Combat

Bloodthirst

Prerequisite: Rage-like or frenzy-like ability.

Benefit: You can use your rage or frenzy abilities an additional time every day.

Blind-Fight

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 Defense, 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 Defense. 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.

A Squire may select Blind-Fight as one of his fighter bonus feats.

Combat Acrobat

Your acrobatics and agility in combat allow you to maneuver across the battlefield with ease. You stay on your feet and speed over difficult terrain due to your superior athleticism and acrobatic talents.

Prerequisite: Acrobatics 9 ranks

Benefit: You gain several benefits from this feat to reflect your overall athletic ability and training in the skills vital to an acrobat.

Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Acrobatics check to remain on your feet.

Sure Footed Maneuver: With a DC 15 Acrobatics check, you can ignore up to 4 squares of difficult terrain while moving. You treat these squares as normal terrain. You still endure any effects or hazards associated with the terrain. For example, a shallow pool of boiling water might deal fire damage and count as difficult terrain. You would still take damage from the water even if your Balance check allowed you to move through it at full speed.

Combat Casting

You are adept at using techniques in Melee

Benefit: The character gains a +4 bonus to Concentration(specific jutsu skill)

checks made when performing techniques defensively

Combat Expertise

You are trained at using defense as well as offense.

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 bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat 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 Expertise - Improved

Prerequisite:

Int 14, Combat Expertise, base attack bonus +6.

Benefit:When lowering your attack bonus to improve your Defense, the number may be any number that does not exceed your base attack bonus.

Normal: A character cannot use the combat expertise feat to gain a bonus to Defense above +5.

Control Frenzy

Prerequisite(s):: Frenzy ability.

Benefit: This feat allows you to reroll a failed save or check made to avoid entering a Frenzy once per day.

Special: This feat can be taken more than once, each time allows it to be used an additional time per day.

Dodge

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.

Special: A Squire or Hunter may select Dodge as one of his class bonus feats.

Favored Enemy

You are skilled at fighting creatures of a specific type.

Benefit: You may select a type of creature. The character gains a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. If you choose Huminoids or Outsiders you must choose an associated subtype (i.e. Humanoid (Asari), Outsider (Evil))

Special: You may take this feat up to five times, each time choosing a new enemy type. Each time you take this feat improve the bonuses against one of your favored enemy types by 2.

Improved Holtzman Shield Bash

You can knock back opponents with your Holtzman shield.

Prerequisite: Holtzman Shield Proficiency.

Benefit: When you perform a shield bash with an activated

Holtzman shield, you do not draw attacks of opportunity.

Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to Defense until his or her next turn.

Shield Conditioning

You are conditioned to fighting with the Holtzman shield.

Prerequisites: Holtzman Shield Proficiency, Shield Fighter.

Benefit: While using an activated Holtzman energy shield, the DR

that the shield provides is raised by +2, but are at –2 to attack

whenever you do not have a shield.

Normal: An activated Holtzman shield provides a DR of 15, you take

the shield’s armor check penalty on attack rolls and on all skill checks

that involve moving, including Ride checks.

Deflect Missiles

When wearing an activated Holtzman shield, you can attempt to

deflect weapon fire directed at you.

Prerequisites: Dex 16+, Parry, Holtzman Shield Proficiency.

Benefit: By readying an action to parry, you can attempt to deflect

any ranged weapon attack that targets you. After a successful ranged

attack is made against you, make a parry check using your BAB + Dex

modifier. If the result is higher than the result of the attack against you,

you deflect the attack and it misses.

Special: This won’t work on non-targeted or area-effect attacks.

Shield Fighter

You are skilled at fighting with the Holtzman shield.

Prerequisites: Holtzman Shield Proficiency.

Benefit: While using an activated Holtzman energy shield, the activation DC that the shield provides is raised by +2.

Normal: An activated Holtzman shield has an activation roll of 15.

Shield Focus

You have trained rigorously with the Holtzman shield, learning to wield

it like a natural extension of your body.

Prerequisites: Holtzman Shield Proficiency.

Benefit: You gain a +1 dodge bonus to Defense when wearing an

activated Holtzman sheld. In addition, the armor check penalty for the

shield is reduced by one, to no less than zero.

Improved Feint:

Prerequisite: Int 14, Combat Expertise.

Benefit: You can make a bluff check to feint in combat as a move action.

Normal: Feinting in combat is an attack action.

Judge Opponent

Benefit:

The character can judge his or her opponent’s approximate Base Attack Bonus and Strength from the foe’s attitude and posture even without actually seeing him or her fight. Additionally, the character can accurately estimate the opponent’s remaining Hit Points. For both of these advantages, the GM may decide to provide descriptive indications such as “your enemy is much better than you with a sword, but if you connect a few times with your ki blast, it will drop him,” rather than saying “the enemy’s base attack bonus is +10, with a Strength of 16, and he has 60 Hit Points remaining.”