Modified FeatsArcane Strike [General]Prerequisite: Base Attack Bonus +1, able to cast 1st level arcane spells.
Benefit: As a swift action, you channel arcane energy into your weapons self by expending an arcane spell slot. Until the end of your turn, all of your melee attacks made with a weapon, natural weapon, or unarmed strike gain a +1 bonus to the attack roll per level of the spell slot and deal an extra 1d4 points of damage per level of the spell slot. This extra damage is untyped and overcomes damage reduction.
In addition, if you cast an arcane spell, you may spend a swift action to make a single melee attack.
Battle Caster [General]Prerequisite: Light Armor Proficiency, ability to cast arcane spells
Benefit: You do not suffer arcane spell failure when wearing any armor with which you are proficient. If you are proficient with shields, you must still have a free hand for somatic gestures, like normal, but the shield does not provide an arcane spell failure penalty.
Blind-Fight [General]Benefit: You gain blindsight to a radius of five feet. Your blindsight (either from this feat or another source) increases by five feet per five points of your Base Attack Bonus (round down).
Special: A fighter may select this feat as one of his fighter bonus feats.
Brutal Throw [General]Prerequisite: Strength 13+.
Benefit: When throwing a weapon, you may add your Strength modifier to the attack roll instead of your Dexterity modifier. The range increment for all of your thrown weapons doubles when you do so.
In addition, you may Power Attack with a thrown weapon, treating it as a one-handed weapon for purposes of calculating the bonus damage. You may also throw a weapon at the end of a charge, and you gain all of the modifiers associated with a charge on this attack. You must throw the weapon along the same line that you charged.
Special: A fighter may select this feat as one of his fighter bonus feats.
Cleave [General]Prerequisite: Strength 13+
Benefit: When using a one-handed or two-handed melee weapon, you may use it to attack two adjacent targets within your reach for each attack you make. Roll a single attack roll and use it to resolve each attack. You cannot use this ability if you are using Weapon Finesse to attack with the weapon using your Dexterity modifier instead of your Strength modifier.
You may use this ability with martial strikes or other abilities that trigger on a melee attack as a standard action, but only the first target is affected. The second target only takes damage from a normal melee attack.
Special: A fighter may select this feat as a bonus feat.
Close Quarters Fighting [General]You are skilled at fighting with weapons up close and personal.
Benefit: You may make grapple attacks without provoking an attack of opportunity. This ability only functions i you are wielding a light weapon, a natural weapon, or have Improved Unarmed Strike and have a free hand (or other appropriate limb for grappling). If you successfully grab your opponent and win the opposed grapple check, you may attack your opponent with your light weapon (or natural weapon or Improved Unarmed Strike) as a free action. You do not suffer the normal -4 penalty for using such weapons while grappled.
In addition, if you initiate a grapple, you do not suffer any of the penalties for grappling. For example, you retain your Dexterity bonus to Armor Class and may make attacks of opportunity. You lose this benefit if your opponent succeeds on grappling you on their own turn.
Special: A fighter may select this feat as a bonus feat.
Combat Casting [General]Remove this feat, and treat any prerequisites of it as
Skill Focus (Concentration), instead.
Diehard [General]Prerequisite: Endurance, Constitution 13+.
Benefit: When you are reduced below zero hit points and have enough that you have not died (see Death and Dying), you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you are instead considered staggered, rather than dying.
While you are below zero hit points, you gain fast healing, healing a number of hit points equal to your hit dice each round. This lasts until you have at least one hit point, at which point, you are no longer staggered (unless some other condition is rendering you staggered).
Dirty Fighting [General]You Know how to pull underhanded tricks in combat.
Prerequisite: Bluff 4 Ranks.
Benefit: As a move action, you may make a
feint attempt against an opponent up to 30 feet away. If you succeed, the target is considered to be flat-footed until the beginning of your next turn. If you have the Improved Feint feat, this ability may be used as a swift action.
If you are grappled, you may make an attack with a light weapon, natural attack, or unarmed strike as a standard action. If the attack succeeds and deals damage, your opponent must succeed at a Fortitude save (DC 10 + ½ your Hit Dice + the modifier of the ability used to make the attack roll). If he fails the save, you are released from the grapple (and may exit to any open adjacent square, if any) and he is nauseated until the beginning of your next turn.
Special: A fighter may select this feat as a bonus feat.
Dodge [General]Prerequisite: Dexterity 13+.
Benefit: You gain a +1 Dodge bonus to AC.
As an immediate action, you may attempt to dodge a single attack that targets you. That attack has a 20% chance to miss you, regardless of the attack roll.
Special: A fighter may select this as a bonus feat.
Einhander [General]You are skilled at fighting with a weapon in one hand while keeping the other one free.
Prerequisite: Dexterity 13+.
Benefit: When you are wielding a light or one-handed weapon in one hand and have no weapon or shield in the other hand, you may increase your melee reach by 5 feet during your turn. In addition, the critical multiplier of your weapon increases by one. So, a long sword would increase from 19-20/x2 to 19-20/x3, and a battle axe would increase from 20/x3 to 20/x4.
If you make an attack when you are wielding a light or one-handed weapon in one hand and have no weapon or shield in the other hand, you may take an additional five-foot step this round as a swift action.
You may also draw or stow any item that could normally be drawn or stowed as a move action with a swift action instead.
Special: A fighter may select this feat as a bonus feat.
Endurance [General]Prerequisite: Constitution 13+.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
You are immune to fatigue. Any effect that would normally cause you to become exhausted makes you fatigued instead (you are not immune to fatigue that would normally be exhaustion). Becoming fatigued multiple times does not make you exhausted.
You can go twice as long as normal before you suffer the effects of starvation, thirst, or suffocation.
Far Shot [General]Prerequisite: Dexterity 13+.
Benefit: The range increments of all of your ranged weapons increases by 50%.
Any special attack ability you have that only normally functions within 30 feet (such as Sneak Attack) functions out to an additional 30 feet instead.
Special: A fighter may select this as a bonus feat.
Great Cleave [General]Prerequisite: Cleave, Strength 13+, Base Attack Bonus +3
Benefit: When using a one-handed or two-handed melee weapon, you may opt to attack everyone within a 90-degree arc of yourself with a range equal to the reach of your weapon. Everyone in the area that you choose takes damage for a normal melee attack plus your Base Attack Bonus. If they succeed at a Reflex save (DC 10 + 1/2 your level + your Strength modifier), they take half damage.
If you have the ability to make a melee attack as a standard action that has additional affects on the target (such as a martial strike, or a feat like
Hamstring or
Head Shot), you may use Great Cleave as a standard action. One target in the area is affected by the effect and everyone else takes damage as normal.
You do not gain the benefits of anything that modifies your attack roll, such as Power Attack, Combat Expertise, or charging. You may not use this ability to initiate a strike.
Special: A fighter may select this feat as a bonus feat.
Great Fortitude [General]Benefit: You gain a +2 bonus on Fortitude saves and no longer fail Fortitude saves on a natural one. In addition, you gain a 25% fortification ability (you ignore the extra damage from a sneak attack or critical hit 25% of the time). This stacks with any other form of fortification you may have, to a maximum of 100%.
Improved Shield Bash [General]Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still gain all of the defensive benefits of your shield.
As a standard action or as the attack at the end of a charge, you may make a single powerful shield bash attack against your target. You add 1 1/2 times your Strength modifier to the damage. In addition, the target must succeed on a Fortitude save (DC 10 + ½ you Hit Dice + your Strength modifier) or be dazed for one round.
Special: A fighter may select this as a bonus feat.
Improved Feint [General]Benefit: You may make a feint attempt as a swift action. When your Base Attack Bonus is +6 or higher, if your feint check is successful, your opponent is denied their Dexterity bonus to
all attacks you make this round.
Normal: Feint attempts are a move action.
Special: A fighter may select this as a bonus fighter feat.
Improved Toughness [General]Prerequisite: Toughness, Base Fortitude +2.
Benefit: You gain DR 1/-. This improves by one point for every Hit Die you have beyond the first, and replaces the damage reduction you gained from taking Toughness. Your damage reduction increases as you gain Hit Dice after taking this feat. This damage reduction stacks with any other damage reduction you have of the same type.
Special: A fighter may select this as a bonus feat.
Iron Will [General]Benefit: You gain a +2 bonus on Will saves and no longer fail Will saves on a natural one. In addition, if you fail your save, but only by a margin of five or less, the effect only lasts for one round, assuming the original duration is longer.
Lightning Reflexes [General]Benefit: You gain a +2 bonus on Reflex saves and no longer fail Reflex saves on a natural one. In addition, as an immediate action, you may take a five-foot step. If this puts you out of the area of an effect, you are not affected. Effects that specifically target you still affect you so long as you are a valid target in your new position. Any new modifiers to your AC or saves (due to cover, range increment increases, etc) apply to your new position.
Mobility [General]Prerequisite: Dexterity 13+, Dodge.
Benefit: You gain a +4 Dodge bonus to AC against attacks of opportunity.
You may move through squares occupied by enemies (you provoke attacks of opportunity as normal). You may not bull rush or overrun opponents when you move through them while using this ability.
You gain a +4 bonus on checks to escape a grapple.
Special: A fighter may select this as a bonus feat.
Monkey Grip [General]Prerequisite: Strength 13+, Base Attack Bonus +3.
Benefit: You may wield a melee weapon one size larger than normal without any penalty to your attack roll. It is still treated as being the same category (light, one-handed, or two-handed) for all purposes. So, for example: a medium character could still use a large short sword (light) in a grapple.
A larger-sized two-handed weapon increases your reach by five feet, but does not give you a reach longer than what a creature one size larger would get wielding the same weapon. For example: a medium creature wielding a large greatsword would have a reach of 10 feet (a large creature with the same weapon would have a 10 foot reach) and a medium character with a large glaive would have a 15 foot reach (increasing their normal 10-foot reach by 5 feet, which is less than a large creature's 20-foot reach with the same weapon). A small creature with a medium greatsword would still only have a 5-foot reach (as a medium creature with the same weapon only has a 5-foot reach), but a small creature with a medium glaive would have a 10-foot reach (Adding 5 feet to their normal 5-foot reach while not exceeding a medium creature's 10-foot reach with the same weapon).
Special: A fighter may select this as a bonus feat.
Point Blank Shot [General]Prerequisite: Dexterity 13+.
Benefit: All ranged attacks you make within 30 feet have a +2 bonus to hit.
Any ranged attack
with a weapon that hits a target within the first range increment gains a competence bonus to damage equal to one plus half your Base Attack Bonus, round down.
Special: A fighter may select this as a bonus feat.
Precise Shot [General]Prerequisite: Dexterity 13+.
Benefit: You do not suffer the normal -4 penalty for firing into melee.
You may add your Dexterity modifier to damage rolls when making ranged attacks with weapons. If you do so, you do not add your Strength modifier.
Special: A fighter may select this as a bonus feat.
Rapid Shot [General]Prerequisite: Dexterity 13+.
Benefit: When making a full attack with ranged weapons, you may make an additional attack at your full Base Attack Bonus, but all of your attacks for this round suffer a -2 penalty to hit.
When your Base Attack Bonus is +6 or higher, you may make two additional attacks, the first at your full Base Attack Bonus and the second with a -5 penalty, but all of your attacks for this round suffer a -4 penalty to hit.
Special: A fighter may select this as a bonus feat.
Shield Specialization [General]Prerequisite: Shield proficiency.
Benefit: Your shield bonus to AC increases by +1 for all shields with which you are proficient. Any shield bash attack you make has a +1 competence bonus to the attack roll and a competence bonus to damage equal to ½ your Base Attack Bonus, round down.
When wielding a tower shield (if you are proficient), you may designate any number of targets to gain total cover against their ranged attacks (see Combat for more rules on tower shields).
Special: A fighter may select this as a bonus feat.
Toughness [General]Benefit: You gain a number of Hit Points equal to the number of Hit Dice you have. Every time you gain a new Hit Die, you gain an additional Hit Point.
Also, you gain DR 1/-. This improves by one point per four Hit Dice you have. Your damage reduction increases as you gain Hit Dice after taking this feat. This damage reduction stacks with any other damage reduction you have of the same type.
Special: A fighter may select this as a bonus feat.
Note that, unlike the original version, you may only take this feat once.
Two Weapon Defense [General]Prerequisite: Two Weapon Fighting, Dexterity 15+ or Base Attack Bonus +1.
Benefit: When fighting with two weapons, you add a Shield Bonus to your AC equal to 1 plus the number of attacks granted by your Base Attack Bonus (+2 for BAB 0 – 5, +3 for BAB 6 – 10, +4 for BAB 11 – 15, +5 for BAB 16+).
As an immediate action, you may attempt to parry a melee attack against you. Roll an attack roll with one of your weapons. If it is greater than or equal to the attack roll you are parrying, the opponent’s attack misses. Effectively, this attack roll replaces your AC if it is greater against that one attack. This uses one of your attacks of opportunity for the round.
Special: A fighter may select this as a bonus feat.
Two Weapon Fighting [General]Prerequisite: Dexterity 15+ or Base Attack Bonus +1.
Benefit: When fighting with two weapons, you may make a full attack with each weapon. Each weapon gets the full number of attacks allocated to you based on your Base Attack Bonus.
Your penalty for fighting with two weapons is reduced by two. This removes the normal -2 penalty for fighting with two weapons, but you still take a -2 penalty if your off-hand weapon is not light.
Special: A fighter may select this as a bonus feat.
Weapon Focus [General]Prerequisite: Base Attack Bonus +1.
Benefit: Pick a group of weapons (see Unearthed Arcana) with which you are proficient. You gain a +1 competence bonus on attack rolls with those weapons.
Special: A fighter may select this as a bonus feat.
Weapon Specialization [General]Prerequisite: Combined Fighter and Warblade level 4+, Weapon Focus with selected group of weapons.
Benefit: Pick a group of weapons (see Unearthed Arcana) that you have selected with the Weapon Focus Feat. You gain a competence bonus to damage equal to half your Base Attack Bonus, round down.
Special: A fighter may select this as a bonus feat.
New FeatsBlinding Attack [General]Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be blinded for 1d4 rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or suffer a 20% miss chance on all attacks until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Bodyguard [General]Prerequisite: Base Attack Bonus +1.
Benefit: As an immediate action, you may grant your shield bonus to any ally’s AC as well as any other benefits you gain while wielding your shield. You must be wielding a shield to do this and your ally must be within the melee reach of your shield. You lose the benefits of your shield until the beginning of your next turn.
As an immediate action, you may switch places with any one willing ally within your unarmed melee reach. Any effect you interrupt that targets your ally targets you instead. If your ally is in an area of effect, they still are still in danger unless your original position was out of the area.
As an immediate action, you may move up to your base land speed to intercept an attack against an ally. You intercept the charge or ranged attacks of an attacker, and you must be able to place yourself directly in the path of the attack or charge. You become the new target of the attack. Using this ability uses your move action on your next turn instead of your swift action.
Special: A fighter may select this as a bonus feat.
Cheap Shot [General]Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be nauseated for 1d4 rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or be sickened until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Disorienting Attack [General]Prerequisite: Base Attack Bonus +6.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Will save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be confused for 1d4 rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Will save (same DC as above) or be shaken until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Finesse [General]Prerequisite: Dexterity 13+.
Benefit: You may add you Dexterity modifier to melee damage rolls in place of your Strength modifier when using the Weapon Finesse combat option.
Special: A fighter may select this as a bonus feat.
Hamstring [General]Prerequisite: Base Attack Bonus +3.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or have his base speed reduced to five feet for 1d4 rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or have his base speed reduced by ten feet (to a minimum of five feet) until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Head Shot [General]Prerequisite: Base Attack Bonus +6.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Fortitude save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be dazed for one rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Fortitude save (same DC as above) or be staggered until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Improved Power Swing [General]Prerequisite: Improved Bull Rush, Power Swing, Strength 17+, Base Attack Bonus +6.
Benefit: When using the Power Swing feat, if your opponent collides with anyone else during this movement, they each take 1d6 points of non-lethal damage per two points of your Base Attack Bonus plus 1 1/2 times your Strength modifier. Your opponent falls prone and the other creature he collides with must succeed on a Reflex save (DC 10 + ½ your Hit Dice + your Strength modifier) or fall prone as well. A creature with four or more legs or the Stability trait adds a +4 bonus to this saving throw. If the creature rolling the saving throw is larger than the other one, it adds a +4 bonus to its saving throw.
If your opponent collides with someone, his movement stops in their square.
Special: A fighter may select this as a bonus feat.
Panache [General]You have style in combat and relish the opportunity to show off.
Prerequisite: Balance 4 Ranks or Tumble 4 ranks.
Benefit: When you make a melee attack while balancing on a surface one-foot wide or less, swinging from a rope (or chandelier or anything similar), or while tumbling, you may deal an extra 1d6 points of damage on each attack this round. This bonus damage increases by 1d6 points for every five points of your Base Attack Bonus.
While using this ability, if you take a move action to move, you may make a melee attack as a standard action at any point of your movement. You may opt to initiate a strike that has an activation time of a standard action during your movement, instead.
Special: A fighter may select this feat as a bonus feat.
Power Swing [General]Prerequisite: Improved Bull Rush, Strength 15+, Base Attack Bonus +1.
Benefit: When attacking with a two-handed weapon and using the Power Attack ability, if your attack hits, you may attempt a bull rush against your opponent as a free action. If your strength check beats your opponents, he moves backwards as if you had performed a normal bull rush against him, except that you do not move with him. It is possible to move your opponent more than five feet with this check even though you do not move with him, although this movement does not provoke attacks of opportunity.
You do not have to push your opponent directly away from you. You may direct your opponent up to 90 degrees to the right or left instead, so long as they move in a straight line. You may use this ability to bull rush an opponent more than one size category larger than you. You gain a bonus on your bull rush check equal to the penalty you took with Power Attack.
Special: A fighter may select this as a bonus feat.
Resonating Strike [General]Prerequisite: Strength 15+, Base Attack Bonus +6.
Benefit: When attacking with a two-handed melee weapon, once per round, you may attempt to stun one of your foes. If your attack is successful and deals damage, your opponent must roll a Fortitude save (DC 10 + ½ your Hit Dice + your Strength modifier) or be slowed for one round and they may not take attacks of opportunity until their next turn.
Special: A fighter may select this as a bonus feat.
Terrifying Strike [General]Prerequisite: Base Attack Bonus +3, Intimidate 4 Ranks.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Will save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or be frightened for 1d4 rounds.
If you make an attack of opportunity that deals damage, your opponent must make a Will save (same DC as above) or be shaken until the end of his turn.
Special: A fighter may select this as a bonus fighter feat.
Trip Shot [General]Prerequisite: Base Attack Bonus +1.
Benefit: As a standard action, you may make an attack with a melee or ranged weapon. If your attack deals damage to your target, you are within 30 feet of your target, and he is denied his Dexterity bonus to Armor Class, he must succeed on a Reflex save (DC 10 + 1/2 your hit dice + the ability modifier used to make your attack) or fall prone. He counts as being tripped for purposes of activating abilities like the Improved Trip feat.
If you make an attack of opportunity that deals damage, your opponent must make a Reflex save (same DC as above) or fall prone and count as tripped (as above).
Special: A fighter may select this as a bonus fighter feat.