would normally provoke one.
You must have a mle weapon in hand to use this feat. You can change
the designated opponent every time it becomes your turn again.
Special: Fighters can take this feat as a bonus feat.

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