Feat
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Type
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Benefits
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Prerequisites / Auto Granted
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Active
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Tactical Melee Cleave: Activate this ability to attack one or more enemies in an arch in front of you.
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Prerequisites:
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Toggle
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Defensive Combat Stance:
- -5 attack rolls
- +10% feat bonus to Armor Class
- Spells have 3x cooldowns
- Dispels and wards against rage effects
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Prerequisites:
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Attack
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Tactical Melee Cleage: Activate this ability to attack one or more enemies in a wide arc in front of you.
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Prerequisites:
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Passive
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- +2 Melee Power or +2 Ranged Power
- +1 Bonus to hit chance when using weapons of the appropriate type.
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Prerequisites:
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Passive
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- +2 Melee Power
- +1 Bonus to attack rolls when using bludgeoning weapons:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Unarmed
- Warhammer
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Prerequisites:
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Passive
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- +2 Melee Power
- +1 Bonus to attack rolls when using piercing weapons:
- Dagger
- Heavy Pick
- Light Pick
- Rapier
- Shortsword
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Prerequisites:
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Passive
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- +2 Ranged Power
- +1 Bonus to attack rolls when using ranged weapons:
- Longbow
- Shortbow
- Great Crossbow
- Heavy Crossbow
- Light Crossbow
- Repeating Heavy Crossbow
- Repeating Light Crossbow
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Prerequisites:
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Passive
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- +2 Melee Power
- +1 Bonus to attack rolls when using slashing weapons, stacks with the Weapon Focus feat:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
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Prerequisites:
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Passive
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- +2 Ranged Power
- +1 Bonus to attack rolls when using thrown weapons:
- Dart
- Shuriken
- Throwing Axe
- Throwing Dagger
- Throwing Hammer
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Prerequisites:
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Passive
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- +2 Melee Power or Ranged Power
- +2 Bonus to damage rolls when using weapons of the appropriate type
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Prerequisites:
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Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using bludgeoning weapons, or attacking from animal form:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Unarmed
- Warhammer
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Prerequisites:
|
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Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using piercing weapons:
- Dagger
- Heavy pick
- Light pick
- Rapier
- Shortsword
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Prerequisites:
|
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Passive
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- +2 Ranged Power
- +2 Bonus to damage rolls when using ranged weapons:
- Great crossbow
- Heavy crossbow
- Light crossbow
- Longbow
- Repeating heavy crossbow
- Repeating light crossbow
- Shortbow
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Prerequisites:
|
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Passive
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- +2 Melee Power
- +2 Bonus to damage rolls when using slashing weapons:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
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Prerequisites:
|
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Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using thrown weapons:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
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Prerequisites:
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Active
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- Reduce target's movement rate by half
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Prerequisites:
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Passive
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While wearing heavy armor:
- +12 Physical Resistance Rating
- +12 Magical Resistance Rating
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Prerequisites:
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Passive
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While wearing heavy armor:
- +6 Physical Resistance Rating
- +6 Magical Resistance Rating
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Prerequisites:
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Passive
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While wearing heavy armor:
- +9 Physical Resistance Rating
- +9 Magical Resistance Rating
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Prerequisites:
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Passive
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While wearing heavy armor:
- +3 Physical Resistance Rating
- +3 Magical Resistance Rating
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Prerequisites:
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Passive
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This feat adds 1, 2, or 3 to critical threat range based on the weapon type's unmodified threat range.
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Prerequisites:
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Passive
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- +1 Critical Hit change when wielding a:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light Hammer
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Warhammer
- +1 Critical Hit chance when:
- Using unarmed attacks
- When attacking from an animal form
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Prerequisites:
|
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Passive
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- +1 Critical Hit change when wielding a:
- +2 Critical Hit change when wielding a:
- +3 Critical Hit change when wielding a:
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Prerequisites:
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Passive
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- +1 Critical Hit change when wielding a:
- +2 Critical Hit change when wielding a:
- Great Crossbow
- Heavy Crossbow
- Light Crossbow
- Repeating Heavy Crossbow
- Repeating Light Crossbow
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Prerequisites:
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Passive
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- +1 Critical Hit change when wielding a:
- Battleaxe
- Dwarven Waraxe
- Greataxe
- Handaxe
- Kama
- +2 Critical Hit change when wielding a:
- Bastard Sword
- Greatsword
- Khopesh
- Longsword
- +3 Critical Hit change when wielding a:
- +3 Critical Hit change is doubled when wielding a:
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Prerequisites:
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Passive
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- +1 Critical Hit change when wielding a:
- Dart
- Shuriken
- Throwing Axe
- Throwing Hammer
- +2 Critical Hit change when wielding a:
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Prerequisites:
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Active
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- +2[W] damage
- Bluff enemy for a short period
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Prerequisites:
|
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Passive
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- Keep shield bonus while bashing
- +20% chance to make a secondary shield bash while attacking
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Prerequisites:
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Attack
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Tactical Melee Attack: Using this attack:
- You may reduce the target's:
- Armor Class by 10%
- Fortification by 25%
- Lasts 12 seconds
- Fortitude DC: 10 + Strength Modifier + Sunder Bonus save negates the loss
- Some creatures may be immune to the sunder effect
- Enemies suffer Trauma effect:
- -3 to Fortitude save
- Stacks 5 times
- Last 24 seconds
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Prerequisites:
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Active
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- Trip your opponent during a melee attack
- Balance DC: 14 + Strength Modifier + Balance Bonus negates the effect
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Prerequisites:
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Passive
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- +1 Moral bonus to Critical Multiplier when wielding a Longsword
- +1 Moral bonus to Critical Threat Range when wielding a Battle Axe, increasing to +2 Moral bonus if you have the Improved Critical: Slashing feat
- +1 Moral bonus to Critical Threat Range when wielding a Morningstar
- +2 Moral bonus to Critical Threat Range when wielding a Heavy Mace, Warhammer
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Prerequisites:
Base Attack Bonus +4
Auto Grant:
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Toggle
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Offensive Combat Stance:
- -5 Attack bonus
- If your Base Attack Bonus is lower, then you lose your BAB instead of 5
- +5 Damage
- If your Base Attack Bonus is lower, then you gain your BAB instead of 5
- Two-Handed weapons gain 2x that bonus.
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Prerequisites:
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Passive
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- +2 Confirm Critical Hits
- +2 Critical Hit Damage
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Prerequisites:
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Toggle
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Prerequisites:
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Active
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- Stun an enemy on successful hit
- Lasts for 18 seconds
- 30 seconds if done as a sneak attack
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Active
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- Deals 1d6 Constitution damage on hit
- Deals an additional 1d6 Constitution damage every 2 seconds
- Lasts 18 seconds
- The damage is increased by 1d6 every 3 levels
- Scales with 100% Melee Power
- Can stack up to 3 times.
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Passive
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- Second saving throw versus enchantments
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Prerequisites:
Auto Grant:
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Active
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- Attempt to stun the target for a few seconds
- Some creatures may be immune
- Fortitude DC: 10 + Strength Modifier save negates this effect
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Ki Attack
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- While weilding Handwraps and not in Druid animal form
- Stun your opponent
- Fortitude DC: 10 + 1/2 Character Level + Wisdom/Strength/Dexterity Modifier + Stunning Bonus negates this effect
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Prerequisites:
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Attack
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Tactical Melee Attack:
- Using this attack, you may reduce the target's:
- Lasts 6 seconds
- Fortitude DC: 10 + Strength Modifier + Sunder Bonus save negates the loss
- Some creatures may be immune to the sunder effect
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Auto Grant:
- This feat is granted free to all characters upon creation.
Autogranted Only
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|
Passive
|
- +2 Melee Power or +2 Ranged Power
- +1 Bonus to hit chance when using weapons of the appropriate type.
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Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using bludgeoning weapons:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Unarmed
- Warhammer
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using piercing weapons:
- Dagger
- Heavy Pick
- Light Pick
- Rapier
- Shortsword
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +1 Bonus to attack rolls when using ranged weapons:
- Longbow
- Shortbow
- Great Crossbow
- Heavy Crossbow
- Light Crossbow
- Repeating Heavy Crossbow
- Repeating Light Crossbow
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using slashing weapons:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +1 Bonus to attack rolls when using thrown weapons:
- Dart
- Shuriken
- Throwing Axe
- Throwing Dagger
- Throwing Hammer
|
Prerequisites:
|
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Passive
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- While wielding a Kama, Handwraps, or a Sickle gain:
- +1 Moral bonus to Critical Threat Range
- While wielding a Quarterstaff gain:
- +2 Moral bonus to Critical Threat Range
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Prerequisites:
Base Attack Bonus +4
Auto Grant:
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Active
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Tactical Trip Attack:
- On Hit: Target is tripped and knocked prone.
- Balance DC: 10 + Strength Modifier + Trip Bonus save Negates the trip
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Auto Grant:
- This feat is granted free to all characters upon creation.
Autogranted Only
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Passive
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- While wielding a Dagger, Handaxe, Handwras, Kama, Kukri, Light Hammer, Light Mace, Light Pick, rapier, Short Sword, Sickle, or while unarmed or in a Druid animal form:
- Use the higher of Dexterity or Strength for you attack bonus
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Prerequisites:
|
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Passive
|
- +2 Melee Power or Ranged Power
- Bonuses to attack rolls when using the correct weapon type
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using bludgeoning weapons:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Unarmed
- Warhammer
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using piercing weapons:
- Dagger
- Heavy Pick
- Light Pick
- Rapier
- Shortsword
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +1 Bonus to attack rolls when using ranged weapons:
- Longbow
- Shortbow
- Great Crossbow
- Heavy Crossbow
- Light Crossbow
- Repeating Heavy Crossbow
- Repeating Light Crossbow
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +1 Bonus to attack rolls when using slashing weapons:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +1 Bonus to attack rolls when using thrown weapons:
- Dart
- Shuriken
- Throwing Axe
- Throwing Dagger
- Throwing Hammer
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using weapons of the appropriate type.
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using bludgeoning weapons, or attacking from animal form:
- Club
- Greatclub
- Handwraps
- Heavy Mace
- Light
- Light Mace
- Maul
- Morningstar
- Quarterstaff
- Unarmed
- Warhammer
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using piercing weapons:
- Dagger
- Heavy pick
- Light pick
- Rapier
- Shortsword
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +2 Bonus to damage rolls when using ranged weapons:
- Great crossbow
- Heavy crossbow
- Light crossbow
- Longbow
- Repeating heavy crossbow
- Repeating light crossbow
- Shortbow
|
Prerequisites:
|
|
Passive
|
- +2 Melee Power
- +2 Bonus to damage rolls when using slashing weapons:
- Bastard sword
- Battleaxe
- Dwarven axe
- Falchion
- Greataxe
- Greatsword
- Handaxe
- Kama
- Khopesh
- Kukri
- Longsword
- Scimitar
- Sickle
|
Prerequisites:
|
|
Passive
|
- +2 Ranged Power
- +2 Bonus to damage rolls when using ranged weapons:
- Dart
- Shuriken
- Throwing Axe
- Throwing Dagger
- Throwing Hammer
|
Prerequisites:
|
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Passive
|
- You treat longswords as if they were monk weapons, remaining centered when you wield them
|
Prerequisites:
|