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ACROBATIC COMBAT (Combat)

Prerequisites: Tumbling (rank 6), Jump (rank 6)

Benefit: When using Acrobatic Combat a character may use his tumbling and jumping skills as offensive skills. When using Acrobatic Combat a character may take up +2 away from his defensive bonus and put it towards his “to hit” rolls. A character must be actively using his tumbling skill in a defensive manner in order to gain this bonus.

DEFENSIVE STUDY (Combat)

Prerequisites: Sense Motive (rank 4), Knowledge – Combat (rank 4)

Benefit: Grants a character the ability to add his intelligence modifier to his AC. To gain this benefit, a character must be able to study his opponent completely for one round of combat. Through the study of attack patterns the character will understand the best ways to avoid the attack patterns of his opponent.

ENTANGLING ATTACK (Combat)

Prerequisites: Two-Weapon Fighting

Benefit: Entangling Attack is a flashy way to provide a character with an unorthodox second weapon and still have the advantage against an opponent. The character arms his/her off-hand with whatever is available (most often a cloak), to use as an entangling or distracting tool. If used as an entangling tool the character using Entangling Attack uses whatever the entangling object in his second hand and makes an attack. Upon a successful attack the object has entangled his opponents weapon for the next round (making it impossible for the entangled weapon to be used for an attack). Also, a character may use another attack action to try and disarm the opponents entangled weapon at a +2 bonus. If used as a distracting tool the character gains +2 to hit.

EXPERT HEALER

Prerequisites: Must be able to cast Healing Spells. Healing (rank 2), Herbalism skill (rank 2)

Benefit: Allows the character to re-roll 1’s and 2’s whenever they cast a healing spell.

FIRST STRIKE (Combat)

Prerequisites: Improved Initiative

Benefit: A character with this feat gains the ability to strike first during the first round of combat. This may ONLY be done during the first round of combat and the character must have his weapon(s) ready (or must have the Quick Draw feat). After the first round of combat is over the character must roll his initiative normally. Note: If both the character and his opponent both have the First Strike feat the one with the highest dexterity gets to strike first. If dexterity is the same then a normal initiative roll must be used.

INSTANT STAND

Prerequisites: Tumbling (rank 6)

Benefit: Whenever a character is knocked prone he may make an instant tumbling check. If successful he is able to return to a standing position instantly.

LEAPING ATTACK

Prerequisites: Jump (rank 3), Base Attack Bonus +2

Benefit: A character with this feat understands that the momentum of a properly timed leap and strike will bring a greater amount of damage on a hit. However, a character leaves himself more prone while in the air. A character can take up to his total bonus in dexterity and transfer it to a bonus to damage. A character must make the decision to use the feat before the attack roll is made.

PROBE

Prerequisites: Combat Expertise

Benefit: The character launches a mild attack but is continuing to look for opportunities, conserving his strength or harassing the opponent. If the attack hits, all damage is modified by ½ after all bonuses have been added. The next attack by the character is then at +2 to hit and if successful is considered a threat. Note that the benefits of the second attack are constant regardless if the first attack hit or misses.