Core Combat Feats Revisions

Adjusted Combat Feats Set 1

Replacing Feats: If you already have a feat in this section that is marked with R^R you can replace it with another feat.

Combat Maneuvers

Improved Sunder (Combat)

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

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

Special: This feat counts as Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for meeting feat prerequisites.

Improved Bull Rush (Combat)

Prerequisites: Str 13, Power Attack, BAB +1.

Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder 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.

When you reach BAB +6, you gain the following additional benefit.

Additional Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.

Special: This feat counts as Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for meeting feat prerequisites.

Improved Drag (Combat)

Prerequisites: Str 13, Power Attack, BAB +1.

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

When you reach BAB +6, you gain the following additional benefit.

Additional Benefit: On your turn, you can perform a single drag combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.

Special: This feat counts as Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for meeting feat prerequisites.

Instant Bull Rush (Combat)

Prerequisite: Str 13, BAB +6, Improved Bull Rush

Benefit: Once per round on your turn, you may Bull rush as a free action when you deal damage with Power Attack.

Instant Drag (Combat)

Prerequisite: Str 13, BAB +6, Improved Drag

Benefit: Once per round on your turn, you may Drag as a free action when you deal damage with Power Attack.

Deft Maneuvers (Combat)

Prerequisite: Int 13 or Dex 13, Combat Expertise

Benefit: You do not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal, or trip combat maneuver. In addition, you receive a +2 bonus on CMD and combat maneuver checks with one of the listed combat maneuvers of your choice.

Special: This feat counts as Improved Dirty Trick, Improved Disarm, Improved Reposition, Improved Steal, or Improved Trip to meet the prerequisites of the various greater combat maneuver feats and feats that require those improved combat maneuver feats as prerequisites.

You may choose this feat multiple times. Each time you do, you receive a +2 bonus on checks with another chosen maneuver.

Tactical Reposition (Combat)

Prerequisites: Int 13, Combat Expertise, Improved Reposition

Benefit: When making a reposition combat maneuver, you can move an enemy into a trap or other hazardous area. When you do so, the moved enemy is treated as though it had activated the trap or triggered the hazard, and it takes a –2 penalty to AC and on saving throws to mitigate the trap or hazard’s effects.

Special: When you reach BAB +6, you gain additional benefits.

Additional Benefit: On your turn, you can perform a single reposition combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.

Quick RepositionR^R has been removed.

Balor Whip (Combat)

Prerequisites: Weapon Focus (whip or a weapon with reach and drag special features), base attack bonus +8

Benefit: When you perform a drag combat maneuver with your weapon, you can choose not to move with your target, instead bringing your target closer to you. If you do this, you can’t drag the target any farther than the distance it takes to move it adjacent to you, even if your result was high enough to drag it farther.

Special: You gain a +2 bonus on drag combat maneuver checks when using the weapon to drag, but this bonus doesn’t stack with the bonus from Improved Drag. Balor Whip counts as Improved Drag for the purpose of qualifying for Quick Drag.

Improved Balor Whip (Combat)

Prerequisites: Balor Whip, Weapon Focus (whip or a weapon with reach and drag special features), base attack bonus +12.

Benefit: When you succeed at a drag attempt with your weapon against a non-adjacent target and the target ends the drag adjacent to you, you can make a single attack against the target at your highest attack bonus using a melee weapon held in your other hand as a free action. You gain an additional +2 bonus on drag combat maneuver checks when using the weapon to drag, but this bonus does not stack with the bonus from Greater Drag.

Technical Power Maneuvers (Combat)

Prerequisite: Int 13, Any of Improved Bull Rush, Drag, Overrun, or Sunder

Benefit: You may use your hit die count instead of BAB when calculating CMB for Bull Rush, Drag, Overrun, and Sunder.

Overrun

Combat Maneuver Overrun Knocks Aside instead of Prone: Overrun with checks that pass no longer knock targets prone. A successful overrun maneuver knocks targets aside 5 ft. in a direction perpendicular to your movement and away from you. You may increase this distance by 5 ft. for every 5 that your CMB roll exceeds the target’s CMD. This forced movement does not provoke unless you have Greater Overrun or a similar effect.

Combat Maneuver Overrun: When you perform an overrun maneuver, you can attempt to overrun multiple different targets. You take a cumulative –5 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round.

Improved Overrun (Combat)

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

Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe and the successive penalty for overrunning multiple targets is reduced to -4 per attempt. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.

When you reach BAB +6, you gain the following additional benefit.

Additional Benefit: The bonuses to CMB and CMD are raised from +2 to +4.

Special: This feat counts as Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for meeting feat prerequisites.

Greater Overrun (Combat)

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

Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you knock aside targets, they provoke attacks of opportunity from allies (including yourself) if you beat their CMD by 5 or more.

Trample (Combat)

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 whose CMD you beat by at least 5 points, gaining the standard +4 bonus on attack rolls against prone targets.

Bulette Leap (Combat)

Prerequisites: Str 15, Bulette Charge Style, Improved Overrun, Power Attack, proficiency with heavy armor.

Benefit: While using Bulette Charge Style, you gain a bonus on Acrobatics checks to jump equal to your Strength bonus. The cumulative penalty on each successive overrun attempt in the same round is further reduced to a –2 per attempt. If an overrun attempt fails, you cannot make any further attempts until your next round.

Bulette Rampage (Combat)

Prerequisites: Str 15, Bulette Charge Style, Bulette Leap, Improved Overrun, Power Attack, proficiency with heavy armor.

Benefit: While you’re using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if you’re Medium) or 1d6 (if you’re Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus. Additionally, against targets whose CMD you beat by at least 5 points, you can forgo knocking aside enemies to knock them prone instead.

Charge Through (Combat)

Prerequisites: Str 13, Improved Overrun, Power Attack, base attack bonus +1.

Benefit: You can initiate a charge even when creatures or difficult terrain are in your path. While making a charge, you can attempt to overrun creatures in the path of the charge as a free action. If you successfully overrun all creatures, you can complete the charge. If any overrun is unsuccessful, the charge ends in the space directly in front of that attempt’s target.

Other Feats

Weapon Mastery and Weapon Specialization: applies to all weapons of a specified weapon group rather than a specific weapon.

Power AttackR^R, Deadly AimR^R, Combat ExpertiseR^R, and Pirhana StrikeR^R: are now combat options available to any character with at least +1 BAB.

Point-Blank ShotR^R: is now removed. Precise Shot replaces it as a prerequisite.

MobilityR^R is merged with Dodge. Feats that require Mobility require Dodge instead.

Greater Two-Weapon FightingR^R is merged with Improved Two-Weapon Fighting. You gain the benefits of Improved Two-Weapon Fighting as normal, but once you get 19 Dex and a BAB of +11, you also gain the benefits of Greater Two-Weapon Fighting.

Improved Two-Weapon Fighting

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.

When you have Dex 19, base attack bonus +11, you gain the following additional benefit.

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

Whirlwind Attack (Combat)

Prerequisites: Cleave, Another feat that requires cleave, BAB +4.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

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