Combat Feats

***\*Absolute Violence:***

Prerequisites: Vital Strike, Improved Vital Strike, Greater Vital Strike

Benefit: When making a full attack that allows for multiple attacks, on the final attack you make, you can take a -5 penalty to the attack roll to apply the effects of the Vital strike feats to the damage. If you are already able to apply the vital strike feats to it, increase the weapon damage multiplier by one. This can be used once per encounter.​

***\*Mythic Absolute Violence (Mythic):***​

Prerequisites: Absolute Violence, Mythic Tier 1

Benefit: Whenever you use Absolute Violence, you can choose to expend a use of mythic power, up to a number of uses of mythic power equal to your number of attacks. For every use of mythic power expended, you can make your attack a vital strike. Each of these takes an increasing -5 penalty. You must expend additional uses of mythic power to make these attacks mythic vital strikes. (For example, you could make 4 attacks as a full attack, taking a -5, -10, -15, and -20 penalty to the attacks, and spend 4 uses of mythic power to make 4 vital strikes, or 8 uses to make 4 mythic vital strikes during the attacks). If the attack already allows you to apply the vital strike feats to it as in the case of a technique, it increases the multiplier by +1 for every use of mythic power you’ve expended, up to a number equal to your number of attacks you can make as a full attack. This feat can be used once per encounter.

***\*Acrobatic Flourish:***

*Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him.*

Prerequisites: Acrobatics 9 ranks

Benefit: When you successfully use your Acrobatics skill to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack you make against him as long as the attack occurs before the end of your current turn.

***\*Active Shield Defense:***

*Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense.*

Prerequisites: Shield Proficiency, Shield Focus, Base attack bonus +5

Benefit: When fighting defensively and using a shield with which you are proficient and have shield focus, you take only a -2 penalty to attacks.  When using the total defense action and a shield, you still threaten the area around you as normal.  This allows you to make attacks of opportunity, but at a -4 penalty.

***\*Advanced Warrior:***

*You focus on martial skill, at the expense of other talents.*

Benefit: Increase the character's base attack bonus by one point, but he takes a -1 penalty to all saving throws and ability/skill checks.  This feat may be selected multiple times, but it does not allow a character's base attack bonus to exceed the +20 limit.

***\*Agile Shield Fighter:***

*You are skilled at utilizing your speed and agility to accurately target foes with a shield bash.*

Prerequisites: Shield Proficiency, Improved Shield Bash

Benefit: The character adds his Dexterity modifier to attack rolls with a shield instead of his Strength modifier, if it is higher.

***\*Arcane Battlemaster:***

Prerequisite: Arcane Strike

Benefit: You can use your relevant caster ability modifier on touch and ranged touch attack rolls instead of Strength or Dexterity. For example, a Wizard would use their Intelligence modifier instead of strength to make attack rolls with a touch or ranged touch spell.

***\*Battle Dancer:***

You strike at your foes in time with the music you sing or the oration you deliver.  The magical power of your performance drives you forward and improves your fighting ability.

Prerequisite: Bardic performance class feature, base attack bonus +2

Benefit: During any round in which you use Inspire Courage, Inspire Greatness, or Inspire Heroism, you gain a +2 bonus on attack rolls for that round.  You must move at least one square before attacking in order to gain this bonus.​

***\*Bounding Assault:***

*You can move and attack with superior speed and power.*

Prerequisites: Dexterity 13, Dodge, Mobility, Spring Attack, base attack bonus +10

Benefit: When using the Spring Attack feat, you can choose to break up your movement even further by making a second attack.  You must move at least five feet before making the second attack, which suffers a -5 penalty to hit.  This second attack could be made against the same foe, or against a different foe entirely; you provoke an attack of opportunity from neither.​

***\*Rapid Blitz:***

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

           Prerequisites: Dexterity 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +16

           Benefit: When using the Spring Attack feat, you can choose to break up your movement even further by making a third attack. You must move at least five feet between your second and third attacks, and your third attack suffers a -10 penalty to hit.  All of these attacks could be made against the same foe, or be split among foes as you see fit.  In either case, your movement does not provoke an attack of opportunity from your targets.

***\*Counter Strike***

*Each foe's blunder is your victory.*

Prerequisite: Intelligence 13, Combat Reflexes

Benefit: Whenever an enemy critically fails against you with a melee attack, they provoke an attack of opportunity from you as long as they are within your reach.

***\*Warrior's Gambit:***

           Prerequisites: Combat Reflexes, Counter Strike, base attack bonus +12

           Benefit: At the start of your turn, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you in melee combat gains a +4 bonus on attack and damage rolls against you.  In return, they provoke attacks of opportunity from you each time they swing.  Resolve your attack of opportunity before the foe's attack.

***\*Critical Fortitude:***

Prerequisites: Great Fortitude, Con score 16 (Cha if undead)

Benefit: You critically succeed Fortitude saves on a 19 or 20

***\*Critical Reflexes:***

Prerequisites: Lightning Reflexes, Dex score 16

Benefit: You critically succeed Reflex saves on a 19 or 20

***\*Critical Will:***

Prerequisites: Iron Will, Wis score 16

Benefit: You critically succeed Will saves on a 19 or 20

***\*Defensive:***

Prerequisites: Dodge

Benefit:  You gain +2 to your combat maneuver defense and gain a +2 dodge bonus to AC.

***\*Defensive Sweep:***

Prerequisites: BAB +15 or Monk Level 15

Benefit:  If an opponent begins and ends his turn adjacent to you, he provokes an attack of opportunity from you immediately after his turn ends, provided you threaten the square he occupies.

***\*Duelist:***

Prerequisite: Dexterity 12

Benefit: When you are not equipped with armor, not equipped with a shield, and wielding only a single one-handed or light weapon, you gain a +1 competence bonus to AC and attack rolls.  This bonus increases by +1 at every third character level.

***\*Dimensional Ultimatum:***

Prerequisites: Dimensional Agility, Dimensional Dervish, Ability to cast Teleport or similar spell

Benefit: You can use your dimensional dervish ability after using any spell or class ability that allows you to teleport from one area to another once a day.

***\*Flexible Tail:***

Prerequisites: Must possess a tail

Benefit: Your tail is treated as a free hand for the purpose of any abilities that require a free hand.

       ***\*Prehensile Tail:***

            Prerequisites: Must possess tail, Flexible Tail

            Benefit: Your tail is able to wield weapons, and you can qualify for the multi weapon fighting feats instead of two weapon fighting using your tail as your third arm.

***Gore Hit:***

Prerequisites: Vital Strike, BAB +9

Benefit: When making a vital strike attack, there is a 15% chance of inflicting a Gore hit on the enemy. A Gore Hit is precision based damage. When inflicting a gore hit, roll randomly to determine a body part as if it were struck with a critical called shot. The saving throw DC for this ability is equal to 10+ 1/2 level+ Constitution modifier (Charisma if the user possesses no Constitution).

***Critical Gore:***

Prerequisites: Vital Strike, Gore Hit, BAB +15

Benefit: When landing a critical hit that is also a Gore hit on the enemy, the randomly rolled body part is damaged as if a Debilitating Blow had struck it instead.

***\*Greater Initiative:***

Prerequisites: Improved Initiative

Benefit: You gain a +2 bonus to Initiative that stacks with the bonus granted by Improved Initiative. You win ties for initiative checks, unless the other person also has this feat.

***\*Superior Initiative:***

           Prerequisites: Greater Initiative, Improved Initiative

           Benefit: You gain a further +2 bonus to Initiative that stacks with the bonuses granted by Improved Initiative and Greater Initiative. You win ties for initiative checks, unless the other person also has this feat.

***\*Grenadier:***

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 weapons' damage (including splash damage)

Special: An alchemist who selects this feat gains a further +1 bonus to attack and damage rolls for every three levels he achieves, but only with his bombs.

***\*Harmonic Seam:***

Prerequisites: Stunning Fist or Power attack

Benefit: As a full attack action, make a single attack against an object, this attack deals double damage (X3 on a critical hit). This can be used to attempt a sunder as well.

***\*Heroic Surge:***

Prerequisites: None

Benefit: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level, but never more than once per round. It may be used once per day per 4 levels (once from level 1-4, twice for 5-8, three times for 9-12, four times for 13-16, and five times for 17-20).

***\*Hindering Opportunist***

Prerequisite: 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.  This still counts towards the number of attacks of opportunity you can make each round.

***\*Impressive Strike:***

Prerequisites: Sneak Attack

Benefit: When you score a critical hit against a target, you deal sneak attack damage in addition to damage from your critical hit. Your critical multiplier applies only to your normal damage, not to your sneak attack damage. This feat does not increase your sneak attack damage; it simply allows you to sneak attack when you otherwise could not.

***\*Improved Combat Reflexes:***

Prerequisites: Combat Reflexes

Benefit: You gain two additional attacks of opportunity per round. In addition, you gain a +2 bonus to attack rolls on attacks of opportunity.

***\*Mage Slayer:***

Prerequisites: BAB +8

Benefit: When a spell caster attempts to cast defensively around you, their DC to do so increases by your relevant ability modifier.

***\*Muscle Memory:***

Prerequisites: Improved Initiative, Str 13

Benefit: You may use your strength in place of your dexterity for Initiative checks.

***\*Nimble Fury:***

*You may not become as strong or tough in your rage, but you become deadly accurate and swift.*

Prerequisite: Rage class feature

Benefit: Any effect that increases your Strength in a rage instead increases your Dexterity.  Any effect that increases your Constitution in a rage instead increases your base speed by five feet per point.

***\*Oversized Weapon Proficiency:***

*That's not a knife... THAT'S a knife!*

Prerequisites: Str 16

Benefit: You can wield weapons fitted for creatures one size category larger than you are with no penalties, or a two handed weapon with one hand.

***\*Fierce One-Handed Style:***

Prerequisites: Oversized Weapon Proficiency

Benefit: Whenever you wield a weapon with one hand, you still deal damage as if it was two handed. Whenever you wield a weapon two handed, you add twice your strength modifier to damage instead of 1 1/2. This cannot be used in conjunction with two weapon fighting.

***\*Mythic Oversized Weapon Proficiency (Mythic):***

Prerequisites: Oversized Weapon Proficiency, Mythic Tier 1

Benefit: You can wield weapons of 2 size categories larger instead of 1.

***\*Mythic Fierce One-Handed Style (Mythic):***

Prerequisites: Fierce One-Handed Style, Mythic Tier 1

Benefit: When using fierce one hand style, you gain twice your strength bonus to damage with weapons when you wield them one handed, and two and a half your strength modifier to damage from weapons you wield two handed. By spending a use of mythic power, you can add ½ of your strength modifier again to the damage for every 2 mythic tiers you possess (Max of +2 and ½ ) for a single attack.

***\*Overwhelming Assault:***

*Only a fool ignores the deadly threat that you present.*

Prerequisite: Base attack bonus +15

Benefit: As a free action, designate one specific foe as the target of this feat.  If this foe begins his turn adjacent to you, ends his turn still adjacent to you, and does not attack you or target you with a spell or other ability, you gain a +4 bonus on melee attack and damage rolls against him until the end of your next turn.

***\*Redirect Arrows:***

*Instead of stopping a ranged attack mid-flight, you can use its momentum to redirect it to a new target.*

Prerequisites: Dex 18, Deflect Arrows, Snatch Arrows, Improved Unarmed Strike, Combat Reflexes

Benefit: When you use snatch arrows to snatch a projectile, you may immediately choose a target within the first range increment of the weapon it was launched from. The attack targets that target instead of you as if they were the original target, with all the attack and damage modifiers of the original. This uses an attack of opportunity and you must have at least one hand free to use this feat.

***\*Revengeance:***

Prerequisites: Combat Stamina, Level 5

Benefit: You gain a 10 point vengeance pool. This pool starts out empty at the beginning of every day. Every time an ally whom you are at least friendly with on the friendship chart takes damage within your line of sight, you gain 1 point. If your ally is subject to a critical hit you gain 2 points, and if the ally is knocked unconscious or killed you gain 4. Any ally whom is beyond 100% for you grants 50% more points when subject to any of those effects. Once your number of Revenge Points equals 10, you immediately expend them all to enter revenge mode. When in revenge mode, you gain a +1 bonus to attack, damage rolls, and save DC's against any enemy that causes you or a friendly ally harm. You gain a +4 bonus to confirm critical hits, and your critical range is increased by +1. You also gain +10 to your move speed, and +2 to your caster level for techniques and spells. You gain an additional +1 bonus to attack and damage for every 4 levels you possess, and +1 to caster level and Save DC's for every 5 levels you possess. This bonus lasts for 4 rounds. You cannot gain revenge points while in Revenge mode, and after the effect ends you are fatigued, even if you are normally immune to the effect. You cannot use this ability if you are fatigued, and you can only use this ability once a day, and an additional time per day at 10th and 20th level.

***\*Overload:***

Prerequisites: Combat Stamina, Revengeance, Overlord level 5 or 2nd Reincarnation Level 8

Benefit: You gain an Overload, as detailed in the Overload section. When your revenge pool is full, you can choose to activate your Overload as a free action. An Overload can only be activated once per encounter no matter how many times your revenge pool is filled. When activated you gain a unique effect. With this feat, you have 4 Overload points that can be spent to create your Overload technique. You gain +1 point to add to your overload for every 3 levels you possess. When you reincarnate, this number stays the same and does not lower with you, however it also no longer grows with you, only increasing if you choose to cause it to grow with the Extra Overload Points feat.

***\*Extra Overload Points:***

Prerequisites: Overload

Benefit: You gain an additional 3 points to spend on your overload.

Special: You may gain this feat multiple times. Each time, you gain an additional 3 points to spend on your Overload.

***\*Super Overload:***

Prerequisites: Overload, level 15

Benefit: While your Overload is active, you gain a +4 bonus to all of your ability scores for it's duration as well as a +3 bonus to armor class and saving throws.

***\*Mythic Overload (M):***

Prerequisites: Overload, Mythic Rank 1

Benefit: You gain 1 additional point for your Overload per Mythic Rank you possess.

***\*Improved Mythic Overload (M):***

Prerequisites: Overload, Mythic Overload, Mythic Rank 1, Reincarnated at least once

Benefit: Your Overload does not require you to be in revenge mode to activate. Additionally, your revenge mode is activated at the beginning of an encounter. You can still only activate your overload once per encounter. After your revenge mode ends at the beginning of the encounter, you can re-enter it as per the normal revenge pool rules.

***\*Greater Mythic Overload (M):***

Prerequisites: Overload, Mythic Overload, Improved Mythic Overload, Mythic Rank 1, Reincarnated at least once

Benefit: You may spend a point of mythic power to trigger your Overload an additional time in an encounter.

***\*Brigante Eclipse (M):***

NOTE: In the Disgaea Lore this is a unique overload owned by Void Dark, so your GM may say that it cannot be selected even if you meet the drastic prerequisites. Speak with your GM before selecting this as it may be a plot relevant point to obtain such a powerful overload.

Prerequisites: Overload, Mythic Overload, Improved Mythic Overload, Greater Mythic Overload, Reincarnated at least twice, Mythic Rank 5

Benefit: Your Overload is changed into the Overload “Brigante Eclipse”, and you lose the overload you had previously. Whenever you activate the Overload, you target a creature within touch range. That creature must succeed in a DC: 10+1/2 level+ Relevant modifier will saving throw or permanently lose their overload. You then gain access to that Overload. Whenever you enter revenge mode, you can choose to activate either Brigante eclipse, or the stolen overload. If you steal another overload, you must cycle through all of the stolen overloads before you can activate the same one again during the day. (For example if you possess Brigante Eclipse, and you have stolen Inferno Alma matter, Sundance Catastrophe, Black Blood Regalia, and Chaos Underwalker, if you activate Inferno Alma Matter, you must use the other 3 within the day before you can activate Inferno Alma matter again). You can possess a number of stolen overloads equal to your mythic tier. Creatures whom have had their overload stolen, cannot re-train the feats or any abilities that apply to that Overload, nor can they obtain a new one unless they go on some sort of atonement quest to earn a new Overload or work past the power stolen from them.

***\*Rex Daemoniorum (M):***

Prerequisites: Overload, Mythic Overload, Improved Mythic Overload, Greater Mythic Overload, Reincarnated at least twice, Mythic Rank 10, Brigante Eclipse, Must be the Ruler of the 9th circle of Hell or higher rank in the Hierarchy

Benefit: Upon taking this feat, you lose access to the Overload Brigante Eclipse and any Overloads you stole with it (the previous owners regain their stolen overloads). You regain the Overload you had prior to gaining Brigante Eclipse. You gain an additional number of points for your Overload equal to the number of Overloads you stole with Brigante Eclipse. You gain a secondary overload, Rex Daemoniorum. Similar to Brigante Eclipse, whenever you activate your overload you choose either your original Overload or Rex Daemoniorum to activate. When you activate Rex Daemoniorum, you can select any Overload possessed by one of the denizens of Hell of lower status than yourself and use it instead.

***\*Second Skin:***

Prerequisites: Proficient with light armor

Benefit: You reduce the armor check penalty of any armor you wear by 2 (minimum zero).

***\*Agile Armor:***

 Prerequisites: Second Skin

 Benefit: You increase the maximum Dex bonus of any armor you wear by +2.

***\*Effortless Armor:***

 Prerequisites: Second Skin, Agile Armor

 Benefit: Armor you wear is treated as one category lighter (Heavy becomes medium becomes light becomes none).

***\*Shield Sling:***

Prerequisite: Imrpoved Shield Bash, Shield Focus, Shield Proficiency, Shield Specialization, fighter level 9th

Benefit: You can wield your light shield or heavy shield as a thrown weapon with a range increment of 20 feet.  The shield deals damage as normal ofr its size, and you gain your Strength bonus to damage as normal with thrown weapons. You cannot throw a tower shield.  You can throw only shields in which you are proficient.  You can throw a buckler, but it does no damage - instead, a struck foe suffers a -2 penalty on attack rolls and skill checks for 1 round.​

***\*Superhero Landing:***

*"Whoo! Superhero landing! You know, that's really hard on your knees"*

Prerequisites: Acrobatics 5 ranks

Benefit: Whenever you make an acrobatics check to negate fall damage, you can negate an additional 10 ft. of falling damage for every 5 points by which you beat the DC.

***\*Mythic Superhero Landing (Mythic):***

*You know how Saitama jumps from the moon back to earth and lands fine? He's got this feat.*

Prerequisites: Superhero Landing, Mythic Rank 1

Benefit: Whenever you suffer from fall damage, you always lessen the distance fallen by 10 feet for every mythic tier you possess.

***\*Superior Vital Strike:***

Prerequisites: Greater Vital Strike, Improved Vital Strike, Vital Strike, BAB +20

Benefit: Whenever you make a Vital Strike, you roll the damage dice 5 times instead of 4.

***\*Tag Team (Teamwork):***

Prerequisites: Improved Grapple, Swap Places

Benefit: When you use the swap places feat on an ally that also possesses this feat and is maintaining a grapple, you may take control of the grapple, allowing them to leave the space or take other actions.  You may not swap places with an ally that is being grappled.