COMBAT FEATS

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**ABLE SNIPER [COMBAT FEAT]**

You are accomplished at remaining unseen when you’re sniping with a ranged weapon.

**Prerequisites:** Dex 13, Hide 5 ranks.

**Benefit:** You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 10 meters away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding.

**ACROBATIC ESCAPE [COMBAT FEAT]**

**Prerequisite:** 5 ranks in Tumble, 5 ranks in Jump.

**Benefit:** When an opponent attempts a trip attack, bull rush, or overrun attack you may make a Tumble check in place of the normal opposed checks, if successful you immediately take a 1 meter step.

**ADAPTABLE FLANKER [COMBAT FEAT]**

When you and an ally team up against a foe you know how to maximize the threat your ally poses to ruin your target’s defenses.

**Prerequisites:** Combat Reflexes, Vexing Blanker, base attack bonus +4.

**Benefit:** As a swift action you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square you threaten for purposes of determining flanking bonuses for you and your allies. You also occupy your current square for flanking an opponent.

**ADVANTAGEOUS COVER [COMBAT FEAT]**

**Benefit:** Count cover as one step higher. One-quarter counts as one-half, one-half cover counts as three-quarters, and so on.

**ACROBATIC STRIKE [COMBAT FEAT]**

**Prerequisites:** 5 Ranks in Tumble

**Benefit:** Gain +2 competence bonus on next attack against opponent you Tumble past.

**AGILE RIPOSTE [COMBAT FEAT]**

**Prerequisites:** Dexterity 13, Dodge.

**Benefit:** Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.

Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.

**AMPLIFIED GLITCH [COMBAT FEAT]**

You can create sudden distractions with technological devices.

**Prerequisites:** Computer Use 3 ranks, Intimidate 3 ranks.

**Benefit:** As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 10 meters apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (TN = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the TN. Once you have targeted a creature with this feat, that foe is immune to this ability for 24 hours.

You must have a device or cybernetic implant ready and able to be used to use this ability.

**ANGLED THROW [COMBAT FEAT]**

**Prerequisites:** Dexterity 13

**Benefit:** Ignore Cover with grenades and grenade-like weapons.

**BACK OFF [COMBAT FEAT]**

You are skilled at stepping out of the way when someone attacks you.

**Prerequisites:** Dexterity 13, Dodge, Mobility, Sidestep.

**Benefit:** If an opponent’s actions allow you to perform an attack of opportunity, instead of attacking, you may take a single 5-foot step. Your 5-foot step may not take you into any square that is threatened by one or more of your opponents. Using this feat counts as one of your attacks of opportunity for the round. After your 5-foot step, your opponent may continue his or her action normally.

**Normal:** Attacks of opportunity normally do not allow you to make any movement, only a single melee attack.

**Special:** Unless you have Combat Reflexes or some other ability that grants you extra attacks of opportunity, you can only back off once per round.

**BARRICADE [COMBAT FEAT]**

You are adept at creating quick, temporary cover.

**Prerequisites:** Knowledge (engineering) 3 rank.

**Benefit:** As a full-round action, you can stack and reinforce objects that are too small or too fragile to provide cover into a single square of adjacent cover. The GM has discretion over whether enough such objects are nearby to allow you to use this ability, but most urban and wilderness settings not specifically described as empty or barren have enough such material to allow at least one such temporary barricade to be built. The barricade grants partial cover against attacks with line of effect that pass through it. If the barricade is in a square that already granted partial cover, it instead grants normal cover. For more information about cover. The barricade is temporary and not particularly durable. When determining its hardness and Hit Points, treat it as a piece of equipment with an item level equal to half your total ranks in Engineering (minimum 1st level). Additionally, once it or a creature adjacent to it is hit by an attack, the barricade collapses at the beginning of your turn in 1d4 rounds (unless the barricade is destroyed completely by the attack). There isn’t normally enough material for you to build a second barricade in exactly the same space unless you are in a particularly crowded area (as determined by the GM).

**BATTLE JUMP [COMBAT FEAT]**

You know how to launch a devastating attack from above by dropping onto your opponent.

**Benefit:** You can execute a charge by simply dropping from a height of at least 1 meter above your opponent. For example, a ledge 3 meters above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 5 meters high is required for a jumping on a Large creature.

You can’t jump from more than 10 meters above your opponent.

If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the battle jump. After you attack, you take falling damage as normal for the distance you jumped.

You are entitled to a Jump check (TN 15) to take less damage, as if you had fallen 3 meters less than you actually did. If you fail this Jump check, you fall prone 1 meter from your opponent. You can also use Battle Jump to begin a grapple attempt instead of making a normal attack. If you do, you are treated as one size category larger than normal for the first grapple check following the battle jump.

**Normal:** Anybody can try to jump down on an enemy, but it is not considered a charge, and they do not gain double damage or the size bonus for the ensuing attack.

**BLEEDING CRITICAL [COMBAT FEAT]**

Your critical hits cause opponents to bleed profusely.

**Prerequisites:** Critical Focus, base attack bonus +11.

**Benefit:** Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a TN 15 Heal skill check. The effects of this feat stack.

**Special:** You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

**BLIND-FIGHT [COMBAT FEAT]**

You are skilled at attacking opponents that you cannot clearly perceive.

**Benefit:** In melee, every time you miss because of concealment (see Rules Chapter), 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 Defense 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 DC. The speed reduction for darkness and poor visibility also applies.

**BOUNDING ASSAULT [COMBAT FEAT]**

You can move and attack with superior speed and power.

**Prerequisites:** Dex 13, Dodge, Mobility, Spring Attack, base attack bonus +12.

**Benefit:** When using the Spring Attack feat, you designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a –5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.

**BULL’S EYE [COMBAT FEAT]**

Your attacks with ranged weapons are especially deadly.

**Prerequisites:** Point Blank Shot, Precise Shot.

**Benefit:** When you threaten a critical hit with a ranged weapon, you may spend 1 action point to automatically confirm the critical.

**BURST FIRE [COMBAT FEAT]**

**Prerequisites:** Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.

**Benefit:** When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 dice of damage.

Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.

**Normal:** Autofire uses ten bullets, targets a 3 meters by 3 meters area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.

**Special:** If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.

**CAREFUL SHOT [COMBAT FEAT]**

**Prerequisites:** Point-Blank Shot, Base Attack Bonus+2

**Benefit:** If you Aim, gain an additional +1 bonus on the attack roll.

**CHAKRAM RICOCHET [COMBAT FEAT]**

You can hurl a chakram so that it strikes two enemies instead of one.

**Prerequisites:** Dex 13, base attack bonus +1, proficient with chakram.

**Benefit:** If you hit a creature with a thrown chakram, you can cause it to ricochet and strike a secondary target in an adjacent square (within 1 meter of the primary target). You immediately make an attack roll against the secondary target, at a –2 penalty. If the attack hits, you deal damage normally.

**Special:** A character with Chakram Ricochet can deal sneak attack damage to both targets if they are within 10 meters and denied their Dexterity bonus to DC.

**CHARGING FIRE [COMBAT FEAT]**

**Prerequisites:** Base Attack Bonus +2

**Benefit:** Make ranged attack at end of a Charge, at a -2 penalty.

**CLEAVE [COMBAT FEAT]**

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 Defense Class until your next turn.

**CLOAK AS A WEAPON [COMBAT FEAT]**

A specialized form of self-defense, the cloak was taught by some masters of defense.

**Prerequisite:** BAB 1+

**Effect:** You may use your cloak in combat for attempts to blind, trip, grapple, or parry.

**Normal:** Because use of the cloak is so specialized, it cannot be used in combat without this feat.

**COMBAT ACROBAT [COMBAT FEAT]**

Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents.

**Prerequisites:** Balance 9 ranks, Tumble 9 ranks.

**Benefit:** You gain several benefits from this feat to reflect your overall athletic ability and training in the skills vital to an acrobat.

**Acrobatic Recovery:** If an effect causes you to fall prone, you can make a TN 20 Balance check to remain on your feet.

**Sure Footed Maneuver:** With a TN 15 Balance check, you can ignore up to 4 squares of difficult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain.

For example, a shallow pool of boiling water might deal fire damage and count as difficult terrain. You would still take damage from the water even if your Balance check allowed you to move through it at full speed.

**COMBAT ARCHERY [COMBAT FEAT]**

You can fire a bow in melee safely.

**Prerequisites:** Dodge, Mobility, Point Blank Shot.

**Benefit:** You do not incur any attacks of opportunity for firing a bow when threatened.

**Normal:** Without this feat, you incur an attack of opportunity from all opponents who threaten you whenever you use a bow.

**COMBAT BRUTE [COMBAT FEAT]**

You employ strength and leverage to great effect in battle.

**Prerequisites:** Improved Sunder, Power Attack, base attack bonus +6.

**Benefit:**

**Advancing Blows:** To use this maneuver, you must make a successful bull rush attempt against a foe. During the next round, all your attacks against that foe gain a +1 bonus on attack and damage rolls for each square your bull rush moved that foe.

**Sundering Cleave:** To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt. If you do so, you gain an immediate additional melee attack against the foe. The additional attack is with the same weapon and at the same attack bonus as the attack that destroyed the weapon or shield.

**Momentum Swing:** To use this maneuver, you must charge a foe in the first round, and you must make an attack using your Power Attack feat in the second round. The penalty you take on your attack roll must be –5 or worse. Your attacks during the second round gain a bonus equal to your attack roll penalty × 1-1/2, or × 3 if you’re using a two-handed weapon or a one-handed weapon wielded in two hands. For instance, if you choose to take a –6 penalty on your attack roll, you can deal an extra 9 points of damage, or an extra 18 points if you’re using a two-handed weapon or a one-handed weapon wielded in two hands.

**COMBAT CLOAK EXPERT [COMBAT FEAT]**

You are adept at turning your cloak into a vital part of your combat repertoire. By twirling it about you. sweeping it over enemies, and using it lo conceal your weapon, you can catch an opponent by surprise.

**Prerequisites:** Dex 15, Int 13, Combat Expertise, Dodge, base attack bonus +6.

**Benefit:** You must wear a cloak in order to utilize them.

**Cloak Defense:** While you are fighting defensively, you can use your cloak to confuse your foes. You hold it before your chest like a curtain, making it difficult for enemies to read your defensive moves. Your cloak grants you a +1 dodge bonus to DC. If you use the total defense action, your cloak’s dodge bonus improves to +2.

**Cloaked Strike:** You can use your cloak to hide a light weapon. To utilize this maneuver, on the first round you must move adjacent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe’s Sense Motive check as you use a move action to draw your weapon. If this check succeeds, your opponent loses either his Dexterity bonus to DC or his shield bonus to DC (your choice) until the end of your current turn.

**Whirling Cloak:** You can attempt to use your cloak to confuse your opponent. As a move action after successfully striking an opponent in melee, make a melee attack against that foe. If this attack hits, you whirl your cloak around him, temporarily ruining his defenses. Your opponent cannot make attacks of opportunity against a particular ally of your choice until the start of his next turn.

**COMBAT EXPERTISE [COMBAT FEAT]**

**Prerequisite:** Int 13.

**Benefit:** When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

**Normal:** A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

**COMBAT INTUITION [COMBAT FEAT]**

Your keen understanding of your opponent’s moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent’s combat capabilities.

**Prerequisites:** Sense Motive 4 ranks, base attack bonus +5.

**Benefit:** As a free action, you can use Sense Motive to assess the challenge presented by a single opponent in relationship to your own level/Hit Dice (see the assess opponent option under the Sense Motive skill). You gain a +4 bonus on such checks and narrow the result to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against that creature.

**COMBAT PANACHE [COMBAT FEAT]**

Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit, and ability to manipulate others.

**Prerequisites:** Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks.

**Benefit**

**Play Dead:** You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker’s (or any other relevant observer’s) Sense Motive check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses any attack of opportunity he might have been entitled to against you, and he loses his Dexterity bonus to DC against the first attack that you make. You can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.

**Sneering Glower:** With just the right mix of your intimidating presence, and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. On your next turn after you deal at least 1 point of damage to your opponent, you can make an Intimidate check against him in place of a 1 meter step. If you succeed on this check, your foe takes a penalty on his attack rolls against you equal to your Charisma bonus. You can gain this benefit against only one foe at a time; it lasts for the duration of the encounter or until you switch targets.

If you designate a new target for this ability (by attempting a new Intimidate check against a different creature), the previous target no longer takes the penalty on his attack rolls against you. Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this maneuver.

**COMBAT REFLEXES [COMBAT FEAT]**

You can make additional attacks of opportunity.

**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.

**Normal:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

**COMBAT TACTICIAN [COMBAT FEAT]**

You excel at approaching an opponent from an unexpected direction to deliver deadly attacks. As you approach your foe, you duck and weave to confuse his defenses. Alternatively, you draw a weapon and make a quick arrack that surprises your foe.

**Prerequisites:** Dex 13, Dodge, base attack bonus +12.

**Benefit:** You can designate one specific foe as the target of this feat as a free action. If neither you nor the target threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn.

**COMETARY COLLISION [COMBAT FEAT]**

You are a thunderbolt of destruction on the battlefield. By carefully timing your charge, you rush forward and slam into an enemy just as he gathers the speed needed to charge you. You turn your opponent’s momentum against him.

**Prerequisites:** Str 13, Improved Bull Rush, Power Attack.

**Benefit:** You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent’s charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. If the target charged someone else, he can choose to instead attack you. You take the standard –2 penalty to DC for charging. If you cannot move at lease 10 feet or cannot charge due to terrain or other factors, you do not gain this feat’s benefit. In either case, you use your readied action to move but do not gain an attack.

**COORDINATED SHOT [COMBAT FEAT]**

You are extraordinarily talented at making ranged attacks past your allies.

**Prerequisite:** Point Blank Shot, Precise Shot.

**Beneﬁt:** When making a ranged attack against a foe who has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the target because of that cover. Cover from other sources is unaffected.

**CLOAK DANCE [COMBAT FEAT]**

You are skilled at using optical tricks to make yourself seem to be where you are not.

**Prerequisites:** Hide 10 ranks, Perform (dance) 2 ranks.

**Benefit:** You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

**CLOSE-QUARTERS FIGHTING [COMBAT FEAT]**

You are skilled at fighting at close range and resisting grapple attacks.

**Prerequisite:** Base attack bonus +3.

**Benefit:** When an enemy attempts to grapple you, any damage you inflict with a successful attack of opportunity provoked by the grapple attempt is added to your ensuing grapple check to avoid being grappled.

Further, you are entitled to make an attack of opportunity even if the attacking creature has the improved grab ability. This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attempts to grapple you, you do not get any benefit from Close-Quarters Fighting.

For example, a dire bear strikes you with a claw attack. If you don’t have this feat, the dire bear’s improved grab ability allows it to immediately attempt a grapple check, provoking no attack of opportunity from you. However, with Close-Quarters Fighting, you are entitled to an attack of opportunity. If you hit and score 8 points of damage, you may add +8 (plus your attack bonus, Strength bonus, and size modifier) to your grapple check to resist the dire bear’s grapple attempt.

**CRITICAL FOCUS [COMBAT FEAT]**

You are trained in the art of causing pain.

**Prerequisites:** Base attack bonus +9.

**Benefit:** You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. (This benefit is applied to all attacks made by you including made using vehicle weapons.)

**CURLING WAVE STRIKE [COMBAT FEAT]**

Mimicking the forceful power of the wave, you can trip multiple foes as part of the same strike.

**Prerequisites:** Dex 13, Improved Trip.

**Benefit:** If you trip an opponent in melee combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). If you successfully trip a second opponent, you do not get a free attack against that opponent. You can use this feat only once per round.

**Normal:** A character with Improved Trip who trips an opponent in melee gets a free attack against that opponent.

**DEATH BLOW [COMBAT FEAT]**

You waste no time in dealing with downed foes.

**Prerequisites:** Base attack bonus +2, Improved Initiative.

**Benefit:** You can perform a coup de grace attack against a helpless defender as a standard action.

**Normal:** Performing a coup de grace is a full-round action.

**DEFENSIVE STRIKE [COMBAT FEAT]**

You can turn a strong defense into a powerful offense.

**Prerequisite:** Int 13+, Expertise, Dex 13+, Dodge.

**Benefit:** If an opponent attacks you and misses while you are using the total defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and does not miss.

**DEFENSIVE SWEEP [COMBAT FEAT]**

You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow.

**Prerequisite:** Base attack bonus + 15.

**Benefit:** If an opponent begins his action adjacent to you and does not move, he provokes an attack of opportunity from you immediately after his turn ends, provided that you threaten the square that he occupies. Any sort of movement, including a 1 meter step, allows the opponent to avoid provoking this special attack of opportunity. This feat does not give you any ability to make additional attacks of opportunity in a given round.

**DEFT STRIKE [COMBAT FEAT]**

You can place attacks at weak points in your opponent’s defenses.

**Prerequisites:** Int 13, Combat Expertise, Spot 10 ranks, sneak attack +1d6.

**Benefit:** As a standard action, you can attempt to find a weak point in a visible target’s defenses. This requires a Spot check against a TN equal to your target’s Defense Class. If you succeed, your next attack against that target (which must be made no later than your next turn) ignores the target’s Class Defense Bonus to DC. Other DC bonuses still apply normally. If you use a ranged weapon to deliver the attack, your opponent must be within 30 feet of you in order for you to benefit from this feat.

**DIRE CRITICAL [COMBAT FEAT]**

**Prerequisites:** Proficient with chosen weapon, Weapon Focus with chosen weapon, Base Attack Bonus +8

**Benefit:** Increase the Critical multiplier by 1 with the chosen weapon.

**DISTRACTING ATTACK [COMBAT FEAT]**

You are skilled at interfering with opponents in melee.

**Prerequisite:** Base attack bonus +1.

**Benefit:** When you make a melee attack against a creature, whether you are successful or not, all other creatures get a +1 circumstance bonus on attack rolls against that creature until the start of your next turn.

**DODGE [COMBAT FEAT]**

You are adept at dodging blows.

**Prerequisite:** Dex 13+.

**Benefit:** During your action, you designate an opponent and receive a +1 dodge bonus to Defense Class against attacks from that opponent. You can select a new opponent on any action.

**Note:** A condition that makes you lose your Dexterity bonus to Defense Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses (such as this one and a dwarf’s racial bonus to dodge giants) stack with each other, unlike most other types of bonuses.

**DOUBLE HIT [COMBAT FEAT]**

You can react with your off hand to make an additional attack along with an attack of opportunity.

**Prerequisites:** Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting.

**Benefit:** When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons.

**DOUBLE TAP [COMBAT FEAT]**

**Prerequisites:** Dexterity 13, Point Blank Shot.

**Benefit:** When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.

**DRAG DOWN [COMBAT FEAT]**

You are skilled at bringing your opponent down with you when you are knocked prone.

**Benefit:** Whenever an opponent successfully uses the trip combat maneuver against you, you can attempt to trip an adjacent opponent as a reaction.

**DRIVE-BY ATTACK [COMBAT FEAT]**

**Benefit:** The character takes no vehicle speed penalty when making an attack while in a moving vehicle. Also, if the character is the driver, he or she can take his or her attack action to make an attack at any point along the vehicle’s movement.

**Normal:** When attacking from a moving vehicle, a character takes a penalty based on the vehicle’s speed. Passengers can ready an action to make an attack when their vehicle reaches a particular location, but the driver must make his or her attack action either before or after the vehicle’s movement.

**ELABORATE DEFENSE [COMBAT FEAT]**

**Prerequisite:** Dodge, Mobility, Enhanced Mobility, Parry

**Benefit:** If a character with this feat chooses to fight defensively or use total defense in melee combat, they gain an additional +1 dodge bonus to DC for every 3 character levels they has attained.

**ENHANCED MOBILITY [COMBAT FEAT]**

**Prerequisite:** Dodge, Mobility

**Benefit:** when wearing light or no armor and not using a shield, a character with this feat gains an additional +4 bonus to DC against attacks of opportunity caused when she moves out of a threatened square.

**EPIC WEAPON FOCUS [COMBAT FEAT]**

Choose one type of weapon, such as greataxe. You are especially good at using this weapon.

**Prerequisite:** Weapon Focus in the weapon to be chosen.

**Benefit:** Add a +2 bonus to all attack rolls you make using the selected weapon.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

**EPIC WEAPON SPECIALIZATION [COMBAT FEAT]**

Choose one type of weapon, such as greataxe. You deal extraordinary damage wielding this weapon.

**Prerequisites:** Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the weapon to be chosen).

**Benefit:** Add +4 to all damage you deal using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.

**EXTRA ATTACK [COMBAT FEAT]**

**Prerequisites:** Base Attack Bonus +6, Weapon Focus with melee chosen weapon, Proficient with chosen melee weapon.

**Benefit:** Make an extra attack with chosen weapon during Full Attack, -5 penalty to all attacks.

**EVASIVE REFLEXES [COMBAT FEAT]**

When an opponent gives you an opening in combat, you know exactly what to do: slip away.

**Prerequisite:** Dex 13.

**Benefit:** When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take a 1 meter step.

**Special:** Evasive Reflexes can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes.

**EVASION [COMBAT FEAT]**

**Benefit:** a character with this feat can avoid damage from many area-effect attacks. If a character with this feat makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a character is wearing light armor or no armor. A helpless character does not gain the benefit of evasion.

**EXPEDITIOUS DODGE [COMBAT FEAT]**

You’re good at avoiding attacks while moving quickly.

**Prerequisite:** Dex 13.

**Benefit:** When you move 13 meters or more in a single turn, you gain a +2 dodge bonus to your Defense Class until the beginning of your next turn.

**Special:** Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, Advanced Class, or other special ability.

**EYES IN THE BACK OF YOUR HEAD [COMBAT FEAT]**

Your superior battle sense helps minimize the threat of flanking attacks.

**Prerequisites:** Base attack bonus +3, Wis 19+.

**Benefit:** Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to DC, such as when you are flat-footed.

**Normal:** When you are flanked, the flanking opponents receive a +2 attack roll bonus against you.

**FAR SHOT [COMBAT FEAT]**

You are more accurate at longer ranges.

**Prerequisites:** Point-Blank Shot.

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

**Normal:** You suffer a –2 penalty per full range increment between you and your target.

**FAST TALK [COMBAT FEAT]**

You can baffle a foe with chatter to disguise the start of battle.

**Prerequisites:** Bluff 5 ranks.

**Benefit:** You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat. When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Action Point to attempt a Bluff check against a single creature that this ability can affect. The TN is equal to 15 + the target’s total Listen skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.

**FAVORED CRITICAL [COMBAT FEAT]**

**Prerequisite:** Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

**Benefit:** select a weapon with witch your character qualifies to apply this feat to When using the selected weapon increase the critical multiplier of the weapon by 1. This feat can be taken multiple times but its effects do not stack each time the feat is taken it must be applied to a different weapon for witch the character qualifies

**FIGHT WITH ANYTHING [COMBAT FEAT]**

You are adept at fighting with improvised weapons.

**Prerequisite:** Base attack bonus +4.

**Benefit:** You take no penalty on attack rolls when using improvised weapons.

**Normal:** You take a –4 penalty on attack rolls when using improved weapons.

**FLAY FOE [COMBAT FEAT]**

You are skilled at flaying the flesh from your enemy’s bones.

**Prerequisites:** Str 15, base attack bonus +6, proficient with slashing melee weapon.

**Benefit:** If you hit the same enemy more than once in a single round with a slashing melee weapon, you deal an extra point of damage with each hit after the first.

**FLICK OF THE WRIST [COMBAT FEAT]**

With a single motion, you can draw a light weapon and make a devastating attack.

**Prerequisite:** Dex 17+, Quick Draw.

**Benefit:** If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat works only once per combat.

**FOLLOW THROUGH [COMBAT FEAT]**

**Benefit:** Move ½ speed when you reduce an enemy to 0 hit points.

**GOAD [COMBAT FEAT]**

You are skilled at inducing opponents to attack you.

**Prerequisites:** Cha 13, base attack bonus +1.

**Benefit:** As a move action, you may goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 5 or higher. When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (TN 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal). A goaded creature may make ranged attacks, move, or perform other actions normally.

**GREATER BULL RUSH [COMBAT FEAT]**

Your bull rush attacks throw enemies off balance.

**Prerequisites:** Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.

**Benefit:** You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).

**Normal:** Creatures moved by bull rush do not provoke attacks of opportunity.

**GREAT CLEAVE [COMBAT FEAT]**

You can strike many adjacent foes with a single blow.

**Prerequisites:** Str 13, Cleave, Power Attack, base attack bonus +4.

**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 previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Defense Class until your next turn.

**GREATER DISARM [COMBAT FEAT]**

You can knock weapons far from an enemy’s grasp.

**Prerequisites:** Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.

**Benefit:** You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 5 meters away from its previous wielder, in a random direction.

**Normal:** Disarmed weapons and gear land at the feet of the disarmed creature.

**GREATER DODGE [COMBAT FEAT]**

Your skill at dodging attacks is preternatural.

**Prerequisites:** Dexterity 13, Dodge, Improved Dodge.

**Benefit:** Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense Class against subsequent attacks from your chosen opponent.

**Special:** A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

**GREATER SUNDER [COMBAT FEAT]**

Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.

**Prerequisites:** Improved Sunder, Power Attack, base attack bonus +6, Str 13.

**Benefit:** You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.

**GREATER TRIP [COMBAT FEAT]**

You can make free attacks on foes that you knock down.

**Prerequisites:** Combat Expertise, Improved Trip, base attack bonus +6, Int 13.

**Benefit:** You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

**Normal:** Creatures do not provoke attacks of opportunity from being tripped.

**GREATER TWO-WEAPON DEFENSE [COMBAT FEAT]**

When fighting with two weapons, your defenses are extraordinarily strong.

**Prerequisites:** Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +11.

**Benefit:** When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your DC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

**GREATER TWO-WEAPON FIGHTING [COMBAT FEAT]**

You are incredibly skilled at fighting with two weapons at the same time.

**Prerequisites:** Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

**Benefit:** You get a third attack with your off-hand weapon, albeit at a –10 penalty.

**GREATER WEAPON FOCUS [COMBAT FEAT]**

Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon.

**Prerequisites:** Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.

**Benefit:** You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

**Special:** You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

**GREATER WEAPON SPECIALIZATION [COMBAT FEAT]**

Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.

**Prerequisites:** Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.

**Benefit:** You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.

**Special:** You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

**GRENADIER [COMBAT FEAT]**

You are skilled in using grenade-like weapons. You excel at tossing them to just the right spot to maximize the amount of damage they cause as they burst open upon the battlefield.

**Benefit:** You are an expert with splash weapons and all manner of incendiary mixtures. You gain a +1 bonus on attack rolls with splash weapons and a +1 bonus on the weapon’s damage (including splash damage).

**HARD-EYED [COMBAT FEAT]**

With a gun in your hand, you have an especially dangerous aspect.

**Prerequisites:** Charisma 13, Intimidate 4 ranks.

**Benefit:** You gain a +5 circumstance bonus on Intimidate checks when aiming a firearm at the target of your check. The target must be within 10 meters, and must be able to see you (and your firearm). The target does not have to be flat-footed. This bonus does not stack with the +2 circumstance bonus your GM might grant for threatening the target with a gun, but it can stack with other circumstance bonuses.

**Normal:** Circumstances such as holding a gun on a flatfooted opponent normally grant a +2 circumstance bonus.

**HAIL OF BULLETS [COMBAT FEAT]**

Your quick trigger finger can unleash a rain of death.

**Prerequisites:** Point Blank Shot, Double Tap.

**Benefit:** You can use semiautomatic firearms as if they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such as having 10 bullets in the weapon to use autofire).

**HAMSTRING [COMBAT FEAT]**

You can wound an opponents’ legs, hampering his or her movement.

**Prerequisite:** Base attack +4, sneak attack ability.

**Benefit:** If you hit with a sneak attack, you may choose to forgo +2d6 of your sneak attack damage to reduce your opponent’s land speed by half. Other forms of movement (fly, burrow, and so forth) are not affected.

The speed reduction ends when the target receives healing or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped.

**HIDDEN WEAPONS [COMBAT FEAT]**

You have learned to better hide your concealed weapons making it easier for you to pass without others noticing them

**Prerequisite:** character level 4th or higher

**Benefit:** A character with this feat becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.

**HINDERING OPPORTUNIST [COMBAT FEAT]**

When you have a chance to strike a distracted foe, you instead use that opportunity to aid or protect an ally against him.

**Prerequisites:** Combat Reflexes, base attack bonus +3.

**Benefit:** Whenever an opponent provokes an attack of opportunity from you, you can choose to replace that attack with an aid another action targeting that opponent.

**HOLD THE LINE [COMBAT FEAT]**

You are trained in defensive techniques against charging opponents.

**Prerequisites:** Base attack bonus +2, Combat Reflexes.

**Benefit:** You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.

**IMPROVED BULL RUSH [COMBAT FEAT]**

You are skilled at pushing your foes around.

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

**Benefit:** You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

**Normal:** You provoke an attack of opportunity when performing a bull rush combat maneuver.

**IMPROVED COMBAT REFLEXES [COMBAT FEAT]**

You can respond to any number of opponents who let their defenses down.

**Prerequisites:** Dex 21, Combat Reflexes.

**Benefit:** There is no limit to the number of attacks of opportunity you can make in one round. (You still can’t make more than one attack of opportunity against a single person in a round).

**IMPROVED CRITICAL [COMBAT FEAT]**

Attacks made with your chosen weapon are quite deadly.

**Prerequisite:** Proficient with weapon, base attack bonus +8.

**Benefit:** When using the weapon you selected, your threat range is doubled.

**Special:** You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

**IMPROVED DAMAGE THRESHOLD [COMBAT FEAT]**

**Benefit:** The character increases his or her massive damage threshold by 3 points.

**Special:** A character may gain this feat multiple times. Its effects stack.

*IMPROVED DODGE [COMBAT FEAT]'*

You excel at dodging attacks.

**Prerequisites:** Dexterity 13, Dodge.

**Benefit:** Your skill with the Dodge feat improves such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.

**Special:** A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

**IMPROVED DISARM [COMBAT FEAT]**

You are skilled at knocking weapons from a foe’s grasp.

**Prerequisite:** Int 13, Combat Expertise.

**Benefit:** You do not provoke an attack of opportunity when making a disarm attemped. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 to attemps made to resist an opponent that tries to disarm you.

**Normal:** You provoke an attack of opportunity when making a disarm attemp.

**IMPROVED EVASION [COMBAT FEAT]**

**Prerequisite:** Evasion, character level 5th or higher

**Benefit:** a character with this feat’s evasion ability improves. they still takes no damage on a successful Reflex saving throw against attacks, but henceforth the character takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

**IMPROVED FEINT [COMBAT FEAT]**

You are skilled at fooling your opponents in combat.

**Prerequisites:** Int 13, Combat Expertise.

**Benefit:** You can make a Bluff check to feint in combat as a move action.

**Normal:** Feinting in combat is a standard action.

**IMPROVED MANYSHOT [COMBAT FEAT]**

You can fire even more arrows as a single attack against a nearby target.

**Prerequisites:** Dex 19, base attack bonus +21, Manyshot, Point Blank Shot, Rapid Shot.

**Benefits:** As Manyshot, but the number of arrows you can fire is limited only by your base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).

**Special:** Regardless of the number of arrows you fire, you only apply precision-based damage (such as sneak attack damage or the ranger’s favored enemy bonus) once. If you score a critical hit, only one of the arrows deals critical damage (your choice); all others deal normal damage.

**Normal:** With the Manyshot feat, you are limited to a maximum of four arrows fired (when your base attack bonus is +16 or higher).

**IMPROVED NATURAL ATTACK [COMBAT FEAT]**

The natural attacks of a creature that has this feat are more dangerous than its size and type would otherwise dictate.

**Prerequisite:** Natural weapon, base attack bonus +4.

**Benefit:** The damage for one of the creature’s natural attack forms increases by one step, as if the creature’s size

ad increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6,4d6,6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8,12d8.

**IMPROVED PRECISE SHOT [COMBAT FEAT]**

Your ranged attacks ignore anything but total concealment and cover.

**Prerequisites:** Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

**Benefit:** Your ranged attacks ignore the DC 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.

**Normal**: See the normal rules on the effects of cover and concealment in Chapter 8.

**IMPROVED RAPID SHOT [COMBAT FEAT]**

You are an expert at firing weapons with exceptional speed.

**Prerequisites:** Manyshot, Point Blank Shot, Rapid Shot.

**Benefit:** When using the Rapid Shot feat, you may ignore the –2 penalty on all your ranged attack rolls.

**IMPROVED SUNDER [COMBAT FEAT]**

You are adept at placing your attacks precisely where you want them to land.

**Prerequisites**: Base attack bonus +2, Sunder.

**Benefit:** When you strike an opponent’s weapon you inflict double damage.

**IMPROVED TRIP [COMBAT FEAT]**

You are skilled at sending your opponents to the ground.

**Prerequisite:** Int 13, Combat Expertise.

**Benefit:** You gain an additional +2 to trip a foe. You also receive +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

**Normal:** You provoke an attack of opportunity when performing a trip combat maneuver.

**IMPROVED TWO-WEAPON DEFENSE [COMBAT FEAT]**

You gain a significant defensive advantage while fighting with two weapons.

**Prerequisites:** Dex 17, Two-Weapon Defense, Two-Weapon Fighting, base attack bonus +6.

**Benefit:** When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Defense Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

**IMPROVED TWO-WEAPON FIGHTING [COMBAT FEAT]**

You are skilled at fighting with two weapons.

**Prerequisites:** Dex 17, Two-Weapon Fighting, base attack bonus +6.

**Benefit:** In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

**Normal:** Without this feat, you can only get a single extra attack with an off-hand weapon.

**IMPROVED UNCANNY DODGE [COMBAT FEAT]**

**Prerequisite:** Uncanny Dodge

**Benefit:** A character with this feat can no longer be flanked. This defense denies another character the ability to sneak attack a character with this feat by flanking them, unless the attacker has at least four more character levels than the target has character levels.

**IMPROVISED WEAPON MASTERY [COMBAT FEAT]**

You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.

**Prerequisites:** Catch Off-Guard or Throw Anything, base attack bonus +8.

**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.

**IMPROVED WHIRLWIND ATTACK [COMBAT FEAT]**

You become a blurry whirlwind of attacks, striking out at all enemies near your position.

**Prerequisites:** Int 13, Dex 23, Dodge, Expertise, Mobility, Spring Attack, Whirlwind Attack.

**Benefit:** As a full-round action, you may make one melee attack at your full base attack bonus against each opponent that you threaten.

**Normal:** When using only the Whirlwind Attack feat, you can only attack opponents within 1 meter of you (regardless of the extent of the area you threaten).

**KILLER AIM [COMBAT FEAT]**

**Prerequisites:** Wisdom 13, Far Shot.

**Benefit:** Before making a ranged attack, the character may take a full-round action to line up your shot. This grants the character a +2 circumstance bonus on his or her next attack roll. Once the character begins aiming, he or she can’t move, even to take a 1 meter step, until after the character makes his or her next attack, or the benefit of the feat is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.

**KNIFE FIGHTER [COMBAT FEAT]**

You’re an expert at using weapons in a grapple.

**Benefit:** You can use a light weapon to attack your opponent in a grapple with no penalty on the attack roll. In addition, you need not win a grapple check to draw a light weapon while grappling, although you still must use a move action to do so. If your base attack bonus is +6 or higher, you can make a full attack with a light weapon while grappling, provided that you already have your weapon drawn.

**Normal:** A character in a grapple takes a –4 penalty on attack rolls when attacking the grappled opponent with a light weapon. A character in a grapple must win a grapple check in order to draw a weapon and cannot make a full attack in the round she does so.

**KNOCK-BACK [COMBAT FEAT]**

By putting your bulk behind a blow, you can push your enemy backward.

**Prerequisites:** Improved Bull Rush, Power Attack, size Large or larger.

**Benefit:** If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knock-back attempts don’t provoke attacks of opportunity, and you don’t move with the enemy you knock backward.

**KNOCK-DOWN [COMBAT FEAT]**

Your mighty blows can knock foes off their feet.

**Prerequisites:** Base attack bonus +2, Improved Trip, Str 15+.

**Benefit:** Whenever you deal 10 or more points of damage to your opponent in melee with a single attack, you may make a trip attack as a free action against the same target. Use of this feat cannot be combined with Improved Trip to generate an extra attack, and successful use of this feat does not grant an extra attack through the Cleave or Great Cleave feats.

**LEAP ATTACK [COMBAT FEAT]**

You can combine a powerful charge and a mighty leap into one devastating attack.

**Prerequisites:** Jump 8 ranks, Power Attack.

**Benefit:** You can combine a jump with a charge against an opponent. If you cover at least 3 meters of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you can double the extra damage dealt by your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

**MANY SHOT [COMBAT FEAT]**

You can fire multiple arrows at a single target.

**Prerequisites:** Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

**Benefit:** When making a full-attack action with a bow, your first attack 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.

**MELEE WEAPON MASTERY [COMBAT FEAT]**

You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort.

**Prerequisites:** Proficiency with selected weapon. Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +3.

**Benefit:** When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls.

**Special:** You can select this feat more than once. Each time, you can select a new damage type.

**MOBILITY [COMBAT FEAT]**

You can easily move through a dangerous melee.

**Prerequisites:** Dex 13, Dodge.

**Benefit:** You get a +4 dodge bonus to Defense Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Defense Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

**MOUNTED COMBAT [COMBAT FEAT]**

You are skilled in mounted combat.

**Prerequisite:** Ride 1 rank.

**Benefit:** Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

**MULTI-ATTACK [COMBAT FEAT]**

The creature is adept at using all its natural weapons at once.

**Prerequisite:** Three or more natural weapons.

**Benefit:** The creature’s secondary attacks with natural weapons suffer only a -2 penalty.

**Normal:** Without this feat, the creature’s secondary natural attacks suffer a -5 penalty.

**MULTI-WEAPON FIGHTING [COMBAT FEAT]**

A creature with three or more hands can fight with a weapon in each hand. The creature can make one extra attack each round with each extra weapon.

**Prerequisite:** Three or more hands.

**Benefit:** Penalties for fighting with multiple weapons are reduced by 2.

**Normal:** A creature without this feat suffers a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand; all the others are off hands).

**Special:** This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

**MUTATION DAMAGE BOOST [COMBAT FEAT]**

You can make one of your damage-causing mutations more devastating.

**Prerequisites:** Constitution 13, must possess a mutation that deals hit point damage.

**Benefit:** When you take this feat, you choose one of your mutations that deals hit point damage. You can deal more damage with that mutation. You must state that you’re using this ability before the attack roll is made. If the attack hits, you deal an extra 1d6 points of damage; if the attack misses, the ability is spent and wasted. You can use this feat a number of times per day equal to 1 + your Constitution bonus.

**Special:** You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different mutation.

**OFF-HAND PARRY [COMBAT FEAT]**

You use your off hand weapon to defend against melee attacks.

**Prerequisites:** Base attack bonus +3, Dex 13+, Two-Weapon Fighting, proficiency with weapon.

**Benefit:** When fighting with two weapons and using the full attack action, on your action decide to attack normally or to sacrifice all your off-hand attacks for the round in exchange for a +2 dodge bonus to your DC. If you are also using a buckler, its DC bonus stacks. weapons of a size category smaller than you with this feat.

**ONE HANDER [COMBAT FEAT]**

You excel at wielding a one-handed weapon while carrying nothing in your offhand.

**Prerequisites:** Tumble 6 ranks, base attack bonus +6.

**Benefit:** If you are fighting with a one-handed weapon or a light weapon and carrying nothing in your off hand.

**Narrow Profile:** You can tuck your arm behind your back and offer a narrow profile when you concentrate on defense rather than offense. You gain an additional +2 dodge bonus to DC when fighting defensively or using the total defense action.

**Off-Hand Balance:** You use your off hand to balance yourself while performing acrobatic maneuvers. After you successfully strike an opponent, you gain a +2 bonus on Tumble checks to avoid his attacks of opportunity until the start of your next turn. When you flip and roll

out of harm’s way, you use one hand to keep your balance and your other hand to keep your weapon trained on your foe.

**Off-Hand Swap:** With a flourish, you flip your weapon into the air, catch it in your offhand, and continue to press the attack. When you use this maneuver, you must first take a full attack action to strike an opponent at least twice. On your next turn, you can make a special feint as a free action, using Sleight of Hand rather than Bluff. Your opponent uses; the standard rules for resisting a feint. Once you use this maneuver against a particular opponent, whether it succeeds or fails, you cannot use it against him again.

**OPPORTUNIST [COMBAT FEAT]**

**Prerequisite:** Sneak Attack, Lightning Reflexes

**Benefit:** Once per round, a character with this feat can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a character with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

**PARRY [COMBAT FEAT]**

**Prerequisite:** base attack bonus of 5 or higher, Dodge, Dex of 14 or higher

**Benefit:** A character with this feat learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed weapon, she can elect not to take one of their attacks. At any time before her next turn, they can attempt to parry an attack against them or an adjacent ally as an immediate action. To parry the attack, a character with this feat makes an attack roll, using the same bonuses as the attack they chose to forego during their previous action. If their attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the character with this feat, the character takes a -4 penalty on their attack roll. The character with this feat also takes a -4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

**PINPOINT TARGETING [COMBAT FEAT]**

You can target the weak points in your opponent’s armor.

**Prerequisites:** Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.

**Benefit:** As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Defense Class. You do not gain the benefit of this feat if you move this round.

**PIN SHIELD [COMBAT FEAT]**

You know how to get inside your opponent’s guard by pinning his shield out of the way.

**Prerequisites:** Base attack bonus +4, Two-Weapon Fighting.

**Benefit:** This feat can only be used against an opponent who is using a shield and who is within one size category of you. Make an off-hand attack against an opponent’s shield using the normal rules for striking a weapon (see the Player’s Handbook, Chapter 8). If your attack roll is successful you momentarily pin your opponent’s shield with your off-hand weapon, and you may make an immediate attack of opportunity against your opponent with your primary weapon at your full attack bonus. Your foe gains no DC benefit from her shield for this attack. You cannot use this feat if you are fighting with only one weapon.

**PLUNGING SHOT [COMBAT FEAT]**

You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.

**Prerequisites:** Dex 13, Point Blank Shot.

**Benefit:** If your target is at least 10 meters lower than you, you deal an extra 1d6 points of damage with a thrown or projectile weapon.

**POINT BLANK SHOT [COMBAT FEAT]**

You are skilled at making well-placed shots with ranged weapons at close range.

**Benefit:** You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 10 meters.

**POWER ATTACK [COMBAT FEAT]**

You can make exceptionally powerful melee attacks.

**Prerequisite:** Str 13+.

**Benefit:** On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage applies until your next action.

**PRECISE SHOT [COMBAT FEAT]**

You are adept at firing ranged attacks into melee.

**Prerequisite:** Point-Blank 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.

**PULVERIZE FOE [COMBAT FEAT]**

You enjoy smashing your opponents into submission.

**Prerequisites:** Str 15, base attack bonus +6, proficient with bludgeoning melee weapon.

**Benefit:** If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first.

**PRONE ATTACK [COMBAT FEAT]**

You attack from a prone position without penalty.

**Prerequisites:** Base attack bonus +2 or higher, Dex 15+, Lightning Reflexes.

**Benefit:** You can make an attack from the prone position and suffer no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action.

**QUICK DRAW [COMBAT FEAT]**

You can draw weapons faster than most.

**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 cannot be drawn quickly using this feat.

**Normal:** Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

**RANGED SUNDER [COMBAT FEAT]**

You can attack an opponent’s weapon from a distance.

**Prerequisites:** Str 13, Point Blank Shot, Precise Shot, base attack bonus +5.

**Benefit:** When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you only deal half damage; divide the damage dealt by 2 before applying the object’s hardness. You must be within 30 feet of your opponent to make a ranged sunder attempt. Normal: Objects take half damage from ranged weapons (other than siege engines and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.

**Special:** When using this feat, a character gains no benefit from the Improved Sunder feat.

**RAPID BLITZ [COMBAT FEAT]**

You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.

**Prerequisites:** Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18.

**Benefit:** You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a -10 penalty.

**RAPID STRIKE [COMBAT FEAT]**

**Prerequisites:** Base attack bonus +1.

**Benefit:** When using a melee weapon with which you are proficient, you may make two strikes as a single attack against a single target. You take a -2 penalty on your attack roll, but deal +1 die of damage with a successful attack.

**RECKLESS OFFENSIVE [COMBAT FEAT]**

You lower your guard in order to make a telling attack.

**Prerequisites:** Base attack bonus +2, Power Attack.

**Benefit:** On your action, before making attack rolls for a round, you may choose to take a –4 penalty to your DC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to DC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks.

**RANGED DISARM [COMBAT FEAT]**

You can disarm a foe from a distance.

**Prerequisites:** Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5.

**Benefit:** Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet.

**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new ranged weapon. When using this feat, a character gains no benefit from the Improved Disarm feat.

**RANGED WEAPON MASTERY [COMBAT FEAT]**

You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar son.

**Prerequisites:** Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +3.

**Benefit:** When you select this feat, choose bludgeoning, piercing, ballistic, or slashing. You must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you selected, you gain a +2 bonus on attacks and a +2 bonus on damage. In addition, you increase its range increment by 6 meters.

**Special:** You can select this feat more than once. Each time you can select a new damage type.

**RAPID RELOAD [COMBAT FEAT]**

You reload a crossbow more quickly than normal.

**Prerequisites:** Base attack bonus +2, proficiency with the crossbow used.

**Benefit:** You can reload a hand crossbow or light crossbow as a free action that provokes an attack of opportunity. You may reload a heavy crossbow as a, move equivalent action that provokes an attack of opportunity. You can use this feat once per round.

**Normal:** Loading a hand or light crossbow is a move equivalent action, and loading a heavy crossbow is a fullround action.

**RAPID SHOT [COMBAT FEAT]**

You can make an additional ranged attack.

**Prerequisites:** 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.

**READY SHOT [COMBAT FEAT]**

You can make devastating attacks with ranged weapons against charging opponents.

**Prerequisite:** Point Blank Shot.

**Benefit:** You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 5 meters before you attack.

If you score a hit with this readied attack, your attack deals an extra 3d6 points of damage. Creatures immune to extra damage from critical hits are immune to this effect.

**RUNNING ATTACK [COMBAT FEAT]**

**Prerequisites:** Dexterity 13.

**Benefit:** When making an attack with a melee or ranged weapon, you can move both before and after the attack, provided that the total distance moved is not greater than your speed.

**SHADOW STRIKER [COMBAT FEAT]**

You melt into the shadows, hiding from your enemies until the time is right. Your cunning, guile, and stealth allow you to pick the most opportune moment to strike.

**Prerequisites:** Hide 12 ranks, Move Silently 12 ranks.

**Benefit**

**Evade Notice:** If both you and an ally threaten an opponent, you can attempt to slip beneath your opponent’s notice. On your turn, if you take no hostile actions, such as attacking, you can make a Hide check opposed by the threatened foe’s Spot check, if you succeed on this check, your foe cannot attack you on his next turn as long as he threatens another active opponent. If you attack your foe for any reason before or during his next turn, you lose this maneuver’s benefit.

**Fade Away:** To use this maneuver, you must first attack an opponent as a standard action, then move away and attempt a Hide check as part of your move action for the turn. If your attack hits, it creates a momentary diversion, granting you a +5 bonus on this Hide check.

**Ghost Strike:** You use an ally’s distraction and your talent to move noiselessly and slip out of your opponent’s field of vision for a single, crucial moment.

To use this maneuver, both you and an ally must threaten a single foe. As a Standard action, you make a Move Silently check opposed by your foe’s Listen check. If you succeed on this check, you gain this maneuver’s benefit. On the next round, your target loses his Dexterity bonus to DC against your first attack of the round so long as your ally still threatens him.

**SHARP-SHOOTING [COMBAT FEAT]**

Your skill with ranged weapons lets you score hits others would miss due to an opponent’s cover.

**Prerequisites:** Base attack bonus +3, Point Blank Shot, Precise Shot.

**Benefit:** You gain a +2 bonus to your ranged attack rolls against targets with some degree of cover. This feat has no effect against foes with no cover or total cover.

**SHOCK TROOPER [COMBAT FEAT]**

You are adept at breaking up formations of soldiers when you rush into battle.

**Prerequisites:** Improved Bull Rush, Power Attack, base attack bonus +6.

**Benefit:**

**Directed Bull Rush:** To use this maneuver, you must make a successful bull rush attempt as part of a charge, for every square you push your foe back, you may also push that foe one square to the left or right.

**Domino Rush:** To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.

**Heedless Charge:** To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to DC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Defense Class instead, up to a maximum equal to your base attack bonus.

**SHOT ON THE RUN [COMBAT FEAT]**

You can move, fire a ranged weapon, and move again before your foes can react.

**Prerequisites:** Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

**Benefit:** As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

**Normal:** You cannot move before and after an attack with a ranged weapon.

**SIDESTEP [COMBAT FEAT]**

You can move nimbly around the battlefield.

**Prerequisites:** Dex 15, Tumble 8 ranks, Dodge, Mobility.

**Benefit:** Once per round, when you make an attack of opportunity, you may take a 1 meter step after you attack. This 1 meter step doesn’t count against your limit of one 1 meter step per round or against any movement you take on your turn.

**SKIP SHOT [COMBAT FEAT]**

**Prerequisites:** Point Blank Shot, Precise Shot.

**Benefit:** If the character has a solid, relatively smooth surface on which to skip a bullet (such as a street or a concrete wall), and a target within 4 meters of that surface, the character may ignore cover between the character and the target. However, the character receives a -2 penalty on his or her attack roll, and the character’s attack deals -1 die of damage.

**Special:** The surface doesn’t have to be perfectly smooth and level; a brick wall or an asphalt road can be used. The target can have no more than nine-tenths cover for A character to attempt a skip shot.

**SLASHING FLURRY [COMBAT FEAT]**

You swing your weapon with uncanny speed, slicing apart a foe in the blink of an eye.

**Prerequisites:** Proficiency with selected slashing weapon, Weapon Focus with selected slashing weapon, Weapon Mastery (slashing), Weapon Specialization with selected slashing weapon, base attack bonus +14.

**Benefit:** When you use a standard action attack with any slashing weapon, you can choose to make a second attack with that weapon. You take a –5 penalty on the first attack, and a –10 penalty on the second. When you use a full attack action with any slashing weapon, you gain one additional attack at your highest base attack bonus. That attack and all other attacks you make in the current round take a –5 penalty.

**SNEAK ATTACK [COMBAT FEAT]**

If a character can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

**Prerequisite:** Dex 14 or higher

**Benefit:** a character with this feat deals extra damage anytime her target would be denied a Dexterity bonus to DC (whether the target actually has a Dexterity bonus or not), or when the character flanks their target. This extra damage is 1d6. Should the character score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 10 meters.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a character can make a sneak attack that deals nonlethal damage instead of lethal damage. they cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment.

**Special:** This feat can be taken up to 8 times each time its effects stack.

**SNEAK ATTACK OF OPPORTUNITY [COMBAT FEAT]**

henever your opponent lets his guard down, you can make a sneak attack.

**Prerequisites:** Sneak attack +8d6, Opportunist.

**Benefit:** Any attack of opportunity may be made as a sneak attack, providing the target is flat-footed or would otherwise be denied their Dexterity bonus to their Defense Class.

**SPRING ATTACK [COMBAT FEAT]**

You can deftly move up to a foe, strike, and withdraw before he can react.

**Prerequisites:** Dex 13, Dodge, Mobility, base attack bonus +4.

**Benefit:** You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 3 meters 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.

**Normal:** You cannot move before and after an attack.

**STALWART DEFENSE [COMBAT FEAT]**

You excel at aiding your allies in battle. When an opponent attempts to strike one of them, you make a quick, distracting motion to ruin the foe’s efforts.

**Prerequisites:** Combat Reflexes, Hindering Opportunist, bass attack bonus +9.

**Benefit:** When an opponent you threaten attempts a melee attack against one of your allies, you can give up one of your attacks of opportunity to attempt an aid another action. You target the attacking opponent with the aid another. The target of your foe’s attack gains the benefit of your action in the form of a +2 bonus to DC against the attempted attack. You cannot use this feat against the same opponent more than once per round.

**STEP UP [COMBAT FEAT]**

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 1 meter step away from you, you may also make a 1 meter 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 1 meter step during your next turn. If you take an action to move during your next turn, subtract 1 meter from your total movement.

**STORM OF THROWS [COMBAT FEAT]**

You become a flurry of thrown weapons, targeting all nearby opponents.

**Prerequisite:** Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.

**Benefit:** As a full-round action, you may throw a light weapon at your full base attack bonus at each opponent within 10 meters. All light weapons thrown need not be the same type; for instance, a human could throw a mix of daggers, darts, and throwing axes.

**STRAFE [COMBAT FEAT]**

**Prerequisites:** Personal Firearms Proficiency, Advanced Firearms Proficiency.

**Benefit:** When using a firearm on autofire, the character can affect an area four 1 meter squares long and one square wide (that is, any four squares in a straight line).

**Normal:** A firearm on autofire normally affects a 3 meter by 3 meter area.

**STUNNING CRITICAL [COMBAT FEAT]**

Your critical hits cause opponents to become stunned.

**Prerequisites:** Critical Focus, Staggering Critical, base attack bonus +17.

**Benefit:** Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The TN of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

**Special:** You can only apply the effects of one critical feat to a given critical hit.

**SUNDER [COMBAT FEAT]**

You are skilled at attacking others’ weapons.

**Prerequisite:** Str 13+, Power Attack.

**Benefit:** When you strike at an opponent’s weapon with a melee, you do not provoke an attack of opportunity.

**SUPREME DODGE [COMBAT FEAT]**

Your skill at dodging attacks is such that you can avoid multiple attackers at once.

**Prerequisites:** Dexterity 13, Dodge, Improved Dodge, Greater Dodge.

**Benefit:** When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer. You can select new opponents or reallocate your dodge bonus on any action.

**Special:** A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

**SWARM OF ARROWS [COMBAT FEAT]**

You can fire a veritable storm of arrows at nearby opponents.

**Prerequisites:** Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

**Benefit:** As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 10 meters.

**TACTICAL ADVANTAGE [COMBAT FEAT]**

**Prerequisites:** Combat Reflexes

**Benefit:** Make attack of opportunity and move 1 square.

**TACTICIAN [COMBAT FEAT]**

The character has been trained in tactics, and is able to lead a small group in combat.

**Prerequisite:** Int 13+, Cha 13+

**Effect:** The character adds her Int. modifier to either the attack rolls or initiative rolls of those she is leading. A character may lead a number of characters equal to her Cha modifier.

**Special:** If the character has the Teamwork Feat, she gains double the above bonuses when leading members of her Team (double her Int. and Cha. Bonuses), and may lead twice as many teammates.

**TEAMWORK, SPECIFIC GROUP [COMBAT FEAT]**

This Feat represents extensive training in small unit tactics. When the character takes this feat, he chooses one group for it to work with. Examples might be the Imperial Marines, the “A-Group” fighter squadron, or the Black Sail pirates.

**Benefit:** Whenever the character is in an engagement with someone with the Teamwork feat for the same team, he gains +2 to attack and skill checks.

**TERRIFYING STRIKE [COMBAT FEAT]**

Your sneak attacks inspire fear.

**Prerequisite:** Intimidate 4 ranks, sneak attack +2d6.

**Benefit:** The target of your sneak attack is shaken for 1 round. This effect doesn’t stack with any other fear effects, including itself. This is a mind-affecting fear effect.

**Special:** Using this feat reduces your sneak attack damage by 1d6.

**TRENCH WARRIOR [COMBAT FEAT]**

**Benefit:** When you have Cover against an enemy's ranged attacks, gain a +1 bonus on attack rolls against that enemy.

**TWIN SWORD STYLE [COMBAT FEAT]**

You have mastered a defensive style based on wielding a blade in each hand.

**Prerequisites:** proficient with martial weapons.

**Benefit:** When fighting with two blades (dagger, longsword, rapier, scimitar, or short sword, in any combination, or vibro-variations), you can designate a melee opponent during your action and receive a +2 shield bonus to your Defense Class against attacks from that opponent. This bonus stacks with the shield bonus from a buckler. You can select a new melee opponent as a free action on your turn. You lose this bonus if you are caught flat-footed or lose your Dexterity bonus to DC for any reason.

**TWO-WEAPON DEFENSE [COMBAT FEAT]**

You are skilled at defending yourself while dual-wielding.

**Prerequisites:** Dex 15, Two-Weapon Fighting.

**Benefit:** When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your DC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

**TWO-WEAPON FIGHTING [COMBAT FEAT]**

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

**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 Chapter 8.

**Normal:** If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

**TWO-WEAPON POUNCE [COMBAT FEAT]**

When you charge an opponent while wielding two weapons, you can make two quick attacks. You trade the momentum and power of the charge for the opportunity to use your second weapon.

**Prerequisites:** Dex 15, Two-Weapon Fighting, base attack bonus +6.

**Benefit:** When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The –2 penalty to DC from charging till applies.

**Normal:** When making a charge, you get a single attack at the end of your movement.

**UNBALANCING STRIKE [COMBAT FEAT]**

You can strike a humanoid opponent's joints to knock your target off-balance.

**Prerequisites:** Improved Unarmed Strike, Stunning Fist or monk's stunning attack, Wis 15+.

**Benefit:** Against a humanoid opponent, you can make an unarmed attack that has a chance of unbalancing your target, if your attack is successful, you deal normal damage and your target must attempt a Reflex saving throw (TN 10 + 1/2 your level + your Wisdom modifier). If the target fails this saving throw, he is thrown off balance for 1 round, losing any Dexterity bonus to DC and giving attackers a +2 bonus on their attack rolls.

**UNCANNY ACCURACY [COMBAT FEAT]**

You can ignore anything less than total cover or total concealment when using ranged weapons.

**Prerequisites:** Dex 21, Point Blank Shot, Precise Shot, Spot 20 ranks.

**Benefit:** When throwing or shooting a ranged weapon, you can ignore any cover bonus to the target’s DC (up to a maximum of nine-tenths cover) or any miss chance conferred by the target’s concealment (up to a maximum of nine-tenths concealment). If the target has total concealment or total cover, the DC bonus or miss chance applies normally.

**UNCANNY DODGE [COMBAT FEAT]**

**Benefit:** a character with this feat gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to DC if immobilized. a character with this feat can still lose her Dexterity bonus to DC if an opponent successfully uses the feint action against them.

**WEAPON FOCUS [COMBAT FEAT]**

Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for the purposes of this feat.

**Prerequisites:** Proficiency with selected weapon, base attack bonus +1.

**Benefit:** You gain a +1 bonus on all attack rolls you make using the selected weapon.

**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 weapon.

**WEAPON FINESSE [COMBAT FEAT]**

You are trained in using your agility in melee combat, as opposed to brute strength.

**Benefit:** With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

**Special:** Natural weapons are considered light weapons.

**WEAPON SPECIALIZATION [COMBAT FEAT]**

Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

**Prerequisites:** Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

**Benefit:** You gain a +2 bonus on all damage rolls you make using the selected weapon.

**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 weapon.

**WEAPON SUPREMACY [COMBAT FEAT]**

You are a grandmaster in the use of your chosen weapon. When you hold it in your hands, no foe can stand against you.

**Prerequisites**: Proficiency with selected weapon. Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Weapon Mastery with damage type of selected weapon.

**Benefit:** When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. You can wield your weapon against a foe who grapples you without penalty and without first making a grapple check. In this situation, you can take a standard action or a full attack action as normal. When you take a full attack action, you can apply a +5 bonus to any single attack after your first strike. Once per round before making an attack roll, you can instead choose to treat your d20 result as a 10. You gain a +1 bonus to DC.

**Special:** You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.

**WHIRLWIND ATTACK [COMBAT FEAT]**

You can strike nearby opponents in an amazing, spinning attack.

**Prerequisites:** Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

**Benefit:** When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat).

**WICKED STRIKE [COMBAT FEAT]**

**Prerequisites:** Rapid Strike

**Benefit:** Gain extra attack on a second target upon damaging the first target.

**ZEN ARCHERY [COMBAT FEAT]**

Your intuition guides your hand when you use a ranged weapon.

**Prerequisites:** Wis 13, base attack bonus +1.

**Benefit:** You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll.