Ambidexterity [Fighter]
Benefit: You ignore all penalties for using an off hand. You are neither left-handed nor right-handed. You still may not gain your full Strength bonus on attacks with all hands (though you may change which hand gains the full Strength bonus at the beginning of each of your turns).
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 off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Ambidexterity, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
Armor Proficiency (massive) [Fighter]
Prerequisites: Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium).
Benefit: You are proficient with massive armor, which includes guardian plate and juggernaut armor.
See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Attack Mastery [Fighter]
Prerequisites: Lightning Reflexes, Dex 15, base attack +20, fighter level 18th.
Benefit: You gain +1 to your base attack, granting +1 on attack rolls and an extra iterative attack.
Awesome Blow [Fighter]
Prerequisites: Str 25, Power Attack, Improved Bull Rush.
Benefit: As a standard action, you may choose to subtract 4 from your melee attack roll and deliver an awesome blow. If you hit a corporeal opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can't move closer to you than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Blind-Fight [Fighter]
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Cleave [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Close-Rank Combat [Fighter]
You fight in cramped spaces easily.
Benefit: The attack and Armor Class penalty for fighting in confined spaces is reduced by 2.
Normal: Two characters sharing a space in combat suffer a –6 penalty to attacks and a –2 penalty to Armor Class. The attack penalty is reduced by 2 if neither uses two-handed weapons and by 4 if both use only light weapons.
Combat Expertise [Fighter]
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. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without Combat Expertise 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 Reflexes [Fighter]
Benefit: You may make a number of additional attacks of opportunity 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.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A monk may select Combat Reflexes as a bonus feat at 2nd level.
Deflect Arrows [Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
If you use this feat, you risk making your DM sad. Don't make your DM sad.
Dodge [Fighter]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Exotic Weapon Proficiency [Fighter]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.
Far Shot [Fighter]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Furious Throws [Fighter]
Prerequisites: Dex 17, Point Blank Shot, Precise Shot, base attack +8.
Benefit: When throwing clubs, daggers, darts, throwing axes, light hammers, sai, or shuriken, you take only a –3 penalty on iterative attacks. This doesn't grant additional attacks.
Great Cleave [Fighter]
Prerequisites: Str 13, Cleave, Power Attack, base attack +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Greater Critical [Fighter]
Prerequisites: Improved Critical, base attack +8.
Benefit: You get a +4 bonus to attack rolls made to confirm critical hits. Your expanded threat range stacks with effect that expands the threat range of weapons, like keen edge.
Greater Multiweapon Fighting [Fighter]
Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack +15.
Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a –10 penalty on the third attack with each weapon.
Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.
Greater Two-Weapon Fighting [Fighter]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Greater Weapon Focus [Fighter]
Prerequisites: Weapon Focus, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using weapons with which you have Weapon Focus. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Greater Weapon Specialization [Fighter]
Prerequisites: Greater Weapon Focus, Weapon Focus, Weapon Specialization, fighter level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using weapons with which you have Weapon Specialization. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Hover [Fighter]
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.
Improved Bull Rush [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Improved Critical [Fighter]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack +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 Disarm [Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.
Improved Feint [Fighter]
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 Grapple [Fighter]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.
Improved Initiative [Fighter]
Benefit: You get a +4 bonus on initiative checks.
Improved Multiattack [Fighter]
Prerequisite: Three or more natural weapons, Multiattack.
Benefit: The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt.
Normal: Without this feat, the creature's secondary natural attacks have a –5 penalty (or a –2 penalty if it has the Multiattack feat).
Improved Multiweapon Fighting [Fighter]
Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack +9.
Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a –5 penalty.
Normal: With only Multiweapon Fighting, a creature can only get a single attack with each extra weapon.
Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.
Improved Overrun [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Improved Power Attack [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you use Power Attack, treat light weapons as one-handed weapons.
Improved Precise Shot [Fighter]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Special: An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Improved Shield Bash [Fighter]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.
Improved Sunder [Fighter]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Improved Trip [Fighter]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
Improved Two-Weapon Fighting [Fighter]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack +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.
Special: A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Improved Unarmed Strike [Fighter]
Benefit: You are considered to be armed even when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or subdual damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only subdual damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.
Manyshot [Fighter]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack +6.
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
If you use this feat, you risk making your DM sad. Don't make your DM sad.
Masterful Expertise [Fighter]
Prerequisite: Int 13, Combat Expertise, base attack +10.
Benefit: When you use Combat Expertise, add 1-1/2 times the amount you subtract from your attack rolls to your Armor Class as a dodge bonus (to a maximum of +5 additional points with Superior Expertise).
Mobility [Fighter]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor 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 Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Mounted Archery [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Mounted Combat [Fighter]
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. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)
Multiattack [Fighter]
Prerequisite: Three or more natural attacks.
Benefit: The creature's secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature's secondary attacks with natural weapons take a –5 penalty.
Multiweapon Fighting [Fighter]
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes 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, and all the others are off hands.) See Two-Weapon Fighting.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
Point Blank Shot [Fighter]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack [Fighter]
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. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Precise Shot [Fighter]
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.
Quick Draw [Fighter]
Prerequisite: Base attack +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.
You may throw weapons at your full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack 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.
Rapid Reload [Fighter]
Prerequisite: Weapon Proficiency (any crossbow).
Benefit: The time required for you to reload crossbows is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
You may fire a hand crossbow or light crossbow as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Rapid Shot [Fighter]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Ride-By Attack [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Shield Charge [Fighter]
Prerequisites: Shield Proficiency.
Benefit: When using a shield, you do not suffer the normal –2 penalty to Armor Class when charging.
Shot on the Run [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Slashing Arrows [Fighter]
You can shoot arrows so they graze targets, rather than pierce them.
Prerequisites: Point Blank Shot, Precise Shot, base attack +3.
Benefit: You can choose to inflict slashing instead of piercing damage with a bow or crossbow that is one die size smaller than the damage normally inflicted.
Snatch Arrows [Fighter]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Spirited Charge [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Spring Attack [Fighter]
Prerequisites: Dex 13, Dodge, Mobility, base attack +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Stunning Fist [Fighter]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
Superior Expertise [Fighter]
Prerequisites: Int 13, Combat Expertise, base attack +6.
Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack.
This feat eliminates the +5 maximum for the Combat Expertise feat.
Swift Whirlwind [Fighter]
You can strike at all nearby opponents with the speed of a serpent.
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack +12.
Benefit: When you use an attack action, you can make one melee attack at your full attack bonus against all opponents within reach, but each attack takes a –4 penalty.
Normal: You can only make a whirlwind attack as a full round action.
Sword Specialist [Fighter]
Prerequisites: Base attack +8, proficiency with all martial swords, proficiency with at least 1 exotic sword, Weapon Focus in at least 2 swords.
Benefit: Characters with this feat gain a +1 bonus to attack rolls made with swords. This stacks with the bonus from Weapon Focus.
Note: For the purpose of this feat, the following weapons are considered swords: bastard sword, falchion, greatsword, longsword, rapier, scimitar, short sword, two-bladed sword.
Tower Shield Expert [Fighter]
You are especially skilled with tower shields.
Prerequisites: Str 11, Shield Proficiency, Tower Shield Proficiency, base attack +2.
Benefit: Tower shields grant you a +5 shield bonus to Armor Class, and incur only a –1 penalty on attack rolls.
Normal: Tower shields grant a +4 shield bonus to Armor Class, and incur a –2 penalty on attack rolls.
Tower Shield Mastery [Fighter]
You have mastered the use of tower shields.
Prerequisites: Str 15, Shield Proficiency, Tower Shield Expert, Tower Shield Proficiency, base attack +10.
Benefit: Tower shields incur no attack penalty.
Normal: Tower shields incur a –2 penalty on attack rolls, or a –1 penalty with Tower Shield Expert.
Trample [Fighter]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Two-Weapon Defense [Fighter]
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 +2 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two-Weapon Fighting [Fighter]
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced by 2.
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 off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
Weapon Finesse [Fighter]
Prerequisite: Base attack +1.
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 always considered light weapons.
Weapon Focus [Fighter]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack +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 Specialization [Fighter]
Choose one type of weapon 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.
Whirling Defense [Fighter]
You spin so quickly when attacking that you nimbly avoid your enemies' counterattacks.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack +11.
Benefit: Whenever you make a whirlwind attack, you gain a +2 dodge bonus to your armor class until the beginning of your next turn.
Whirlwind Attack [Fighter]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack +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 against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Wild Whirlwind [Fighter]
Your whirlwind strikes with such astounding speed that you can savage opponents multiple times.
Prerequisites: Dex 17, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Swift Whirlwind, Whirlwind Attack, base attack +15.
Benefit: When you use a full attack action to perform a whirlwind attack, you can make two melee attacks against all opponents within reach. The 1st attack is made at your full base attack, and the 2nd is made at your next iterative attack bonus, but every attack in the round is made at a –2 penalty.
As with Whirlwind Attack, you forfeit any bonus or extra attacks granted by feats or abilities (such as the Cleave feat).
This content is used under the Open Gaming License.