Fighter Bonus Feats

Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

Fighter Bonus Feats can be taken by any that meets the prerequisites, all these feats are consider General Feats for the propose of choosing character level advancement feats.

ACROBATIC STRIKE [GENERAL]

Your dexterous maneuvers and skilled acrobatics allow you to slip past a foe's defenses and deliver an accurate strike against him.

Prerequisite: Tumble 12 ranks

Benefit: If you succeed in using Tumble to avoid an opponent's attack of opportunity, you gain a +4 bonus on the next attack that you make against that foe as long as the attack occurs before the end of your current turn.

Special: A fighter can select Acrobatic Strike as one of his fighter bonus feats.

ACTIVE SHIELD DEFENSE [GENERAL]

Your expert use of your shield allows you to strike at vulnerable foes even when you forgo your own attacks in favor of defense.

Prerequisite: Proficiency with shields, Shield Specialization

Benefit: When fighting defensively and using a shield, you do not take the standard fighting defensively penalties on attacks of opportunity. When using the total defense action and a shield, you still threaten the area around you as normal. You can make attacks of opportunity with a -4 penalty.

Normal: You take a -4 penalty on all attacks while fighting defensively. You cannot attack while using the total defense action.

Special: A fighter can select Active Shield Defense as one of his fighter bonus feats.

ADAPTABLE FLANKER [GENERAL]

When you and an ally team up against a foe, you know how to maximize the threat your ally poses to ruin your target's defenses.

Prerequisite: Combat Reflexes, Vexing Flanker, base attack bonus +4

Benefit: As a swift action, you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square you threaten for purposes of determining flanking bonuses for you and your allies. You also occupy your current square for flanking an opponent.

Special: A fighter can select Adaptable Flanker as one of his fighter bonus feats.

AGILE SHIELD FIGHTER [GENERAL]

You are skilled in combining your shield bash attack with an armed strike. When you use your shield in unison with a weapon, your training allows you to score telling blows with both.

Prerequisite: Improved Shield Bash, Shield Specialization, Proficiency with shields

Benefit: When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.

Special: A fighter can select Agile Shield Fighter as one of his fighter bonus feats.

ARMOR SPECIALIZATION [GENERAL]

Through long wear and hours of combat, you have trained your body to believe in its armor. Where others flinch, you confront. When the sword falls, your instincts, born of bruises and rent flesh, present your cuirass, cuisse, helm, or gorget to meet the blade at the perfect angle, causing it to skitter off harmlessly.

Prerequisite: base attack bonus +12, Proficiency with selected armor type

Benefit: Choose one type of medium or heavy armor with which you are proficient. When wearing masterwork armor (including magic armor) of that type, you gain damage reduction 2/-. Any time you lose your Dexterity bonus to Armor Class, you lose the benefit of this feat, because you cannot properly deflect the blows of the enemy.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor. A fighter can select Armor Specialization as one of his fighter bonus feats.

BALLISTA PROFICIENCY [GENERAL]

You have trained in ballista operation.

Prerequisite: None

Benefit: You do not take the normal –4 nonproficiency penalty when making an attack roll with a ballista.

Special: A fighter can select Ballista Proficiency as one of his fighter bonus feats.

BLIND-FIGHT [GENERAL]

You know how to fight in melee without being able to see your foes.

Prerequisite: None

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 Armor Class, 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 AC. 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 fighter may select Blind-Fight as one of his fighter bonus feats.

BLOCK ARROW [GENERAL]

You can block incoming arrows with your shield.

Prerequisites: Dex 13, Shield Proficiency

Benefit: You must be using a shield to use this feat. Once per round when you would normally be hit with a ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons, such as boulders hurled by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melf’s acid arrow) can’t be deflected.

Special: A fighter can select Block Arrow as one of his fighter bonus feats.

BRACED FOR CHARGE [GENERAL]

When receiving a charge, you know how to strike where it truly hurts.

Prerequisite: Base attack bonus +1

Benefit: You can ready an action to set any pole arm against a charge. This attack deals double damage on a successful hit against a charging character. This feat grants no bonus to weapons that already grant double damage when set against a charge.

Normal: Only specific weapons deal double damage when readied against a charge.

Special: A fighter may select Braced for Charge as one of his fighter bonus feats.

BRUTAL STRIKE [GENERAL]

You can batter foes senseless with your mace, morningstar, quarterstaff, or flail. Few victims are willing to stand toe-to-toe with a warrior known for knocking his foes witless with a single strike.

Prerequisite: Power Attack, Str 13, base attack bonus +6

Benefit: If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round. You can use this feat once per round during your attack action.

Special: This feat cannot be used against a creature that is not subject to extra damage from critical hits. A fighter can select Brutal Strike as one of his fighter bonus feats.

BRUTAL THROW [GENERAL]

You have learned how to hurl weapons to deadly effect.

Benefit: You can add your Strength modifier instead of your Dexterity modifier to attack rolls with thrown weapons.

Normal: A character attacking with a ranged weapon adds his Dexterity modifier to the attack roll.

Special: A fighter may select Brutal Throw as one of his fighter bonus feats.

CHOSEN FOE [GENERAL]

At the expense of attention to other distractions, you focus on a single opponent to give you a decided advantage while fighting against him.

Prerequisite: None

Benefit: Once during your turn as a free action, you can designate a single opponent. You gain a +1 insight bonus on attack rolls made against that opponent and a +1 insight bonus to AC against attacks made by that opponent. In exchange, you take a —2 penalty on attack rolls against other creatures and a —2 penalty to AC against attacks made by other creatures. The bonus and penalty last until the start of your next turn.

Special: A fighter can select Chosen Foe as a fighter bonus feat.

CIRCLE MASTER [GENERAL]

You have mastered the techniques of the master's wheel and can focus on multiple opponents at once.

Prerequisites: Concentration 4 ranks, Circle Student, Dodge, base attack bonus +8

Benefit: Your bonus on attack and to AC against the target of your Circle Student feat increases to +2.

Special: A fighter may select Circle Master as one of his fighter bonus feats.

CIRCLE STUDENT [GENERAL]

You have been trained in a master's wheel, a form of fencing instruction that grants you focus and control.

Prerequisites: Concentration 2 ranks, Dodge, base attack bonus +4

Benefit: By focusing your perceptions on only one opponent, you reap benefits at the cost of your ability to defend against the attacks of others. When in melee with the foe you designate as the focus of your Dodge feat, you may choose to gain an additional +1 dodge bonus to your Armor Class from attacks made by that creature and a +1 competence bonus on attack rolls against that foe. Unfortunately, during that round you take a -2 penalty to your AC against attacks by any other creature.

Special: A fighter may select Circle Student as one of his fighter bonus feats.

CLEAVE [GENERAL]

You can follow through with powerful blows.

Prerequisites: Str 13, Power Attack

Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Special: A fighter may select Cleave as one of his fighter bonus feats.

CLEVER OPPORTUNIST [GENERAL]

When an unwary opponent gives you an opportunity, you use it to change positions with your foe.

Prerequisite: Combat Reflexes

Benefit: If you hit a creature of your size or smaller with an attack of opportunity, you can spend an immediate action to exchange places with that creature.

Both you and the target must be able to move into and legally occupy the new space in order for this feat to function.

Special: A fighter can select Clever Opportunist as a fighter bonus feat.

CLOSE-QUARTERS FIGHTING

You are skilled at fighting at close range and resisting grapple attempts.

Prerequisite: Base attack bonus +3

Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.

Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple.

Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats.

COMBAT ACROBAT [GENERAL]

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.

Prerequisites: Balance 9 ranks, Tumble 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 Balance check to remain on your feet.

Sure Footed Maneuver: With a DC 15 Balance 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.

Special: A fighter can select Combat Acrobat as one of his fighter bonus feats.

COMBAT AWARE [GENERAL]

You are so perceptive that you practically have eyes in the back of your head.

Prerequisite: None

Benefit: You take no -5 penalty on Spot checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is -5.

Normal: The penalty on Spot checks in or beyond your flank areas is -5; on Spot checks in or beyond your rear area is -10.

Special: A fighter may select Combat Awareness as one of his fighter bonus feats.

COMBAT AWARENESS [GENERAL]

When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents' vitality. As you attain greater mastery of this fighting style, you learn to sense a foe's presence even with your eyes closed.

Prerequisite: Blind Fight, Combat Focus, Wis 13, base attack bonus +12

Benefit: While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally. If you have three or more combat form feats, you gain blindsight out to 5 feet.

Special: A fighter can select Combat Awareness as one of his fighter bonus feats.

COMBAT DEFENSE

The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense from one opponent to another with careful, precise maneuvers.

Prerequisite: Combat Focus, Dodge, Dex 13, WIS 13, base attack bonus +6

Benefit: While you maintain your combat focus, you can change the target of your Dodge feat to a new opponent as an immediate action. If you have three or more combat form feats, you gain an additional +1 dodge bonus to AC against the target of your Dodge feat.

Normal: Designating or changing the target of your Dodge feat can only be done on your turn as a free action.

Special: A fighter can select Combat Defense as one of his fighter bonus feats.

COMBAT EXPERTISE [GENERAL]

You are trained at using your combat skill for 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.

Special: A fighter may select Combat Expertise as one of his fighter bonus feats.

COMBAT FOCUS

The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.

Prerequisite: Wis 13

Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.

Special: A fighter can select Combat Focus as one of his fighter bonus feats.

COMBAT INTUITION [GENERAL]

Your keen understanding of your opponent’s moves and your instinctive feel for the flow of combat enable you to shrewdly assess your opponent’s combat capabilities.

Prerequisites: Sense Motive 4 ranks, base attack bonus +5

Benefit: As a free action, you can use Sense Motive to assess the challenge presented by a single opponent in relationship to your own level/Hit Dice (see the assess opponent option under the Sense Motive skill, page 102). You gain a +4 bonus on such checks and narrow the result

to a single category. In addition, whenever you make a melee attack against a creature that you made a melee attack against during the previous round, you gain a +1 insight bonus on your melee attack rolls against that creature.

Special: A fighter may select Combat Intuition as one of his fighter bonus feats.

COMBAT REFLEXES [GENERAL]

You can respond quickly and repeatedly to opponents who let their defenses down.

Prerequisite: None

Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats. A monk may select Combat Reflexes as a bonus feat at 2nd level.

COMBAT STABILITY

When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms, and similar effects.

Prerequisite: Combat Focus, Wis 13, base attack bonus +3

Benefit: You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. If you have three or more combat form feats, the bonus granted by this feat increases to +8.

Special: A fighter can select Combat Stability as one of his fighter bonus feats.

COMBAT STRIKE

Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe's defenses.

Prerequisite: Combat Focus, Wis 13, any two other combat form feats, base attack bonus +15

Benefit: If you choose to end your combat focus as a swift action, you gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all BENEFITS: of combat form feats that affect you only while you are maintaining your combat focus.

Special: A fighter can select Combat Strike as one of his fighter bonus feats.

COMBAT VIGOR

When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.

Prerequisite: Combat Focus, Wis 13, base attack bonus +9

Benefit: While you maintain your combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more combat form feats, the benefit of this feat improves to fast healing 4.

Special: A fighter can select Combat Vigor as one of his fighter bonus feats.

COMETARY COLLISION [GENERAL]

You are a thunderbolt of destruction on the battlefield. By carefully timing your charge, you rush forward and slam into an enemy just as he gathers the speed needed to charge you. You turn your opponent's momentum against him.

Prerequisite: Improved Bull Rush, Power Attack, Str 13

Benefit: You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefit you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the charging (but not the penalties) but can still attack you. If the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do not gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack.

Special: A fighter can select Cometary Collision as one of his fighter bonus feats.

COORDINATED SHOT [GENERAL]

You are extraordinarily talented at making ranged attacks past your allies.

Prerequisite: Point Blank Shot, Precise Shot

Benefit: When making a ranged attack against a foe who has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the target because of that cover. Cover from other sources is unaffected.

Special: A fighter can select Coordinated Shot as one of his fighter bonus feats.

CONSTANT GUARDIAN [GENERAL]

By paying careful attention to nearby allies and reducing the accuracy of your attacks, you help protect your companions.

Prerequisite: None

Benefit: Once during your turn as a free action, you can take a —2 penalty on your attack rolls to grant a single ally within 10 feet a +2 dodge bonus to Armor Class. This effect lasts until the start of your next turn or until you are more than 10 feet from the chosen ally, whichever comes first.

Special: A fighter can select Constant Guardian as a fighter bonus feat.

CRIPPLING SHOT

You are trained at using ranged attacks to cripple your opponents.

Prerequisite: Dex 15, Point Blank Shot, base attack bonus +3

Benefit: You must declare your intent to deliver a crippling shot before you roll to attack. If your attack is successful, the attack causes normal damage and your opponent must make a Fortitude save (DC 15) or have his base speed reduced by 5 feet. A foe’s total base speed cannot be reduced below 0 feet. The movement penalty lasts until the damage caused by the attack is healed.

Special: A fighter may select this feat as one of his fighter bonus feats.

CROSSBOW SNIPER [GENERAL]

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.

Special: A fighter can select Crossbow Sniper as one of his fighter bonus feats.

DARING WARRIOR

You combine agility and extraordinary combat prowess to great effect.

Prerequisite: Weapon Specialization, Grace +1

Benefit: Your fighter and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. Your fighter and swashbuckler levels also stack for the purpose of qualifying for feats that require a minimum fighter level, such as Greater Weapon Focus.

Special: A fighter can select Daring Warrior as one of his fighter bonus feats.

DAUNTING PRESENCE [GENERAL]

You are skilled at inducing fear in your opponents.

Prerequisite: Cha 13, base attack bonus +1

Benefit: You may use this feat 3 times a day as a standard action to overawe an opponent. The opponent must be within 30 feet, have line of sight to you, and have an Intelligence score. If the opponent fails a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier), the opponent is shaken for 3 rounds. This feat has no affect on a creature that is already shaken.

Special: A fighter may select Daunting Presence as one of his fighter bonus feats.

DEAD EYE [GENERAL]

Your precision with ranged weapons translates into more telling strikes than you could normally make.

Prerequisites: Dex 17, Point Blank Shot, Weapon Focus (any ranged weapon), base attack bonus +14

Benefit: You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.

Special: Dead Eye does not increase the damage dealt to creatures immune to critical hits. A fighter may select Dead Eye as one of his fighter bonus feats.

DEADEYE SHOT [GENERAL]

You carefully line up a ranged attack, timing it precisely so that you hit your opponent when his guard is down. When your target is busy dealing with an ally's melee attack, you strike.

Prerequisite: Point Blank Shot, Precise Shot, Base attack bonus +4, skirmish or sneak attack ability

Benefit: By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.

Special: A fighter can select Deadeye Shot as one of his fighter bonus feats.

DEADLY DEFENSE [GENERAL]

You are at your most dangerous when forced to protect yourself.

Benefit: When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip).

This feat’s benefit applies only when you are unarmored or wearing light armor and not using a shield.

Special: If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least –2 on your attack roll from that feat. A fighter can select Deadly Defense as one of his fighter bonus feats.

DECEPTIVE DODGE [GENERAL]

You can assume a defensive posture that allows you to redirect melee attacks made against you.

Prerequisite: Dex 13, Int 13, Dodge, Expertise, base attack bonus +4

Benefit: When a melee attack by your dodge target (as per the Dodge feat) misses you while you are fighting defensively, that attack has a chance to strike another target of your choice that is both adjacent to you and within the attacker's reach. The attacker must make a new attack roll for the redirected attack, using the same modifiers applied to the missed attack.

You may use this feat once per round. If there are no other targets adjacent to you and within the attacker's reach, you can't have attacks strike others.

Special: A fighter may select Deceptive Dodge as one of his fighter bonus feats.

DEFENSIVE ARCHERY

You can avoid attacks of opportunity when making ranged attacks while threatened.

Prerequisite: Point Blank Shot

Benefit: You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when you make a ranged attack.

Special: A fighter may select Defensive Archery as one of his fighter bonus feats.

DEFENSIVE STRIKE [GENERAL]

You can turn a strong defense into a powerful offense.

Prerequisite: Combat Expertise, Dodge, Dex 13, Int 13

Benefit: If an opponent attacks you and misses while you are using the total defense action, you can attack that opponent on your next turn with a +4 bonus on your attack roll. You gain no bonus against an opponent that does not attack you or against an opponent that attacks and hits you.

Special: A fighter may select Defensive Strike as one of his fighter bonus feats.

DEFENSIVE SWEEP [GENERAL]

You sweep your weapon through the area you threaten, warding away opponents and forcing them to move away or suffer a fearsome blow.

Prerequisite: Base attack bonus +15

Benefit: If an opponent begins his action adjacent to you and does not move, he provokes an attack of opportunity from you immediately after his turn ends, provided that you threaten the square that he occupies. Any sort of movement, including a 5-foot step, allows the opponent to avoid provoking this special attack of opportunity. This feat does not give you any ability to make additional attacks of opportunity in a given round.

Special: A fighter can select Defensive Sweep as one of his fighter bonus feats.

DEFLECT ARROWS [GENERAL]

You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisites: Dex 13, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects, such as Melf’s acid arrow, can’t be deflected.

Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites. A fighter may select Deflect Arrows as one of his fighter bonus

feats.

DIRE FLAIL SMASH [GENERAL]

You have mastered the style of fighting with the dire flail and have learned to deal thunderous blows with the weapon.

Prerequisite: Improved Sunder, Power Attack, Weapon Focus (dire flail) , Str 13

Benefit: If you hit the same creature with both ends of your dire flail in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed by the pain for 1 round.

Special: A fighter can select this feat as one of his fighter bonus feats.

DISTRACTING ATTACK [GENERAL]

You are skilled at interfering with opponents in melee.

Prerequisite: Base attack bonus +1

Benefit: When you make a melee attack against a creature, whether you are successful or not, all other creatures get a +1 circumstance bonus on attack rolls against that creature until the start of your next turn.

Special: A fighter may select Distracting Attack as one of his fighter bonus feats.

DODGE [GENERAL]

You are adept at dodging blows.

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 (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses.

Special: A fighter may select Dodge as one of his fighter bonus feats.

DOUBLE HIT [GENERAL]

You can react with your off hand to make an additional attack along with an attack of opportunity.

Prerequisites: Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting

Benefit: When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons.

Special: A fighter may select Double Hit as one of his fighter bonus feats.

DOUBLE TEAM [GENERAL]

When fighting with at least one ally who also possesses this feat, you can coordinate your attacks effectively and threaten your opponent's vital areas more easily.

Prerequisites: Combat Reflexes, base attack bonus +6

Benefit: When you and an ally who also has this feat both threaten the same opponent with a melee weapon, the target is treated as flanked regardless of the positions of you and your ally. Targets normally immune to flanking are immune to the special flanking conditions created by this feat.

Special: A fighter may select Double Team as one of his fighter bonus feats.

DUAL STRIKE [GENERAL]

You are an expert skirmisher skilled at fighting with two weapons. Your extensive training with two weapons allows you to attack with both while moving through a chaotic combat or fighting a running battle.

Prerequisites: Improved Two-Weapon Fighting, Two-Weapon Fighting

Benefit: As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Both attacks use the same attack roll to determine success, using the worse of the two weapons’ attack modifiers. If you are using a one-handed or light weapon in your primary hand and a light weapon in your off hand, you take a –4 penalty on this attack roll; otherwise you take a –10 penalty. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.

Special: When you make this attack, you apply precision-based damage (such as from sneak attack) only once. If you score a critical hit, only the weapon in your primary hand deals extra critical hit damage; your offhand weapon deals regular damage. A fighter may select Dual Strike as one of his fighter bonus feats.

EFFICIENT DEFENDER [GENERAL]

You have learned to use new techniques and modifications to your armor to increase its protective ability.

Prerequisite: Heavy armor proficiency

Benefit: When you wear light or medium armor, you gain 1 more point of armor bonus to your AC than that armor normally provides. For example, a suit of studded leather would have a +4 armor bonus rather than 3. However, because you must adjust and customize the armor to more effectively cover weak spots, it is also slightly more encumbering, increasing its armor check penalty by 1. You are not required to make use of this feat. You decide when donning the armor whether you wish to don it normally, or with this feat in effect.

Special: A fighter can select this feat as one of his bonus feats.

EXOTIC ARMOR PROFICIENCY [GENERAL]

Choose a type of exotic armor. You understand how to wear that type of exotic armor properly.

Prerequisite: Armor Proficiency of the appropriate sort

Benefit: You are proficient with a specific type of exotic armor and take no armor nonproficiency penalties when you wear it.

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty on attack rolls and on all Strength and Dexterity based ability checks and skill checks.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of exotic armor. A fighter may select Exotic Armor Proficiency as one of his fighter bonus feats.

EXOTIC SHIELD PROFICIENCY [GENERAL]

Choose an exotic shield, such as a gauntlet shield or battle cloak. You are proficient with that type of exotic shield.

Prerequisite: base attack bonus +1, Shield Proficiency

Benefit: You are proficient with a specific type of exotic shield and take no shield nonproficiency penalties when you wear it.

Normal: A character who is using a shield with which she is not proficient applies its armor check penalty on attack rolls and on all Strength- and Dexterity-based ability checks and skill checks.

Special: Fighters can choose one free Exotic Shield Proficiency feat instead of the Tower Shield Proficiency feat they receive at 1st level. A fighter may select Exotic Shield Proficiency as one of her fighter bonus feats.

EXOTIC WEAPON PROFICIENCY [GENERAL]

Choose a type of exotic weapon, such as dire flail or shuriken. You understand how to use that type of exotic weapon in combat.

Prerequisite: Base attack bonus +1

Benefit: You make attack rolls with the weapon normally.

Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or any waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

EXPEDITIOUS DODGE

You’re good at avoiding attacks while moving quickly.

Prerequisite: Dex 13

Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn.

Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. A fighter may select Expeditious Dodge as one of his fighter bonus feats.

EXPERT SIEGE ENGINEER [GENERAL]

You are particularly skilled at operating siege weapons, such as catapults and battering rams.

Prerequisite: Profession (siege engineer) 8 ranks

Benefit: You gain a +2 competence bonus on attack rolls and damage rolls made when using a siege engine.

Special: A fighter can select Expert Siege Engineer as one of his fighter bonus feats.

FAR SHOT [GENERAL]

You can get greater distance out of a ranged weapon.

Prerequisite: Point Blank Shot

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

Special: A fighter may select Far Shot as one of his fighter bonus feats.

FLAY [GENERAL]

When fighting unarmored opponents, you excel at twisting your weapon just before impact. This motion rips and tears at your foe's flesh, causing intense pain. This attack is wholly ineffective against armored foes, but it tears through natural defenses.

Prerequisite: Power Attack, Str 13

Benefit: When you use your Power Attack feat with a slashing or piercing weapon against a foe who lacks an armor bonus to AC, you inflict horrid pain on your target. If your attack hits, your opponent must make a Fortitude save (DC 10 + your damage bonus from Power Attack on the strike). If this save fails, he takes a -2 penalty on attacks for 1 round. You can use this feat once per round against a given target.

Special: A fighter can select Flay as one of his fighter bonus feats.

FREEZING THE LIFEBLOOD [GENERAL]

You can paralyze a humanoid opponent with an unarmed attack.

Prerequisite: Improved Unarmed Strike, Stunning Fist, Wis 17, base attack bonus +10

Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Against a humanoid opponent, you can make an unarmed attack that deals no damage but has a chance of paralyzing your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). If the target fails this saving throw, it is paralyzed for 1d4+1 rounds. Each attempt to paralyze an opponent counts as one of your uses of the Stunning Fist feat for the day. Creatures immune to stunning cannot be paralyzed in this manner.

Special: A fighter may select Freezing the Lifeblood as one of his fighter bonus feats.

GOAD [GENERAL]

You are skilled at inducing opponents to attack you.

Prerequisites: Cha 13, base attack bonus +1

Benefit: As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (Goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks.

Special: A fighter may select Goad as one of his fighter bonus feats.

GREAT CLEAVE [GENERAL]

You can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

Prerequisite: Cleave, Power Attack, Str 13, base attack bonus +4

Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

Special: A fighter may select Great Cleave as one of his fighter bonus feats.

GREATER HEAVY ARMOR OPTIMIZATION [GENERAL]

You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.

Prerequisites: Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8

Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 2 and increase the armor bonus by 1. Both of these effects stack with the benefit of the Heavy Armor Optimization feat, for a total lessening of the armor check penalty by 3 and a total increase to the armor bonus pf 2.

Special: A fighter may select Greater Heavy Armor Optimization as one of her fighter bonus feats.

GREATER MANYSHOT

You are skilled at firing many arrows at once, even at different opponents.

Prerequisite: Manyshot, Point Blank Shot, Rapid Shot, Dex 17, base attack bonus +6

Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.

Special: A fighter may select this feat as one of his fighter bonus feats.

GREATER POWERFUL CHARGE [GENERAL]

You can charge with extra force.

Prerequisite: Powerful Charge, base attack bonus +4, Medium or larger size

Benefit: As Powerful Charge, but treat yourself as one size category larger than you are. For Colossal creatures, the extra 6d6 points of damage bonus becomes 8d6.

Special: A fighter may select Greater Powerful Charge as one of his fighter bonus feats.

GREATER TWO-WEAPON DEFENSE [GENERAL]

When fighting with two weapons, your defenses are extraordinarily strong.

Prerequisite: Improved Two-Weapon Defense, Two-Weapon Fighting, Dex 19, base attack bonus +11, Two-Weapon Defense

Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6.

Special: A fighter may select Greater Two-Weapon Defense as one of his fighter bonus feats.

GREATER TWO-WEAPON FIGHTING [GENERAL]

You are a master at fighting two-handed.

Prerequisite: Improved Two-Weapon Fighting, Two-Weapon Fighting, Dex 19, base attack bonus +11

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

Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats. An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

GREATER WEAPON FOCUS [GENERAL]

Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are

especially good at using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon. A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

GREATER WEAPON SPECIALIZATION

Choose one type of weapon, such as greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisite: Fighter level 12th, Greater Weapon Focus with selected weapon, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

HAFT STRIKE [GENERAL]

You have learned to fight with both ends of a pole arm.

Prerequisite: Two-Weapon Fighting

Benefit: When wielding a pole arm two-handed you may choose to attack with the haft of the weapon. You may only perform this attack as part of a full-attack action. This additional attack is at your highest attack bonus and deals damage like a club of the same size as the pole arm. Although the haft does not possess any of the bonuses associated with the weapon (such as flaming), it does count as magic for the purposes of overcoming damage reduction if the weapon is enchanted. When using this feat, each attack you make in that round (the extra one and the normal ones) suffers a -2 penalty. You only receive half your Strength bonus on damage rolls with this attack. This feat cannot be used with a double weapon.

Normal: The haft of a non-double weapon is considered an improvised weapon and cannot be used as part of a full-attack action.

Special: A fighter may select Haft Strike as one of his fighter bonus feats.

HAMMER FIST [GENERAL]

You are trained in an unarmed fighting style that

emphasizes a two-handed strike.

Prerequisites: Str 13, Improved Unarmed Strike

Benefit: You may make a single unarmed attack with both hands to add 1-1/2 your Strength bonus on the damage roll. This extra damage does not apply if you make a flurry of blows attack or if you are holdig anything in either hand.

Special: A fighter may select Hammer Fist as one of his fighter bonus feats.

HAMMER AND PITON

You can drive pitons into your foes, giving you a useful perch from which to strike.

Prerequisite: Climb 3 ranks, Str 15

Benefit: While wielding a one-handed bludgeoning melee weapon in your primary hand and a climbing piton or spike in the other, you can make a touch attack with the piton as a standard action. This attack deals ld4 points of damage + your Strength modifier. The target must be size Large or bigger. If the target is at least one size category larger than you, you can make a special Climb check (DC equal to the target's Armor Class) to enter his space as a move action. You must make the check on the same turn in which you struck your foe with the piton. If the check succeeds, you enter and remain in the target's space without provoking an attack of opportunity from the target. You lose your Dexterity bonus to Armor Class, but if your foe moves, you remain in his space as he moves, if any attack against you deals 10 or more points of damage, you must make a Climb check (DC equal to the number of points of damage) to remain in place. If the check fails, you must leave your foe's space and enter the nearest clear space.

Special: A fighter can select Hammer and Piton as one of his fighter bonus feats.

HEAVY ARMOR OPTIMIZATION [GENERAL]

You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.

Prerequisites: Armor Proficiency (heavy), base attack bonus +4

Benefit: When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.

Special: A fighter may select Heavy Armor Optimization as one of his fighter bonus feats.

HOLY SUBDUAL

You can turn bonus damage into nonlethal damage.

Prerequisite: Subduing Strike

Benefit: When you use your weapon to deal nonlethal damage, you can also transform bonus damage from a holy weapon, your smite evil class ability, or your smite granted power into nonlethal damage.

Special: A fighter may select Holy Subdual as one of his fighter bonus feats.

HOPLITE COMBAT

Prerequisites: Base attack bonus +1, shield proficiency

Benefit: The character may carry a shield while wielding a polearm weapon (spear, longspear, lance, halberd, glaive, etc.) with no penalty to attack. This feat works with any type of shield, including bucklers and tower shields. This feat may also be used while riding, and while "readying against a charge." When not carrying a shield the weapon is still considered a two-handed weapon.

Normal: All reach weapons require both hands to use.

Special: A fighter may select this feat as one of his bonus feats.

HURLING CHARGE [GENERALl]

You are trained in using thrown weapons as part of a charge attack

Prerequisites: Quick Draw, base attack bonus +6

Benefit: If you charge an opponent, you may make a ranged attack with a thrown weapon as well as a melee attack with another weapon that you draw during the charge. You may use this feat only if you have a throwing weapon in hand at the start of your turn. Both attacks must be made at the same opponent, and both receive the bonus on attack rolls for making a charge. (If you kill the enemy you’re charging with the thrown weapon, you complete the charge but don’t get a melee attack.) You must also follow all the requirements of making a charge. If you have the ability to make multiple attacks on a charge, you may make only one attack in addition to the thrown weapon attack. You still take the normal –2 penalty to Armor Class for making a charge attack.

Special: A fighter may select Hurling Charge as one of his fighter bonus feats.

IMPROVED BUCKLER DEFENSE [GENERAL]

You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class.

Prerequisite: Shield Proficiency

Benefit: When you attack with a weapon in your off hand, you may still apply your buckler's shield bonus to your Armor Class.

Normal: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler's shield bonus to AC until his or her next turn.

Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats.

IMPROVED BULL RUSH [GENERAL]

You know how to push opponents back.

Prerequisites: Str 13, Power Attack

Benefit: When you perform a bull rush (page 154), you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

IMPROVED COMBAT EXPERTISE [GENERAL]

You have mastered the art of defense in combat.

Prerequisite: Combat Expertise, Int 13, Base attack bonus +6

Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack roll and add to your AC can be any number that does not exceed your base attack bonus.

Normal: With Combat Expertise, the number can be no greater than +5.

Special: A fighter may select Improved Combat Expertise as one of his fighter bonus feats.

IMPROVED CRITICAL [GENERAL]

Choose one type of weapon, such as longsword or greataxe. With that weapon, you know how to hit where it hurts.

Prerequisite: Proficient with weapon, base attack bonus +8

Benefit: When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon. A fighter may select Improved Critical as one of his fighter bonus feats.

IMPROVED DISARM [GENERAL]

You know how to disarm opponents in melee combat.

Prerequisites: Int 13, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed

attack roll you make to disarm your opponent.

Special: A fighter may select Improved Disarm as one of his fighter bonus feats. A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

IMPROVED DIVERSION [GENERAL]

You can create a diversion to hide quickly and with less effort.

Prerequisite: Bluff 4 ranks

Benefit: You can use Bluff to create a diversion to hide as a move action. You gain a +4 bonus on Bluff checks made for this purpose.

Normal: Without this feat, creating a diversion to hide using the Bluff skill requires a standard action.

Special: A fighter may select Improved Diversion as one of his fighter bonus feats.

IMPROVED FEINT [GENERAL]

You are skilled at misdirecting your opponent’s attention in combat.

Prerequisites: Int 13, Combat Expertise

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

Normal: Feinting in combat is a standard action. A fighter may select Improved Feint as one of his fighter bonus feats.

IMPROVED GRAPPLE [GENERAL]

You are skilled at grappling opponents.

Prerequisites: Dex 13, Improved Unarmed Strike

Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Special: A fighter may select Improved Grapple as one of his fighter bonus feats. A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

IMPROVED INITIATIVE [GENERAL]

You can react more quickly than normal in a fight.

Prerequisite: None

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

IMPROVED MOUNTED ARCHERY [GENERAL]

You can make ranged attacks from a mount almost as well as you can from the ground.

Prerequisite: Mounted Archery, Mounted Combat, Ride 1 ranks,

Benefit: The penalty you take when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from -4 to - 2. You can attack at any time during your mount's move.

Special: A fighter may select Improved Mounted Archery as one of his fighter bonus feats.

IMPROVED OVERRUN [GENERAL]

You are skilled at knocking down opponents.

Prerequisites: Str 13, Power Attack

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

IMPROVED PRECISE SHOT [GENERAL]

Your ranged attacks can ignore the effects of cover or concealment.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats. An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED RAPID SHOT [GENERAL]

You are an expert at firing weapons with exceptional speed.

Prerequisite: Manyshot, Point Blank Shot, Rapid Shot

Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.

Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats.

IMPROVED SHIELD BASH [GENERAL]

You can bash with a shield while retaining its shield bonus to your Armor Class.

Prerequisite: Shield Proficiency

Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

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

Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.

IMPROVED SHIELDMATE [GENERAL]

You have an outstanding ability to protect those near you with your shield.

Prerequisite: Shieldmate, base attack bonus +4

Benefit: As Shieldmate, except that the bonus is +2, or +3 if you are using a tower shield.

Special: A fighter may select Improved Shieldmate as one of his fighter bonus feats.

IMPROVED SUNDER [GENERAL]

You are skilled at attacking your opponents’ weapons and shields, as well as other objects.

Prerequisites: Str 13, Power Attack

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

IMPROVED TOUGHNESS [GENERAL]

You are significantly tougher than normal.

Prerequisite: Base Fortitude save bonus +2

Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.

Special: A fighter may select Improved Toughness as one of his fighter bonus feats.

IMPROVED TRIP [GENERAL]

You are trained not only in tripping opponents safely but also in following through with an attack.

Prerequisites: Int 13, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites. A fighter may select Improved Trip as one of his fighter bonus feats.

IMPROVED TWO-WEAPON DEFENSE [GENERAL]

You gain a significant defensive advantage while fighting with two weapons.

Prerequisite: Two-weapon Fighting, Two-Weapon Defense, DEX 17, base attack bonus +6

Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4.

Special: A fighter may select Improved Two-Weapon Defense as one of his fighter bonus feats.

IMPROVED TWO-WEAPON FIGHTING [GENERAL]

You are an expert in fighting two-handed.

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.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats. A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED UNARMED STRIKE [GENERAL]

You are skilled at fighting while unarmed.

Prerequisites: None

Benefit: You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

IMPROVED WEAPON FAMILIARITY [GENERAL]

You are familiar with all exotic weapons common to your people.

Prerequisite: Base attack bonus +1

Benefit: You treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the gnome swordcatcher or the dwarven urgrosh.

Normal: Without this feat, a character must select the Exotic Weapon Proficiency feat or have the appropriate weapon familiarity as a racial trait to eliminate the nonproficiency penalty he takes when wielding an exotic weapon associated with his race.

Special: A fighter may select Improved Weapon Familiarity as one of her fighter bonus feats.

INTIMIDATING STRIKE [GENERAL]

You make a display of your combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanor demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear-if you decide to hit your foe, you could easily slay him.

Prerequisites: Intimidate 4 ranks

Benefit: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent’s fear condition beyond shaken.

Special: A fighter can select Intimidating Strike as one of his fighter bonus feats.

INTUITIVE ATTACK

You fight by faith more than brute strength.

Prerequisite: Base attack bonus +1

Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.

KNOCKBACK [GENERAL]

By putting your bulk behind a blow, you can push your enemy backward.

Prerequisites: Improved Bull Rush, Power Attack, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a twohanded weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and you don’t move with the enemy you knock backward.

Special: A fighter may select Knockback as one of his fighter bonus feats.

LONG STRIKE [GENERAL]

You have practiced grasping a pole arm farther down the haft than normal, granting you extended reach.

Prerequisite: Base attack bonus +2

Benefit: As a full-attack action, you can make one attack with a pole arm as if it had reach, allowing you to strike an opponent 10 feet away. If the pole arm already grants reach, treat its reach as if it extended 5 feet farther.

Normal: Only reach weapons allow you to attack foes more than 5 feet away.

Special: A fighter may select Long Strike as one of his fighter bonus feats.

LUNGING STRIKE [GENERAL]

You make a single attack against a foe who stands just beyond your reach.

Prerequisite: Base attack bonus +6

Benefit: As a full-round action, you can make a single strike with a 5-foot bonus to your attack's reach. This benefit applies to both armed and unarmed attacks, including touch attacks made to deliver spells.

Special: A fighter can select Lunging Strike as one of his fighter bonus feats.

MAGE SLAYER [GENERAL]

You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.

Prerequisites: Spellcraft 2 ranks, base attack bonus +3

Benefit: You gain a +1 bonus on all Will saving throws. Spellcasters you threaten may not cast defensively. (They automatically fail Concentration checks to do so.)

MANYSHOT [GENERAL]

You can fire multiple arrows simultaneously against a nearby target.

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally.

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

Damage reduction and other resistances apply separately against each arrow fired.

Special: Regardless of the number of arrows you fire, you apply precision-based damage such as sneak attack damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats. A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

MARTIAL THROW

You can switch positions with an opponent you hit in melee by throwing that opponent.

Prerequisite: Improved Unarmed Strike, Dex 17

Benefit: When you are adjacent to an opponent of your size category or smaller and you hit that opponent with an unarmed strike, you may immediately make a special opposed grapple check against that opponent. Make a grapple check using your Dexterity modifier instead of your Strength modifier. The opponent uses its Strength modifier as normal. If you succeed, you and your opponent are not grappling, but you switch positions with the foe. If either combatant occupies more than one square, both must end up adjacent to each other after the throw, each must occupy at least one square the other formerly occupied, and neither can be located in a square occupied by any obstacle or other creature. If both combatants can't meet these conditions, you can't execute the throw. Switching positions in this fashion does not provoke attacks of opportunity. You can use this feat on allies as well as enemies. If the other character is willing, your attack roll and grapple check are automatically successful, and you deal unarmed strike damage to your ally normally. This move is a hard, violent throw, and you can't pull it off without actually striking the subject of the throw. This feat can be used only once per round.

Special: A fighter may select this feat as one of his fighter bonus feats.

MELEE EVASION [GENERAL]

Your speed, agility, and talent for intelligent fighting allow you to avoid your opponent's blows. You take careful stock of an opponent and slip away from his sword blow just as he commits to the attack.

Prerequisite: Combat Expertise, Dodge, Dex 13, Int 13

Benefit: While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent's attack.

Special: A fighter can select Melee Evasion as one of his fighter bonus feats.

MELEE WEAPON MASTERY [GENERAL]

You have mastered a wide range of weapons. Your training with one specifi c weapon now extends to other weapons of a similar sort.

Prerequisite: Weapon Specialization, Weapon Focus, Base attack bonus +8, Weapon Proficiency with selected weapon

Benefit: When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a melee weapon that deals this type of damage. When using any melee weapon that has the damage type you selected, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls.

Special: You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats.

MIGHTY ARE FALLEN [GENERAL]

You can sidestep the powerful swings of an opponent that is using Power Attack.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility

Benefit: You gain a +4 bonus to your Armor Class against any blow enhanced by the Power Attack feat.

Special: A fighter may take Mighty are Fallen as one of his fighter bonus feats.

MOBILITY [GENERAL]

You are skilled at dodging past opponents and avoiding blows.

Prerequisites: Dex 13, Dodge

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses (such as this one and a dwarf’s racial bonus on dodge attempts against giants) stack with each other, unlike most types of bonuses.

Special: A fighter may select Mobility as one of his fighter bonus feats.

MOUNTAIN WARRIOR [GENERAL]

You are adept at fighting on the uneven ground of mountainous terrain.

Prerequisites: Survival 5 ranks, base attack bonus +3

Benefit: When you make a melee attack from higher ground than your opponent, you gain a +1 bonus on your damage roll. When you make a ranged attack from higher ground than your target, you gain a +1 bonus on your attack roll.

When an opponent attacks you in melee from higher ground, the opponent does not gain a +1 bonus on its attack roll.

You gain a +2 bonus on all Balance checks made when moving on steep slopes.

Normal: A character who makes melee attacks from higher ground gains a +1 bonus on attack rolls. Ranged attacks made from higher ground do not receive any bonus.

Special: A fighter may select Mountain Warrior as one of his fighter bonus feats.

MOUNTED ARCHERY [GENERAL]

You are skilled at using ranged weapons while mounted.

Prerequisites: Ride 1 rank, Mounted Combat

Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.

Special: A fighter may select Mounted Archery as one of his fighter bonus feats.

MOUNTED CASTING [GENERAL]

You are skilled at casting spells while riding a mount.

Prerequisites: Ride 1 rank, Mounted Combat

Benefit: You gain a +10 bonus on Concentration checks to cast spells while mounted.

MOUNTED COMBAT [GENERAL]

You are skilled in mounted combat.

Prerequisite: Ride 1 rank

Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check as a reaction to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.

Special: A fighter may select Mounted Combat as one of his fighter bonus feats.

MOUNTED MOBILITY [GENERAL]

You are skilled at dodging past opponents while mounted.

Prerequisite: Mounted Combat, Ride 4 ranks

Benefit: If you are mounted, you and your mount get a +4 dodge bonus to Armor Class against attacks of opportunity provoked when your mount moves out of a threatened square. A condition that makes you or your mount lose your Dexterity bonus to Armor Class (if any) also makes you

lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Special: A fighter can select Mounted Mobility as one of his fighter bonus feats.

OVERSIZED TWO-WEAPON FIGHTING [GENERAL]

You are adept at wielding larger than normal weapons in your off hand.

Prerequisite: Str 13, Two-Weapon Fighting

Benefit: When wielding a one-handed weapon in your off hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off hand.

Special: A fighter may select Oversized Two-Weapon Fighting as one of his fighter bonus feats.

PACK FEINT [GENERAL]

You know how to confuse an opponent with the aid of

your comrades.

Prerequisites: Improved Feint, Pack Tactics, base attack bonus +8

Benefit: Whenever you successfully use Bluff to feint in combat, the target loses his Dexterity bonus to Armor Class for your next attack and the next attack of any allies adjacent to the foe when you made your Bluff check. To benefit from this feat, each ally's next attack and your next attack must be made on or before your next turn.

Normal: After a successful feint in combat, your victim loses his Dexterity bonus to AC for your next attack, so long as you make your attack on or before your next turn.

Special: A fighter may select Pack Feint as one of his fighter bonus feats.

PACK TACTICS [GENERAL]

Fighting in cooperation with one or more partners is second nature to you. You are a master of harrying opponents and finding their undefended flanks.

Prerequisite: Wis 13

Benefit: Whenever you flank an opponent, an ally not flanking that foe gains a +1 bonus on melee attacks made against your flanked opponent. Flanking allies retain the normal +2 bonus on melee attacks.

Special: A fighter may select Pack Tactics as one of his fighter bonus feats.

PEBBLE UNDERFOOT [GENERAL]

You have learned a special combat technique useful for bringing down creatures much larger than you.

Prerequisite: Improved Trip

Benefit: When attempting to trip a creature at least two size categories larger than you, you gain a +4 bonus on opposed trip checks. If you fail to trip the creature, it cannot immediately attempt to trip you.

Special: A fighter may select Pebble Underfoot as one of his fighter bonus feats.

PENETRATING SHOT [GENERAL]

You send a powerful shot cleaving through your enemies.

Prerequisite: Point Blank Shot, Str 15, base attack bonus +10

Benefit: When you make a ranged attack with a projectile weapon such as a bow, crossbow, or sling, you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage such as from a sneak attack or a flaming weapon is applied only against the first creature struck.

Special: A fighter can select Penetrating Shot as one of his fighter bonus feats.

PHALANX FIGHTING [GENERAL]

You are trained in fighting in close formation with your allies.

Prerequisite: base attack bonus +1, Proficiency with a heavy shield

Benefit: If you are using a heavy shield and a light weapon, you gain a +1 bonus to your Armor Class. In addition, if you are within 5 feet of an ally who is also using a heavy shield and light weapon and who also has this feat, you may form a shield wall. A shield wall provides an extra +2 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. For example, a single character with this feat gains a +1 bonus to his AC. If two or more characters who all know this feat are adjacent, they each gain an extra +2 bonus to AC (for a total of +3) and a +1 bonus on Reflex saves.

Special: A fighter may select Phalanx Fighting as one of his fighter bonus feats.

PHARAOH’S FIST [GENERAL]

Your unarmed strikes echo with thunder, stunning your foe and those nearby.

Prerequisites: Str 15, Improved Unarmed Strike, Stunning Fist

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one Stunning Fist use for the day, you force an opponent successfully struck by your unarmed attack, and all creatures adjacent to that opponent, to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier) or be stunned for 1 round. The opponent struck by the unarmed attack is dealt damage normally. This feat can be used only once per round.

Special: A fighter may select Pharaoh’s Fist as one of his fighter bonus feats.

PIKE HEDGE [GENERAL]

You are particularly skilled at setting a weapon to receive a charge.

Prerequisites: Combat Reflexes, base attack bonus +2

Benefit: When readying an action to receive a charge, you deal double damage with any melee weapon, or triple damage with a spear, halberd, or any other polearm that normally deals double damage when set to receive a charge.

Special: A fighter may select Pike Hedge as one of his fighter bonus feats.

POINT BLANK SHOT [GENERAL]

You are skilled at making well-placed shots with ranged weapons at close range.

Prerequisite: None

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

POLE BALANCE [GENERAL]

You can use your pole arm to brace yourself against impact and prevent you from falling.

Benefit: When wielding a pole arm two-handed you gain a +4 circumstance bonus to resist being bull rushed or tripped, and on any Balance checks to avoid losing your footing. You may not use this feat if you are flat-footed or if you are in a precarious position {such as on a tightrope or while climbing) that does not provide you a solid surface against which to prop the weapon.

Special: A tighter may select Pole Balance as one of his fighter bonus feats.

POUNCE

You can rush unaware foes and deliver several attacks before they have a chance to respond.

Prerequisite: Dex 13

Benefit: If you use the charge action against a flatfooted opponent, you can make a full attack at the end of a charge.

Special: A fighter may select Pounce as a bonus feat.

POWER ATTACK [GENERAL]

You can make exceptionally powerful melee attacks.

Prerequisite: Str 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a onehanded weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon except with unarmed strikes or natural weapon attacks, even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon). A fighter may select Power Attack as one of his fighter bonus feats.

POWER CRITICAL [GENERAL]

Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts.

Prerequisite: base attack bonus +4, Weapon Focus with weapon

Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

POWERFUL CHARGE [GENERAL]

You can charge with extra force.

Prerequisite: base attack bonus +1, Medium or larger size

Benefit: When you charge, if your melee attack hits, it deals an extra 1d8 points of damage (if you're Medium). For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat works only when you make a charge. It does not work when you're mounted. If you have the ability to make multiple attacks on a charge, you may apply this extra damage to only one of those attacks in a round.

Special: A fighter may select Powerful Charge as one of his fighter bonus feats.

POWER THROW [GENERAL]

You have learned how to hurl weapons to deadly effect.

Prerequisite: Str 13, Brutal Throw, Power Attack

Benefit: On your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.

Special: A fighter may select Power Throw as one of his fighter bonus feats.

PRECISE SHOT [GENERAL]

You are skilled at timing and aiming ranged attacks.

Prerequisite: Point Blank Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Special: A fighter may select Precise Shot as one of his fighter bonus feats.

PRONE ATTACK [GENERAL]

You can attack from a prone position without penalty.

Prerequisite: Lightning Reflexes , Dex 15, base attack bonus +2

Benefit: You can make an attack from the prone position and take no penalty on your attack roll. If your attack roll is successful, you may regain your feet immediately as a free action. Opponents gain no bonus on melee attacks against you while you are prone.

Special: A fighter may select Prone Attack as one of his fighter bonus feats.

PUSHBACK [GENERAL]

You can knock opponents back when you hit them in melee.

Prerequisite: Improved Bull Rush, Power Attack, Str 17

Benefit: When you are adjacent to an opponent of your size category or smaller and you hit that opponent with a melee attack, you may immediately make a special bull rush attempt against that opponent. If you succeed, you push the opponent back 5 feet (only) and move into the space previously occupied by that opponent. You choose whether the opponent moves 5 ft straight back, 5 ft diagonally back to the right, or 5 ft diagonally back to the left. You can't push an opponent back through or into solid obstacles or otherwise occupied space. If, after making the bull rush attempt, you would not be able to move into the space previously occupied by the opponent, you can't push that opponent back. This feat can be used once per round. The movement caused by the use of this feat does not provoke attacks of opportunity.

Special: A fighter may select Pushback as one of his fighter bonus feats.

QUICK DRAW [GENERAL]

You can draw weapons with startling speed.

Prerequisite: Base attack bonus +1

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks.

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.

Special: A fighter may select Quick Draw as one of his fighter bonus feats.

RANGED DISARM [GENERAL]

You can disarm a foe from a distance.

Prerequisite: Point Blank Shot, Precise Shot, Dex 15, base attack bonus +5

Benefit: Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet.

Special: A fighter may select Ranged Disarm as one of his fighter bonus feats. you can gain this feat multiple times, it's effects do not stack. Each time you take this feat it applies to a new ranged weapon. when using this feat, a character gains no benefit from the improved disarm feat.

RANGED PIN [GENERAL]

You can perform a ranged grapple attempt against an opponent not adjacent to you.

Prerequisites: Dex 15, Point Blank Shot, Precise Shot, base attack bonus +5

Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of its clothing to a nearby surface. The target must be within 5 feet of a wall, tree, or other surface in which a thrown weapon or projectile can be stuck and must be wearing some sort of clothing, armor, or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target’s size modifiers still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action.

Special: A fighter may select Ranged Pin as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat.

RANGED SUNDER [GENERAL]

You can attack an opponent's weapon at a distance.

Prerequisite: Point Blank Shot, Precise Shot, Str 13, Base Attack bonus +5

Benefit: When attacking objects, you deal full damage instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you deal only half damage; divide by 2 before applying the object's hardness. (see the Sunder special attack on page 158 of the Player's handbook, as well as page 166 for the hardness of common substances and items). You must be within 30' of your opponents to make a ranged sunder attempts.

Normal: Objects take half damage from ranged weapons (other than siege weapons and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.

Special: A fighter may select Ranged Sunder as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Sunder feat.

RANGED WEAPON MASTERY [GENERAL]

You have mastered a wide range of weapons. Your training with one specific weapon now extends to other weapons of a similar sort.

Prerequisite: base attack bonus +8, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon

Benefit: When you select this feat, choose bludgeoning, piercing, or slashing. You must have Weapon Focus and Weapon Specialization with a ranged weapon that deals this type of damage. When using any ranged weapon that has the damage type you selected, you gain a +2 bonus on attacks and a +2 bonus on damage. In addition, you increase its range increment by 20 feet.

Special: You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Ranged Weapon Mastery as one of his fighter bonus feats.

RAPID RELOAD [GENERAL]

Choose a type of crossbow (hand, light, or heavy). You can reload a crossbow of that type more quickly than normal.

Prerequisite: Weapon Proficiency (crossbow type chosen)

Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full round action to reload a heavy crossbow.

Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A fighter may select Rapid Reload as one of his fighter bonus feats.

RAPID SHOT

You can use ranged weapons with exceptional speed.

Prerequisites: Dex 13, Point Blank Shot

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.

Special: A fighter may select Rapid Shot as one of his fighter bonus feats. A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

RAPID STUNNING [GENERAL]

You can use your stunning attacks in rapid succession.

Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6

Benefit: You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round.

Normal: You may only attempt a stunning attack (or any other special attack that counts against your daily limit of stunning attacks) once per round.

Special: A fighter may select Rapid Stunning as one of his fighter bonus feats. A character can take this feat multiple times. Its effects stack.

RATTLESNAKE STRIKE [GENERAL]

Having observed the ways of a desert viper, you have learned to use ki in a fashion similar to poison.

Prerequisites: Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). By expending one of your Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). A creature that fails the saving throw takes 1d3 points of Constitution damage and must make a similar saving throw 1 minute later or take another 1d3 points of Constitution damage. This feat can be used only once per round.

Special: A fighter may select Rattlesnake Strike as one of his fighter bonus feats.

RECKLESS CHARGE [GENERAL]

You can charge with wild abandon.

Prerequisite: Base attack bonus +1

Benefit: When you charge, before making your attack roll, you may choose to take a -4 penalty to Armor Class until the start of your next turn to gain a +4 bonus on your attack roll.

Normal: Without this feat, a charging character gains a +2 bonus on his attack roll and a -2 penalty to Armor Class until the start of his next turn.

Special: A fighter may select Reckless Charge as one of his fighter bonus feats.

RESOUNDING BLOW [GENERAL]

Your mightiest attacks cause your foes to tremble before you.

Prerequisite: Power Attack, Intimidate 7 ranks, Str 13

Benefit: Whenever you deal a critical hit using a melee weapon with which you are proficient, your opponent must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or cower for 1 round. A monk's unarmed strike is considered a melee weapon for purposes of this feat.

Special: A fighter may select Resounding Blow as one of her fighter bonus feats.

RIDE-BY ATTACK [GENERAL]

You are skilled at making fast attacks for your mount.

Prerequisites: Ride 1 rank, Mounted Combat

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not

provoke an attack of opportunity from the opponent that you attack.

Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.

RING THE GOLDEN BELL [GENERAL] L5R

With the rush of air from a single precise strike, skilled martial artists can extinguish a candle flame from several feet away. Legendary masters developed this ability to the point that they could ring a thousand pound bell using only a finger strike from 20 feet away.

Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike), base attack bonus +5

Benefit: A number of times per day equal to 1 + your Wisdom bonus, you may deal unarmed strike damage with a successful ranged attack. This attack has a range increment equal to 5 feet + 5 feet per point of Wisdom bonus. Normal cover modifiers apply. This attack can deliver any effect your unarmed strike can normally deliver, such as a stunning attack due to the Stunning Fist feat.

Special: A fighter may select Ring the Golden Bell as one of his fighter bonus feats.

RIPOSTE [GENERAL]

You are adept at striking from a defensive posture.

Prerequisites: Int 13, Combat Expertise, base attack bonus +5

Benefit: If you use Combat Expertise to increase your Armor Class, the first opponent to attack and miss you for that round provokes an attack of opportunity from you.

Special: A fighter may select Riposte as one of his fighter bonus feats.

ROBILAR'S GAMBIT

By offering Robilar's Gambit, you absorb damage to place yourself in an advantageous position. This dangerous sacrifice is not for the unfit or the unwise, for one failed retaliatory strike can undo the advantage gained. Lord Robilar, a rash and impetuous fighter, gained fame using this technique against his enemies.

Prerequisite: Combat Reflexes, base attack bonus +12

Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.

Normal: Opponents do not provoke attacks of opportunity by attacking. Further, when an opponent provokes an attack of opportunity, you resolve your attack before he completes the action that provoked the attack of opportunity.

Special: A fighter can select Robilar's Gambit as one of his fighter bonus feats.

SANDSKIMMER [GENERAL]

You are particularly adept at moving over sand.

Prerequisites:None

Benefit: You treat shallow sand as normal terrain and deep sand as shallow sand. Sand crust does not break beneath your feet, allowing you to move atop it as if it were normal terrain.

Special: This feat can be taken twice, allowing a creature to treat all sand as normal terrain. Its effects also stack similarly with other abilities that improve movement over sand.

SHARP-SHOOTING [GENERAL]

Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.

Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +3

Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover.

Normal: Cover normally gives a +4 bonus to AC.

Special: A fighter may select Sharp-Shooting as one of his fighter bonus feats.

SHIELD CHARGE [GENERAL]

You deal extra damage if you use your shield as a weapon when charging.

Prerequisite: Improved Shield Bash, base attack bonus +3

Benefit: If you hit an opponent with your shield as part of a charge action, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.

Special: A fighter may select Shield Charge as one of his fighter bonus feats.

SHIELD EXPERT

You use a shield as an off-hand weapon while retaining its armor bonus.

Prerequisite: Shield Proficiency, Base attack bonus +3

Benefit: You may make an off-hand attack with your shield while retaining the shield's AC bonus for that round.

Normal: Using a shield as a weapon prevents you from gaining its AC bonus for the round.

Special: A fighter may select Shield Expert as one of his fighter bonus feats.

SHIELD SLAM [GENERAL]

You can use your shield to daze your opponent.

Prerequisite: Improved Shield Bash, Shield Charge, base attack bonus +6

Benefit: As a full-round action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level+your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed.

Special: A fighter may select Shield Slam as one of his fighter bonus feats.

SHIELD SLING [GENERAL]

You can hurl your shield as a deadly missile, turning it from a defensive item to a crushing, thrown weapon.

Prerequisite: Improved Shield Bash, Shield Specialization, base attack bonus +9, Proficiency with shields

Benefit: You can wield your light shield or heavy shield as a thrown weapon with a range increment of 20 feet. The shield deals damage as normal for its size, and you gain your Strength bonus on damage as normal for a thrown weapon. In addition, you can make a ranged touch attack to initiate a trip attempt. Your target resists the trip attempt as normal. You lose your size bonus though not a size penalty on your Strength check. If your foe's check succeeds, he cannot attempt to trip you. You cannot throw a tower shield. You can throw a buckler, but it does no damage, and you cannot use it to trip an opponent.

Special: A fighter can select Shield Sling as one of his fighter bonus feats.

SHIELD SPECIALIZATION [GENERAL]

You are skilled in using a shield, allowing you to gain greater defensive BENEFITS: from it.

Prerequisite: Proficiency with shields

Benefit: Choose one type of shield from the following list: buckler, heavy, or light. When using a shield of the appropriate type, you increase its shield bonus to AC by 1.

Special: You can take this feat more than once. Each time you select it, choose a different type of shield. A fighter can select Shield Specialization as one of his fighter bonus feats.

SHIELD WALL [GENERAL]

You are skilled in using shields when in formation with other shield-bearers.

Prerequisite: Shield Proficiency

Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.

Special: A fighter can select Shield Wall as one of his fighter bonus feats.

SHIELD WARD [GENERAL]

You use your shield like a wall of steel and wood. When an opponent attempts to draw in close to you, your shield forces him away or ruins his attacks.

Prerequisite: Shield Specialization, Proficiency with shields

Benefit: You apply your shield bonus to your touch AC, and on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you.

Special: A fighter can select Shield Ward as one of his fighter bonus feats.

SHIELDMATE [GENERAL]

You can protect those near you with your shield.

Prerequisite: Base attack bonus +1, Proficiency with shields

Benefit: When you are using a shield with which you are proficient, allies adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those allies get a +2 shield bonus. The allies lose the bonus if they are no longer adjacent to you, if you're grappling, or if you're stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn't stack with other shield bonuses the allies may have.

Special: A fighter may select Shieldmate as one of his fighter bonus feats.

SHORTEN GRIP [GENERAL]

You know how to alter your grip on a reach weapon to use it against nearby opponents.

Prerequisite: Proficient with pole arm

Benefit: When wielding a pole arm with reach that you are proficient with, you may treat the weapon as if it did not have reach. The weapon is unwieldy when used in this fashion and you take a -2 penalty on attack rolls when attacking an opponent you normally could not.

Normal: Reach weapons cannot be used against adjacent foes.

Special: A fighter may select Shorten Grip as one of his fighter bonus feats.

SHORT HAFT [GENERAL]

You have trained in polearm fighting alongside your comrades in arms, sometimes reaching past them while they shield you, and sometimes shielding them while they attack from behind you.

Prerequisite: base attack bonus +3, Proficiency with a reach weapon, Weapon Focus with a reach weapon

Benefit: As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action, you can give up this feat's benefit in order to regain the use of your weapon's superior reach.

Special: A fighter can select Short Haft as one of his fighter bonus feats.

SHOT ON THE RUN [GENERAL]

You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Special: A fighter may select Shot on the Run as one of his fighter bonus feats.

SIDESTEP [GENERAL]

You can move nimbly around the battlefield.

Prerequisites: Dex 15, Tumble 8 ranks, Dodge, Mobility

Benefit: Once per round, when you make an attack of opportunity, you may take a 5- foot step after you attack. This 5-foot step doesn't count against your limit of one 5-foot step per round or against any movement you take on your turn.

SNATCH ARROWS [GENERAL]

You are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike

Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

SPINNING DEFENSE [GENERAL]

You can spin a pole arm around you, deflecting attacks.

Prerequisite: Combat Expertise, Deflect Arrows

Benefit: While wielding a pole arm during a total defense action, you receive a +1 dodge bonus to your Armor Class (that stacks with the bonuses from total defense) and you can use the Deflect Arrows feat any number of times until your next turn (you do not need an open hand to deflect ranged weapons while using this feat). While using this feat, you cannot catch any of the weapons through the Snatch Arrows feat.

Normal: You can only use the Deflect Arrows feat once per round.

Special: A fighter may select Spinning Defense as one of his fighter bonus feats.

SPIRITED CHARGE [GENERAL]

You are trained at making a devastating mounted charge.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Special: A fighter may select Spirited Charge as one of his fighter bonus feats.

SPRING ATTACK [GENERAL]

You are trained in fast melee attacks and fancy footwork.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor. You must move at least 5 feet both before and after you make your

attack in order to utilize the benefits of Spring Attack.

Special: A fighter may select Spring Attack as one of his fighter bonus feats.

STAGGERING BLOW [GENERAL]

You are capable of delivering devastating strikes in melee combat, and when you land a critical blow, opponents seldom recover in time to fend off your attacks.

Prerequisites: Str 13, Heal 3 ranks, Improved Critical (unarmed or bludgeoning weapon), Power Attack, base attack bonus +12

Benefit: Whenever you confirm a critical hit with a melee attack that deals bludgeoning or nonlethal damage for which you have the Improved Critical feat your opponent must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or be stunned for one round.

Special: A fighter may select Staggering Blow as one of his fighter bonus feats.

STONEBACK [GENERAL]

You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall.

Prerequisites: Shield Proficiency, Tunnel Fighting

Benefit: If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall, you cannot be flanked.

Special: A fighter may select Stoneback as one of his fighter bonus feats.

STUNNING FIST [GENERAL]

You know how to strike opponents in vulnerable areas.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8

Benefit: You must declare that you are using this feat before you make your attack roll thus, a failed attack roll ruins the attempt. Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round until just before your next action. You may attempt a stunning attack once per day for every four levels you have attained (see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level. A fighter may select Stunning Fist as one of his fighter bonus feats.

SUBDUING STRIKE [GENERAL]

You are adept at striking to deal nonlethal damage even with normal weapons.

Prerequisite: None

Benefit: You can use any melee weapon to deal nonlethal damage with no penalty on your attack roll. If you are a rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat does not allow you to deal nonlethal damage with ranged weapons.

Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a -4 penalty on your attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their sneak attacks.

Special: A fighter may select Subduing Strike as one of his fighter bonus feats.

SURPRISING RIPOSTE

Through deft maneuvering, you unravel your opponent's defenses

Prerequisite: Combat Expertise, Improved Feint, Int 13

Benefit: If you deal damage to an opponent in the same round that you successfully feinted against it, it becomes flatfooted. This effect lasts 1 round or until the opponent's next turn, whichever comes first. Opponents that can't be caught flat-footed, such as characters who have uncanny dodge, cannot be affected by Surprising Riposte.

Special: A fighter can select Surprising Riposte as a fighter bonus feat.

TRAMPLE [GENERAL]

You are trained in using your mount to knock down opponents.

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 you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Special: A fighter may select Trample as one of his fighter bonus feats.

TUMBLING FEINT

When you move near an opponent, your acrobatic maneuvers leave him confused and unable to properly defend himself.

Prerequisite: Bluff 4 ranks, Tumble 4 ranks

Benefit: As a swift action at the start of your turn, you designate a single opponent as the target of this feat. If you successfully use your Tumble skill to avoid provoking an attack of opportunity from that opponent, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn.

Special: A fighter can select Tumbling Feint as one of his fighter bonus feats.

TUNNEL FIGHTING [GENERAL]

You are adept at maneuvering and fighting in tight spaces and underground passages.

Prerequisite: Base attack bonus +1

Benefit: When squeezing into or through a tight space, you do not take a penalty on your attack rolls or to your Armor Class.

Normal: Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a -4 penalty on your attack rolls and a -4 penalty to your Armor Class.

Special: A fighter can select Tunnel Fighting as one of his fighter bonus feats.

TWO-WEAPON DEFENSE [GENERAL]

Your two-weapon fighting style bolsters your defense as well as your

offense.

Prerequisites: Dex 15, Two-Weapon Fighting

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

TWO-WEAPON FIGHTING

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor. A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

TWO-WEAPON POUNCE [GENERAL]

When you charge an opponent while wielding two weapons, you can make two quick attacks. You trade the momentum and power of the charge for the opportunity to use your second weapon.

Prerequisite: Two-Weapon Fighting, Dex 15, base attack bonus +6

Benefit: When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies.

Normal: When making a charge, you get a single attack at the end of your movement.

Special: A fighter can select Two-Weapon Pounce as one of his fighter bonus feats. A ranger who has chosen the two-weapon combat style can select Two-Weapon Pounce as long as he has a base attack bonus of +6 and is wearing light armor or no armor.

TWO-WEAPON REND [GENERAL]

You wield two weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.

Prerequisite: Two-Weapon Fighting, Dex 15, base attack bonus +11

Benefit: If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.

Special: A fighter can select Two-Weapon Rend as one of his fighter bonus feats. A ranger who has chosen the two-weapon combat style can select Two-Weapon Rend as long as he has a base attack bonus of +11 and is wearing light armor or no armor.

VAULT [GENERAL]

While wielding a pole arm you can jump great distances.

Prerequisite: Str 13, Jump 4 ranks

Benefit: When wielding a pole arm two-handed, the DC for a long jump is reduced by-5. In addition, the DC for a high jump is equal to three times the distance to be cleared. If you jump up to grab something, you must drop the pole arm to grab the target.

Normal: The DC for a high jump is equal to four times the distance to be cleared.

Special: A fighter may select Vault as one of his fighter bonus feats.

VERSATILE UNARMED STRIKE [GENERAL]

You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.

Prerequisite: Improved Unarmed Strike

Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.

Special: A fighter can select Versatile Unarmed Strike as one of his fighter bonus feats.

VETERAN KNOWLEDGE [GENERAL]

You are capable of seeing potential battlefield advantages where others cannot.

Prerequisite: Base attack bonus +2, Knowledge (history) 1 rank

Benefit: You gain a +5 bonus on Knowledge checks made to gain a strategic advantage.

Special: A fighter can select Veteran Knowledge as one of his fighter bonus feats.

VEXING FLANKER [GENERAL]

You excel at picking apart an opponent's defenses when your allies also threaten him.

Prerequisite: Combat Reflexes

Benefit: You gain a +4 bonus on your attack rolls when flanking.

Normal: Flanking grants a +2 bonus on attack rolls.

Special: A fighter can select Vexing Flanker as one of his fighter bonus feats.

WEAKENING TOUCH [GENERAL]

You can temporarily weaken an opponent with your unarmed strike.

Prerequisite: Improved Unarmed Strike, Stunning Fist, Wis 17, base attack bonus +2

Benefit: Declare that you are using this feat before you make your attack roll thus, a missed attack roll ruins the attempt. You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the target's Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat.

Special: A fighter may select Weakening Touch as one of his fighter bonus feats.

WEAPON FINESSE [GENERAL]

You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.

Prerequisite: Base attack bonus +1

Benefit: With a light weapon, rapier, whip, 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: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.

WEAPON FOCUS [GENERAL]

Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple or ray, if you are a spellcaster, as your weapon for purposes of this feat. You are especially good at using this weapon. If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.

Prerequisite: Proficiency with selected weapon, base attack bonus +1

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Focus as one of his fighter bonus feats.

WEAPON SPECIALIZATION [GENERAL]

Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. A fighter may select Weapon Specialization as one of his fighter bonus feats.

WHIRLWIND ATTACK [GENERAL]

You can strike nearby opponents in an amazing, spinning attack.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).

Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.

Special: A fighter may select Woodland Archer as one of his fighter bonus feats.

Source Notes: Kingdoms of Kalamar material & books; d20 3.5 material & books