Combat Feats


Homebrew and House Rules


I personally think that many of pathfinder's combat feats are split into feat chains of unneeded length and complexity. While a general improvement of combat feats won't fix the martial/caster discrepancy it will help martial characters who usually get a lot of bonus feats have more and better options in combat.

While I prefer feats that open up new options such as Improved Trip or Cornugon Smash, feats that give numerical bonuses such as Weapon Focus and Weapon Specialization, and feats that modify numerical bonuses such as Power Attack and Combat Expertise still have their place. Numerical bonuses help players create characters who have the "best" attack bonus and damage bonus, they are also easy feats to take if you for some reason don't want to expand your options.

I was wondering if I could get feedback on if this would be a reasonable set of combat feats. If something is overpowered/underpowered or if there are any important options that I am missing. Note that I have removed fighter level requirements as having fighter only feats and then letting lots of classes "count" as having fighter levels is a horrible way to balance classes.

maneuver feats:
Combat Expertise
Prerequisite: Int 13
Benefit: You take only a –2 penalty on attack rolls for fighting defensively.
While fighting defensively or using the total defense action, you gain an
additional +1 dodge bonus to your Armor Class.

Combat Reflexes
Benefit: You may make a number of additional attacks of opportunity per round
equal to your Dexterity bonus. With this feat, you may also make attacks of
opportunity while flat-footed.

Improved Unarmed Strike
Benefit: You are considered to be armed even when unarmed—you do not provoke
attacks of opportunity when you attack foes while unarmed. Your unarmed
strikes can deal lethal or nonlethal damage, at your choice.

Power Attack
Prerequisite: Str 13, Base Attack Bonus +1
Benefit: You can choose to take a –1 penalty on all melee attack rolls and
combat maneuver checks to gain a +2 bonus on all melee damage rolls. This
bonus to damage is increased by half (+50%) if you are making an attack
with a weapon using two hands, or a natural weapon that adds 1-1/2 times
your Strength modifier (or more) on damage rolls. This bonus to damage is
halved (–50%) if you are making an attack that adds only 1/2 your Strength
modifier on damage rolls. When your base attack bonus reaches +4, and every
4 points thereafter, the penalty increases by –1 and the bonus to damage
increases by +2. You must choose to use this feat before making an attack
roll, and its effects last until your next turn. The bonus damage does not
apply to touch attacks or effects that do not deal hit point damage.

Reckless Abandon
Prerequisite: Con 13, Base Attack Bonus +1
Benefit: You can choose to take a -1 penalty to AC to gain a +1 bonus
on attack rolls. The AC penalty increases by 1 and the attack roll bonus
increases by +1 at 4th level and every four levels thereafter.

Karmic Strike
Prerequisite: Dex 13, Int 13, Combat Expertise, Combat Reflexes
Benefit: During your turn, you can choose to take a -4 penalty to Armor
Class in exchange for the ability to make an attack of opportunity against
any creature that makes a melee attack, or a melee touch attack against
you. The opponent that hits you must be in your threatened area, and you
resolve your attack of opportunity after your foe's attack. You must specify
that you are activating this feat, and the change to Armor Class and your
ability to make these special attacks of opportunity last until your next turn.

Improved Bull Rush
Prerequisite: Str 13, Power Attack
Benefit: When you perform a bull rush, drag, or reposition combat maneuver,
you do not provoke an attack of opportunity from the defender. You also gain
a +4 bonus on checks made to bull rush, drag, or reposition a foe, and a +4
bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush,
drag, or reposition you.

Counter Step
Prerequisite: Base Attack Bonus +6, Improved Bull Rush
Benefit: Whenever an enemy within your reach misses you with an attack, you
can perform a bull rush, drag, or reposition combat maneuver against it as
an immediate action.

Quick Bull Rush
Prerequisite: Base Attack Bonus +6, Improved Bull Rush
Benefit: On your turn, you can perform a single bull rush, drag, or reposition
combat maneuver in place of one of your melee attacks. You must choose the
melee attack with the highest base attack bonus to make the bull rush.

Mighty Throw
Prerequisite: Base Attack Bonus +6, Improved Bull Rush
Benefit: After making a successful check to bull rush, drag, or reposition
an enemy, you can instead choose to throw the enemy. You throw the enemy to
an unoccupied space within 10 feet of you, plus an additional 5 feet for
every 5 by which your check exceeds your opponent's CMD. The enemy does not
provoke attacks of opportunities by being thrown, but it takes 1d6 damage
for every 5 feet you throw it, and falls prone in the space it lands.

Improved Dirty Trick
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing
a dirty trick combat maneuver. In addition, you receive a +4 bonus on
checks made to attempt a dirty trick. You also receive a +2 bonus to
your Combat Maneuver Defense when an opponent tries a dirty trick on
you. In addition, removing the condition requires the target to spend
a standard action.

Quick Dirty Trick
Prerequisite: Base Attack Bonus +6, Improved Dirty Trick
Benefit: On your turn, you can perform a single dirty trick combat
maneuver in place of one of your melee attacks. You must choose the
melee attack with the highest base attack bonus to make the dirty trick
combat maneuver.

Dirty Trick Master
Prerequisite: Base Attack Bonus +11, Improved Dirty Trick
Benefit: Whenever you successfully perform a dirty trick, the penalty
lasts for 1d4 rounds, plus 1 round for every 5 by which your attack
exceeds the target's CMD. In addition, whenever you successfully perform
a dirty trick combat maneuver against an opponent who is still affected
by a condition inflicted by a previous dirty trick (whether your own or
another creature's), you can cause the condition to worsen. In addition
to increasing the duration of the condition as normal, you cause an
opponent who is dazzled to become dazed, entangled to become pinned,
shaken to become frightened, and sickened to become nauseated. This
worsened condition replaces the previous dirty trick condition, and
lasts for the duration of the dirty trick (including any rounds remaining
from the previous dirty trick condition) or until the opponent uses a
standard action to remove the condition (whichever comes first).

Improved Disarm
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing a
disarm or steal combat maneuver. In addition, you receive a +4 bonus on
checks made to disarm a foe or steal an item. You also receive a +4 bonus
to your Combat Maneuver Defense whenever an opponent tries to disarm or
steal from you.

Improved Feint
Prerequisite: Int 13, Combat Expertise
Benefit: You can make a Bluff check to feint in combat as a move action.
In addition, 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.

Improved Grapple
Prerequisite: Dex 13, Improved Unarmed Strike
Benefit: You do not provoke an attack of opportunity when performing a
grapple combat maneuver. In addition, you receive a +4 bonus on checks
made to grapple a foe. You also receive a +4 bonus to your Combat Maneuver
Defense whenever an opponent tries to grapple you.

Chokehold
Prerequisite: Base Attack Bonus +6, Improved Grapple
Benefit: Creatures grappled by you cannot breathe or speak, and thus cannot
cast spells that have a verbal component. An opponent you have in a chokehold
has to hold his breath or begin suffocating. Any creature that does not
breathe, is immune to bleed damage, or is immune to critical hits is immune
to the effects of your chokehold.

Rapid Grappler
Prerequisite: Base Attack Bonus +6, Improved Grapple
Benefit: While you are grappling an opponent, you can use a swift action to
maintain the grapple, to escape a grapple, or to reverse the grapple. This
feat allows you to make two grapple checks each round, but you are not
required to make two checks. You only need to succeed at one check to
maintain a grapple.

Snoutgrip
Prerequisite: Base Attack Bonus +11, Improved Grapple
Benefit: As an immediate action, whenever an opponent up to one size
category larger than you misses you with its bite attack, you can attempt
a grapple with a –5 penalty on the check. You may make this grapple attempt
even if the target is out of your reach. In addition, when you have your
opponent grappled you are holding its mouth shut, preventing it from using
its bite attack, breath weapon, or spells with a verbal component until it
escapes your grapple.

Improved Overrun
Prerequisite: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when performing an
overrun combat maneuver. In addition, you receive a +4 bonus on checks
made to overrun a foe. You also receive a +4 bonus to your Combat Maneuver
Defense whenever an opponent tries to overrun you. Targets of your overrun
attempt may not chose to avoid you.

Improved Sunder
Prerequisite: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when performing a
sunder combat maneuver. In addition, you receive a +4 bonus on checks
made to sunder an item. You also receive a +4 bonus to your Combat
Maneuver Defense whenever an opponent tries to sunder your gear.

Improved Trip
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt a
trip combat maneuver. You also gain a +4 bonus on checks made to trip a
foe and a +4 bonus to Combat Maneuver Defense to resist trip attempts.
Finally, when you successfully 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.

Fury's Fall
Prerequisite: Base Attack Bonus +6, Improved Trip
Benefit: When making a trip attack, add both your Dexterity modifier and
your Strength modifier to your CMB, instead of only your Strength modifier
(or only your Dexterity modifier if you are using weapon finesse). In
addition, you can trip opponents who are up to two size categories larger
than you.

Stand Still
Prerequisite: Combat Reflexes
Benefit: When a foe provokes an attack of opportunity due to moving out of
a square you threaten, you can make a combat maneuver check as your attack
of opportunity. If successful, the enemy cannot move for the rest of his
turn. An enemy can still take the rest of his action, but cannot move.

Pin Down
Prerequisite: Base Attack Bonus +11, Combat Reflexes
Benefit: Whenever an opponent you threaten takes a 5-foot step or uses
the withdraw action, that opponent provokes an attack of opportunity from
you. If the attack hits, you deal no damage, but the targeted creature is
prevented from making the move action that granted a 5-foot step or the
withdraw action and does not move.

agile and two-weapon fighting:
Weapon Finesse
Prerequisite: Dex 13
Benefit: With a light weapon, or a weapon with the finesse ability made for
a creature of your size category, you may use your Dexterity modifier instead
of your Strength modifier on attack rolls. You may also uses your Dexterity
modifier instead of your Strength modifier to determine your CMB. If you carry
a shield, its armor check penalty applies to your attack rolls. In addition,
if you have a negative strength modifier, then your strength penalty still
applies to your CMB.

Deadly Agility
Prerequisite: Base Attack Bonus +1, Weapon Finesse
Benefit: You may add your Dexterity modifier in place of your Strength
modifier when wielding a light weapon or a weapon with the finesse ability
when determining damage inflicted upon a successful attack. This modifier
to damage is not increased for wielding a weapon two-handed, but is reduced
as normal for off-hand weapons. In addition, if you have a negative strength
modifier, then your strength penalty still applies to your damage inflicted.

Parry and Riposte
Prerequisite: Combat Reflexes, Base Attack Bonus +6
Benefit: When an opponent makes a melee attack against you, you can use an
immediate action to attempt to parry the attack. You make an attack roll
at your highest attack bonus. If your result is greater than the attacking
creature's result, the creature's attack automatically misses. You must
declare the use of this ability after the creature's attack roll is made,
but before the damage and effects from the attack has been resolved. Upon
performing a successful parry, you can make an attack of opportunity against
the triggering creature. If you make an attack wielding a weapon in two hands,
make an attack using two-weapon fighting, or use a shield, then you cannot
benefit from this feat for 1 round.

Two-Weapon Fighting
Prerequisite: 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. See Two-Weapon Fighting in Combat. In addition,
when your base attack bonus reaches +6 you can make a second attack using
your off-hand weapon at a -5 penalty. When your base attack bonus reaches
+11, you can make a third attack using your off-hand weapon at a -10 penalty.

Two-Weapon Defense
Prerequisite: Two-Weapon Fighting
Benefit: When wielding a double weapon or two weapons (not including natural
weapons, unarmed strikes, or other weapons not held in your hands), 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.

Double Slice
Prerequisite: Two-Weapon Fighting
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

Equal Opportunity
Prerequisite: Two-Weapon Fighting
Benefit: Whenever you make an attack as a standard action or make an attack
of opportunity, you can attack once with your primary weapon and once with
your off-hand weapon. The penalties for attacking with two weapons apply
normally.

Two-Weapon Rend
Prerequisite: Base Attack Bonus +11, Dex 17, Two-Weapon Fighting
Benefit: If you hit an opponent with both your primary hand and your off-hand
weapon, the second of these attacks that hit deals an additional 1d10 points
of damage plus 1-1/2 times your Strength modifier. You can only deal this
additional damage once each round.

Two-Weapon Feint
Prerequisite: Two-Weapon Fighting, Improved Feint
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo
your first primary-hand melee attack to make a Bluff check to feint an opponent.

Weapon Focus
Prerequisite: Base Attack Bonus +1
Benefit: Select one weapon group. You gain a +1 bonus on all attack rolls
you make using a weapon from the selected weapon group.

Greater Weapon Focus
Prerequisite: Base Attack Bonus +8, Weapon Focus
Benefit: Select one weapon group. You gain a +1 bonus on all attack rolls
you make using a weapon from the selected weapon group. This bonus stacks
with other bonuses on attack rolls, including those from Weapon Focus.

Weapon Specialization
Prerequisite: Base Attack Bonus +4, Weapon Focus
Benefit: Select one weapon group. You gain a +2 bonus on all damage rolls
you make using a weapon from the selected group.

Greater Weapon Specialization
Prerequisite: Base Attack Bonus +12, Weapon Specialization
Benefit: Select one weapon group. You gain a +2 bonus on all damage rolls
you make using a weapon from the selected group. This bonus stacks with
other bonuses on damage rolls, including those from Weapon Specialization.

Critical Focus
Prerequisite: Base Attack Bonus +9
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm
critical hits.

Improved Critical
Prerequisite: Base Attack Bonus +8
Benefit: Select one weapon group. Your threat range is doubled using weapons
from the selected weapon group.

archery:
Deadly Aim
Prerequisite: Dex 13, Base Attack Bonus +1
Benefit: You can choose to take a –1 penalty on all ranged attack rolls
to gain a +2 bonus on all ranged damage rolls. When your base attack bonus
reaches +4, and every +4 thereafter, the penalty increases by –1 and the
bonus to damage increases by +2. You must choose to use this feat before
making an attack roll and its effects last until your next turn. The bonus
damage does not apply to touch attacks or effects that do not deal hit
point damage.

Far Shot
Benefit: You only suffer a –1 penalty per full range increment between
you and your target when using a ranged or thrown weapon.

Point Blank Shot
Prerequisite: Weapon Specialization
Benefit: When making ranged attacks using a weapon group you have weapon
specialization with, you do not provoke attacks of opportunities.

Precise Shot
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
Prerequisite: Dex 19, 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.

Rapid Shot
Prerequisite: Dex 13, Point-Blank Shot
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.

Manyshot
Prerequisite: Dex 17, Rapid Shot, Base Attack Bonus +6
Benefit: When making making an attack with a bow, your first attack each
round 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.

Snap Shot
Prerequisite: Base Attack Bonus +6, Point Blank Shot, Rapid Shot
Benefit: While wielding a ranged weapon with which do not provoke attacks of
opportunities when making ranged attack with, you threaten squares within 5
feet of you. You can make attacks of opportunity with that ranged weapon.

Improved Snap Shot
Prerequisite: Base Attack Bonus +11, Snap Shot, Greater Weapon Focus
Benefit: You threaten an additional 10 feet with Snap Shot.

shield:
Improved Shield Bash
Prerequisite: Shield Proficiency
Benefit: When you perform a shield bash, you may still apply the shield's
shield bonus to your AC.

Shield Slam
Prerequisite: Improved Shield Bash, Two-Weapon Fighting, Base Attack Bonus +6
Benefit: Any opponents hit by your shield bash are also hit with a free
bull rush attack, substituting your attack roll for the combat maneuver
check (see Combat). This bull rush does not provoke an attack of
opportunity. Opponents who cannot move back due to a wall or other surface
are knocked prone after moving the maximum possible distance. You may
choose to move with your target if you are able to take a 5-foot step or
to spend an action to move this turn.

Shield Master
Prerequisite: Shield Slam, Base Attack Bonus +11
Benefit: You do not suffer any penalties for two-weapon fighting on attack
rolls when using a shield as your off-hand weapon. In addition, you may add
your shield's enhancement bonus to attacks and damage rolls made with the
shield as if it was a weapon enhancement bonus.

Bashing Finish
Prerequisite: Shield Master
Benefit: Whenever you score a critical hit with a melee weapon, you can
make a shield bash attack against the same target using the same bonus as
a free action.

Shield Focus
Prerequisite: Shield Proficiency, Base Attack Bonus +1
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Greater Shield Focus
Prerequisite: Shield Focus, Base Attack Bonus +8
Benefit: Increase the AC bonus granted by any shield you are using by 1.
This bonus stacks with shield focus.

Shield Block
Prerequisite: Dex 13, Shield Focus
Benefit: You must be using a light, heavy, or tower shield to use this feat.
Once per round when you would normally be hit with an attack from a ranged
weapon, including spells that require a ranged touch attack, natural attacks,
and massive ranged weapons), you may deflect it so that you take no damage
and suffer no effect. You must be aware of the attack and not flat-footed.

mounted combat:
Mounted Combat
Prerequisite: Ride 1 rank
Benefit: Once per round when your mount is hit in combat, you may attempt
a Ride check (as an immediate action) to negate the hit. The hit is negated
if your Ride check result is greater than the opponent's attack roll.

Ride-By Attack
Prerequisite: Mounted Combat
Benefit: When you are mounted and use the charge action, you may move and
attack as if with a standard charge and then move again (continuing the
straight line of the charge). Your total movement for the round can't
exceed double your mounted speed. You and your mount do not provoke an
attack of opportunity from the opponent that you attack.

Spirited Charge
Prerequisite: Ride-By Attack, Base Attack Bonus +6
Benefit: When mounted and using the charge action, you deal double damage
with a melee weapon (or triple damage with a lance). You or your mount cannot
benefit from pounce or any other ability that gives multiple attacks on
a charge.

Mounted Shield
Prerequisite: Mounted Combat, Shield Focus
Benefit: You may add your base shield bonus (including the bonus from Shield
Focus but not including enhancement bonuses) to your mount's AC. In addition,
you may add this bonus when making a Ride check to negate a hit against your
mount using the Mounted Combat feat.

Wheeling Charge
Prerequisite: Ride-By Attack, Ride 6 ranks
Benefit: When you are mounted and use the charge action, your mount can make
one turn of up to 90 degrees as part of the move, as long as each part of the
move is at least 10 feet. You may make an attack during any part of this move.
Your total movement for the round can’t exceed double your mounted speed.
Allied creatures do not impede your charge, though you cannot attack from
or end your move in an ally’s space.

Mounted Archery
Prerequisite: Mounted Combat
Benefit: The penalty you take when using a ranged weapon while mounted is
halved: –2 instead of –4 if your mount is taking a double move, and –4
instead of –8 if your mount is running.

Trample
Prerequisite: Mounted Combat
Benefit: When you attempt to overrun an opponent while mounted, your target
may not choose to avoid you. Your mount may make one hoof attack against any
target you knock down, gaining the standard +4 bonus on attack rolls against
prone targets.

Unseat
Prerequisite: Mounted Combat, Improved Bull Rush
Benefit: When charging an opponent while mounted and wielding a lance,
resolve the attack as normal. If it hits, you may immediately make a free
bull rush attempt in addition to the normal damage. If successful, the
target is knocked off his horse and lands prone in a space adjacent to
his mount that is directly away from you.

Mounted Skirmisher
Prerequisites: Ride 6 ranks, Mounted Combat
Benefit: If your mount moves its speed or less, you can still take a
full-attack action.

more combat feats:
Blind Fight
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. In addition, 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. Finally, you do not need to make Acrobatics skill checks to move at
full speed while blinded.

Improved Blind Fight
Prerequisite: Perception 10 ranks, Blind-Fight
Benefit: Your melee attacks ignore the miss chance for anything less than
total concealment, and you treat opponents with total concealmentas as if
they had normal concealment (20% miss chance instead of 50%). You may still
reroll a miss chance percentile roll as normal.
In addition, if you successfully pinpoint an invisible or hidden attacker,
that attacker gets no advantages related to hitting you with ranged attacks,
regardless of the range. 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.

Disruptive
Prerequisite: Base Attack Bonus +1
Benefit: The DC to cast spells defensively increases by +4 for all enemies
that are within your threatened area. This increase to casting spells
defensively only applies if you are aware of the enemy's location and
are capable of taking an attack of opportunity. If you can only take one
attack of opportunity per round and have already used that attack, this
increase does not apply.

Spellbreaker
Prerequisite: Base Attack Bonus +6, Disruptive
Benefit: Enemies in your threatened area that fail their checks to cast
spells defensively provoke attacks of opportunity from you. In addition,
the DC to cast defensively within your threatened area increases by +2.

Teleport Tactician
Prerequisite: Combat Reflexes, Disruptive
Benefit: Any creature using a teleportation effect to enter or leave
a square threatened by you provokes an attack of opportunity, even if
casting defensively or using a supernatural ability. In addition, the
DC to cast defensively within your threatened area increases by +2.

Deflect Arrows
Prerequisite: 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.

Deflect Rays
Prerequisite: Dex 15, Deflect Arrows
Benefit: You can use deflect arrows to also deflect unusually massive ranged
weapons and ranged attacks generated by natural attacks or spell effects.
In addition when deflecting a thrown weapon, you can choose to immediately
throw it back against the attacker.

Lunge
Prerequisite: Base Attack Bonus +1
Benefit: You can increase the reach of your melee attacks by 5 feet until
the end of your turn by taking a –2 penalty to your AC until your next turn.
You must decide to use this ability before any attacks are made.

Cleave
Prerequisite: Str 13, Power Attack
Benefit: If you make a melee attack, and your target drops to 0 or fewer
hit points as a result of your attack, you can make another melee attack
using your highest base attack bonus against another opponent within reach.
You can make only one extra attack per round with this feat.

Great Cleave
Prerequisite: Base Attack Bonus +6, Cleave
Benefit: You can use Cleave any number of times per round.

Lightning Attack
Prerequisite: Dex 13
Benefit: As a standard action, you can make a single attack at your full base
attack bonus against two adjacent foes within reach. You use the same attack
roll applying it to each target.

Whirlwind Attack
Prerequisite: Base Attack Bonus +6, Lightning Attack
Benefit: As a standard action, you can make one melee attack at your highest
base attack bonus against each opponent within reach. You must make a separate
attack roll against each opponent.

Quick Draw
Prerequisite: Base Attack Bonus +1
Benefit: You can draw a weapon as a free action instead of as a move action.
You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal
rate of attacks (much like a character with a bow). Alchemical items, potions,
scrolls, and wands can also be drawn quickly using this feat.

Wave Strike
Prerequisite: Quick Draw, Bluff 1 rank
Benefit: When you attack an opponent within reach, you can spend a swift
action to make a Bluff check to feint that opponent. In addition, as long
as you have a sheathed weapon on your person, you threaten all squares
wihtin the sheathed weapon's normal reach and you may make attacks of
opportunity even if you are not currently wielding a weapon. You may
draw a weapon as part of making an attack of opportunity

Step Up
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.

Step Up and Strike
Prerequisite: Base Attack Bonus +6, Step Up
Benefit: Whenever you use step up to follow a foe, you can choose to move
up to 10 without provoking attacks of opportunity as a free action. In
addition, you can make a single melee attack against the foe at your highest
base attack bonus. This attack counts as one of your attacks of opportunity
for the round.

Mirrored Pursuit
Prerequisite: Step Up
Benefit: Whenever an adjacent foe moves, you can choose to move up to your
speed as an immediate action as long as you end the move adjacent to the
foe that triggered this ability. This movement does not provoke attacks of
opportunity from the foe that triggered this ability. If you take a move
action on your next turn, subtract the distance you moved using this ability
from your total movement.

Pushing Assault
Prerequisite: Str 15, Power Attack
Benefit: When you hit a creature your size or smaller with a two-handed
weapon attack modified by the Power Attack feat, you can choose to push
the target 5 feet directly away from you instead of dealing the extra
damage from Power Attack. If you score a critical hit, you can instead
push the target 10 feet directly away from you. This movement does not
provoke attacks of opportunities, and the target must end this move in
a safe space it can stand in. You choose which effect to apply after the
attack roll has been made, but before the damage is rolled.

Dazing Assault
Prerequisite: Power Attack, Base Attack Bonus +11
Benefit: You can choose to take a –5 penalty on all melee attack rolls
and combat maneuver checks to daze opponents you hit with your melee
attacks for 1 round, in addition to the normal damage dealt by the attack.
A successful Fortitude save negates the effect. The DC of this save is
10 + your base attack bonus. You must choose to use this feat before
making the attack roll, and its effects last until your next turn.

Vital Strike
Prerequisite: Base Attack Bonus +6
Benefit: When making only a single attack during your turn, you can 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. When your base attack
bonus reaches +11, you instead roll the weapon's damage dice three times
and add the result together. And when your base attack bonus reaches +16,
you can roll the weapon's damage dice four times and add the result together.
These extra weapon damage dice are not multiplied on a critical hit or other
effects that multiply damage, but are added to the total.

Deadly Strike
Prerequisite: Vital Strike
Benefit: As a standard action, you can make a single attack. If you hit,
you deal double the normal damage and the target takes 4 Constitution damage.
The additional damage and ability damage is not multiplied on a critical hit.

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

Cornugon Smash
Prerequisites: Power Attack, Intimidate 6 ranks
Benefit: When you damage an opponent with a Power Attack, you may make an
immediate Intimidate check as a free action to attempt to demoralize your
opponent.

Dreadful Carnage
Prerequisite: Str 15, Power Attack
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make
an Intimidate check to demoralize all enemies within 30 feet as a free action.
Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit
points are unaffected.

Enforcer
Prerequisite: Intimidate 1 rank
Benefit: Whenever you deal nonlethal damage with a melee weapon (including
melee touch spells), 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.

Hurtful
Prerequisite: Power Attack
Benefit: When you successfully demoralize an opponent within your reach with
an Intimidate check, you can make a single melee attack against that creature
as a swift action. If your attack fails to damage the target, its shaken
condition from being demoralized immediately ends.

Cruel Strike
Prerequisite: Hurtful
Benefit: Whenever you deal damage to a creature that is frightened, shaken,
or panicked with a melee attack. The creature is also sickened until it is
no longer frightened, shaken, or panicked.

Shatter Defenses
Prerequisite: Base Attack Bonus +6
Benefit: Any shaken, frightened, or panicked opponent hit by you this
round is flat-footed to your attacks until the end of your next turn.
This includes any additional attacks you make this round.

Deadly Stroke
Prerequisite: Shatter Defenses, Base Attack Bonus +11
Benefit: As a standard action, make a single attack against a stunned or
flat-footed opponent. If you hit, you deal double the normal damage and
the target takes 1 point of Constitution bleed. The additional damage and
bleed is not multiplied on a critical hit.

Penetrating Strike
Prerequisite: Base Attack Bonus +6
Benefit: Your attacks ignore up to 5 points of damage reduction.

Greater Penetrating Strike
Prerequisite: Base Attack Bonus +11, Penetrating Strike
Benefit: Your attacks ignore up to 10 points of damage reduction.

Dodge
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC.

Wind Stance
Prerequisite: Dex 15, Dodge
Benefit: If you move more than 5 feet this turn, you gain 20% concealment
for 1 round against ranged attacks. If you take two actions to move or a
withdraw action in a turn, you instead gain 50% concealment for 1 round.

Spring Attack
Prerequisite: Dodge
Benefit: As a full-round action, you can move up to your speed and make
a single attack at any point during the movement. You can move both before
and after the attack, but you must move at least 10 feet before the attack
and the total distance that you move cannot be greater than your speed. You
cannot use this ability to attack a foe that is adjacent to you at the start
of your turn. If you use this ability to make a melee attack, your movement
does not provoke attacks of opportunity from the target of your melee attack.

Defensive Combat Training
Benefit: You treat your total Hit Dice as your base attack bonus when
calculating your Combat Maneuver Defense.

Catch off Guard
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.

Throw Anything
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.

Improvised Weapon Mastery
Prerequisite: Catch Off Guard or Throw Anything
Benefit: You do not suffer any penalties for using an improvised weapon.
Increase the amount of damage dealt by the improvised weapon by one step
(for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised
weapon is two-handed). The improvised weapon has a critical threat range
of 19–20, with a critical multiplier of ×2.

Dimensional Agility
Prerequisite: Ability to cast dimension door or to use an ability that
functions like dimension door.
Benefit: After casting dimension door or using an supernatural or spell-like
ability that functions like dimension door, you can take any actions you
still have remaining on your turn. You also gain a +4 bonus on Concentration
checks when casting teleportation spells.

Dimensional Dervish
Prerequisite: Dimensional Agility, Base Attack Bonus +6
Benefit: You can take a full-attack action, casting dimension door or
activating an ability that functions like dimension door as a swift
action. If your do, you can teleport up to twice your speed (up to
the maximum distance allowed by the spell or ability), dividing this
teleportation into increments you use before your first attack, between
each attack, and after your last attack. You must teleport at least 5
feet each time you teleport.

Dimensional Maneuvers
Prerequisite: Dimensional Dervish, Base Attack Bonus +9
Benefit: While using the Dimensional Dervish feat, you gain a +4 bonus
on combat maneuver checks to bull rush, disarm, reposition, or trip an
opponent.

Stunning Fist
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Base Attack Bonus +6
Benefit: You must declare that you are using this feat before you make your
attack roll. 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 turn). A
stunned character drops everything held, can't take actions, loses any
Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a
stunning attack a number of times per day equal to your level, and no more
than once per round. Constructs, oozes, plants, undead, incorporeal creatures,
and creatures immune to critical hits cannot be stunned.

Medusa's Wrath
Prerequisites: Stunning Fist, Base Attack Bonus +11
Benefit: Whenever you use the full-attack action and make at least one
unarmed strike, you can make two additional unarmed strikes at your highest
base attack bonus. These bonus attacks must be made against a dazed,
flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Monkey Grip
Prerequisite: Base Attack Bonus +1, Str 15
Benefit: You do not take a penalty to attack rolls for wielding an oversized
weapon, but the amount of effort it takes still increases as normal.

Combat Patrol
Prerequisite: Combat Reflexes, Base Attack Bonus +5
Benefit: As a full-round action, you may set up a combat patrol, increasing
your threatened area by 5 feet for every 5 points of your base attack bonus.
Until the beginning of your next turn, you may make attacks of opportunity
against any opponent in this threatened area that provokes attacks of
opportunity. You may move as part of these attacks, provided your total
movement before your next turn does not exceed your speed. Any movement
you make provokes attacks of opportunity as normal.

Bodyguard
Prerequisite: Combat Reflexes
Benefit: When an ally within your reach is attacked, you may use an attack
of opportunity to attempt the aid another action to improve your ally's AC.
You may not use the aid another action to improve your ally's attack roll
with this attack.

In Harms Way
Prerequisite: Bodyguard
Benefit: While using the aid another action to improve the AC of an ally
within your reach, you can intercept a successful attack against that
ally as an immediate action, taking full damage from that attack and any
associated effects (bleed, poison, etc.). A creature cannot benefit from
this feat more than once per attack.

Bastard Sword Training
Benefit: You can wield katana and bastard swords one-handed.

Spear Mastery
Prerequisite: Base Attack Bonus +1
Benefit: You can treat all spears as if they have the finesse ability.
In addition, you can ready a spear with the brace quality against a charge
as an immediate action.

Whip Mastery
Prerequisite: Base Attack Bonus +1
Benefit: You no longer provoke attacks of opportunity when attacking with
a whip. You can deal lethal damage with a whip, although you can still deal
nonlethal damage when you want. Further, you can deal damage with a whip
despite a creature's armor bonus or natural armor bonus. Finally, you
threaten the area of your natural reach plus 5 feet while wielding a whip.

Some of these feats are copies or variations of feats found elsewhere, such as in 3.5, Pathfinder material, or Dreamscarred Press material.

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