Fabulous Feats with Martial Flexibility


Advice

Liberty's Edge

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I was looking over the 'Martial Flexibility' ability that brawlers and a few other lucky people have. It seems like an amazing ability, but one that requires high systems-mastery to use to its fullest.

I thought it would be helpful to list some Combat Feats that have easy prerequisites and are situationally useful.

Here are a few of my ideas:

Blind-Fight

When blinded or in deeper darkness:
You are skilled at attacking opponents that you cannot clearly perceive.

Benefit: In melee, every time you miss because of concealment (see Combat), 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 do not need to make Acrobatics skill checks to move at full speed while blinded.

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.

Focused Discipline

When going up against mummies or other fear affects:

Familiarity with the military traditions of your homeland inspires uncommon valor in you.

Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.

Catch Off-Guard

When the bouncers or prison guards collected your weapons at the door:

Foes are surprised by your skilled use of unorthodox and improvised weapons.

Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Cleave

Against adjacent foes, with no iterative attacks:

You can strike two adjacent foes with a single swing.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

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.

Point-Blank Shot

When you need to use your flask of acid on a swarm:
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Desperate Battler

When you are the only melee in your party:

Benefit: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.

Exotic Weapon Proficiency

When you suddenly realize why the GM put a +4 harpoon of bane sea serpent in the treasure chest:

Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Prerequisite: Base attack bonus +1.

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

Enforcer

For when you need to take someone alive:

You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Sorcerous Strike

For Eldritch Scrappers!:

The power flowing through your veins also flows through your unarmed strike.

Prerequisite: Sorcerer bloodline class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.

Step Up

To harass enemy casters:

You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1.

Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Throw Anything

When you've thrown everything but the kitchen sink at the enemy, and he's still up:

You are used to throwing things you have on hand.

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Then there's all the Teamwork Feats, for when you are grouped with a cavalier, inquisitor, or hunter.
Outflank or Precise Strike

Flanking with TW feat holders:

You look for every edge when flanking an enemy.

Prerequisite: Base attack bonus +4.

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Paired Opportunists

With TW feat holders who have reach or maneuver specialties:

You know how to make an enemy pay for lax defenses.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

I haven't even touched on the style feats yet! Any other suggesations?

Silver Crusade

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Belier's Bite

For more unarmed damage:
Your unarmed strikes cause your opponent to bleed.

Prerequisites: Improved Unarmed Strike.

Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.

Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Deflect Arrows

When you need to shut down archers:

You can knock arrows and other projectiles off course, preventing them from hitting you.

Prerequisites: 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 an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

Equipment Trick (you'll have to look up the tricks with each item, as there are too many to post in one spot)

For when you want to do crazy things with an anvil, scabbard, shield, rope, musk, or a sunrod:

Choose one piece of equipment, such as boots, cloak, rope, shield, or even Kaava musk. You understand how to use that item in combat. For a list of additional equipment tricks, see Pathfinder Companion: Adventurer’s Armory.

Prerequisites: Base attack bonus +1.

Benefit: You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you.

Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Many of these are the absolute definition of situational; but they all have very mild prereqs:

When fighting foes with greater Reach:
You gain a +2 dodge bonus to Armor Class against attacks of opportunity from opponents that are not adjacent to you.

Reach Defense

When your mission is to protect someone else (note this stacks with Bodyguard/Aid Another):
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Saving Shield

When using precision damage in adverse circumstances:
You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Shadow Strike

When you have a torch in hand:
[spoiler=When using precision damage in adverse circumstances] You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Torch Bearer

When the opponents are 2 rounds away:
Whenever you deal damage with a ranged 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.

Opening Volley


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-.. --- - - . -.. .-.-.-


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just started a brawler and started diving into the feat selections I can take with this and I think I found the best one of all...

dedicated adversary

when fighting ANYONE:
choose a specific creature such as, goblin, frost giant, zombie, human, babau demon etc and gain favored enemy +2 for that one creature.

as a favored enemy you can roll knowledge checks untrained to identify the creature.

you cannot use it to qualify for other favored enemy feats


wordelo wrote:

just started a brawler and started diving into the feat selections I can take with this and I think I found the best one of all...

dedicated adversary

** spoiler omitted **

Beat me too it!

Grand Lodge

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...and surprising, THIS is also a combat feat and qualifies for Martial Flexibility:

Intimidating Prowess

When you need to be the biggest bully in town:

Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

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