Updated Combat Feats

Combat Expertise (Combat)
Benefit: When fighting defensively (either as a standard action or as part of attacking) you only suffer a -2 penalty to your attack rolls. In addition, you receive an additional dodge bonus to your AC equal to 1/5 of your Base Attack Bonus when fighting defensively or taking a total defense. Finally, you receive the same bonus on bluff checks to feint or when using the dirty trick, disarm, reposition, steal, or trip combat maneuvers.

Quick Draw (Combat)
You can draw weapons faster than most.
Benefit: You can draw a sheathed weapon as a free action or a hidden weapon (see the Sleight of Hand skill) as a move action. You can also sheath a weapon as a free action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Shot on the Run (Combat)
You can move and fire a ranged weapon simultaneously with ease.
Prerequisites: Base Attack Bonus +4
Benefit: As a standard action you can move and make a single ranged attack at any point during your movement. This feat's attack may be replaced with another ability activated by making an attack on a standard action, such as Vital Strike or a Strike maneuver.

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
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. See Two-Weapon Fighting in Combat. When you gain an additional iterative attack (at +6 BAB, +11 BAB, and +16 BAB) you can make an additional off-hand attack with the same attack bonus.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Special: When you receive iterative attacks due to a high BAB (at +6 BAB, +11 BAB, and +16 BAB), you can make an additional off-hand attack with the same attack bonus as the iterative attack.

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Special: When your BAB reaches +11, roll the weapon's damage dice for the attack three times. When your BAB reaches +16, roll the weapon's damage dice for the attack four times.

Combat Maneuver Feats

Tactical Maneuvers (Combat)
Benefit: When making a combat maneuver that moves your opponent to a new location (such as a bull rush, or choosing to move your opponent with a grapple check), you can always move your enemy into a trap or other hazardous area, such as a pit, wall scythe, or blade barrier. When you do so, the moved enemy is treated as though it had activated the trap or triggered the hazard, and it takes a -2 penalty to AC and on saving throws to mitigate the trap or hazard's effects. In addition, once per round you may replace one of your attacks with a combat maneuver, even if that combat maneuver may not normally be used in place of an attack (such as grappling or bull rushing). If you replace an attack gained from a high base attack bonus, the combat maneuver suffers the same penalty as the attack would have.

Improved Bull Rush (Combat)
Benefit: You receive a +2 bonus to checks made to bull rush a foe. You also receive a +2 bonus to your CMD when an opponent attempts to bull rush you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to bull rush a foe and to your CMD when an opponent attempts to bull rush you, and whenever you bull rush an opponent their movement provokes attacks of opportunity from all of your allies (but not you).

Improved Dirty Trick (Combat)
Benefit: You receive a +2 bonus to checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent attempts a dirty trick on you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to attempt a dirty trick and to your CMD when an opponent attempts a dirty trick on you, and when you successfully perform a dirty trick the penalty lasts for 1d4 rounds plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition now requires the target to spend a standard action.

Improved Disarm (Combat)
Benefit: You receive a +2 bonus to checks made to disarm a foe. You also receive a +2 bonus to your CMD when an opponent attempts to disarm you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to disarm a foe and to your CMD when an opponent attempts to disarm you, and when you successfully disarm an opponent, the item lands in a square within 15 feet of its previous wielder of your choice.

Improved Drag (Combat)
Benefit: You receive a +2 bonus to checks made to drag a foe. You also receive a +2 bonus to your CMD when an opponent attempts to drag you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to drag a foe and to your CMD when an opponent attempts to drag you, and whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Improved Feint (Combat)
Benefit: You can make a bluff check to feint in combat as a move action. In addition, you receive a +2 bonus on checks made to feint a foe. The DC of any attempt to feint you is also increased by 2.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to feint a foe and the DC of attempts to feint you, and whenever you use feint to cause an opponent to lose his Dexterity bonus he loses that bonus until the beginning of your next turn.

Improved Grapple (Combat)
Benefit: You receive a +2 bonus to checks made to grapple a foe. You also receive a +2 bonus to your CMD when an opponent attempts to grapple you and when an opponents attempts to escape your grapple.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to grapple a foe and to your CMD when an opponent attempts to grapple you or escape from your grapple. In addition once you have grappled a creature maintaining a grapple is a move action. This feat allows you to make two grapple checks each round, but you are not required to make two checks- you only need to succeed at one of these checks to maintain the grapple.

Improved Overrun (Combat)
Benefit: You receive a +2 bonus to checks made to overrun a foe. You also receive a +2 bonus to your CMD when an opponent attempts to overrun you. Targets of your overrun attempt may not choose to avoid you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to overrun a foe and to your CMD when an opponent attempts to overrun you, and whenever you overrun opponents they provoke attacks of opportunity if they are knocked prone by your overrun.

Improved Reposition (Combat)
Benefit: You receive a +2 bonus to checks made to reposition a foe. You also receive a +2 bonus to your CMD when an opponent attempts to reposition you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to reposition a foe and to your CMD when an opponent attempts to reposition you, and whenever you reposition a foe his movement provokes attacks of opportunity from all of your allies (but not you).

Improved Steal (Combat)
Benefit: You receive a +2 bonus to checks made to steal an item from a foe. You also receive a +2 bonus to your CMD when an opponent tries to steal an item from you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to steal an item from a foe and to your CMD when an opponent attempts to steal an item from you, and if you successfully steal an item from a foe during combat they do not notice the theft until after combat is over or when they attempt to use the missing item.

Improved Sunder (Combat)
Benefit: You receive a +2 bonus to checks made to sunder an item. You also receive a +2 bonus to your CMD whenever an opponent attempts to sunder your equipment.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to sunder an item and to your CMD when an opponent attempts to sunder your equipment, and whenever you sunder to destroy a weapon, shield, or suit of armor any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Improved Trip (Combat)
Benefit: You receive a +2 bonus to checks made to trip a foe. You also receive a +2 bonus to your CMD when an opponent attempts to trip you.
When your BAB reaches +6 you receive an additional +2 bonus to checks made to trip a foe and to your CMD when an opponent attempts to trip you, and whenever you successfully trip an opponent that opponent provokes attacks of opportunity.

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