Weapon Feats

Agile Riposte

You have learned to strike when your opponent is most vulnerable: at the same instant your opponent strikes at you.

Prerequisite(s): Dex 13, Dodge

Benefit: Once per round, if the opponent you have designated as your Dodge target (see the Dodge feat) makes a melee attack or melee touch attack against you and misses, you may take an attack of opportunity against that opponent. Resolve and apply the effects of both attacks simultaneously.

Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.

Alien Weapons Training

Prerequisite(s): Base attack bonus +1 or higher,

Benefit: You are proficient with the alien version of human weapons utilized by one specific alien species. You take no penalty on attack rolls when using weapons designed by that alien species. Without this feat you take a -4 non proficiency penalty when making attacks with alien weapons.

Normal: You take a -4 non proficiency penalty when making attacks with alien weapons.

Special: You can take this feat multiple times. Each time, selecting a different alien species. Only valid for weapons from ancient races.

Ambidextrous

You can use both hands equally well.

Prerequisite(s): 15 Dex

Benefit: You can choose your primary hand.

Combat application:

You can fight equally well with a single weapon using either hand. When using two-weapons this feat allows you to add your whole strength bonus to damage for both weapons - all other normal penalties for using two-weapons in combat still apply.

Non-combat application: may reduce or eliminate some penalties for picking locks and disarming traps due to a dominant right or left hand (ie a lock may be located where it would be difficult to reach with your right hand while facing it thus giving a penalty to right-handed thieves).

Normal: Either your left or your right hand is always primary and you may only add half you strength modifier to off-hand attacks.

Bludgeoning Stance

Prerequisite(s): Base Attack Bonus +6, Combat Reflexes

Benefit: When using a melee bludgeoning weapon. You can perform an attack action in an unoccupied square to make that square difficult terrain for the remainder of the round.

Charismatic Hero

Your force of personality aids you in your attacks.

Prerequisite(s): Negotiator, Persuasive, Cha 16.

Benefit: You may use your Charisma modifier instead of your Strength modifier on attack rolls.

Special: This feat does not apply to ranged weapons.

Combat Insight

You rely on Tactics in your attacks rather than brute force.

Prerequisite(s): Combat Expertise, Improved Feint, Int 16.

Benefit: You may use your Intelligence modifier instead of your Strength modifier on attack rolls.

Special: This feat does not work with ranged weapons

Crossbow Sniper

You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers.

Prerequisite: Weapon Focus (Hand, heavy, or light crossbow) , Weapon Proficiency with Hand, heavy, or light crossbow, Base attack bonus +1,

Benefit: When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet when you are using a crossbow for which you have the Weapon Focus feat.

Intuitive Strike

You overcome your opponents through sheer force of will.

Prerequisite(s): Iron Will, Force Sensitive or Psionic Entity, Wis 16.

Benefit: You may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Special: This feat does not apply to ranged weapons.

Kasuri-gama style

Prerequisite(s): Int 14, Combat Expertise, proficient with the kusari-gama.

Benefit: You can use the kusari-gama as a two-handed weapon to attack enemies up to

10 feet away and no longer suffer an attack of opportunity to do so. However, you do not threaten a larger area than normal when wielding the weapon in this manner.

Normal: You can only throw the kusari-gama to make a single attack, and need a move equivalent action to recover it. You also incur an attack of opportunity from any creature threatening you.

Marksman

You are skilled in bringing down an opponent with a single, exceptionally well-aimed shot.

Prerequisite(s): Base attack bonus +8, Weapon Focus (any personal ranged).

Benefit: If you spend three consecutive full round actions aiming with any personal ranged weapon for which you have Weapon Focus, the threat range for your weapon is doubled.

Melee Weapon Mastery

Your mastery of your weapon of focus has led you to master other weapons. Your training with your chosen weapon now extends to weapons of a similar nature.

Prerequisite(s): Weapon Focus, Weapon Specialization with specific weapon, base attack bonus +8.

Benefit: You may select a group of weapon, bludgeoning, piercing or slashing. You must have selected the Weapon Focus and Weapon Specialization class feature for a melee weapon that deals that type of damage. When using a melee weapon that uses the selected damage type, you gain a +1 bonus to attack and weapon damage rolls.

Special: You may select this feat multiple times; each time, it applies to a different melee weapon damage type.

Monkey Grip

You are adept at using abnormally large weapons with ease.

Prerequisite(s): Str 14

Benefit: The size category of weapons that your character can normally wield is shifted up one step. (i.e. A medium creature can wield large weapons and a small creature can wield medium weapons etc.)

Normal: You cannot wield a weapon that is larger than your size category.

Parry

You can use a weapon to parry melee attacks.

Prerequisite(s): BAB +2, Dex 13+, proficient with weapon.

Benefit: By readying an action to parry, you may try to deflect any

melee attack against you. After a successful attack against you, make

a parry check using your base attack bonus + Dex modifier. If the

result is higher than the result of the attack against you, you deflect the

attack and it misses you.

Roll damage on the parrying weapon as per the strike an object

combat action.

Power Critical

Prerequisite(s): Base attack bonus +4, Weapon Focus with the chosen weapon.

Benefit: You gain a +4 bonus to attack rolls made to confirm a threatened critical with a chosen weapon.

Special: You may select this feat multiple times. Each time you take the feat, it may apply to a different weapon or the same. On the same weapon, its effects stack.

Quick Draw

You can draw weapons faster than most.

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.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus 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.

Ranged Mastery

Prerequisite: Weapon Focus, Weapon Specialization class feature, base attack bonus +11.

Benefit: You may select a group of weapon, ballistic, bludgeoning, energy, piercing or slashing. You must have selected the Weapon Focus and Weapon Specialization class feature for a ranged weapon that deals that type of damage. When using a ranged weapon that uses the selected damage type, you gain a +1 bonus to attack and weapon damage rolls.

Special: You may select this feat multiple times; each time, it applies to a different

ranged weapon damage type.

Tactical Implements

Prerequisite(s): Weapon Focus (any weapon).

Benefit: This feat allows you to treat any improvised weapon of a similar shape and size to the selected weapon and allow it to substitute for the Material Focus component of a Strike Taijutsu technique with the Armed descriptor if it requires the selected weapon.

Special: This feat may be selected multiple times; each time, it applies to an additional weapon

The Slow Blade.....

You have trained to bypass an opponent’s Holtzman shield in melee

combat.

Prerequisite(s):: Weapon Finesse, Dex 13+.

Benefit: When you make a melee attack, you can reduce the

damage (to a minimum of 1) by any number up to your Dex bonus.

You may then subtract this number from the shield activation roll to

bypass a Holtzman energy shield.

You must choose how much, if any, to reduce the damage by before

you roll damage.

.....Penetrates the Shield

You are highly skilled at getting by your opponent’s Holtzman shield in

melee combat.

Prerequisite(s): BAB 5+, The Slow Blade…

Benefit: When you make a melee attack against a shielded

opponent, the shield activation roll is decreased by 2 points for every

point of damage penalty you elect to take.

Piercing Stance

Prerequisite(s): Base Attack Bonus +6, Combat Reflexes

Benefit: When using a melee piercing weapon. You can take your 5ft step to move away from an opponent you just attacked. This action can take place regardless of any other movement you may have taken that round. This movement never provokes an attack of opportunity regardless of conflicting abilities.

Slashing Stance

Prerequisite(s): Base Attack Bonus +6, Combat Reflexes

Benefit: When using a melee slashing weapon. You get an attack of opportunity against opponents who move within melee range of you.

Throw Anything

Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Note: Keep in mind that it's possible to use a weapon as an improvised weapon (The canonical example is striking with the hilt of a sword), in which case the weapon doesn't use its usual stats and bonuses because "you're using it wrong." This could means that a throwing weapon could be thrown with Throw Anything without penalty - but it wouldn't use that weapon's normal stats for damage. To determine the damage of an improvised weapon use the table, Improvised Weapon Damage below.

Table: Improvised Weapon Damage.

1. A sharp weapon is treated as having twice its weight. For

example, a broken beer bottle would deal 1d4 instead of 1d3.

2. A weapon without any weight, worth nothing, does not deal

any damage when thrown.

Two-Weapon Defense - Advanced Training

Prerequisite(s): Improved Two-Weapon Defense Talent, Two-Weapon Defense Talent,

Two-Weapon Fighting Talent.

Benefit: When fighting defensively or taking a total defense action and wielding two

weapons or a double weapon (not counting natural attacks or unarmed strikes), you gain an additional +1 shield bonus to Defense.

Two-Weapon Fighting - Advanced Training

You are a master at fighting two-handed.

Prerequisite(s): Dex 19, Improved Two-Weapon Fighting Talent, Two- Weapon Fighting Talent, base attack bonus +11.

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

Weapon Adaptation Training

This is the true mark of a weapon master, and allows you to truly master every weapon you have proficiency in.

Prerequisite(s): Int 12.

Benefit: You may make an Intelligence check (DC 10) to retrain one of your weapon specific feats and abilities, such as weapon focus or the weapon specialization class feature. You may not retrain class or extraordinary abilities restricted to a single weapon, such as the Weapon Focus (unarmed) feature of the taijutsu master class.

If the ability retrained is a chosen weapon tree, the abilities become unavailable until they have all been retrained.

Each attempt takes 4 hours and allows to retrain one ability. The character cannot take 10 on that check. You cannot apply the feats and abilities to a weapon you are not proficient in. Other restrictions may apply, as specified in the retrained ability.

Weapon Finesse

Prerequisite(s): Proficient with weapon, base attack bonus +1.

Benefit: With a light weapon, katana (one-handed), kusari-gama, ninja-to, rapier, 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, including unarmed attacks, are always considered light weapons.

Zen Archery

Wisdom guides your hand in ranged combat.

Prerequisite(s): Wisdom 16, Base Attack +3

Benefit: You may use your wisdom modifier instead of your dexterity modifier when using ranged weapons.