How Many Feats in a Round?


Rules Questions

Dark Archive

During tonight's game session, one of my players used a rather deadly combination of Power Attack/Cleave in the same round.

After the session ended, one of the other players expressed doubts about the legality of using two feats in one round.

I'm ashamed to admit that I don't know the answer to that question. As per the RAW, is it possible to use Power Attack and Cleave in the same round or are characters limited to one feat in a round?

Liberty's Edge

There is no "feats per round" limitation either expressed or implied in the book. Having such a limitation would be like saying you can only make one skill check a round, or you could only use one class a round.
If a feat combination works, it works. Power attack modifies all attacks in a round, of any kind. Cleave is an attack of a kind. Power Attack/Cleave is a legit (and possibly deadly) combo.


Ravenmantle wrote:

During tonight's game session, one of my players used a rather deadly combination of Power Attack/Cleave in the same round.

After the session ended, one of the other players expressed doubts about the legality of using two feats in one round.

I'm ashamed to admit that I don't know the answer to that question. As per the RAW, is it possible to use Power Attack and Cleave in the same round or are characters limited to one feat in a round?

You may use any number of feats in a round. Unless, I would guess, two feats require using an action to gain their benefits, Vital Strike and Cleave for example. You could Vital Strike and Power Attack or Cleave and Power Attack at the same time however.

EDIT: Ninja'd

Sovereign Court

Apparently your players missed out on the old Charge, Smite, Rhino's Rush, Shock Trooper, Power Attack for full, Rage days of 3.5 D&D. There were class abilities, feats and spells all getting tossed around in a single player turn.

Dark Archive

oh yeah, its legit.

like the dodge feat is always active. even when you power attack, and use spring attack with the improved unarmed strike (or quick draw an exotic weapon) that you have weapon focus, specialization, and improved critical with. and you avoided that one guy with mobility, but since he provoked an attack of opportunity you trip him with improved trip and disarmed his buddy who provoked an AoO because of combat reflexes. oh and you've been using combat expertise and lunge all round too, and went first because of improved initiative...

thats over 10 feats that theoretically can all be used in 1 round. and even then you could pull off a lot more.

Dark Archive

Cool, that's really how I've been playing it anyway. Thanks guys.

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