Combat Related, Strikes, Blows and Styles: Difference between revisions

m 1 revision imported
mNo edit summary
 
(5 intermediate revisions by 4 users not shown)
Line 2: Line 2:




==Mode Toggled Feats==
===[[Athkatlan Triparite]]===
Type: General / Fighter [Style]<br />
Prerequisite: Dex 13<br />
Description: You limit yourself to three attacks per round. In exchange you gain both 1 damage dodge AC per lost attack.<br />
When dual-wielding, only the attacks of the main hand are limited and the bonuses are applied to attacks with both hands.<br />
CAPPED to a maximum bonus of +4.<br />
Use: Selected as a mode


'''Please note that these feats are not currently enabled yet. There is no guarantee that they will go live in this form, or at all.'''




===[[Northlander Hewing]]===
Type: General / Fighter [Style] (can be picked as fighter bonus feat)<br />
Prerequisite: Strength 13, BAB +5<br />
Description: Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknown for the savage strength they can put behind each blow. You limit yourself to 2/3 of your attacks (rounded to nearest integer) each round but do maximum damage with the remaining attacks. You add your strength modifier as extra physical damage. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 2.  Due to the strength you must put behind your blows to hew you also take an attack bonus and dodge AC penalty equal to half the amount of attacks lost in this manner. Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow.<br />
Use: Selected as a mode


<span style="color: rgb(255, 128, 0);">Northlander Hewing</span><br />
Type: General / Fighter [Style] (can be picked as fighter bonus feat)<br />Prerequisite: Strength 13, BAB +5<br />Description: You limit yourself to one attack per round but do maximum damage with the remaining attack. Due to the strength you must put behind your blows to hew you also take an attack bonus and dodge AC penalty equal to half the amount of attacks lost in this manner. Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow.<br />Use: Selected as a mode




===[[Sembian Fencing]]===
Type: General / Fighter [Style]<br />
Prerequisite: Dexterity 13<br />
Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.<br />
Use: Selected as a mode


<span style="color: rgb(255, 128, 0);">Sembian Fencing</span><br />
Type: General / Fighter [Style]<br />Prerequisite: Dexterity 13<br />Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.<br />Use: Selected as a mode




==Selected Use Feats==
===[[Arterial Strike]]===
Type of Feat: General<br />
Prerequisites: Base Attack Bonus +4, Sneak attack, <b>Melee weapons only</b><br />
Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Athkathlan Triparte</span><br />
===[[Awesome Blow]]===
Type: General / Fighter [Style]<br />Prerequisite: Dex 13<br />Description: You limit yourself to three attacks per round, your damage increases by one for every attack lost, and you gain one dodge AC.<br />Use: Selected as a mode
Type of Feat: General<br />
Prerequisites: Power Attack, Knockdown, Strength 25<br />
Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.<br />
Use: Selected






<span style="color: rgb(255, 128, 0);">Turmish Flourish</span><br />
===[[Backstab]]===
Type: General / Fighter [Style]<br />Prerequisite: Improved Initiative, BAB +3<br />Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however.<br />Use: Selected
Type of Feat: General, Fighter and Rogue<br />
Prerequisites: None<br />
Specifics: When used on a creature from behind you que an attack action against the target and gain a +2 Attack Bonus for the next round. In order for the backstab to succeed you must be attacking from behind. This ability can be used once per round.<br />
Use: Selected






<span style="color: rgb(255, 128, 0);">Chiontar Seagull</span><br />
===[[Battle Howl]]===
Type: General / Fighter [Maneuver]<br />Prerequisite: Dex 14<br />Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round.<br />Use: Selected
Type: General / Fighter [Maneuver]<br />
Prerequisite: BAB +3<br />
Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + your CHA modifier + 1 for every five ranks in the Intimidate skill. If they fail, they get -2 to hit for 1d4 rounds.<br />
Use: Selected






<span style="color: rgb(255, 128, 0);">Battle Howl</span><br />
===[[Blinding Strike]]===
Type: General / Fighter [Maneuver]<br />Prerequisite: BAB +3<br />Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + your CHA modifier + 1 for every five ranks in the Intimidate skill. If they fail, they get -2 to hit for 1d4 rounds.<br />Use: Selected
Type: Rogue<br />
Prerequisite: BAB +2<br />
Description: As a full attack action, you may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save (DC 10 + 1/5 of your hit dice + 1/5 of your rogue levels + # of sneak attack dice) for 1d4 rounds. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn.<br />
Use: Selected


Notes on Blinding Strike: This functions as a button you press with a 45 second cooldown. It applies the Blind on-hit effect to your equipped weapon. You can only fire one on-hit effect at a time so using this simultaneously with something that works similarly (Like Expose Weakness) means that in the first attack flurry, one will fire, and the other will fire in the second. Pressing the button breaks stealth so make sure you apply it to your weapon before hiding. You can pre-load it onto a weapon and it will persist. You can then use it again immediately once the first use is consumed. Doing this will stop your attack flurry however, so it is usually not worth doing. This feat can be taken as a fighter bonus feat and does not require rogue levels to do so but it will have an abysmal DC due to the reliance of the DC on rogue levels and sneak dice.


A standard popular rogue build of 19 rogue/8 assassin/3 bodyguard will end up with a DC of 10 + 3 (from rogue levels, rounded down) + 6 (from character levels) + 17 (from sneak dice) = 36.


<span style="color: rgb(255, 128, 0);">Blinding Strike</span><br />
===[[Brutal Strike]]===
Type: Rogue<br />Prerequisite: BAB +2<br />Description: As a full attack action, you may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save DC 10 + half your rogue class level + one fifth of your hit dice or is blinded for 1d4 rounds. The DC also increases by one for every 5 Rogue levels. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn.<br />Use: Selected
Type of Feat: General, Fighter<br />
Prerequisites: Power Attack, Strength 13, Base attack bonus +6<br />
Specifics: 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.<br />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.<br />
Use: Selected






<span style="color: rgb(255, 128, 0);">Arterial Strike</span><br />
===[[Chiontar Seagull]]===
Type of Feat: General<br />Prerequisites: Base Attack Bonus +4, Sneak attack<br />Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack.<br />Use: Selected
Type: General / Fighter [Maneuver]<br />
Prerequisite: Dex 14<br />
Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round.<br />
Use: Selected




===[[Deadeye Shot]]===
Type of Feat: General<br />
Prerequisites: Point Blank Shot, Base Attack Bonus + 4<br />
Specifics: 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.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Staggering Strike</span><br />
Type of Feat: General<br />Prerequisites: Base Attack Bonus +6, Sneak attack<br />Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.<br />Use: Selected




===[[Flensing Strike]]===
Type of Feat: General<br />
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency<br />
Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Awesome Blow</span><br />
Type of Feat: General<br />Prerequisites: Power Attack, Knockdown, Strength 25<br />Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.<br />Use: Selected




===[[Frontline Archer]]===
Type of Feat: General<br />
Prerequisites: Dexterity 15, Weapon Focus (longbow), Lightning Reflexes<br />
Specifics: You may use your Longbow to do a Melee Trip attack. If successful, you follow up on the trip attempt with a melee Longbow attack, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. You gain a +4 bonus on your trip attempt as if you have Improved Knockdown. (but not another +4 if you actually have it). Using this feat starts the cooldown on Knockdown.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Flensing Strike</span><br />
Type of Feat: General<br />Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency<br />Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat.<br />Use: Selected




===[[Low Blow]]===
Type of Feat: General<br />
Prerequisites: Base Attack Bonus +4, Mobility<br />
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperunity.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Low Blow</span><br />
Type of Feat: General<br />Prerequisites: Base Attack Bonus +4, Mobility<br />Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperunity.<br />Use: Selected




===Staggering Strike===
Type of Feat: General<br />
Prerequisites: Base Attack Bonus +6, Sneak attack<br />
Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Brutal Strike</span><br />
Type of Feat: General, Fighter<br />Prerequisites: Power Attack, Strength 13, Base attack bonus +6<br />Specifics: 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.<br />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.<br />Use: Selected




===[[Sudden Willow Strike]]===
Type of Feat: General<br />
Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13<br />
Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.<br />Special: You can use your Stunning Fist feat with quarterstaff attacks.<br />
Use: Selected


<span style="color: rgb(255, 128, 0);">Backstab</span><br />
Type of Feat: General, Fighter and Rogue<br />Prerequisites: None<br />Specifics: When used on a creature from behind you que an attack action against the target and gain a +2 Attack Bonus for the next round. In order for the backstab to succeed you must be attacking from behind. This ability can be used once per round.<br />Use: Selected




 
===[[Turmish Flourish]]===
<span style="color: rgb(255, 128, 0);">Frontline Archer</span><br />
Type: General / Fighter [Style]<br />
Type of Feat: General<br />Prerequisites: Dexterity 15, Weapon Focus (longbow), Lightning Reflexes<br />Specifics: You may use your Longbow to do a Melee Trip attack. If successful, you follow up on the trip attempt with a melee Longbow attack, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. You gain a +4 bonus on your trip attempt as if you have Improved Knockdown. (but not another +4 if you actually have it). Using this feat starts the cooldown on Knockdown.<br />Use: Selected
Prerequisite: Improved Initiative, BAB +3<br />
 
Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however.<br />
 
Use: Selected
 
<span style="color: rgb(255, 128, 0);">Deadeye Shot</span><br />
Type of Feat: General<br />Prerequisites: Point Blank Shot, Base Attack Bonus + 4<br />Specifics: 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.<br />Use: Selected
 
 
 
<span style="color: rgb(255, 128, 0);">Sudden Willow Strike</span><br />
Type of Feat: General<br />Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13<br />Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.<br />Special: You can use your Stunning Fist feat with quarterstaff attacks.<br />Use: Selected





Latest revision as of 01:33, 2 October 2021

These feats are custom to Baldurs Gate: The Sword Coast Chronicles. They were implemented based on their Pencil and Paper incarnations.


Mode Toggled Feats

Athkatlan Triparite

Type: General / Fighter [Style]
Prerequisite: Dex 13
Description: You limit yourself to three attacks per round. In exchange you gain both 1 damage dodge AC per lost attack.
When dual-wielding, only the attacks of the main hand are limited and the bonuses are applied to attacks with both hands.
CAPPED to a maximum bonus of +4.
Use: Selected as a mode


Northlander Hewing

Type: General / Fighter [Style] (can be picked as fighter bonus feat)
Prerequisite: Strength 13, BAB +5
Description: Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknown for the savage strength they can put behind each blow. You limit yourself to 2/3 of your attacks (rounded to nearest integer) each round but do maximum damage with the remaining attacks. You add your strength modifier as extra physical damage. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 2. Due to the strength you must put behind your blows to hew you also take an attack bonus and dodge AC penalty equal to half the amount of attacks lost in this manner. Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow.
Use: Selected as a mode


Sembian Fencing

Type: General / Fighter [Style]
Prerequisite: Dexterity 13
Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.
Use: Selected as a mode


Selected Use Feats

Arterial Strike

Type of Feat: General
Prerequisites: Base Attack Bonus +4, Sneak attack, Melee weapons only
Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack.
Use: Selected

Awesome Blow

Type of Feat: General
Prerequisites: Power Attack, Knockdown, Strength 25
Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
Use: Selected


Backstab

Type of Feat: General, Fighter and Rogue
Prerequisites: None
Specifics: When used on a creature from behind you que an attack action against the target and gain a +2 Attack Bonus for the next round. In order for the backstab to succeed you must be attacking from behind. This ability can be used once per round.
Use: Selected


Battle Howl

Type: General / Fighter [Maneuver]
Prerequisite: BAB +3
Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + your CHA modifier + 1 for every five ranks in the Intimidate skill. If they fail, they get -2 to hit for 1d4 rounds.
Use: Selected


Blinding Strike

Type: Rogue
Prerequisite: BAB +2
Description: As a full attack action, you may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save (DC 10 + 1/5 of your hit dice + 1/5 of your rogue levels + # of sneak attack dice) for 1d4 rounds. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn.
Use: Selected

Notes on Blinding Strike: This functions as a button you press with a 45 second cooldown. It applies the Blind on-hit effect to your equipped weapon. You can only fire one on-hit effect at a time so using this simultaneously with something that works similarly (Like Expose Weakness) means that in the first attack flurry, one will fire, and the other will fire in the second. Pressing the button breaks stealth so make sure you apply it to your weapon before hiding. You can pre-load it onto a weapon and it will persist. You can then use it again immediately once the first use is consumed. Doing this will stop your attack flurry however, so it is usually not worth doing. This feat can be taken as a fighter bonus feat and does not require rogue levels to do so but it will have an abysmal DC due to the reliance of the DC on rogue levels and sneak dice.

A standard popular rogue build of 19 rogue/8 assassin/3 bodyguard will end up with a DC of 10 + 3 (from rogue levels, rounded down) + 6 (from character levels) + 17 (from sneak dice) = 36.

Brutal Strike

Type of Feat: General, Fighter
Prerequisites: Power Attack, Strength 13, Base attack bonus +6
Specifics: 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.
Use: Selected


Chiontar Seagull

Type: General / Fighter [Maneuver]
Prerequisite: Dex 14
Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round.
Use: Selected


Deadeye Shot

Type of Feat: General
Prerequisites: Point Blank Shot, Base Attack Bonus + 4
Specifics: 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.
Use: Selected


Flensing Strike

Type of Feat: General
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency
Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat.
Use: Selected


Frontline Archer

Type of Feat: General
Prerequisites: Dexterity 15, Weapon Focus (longbow), Lightning Reflexes
Specifics: You may use your Longbow to do a Melee Trip attack. If successful, you follow up on the trip attempt with a melee Longbow attack, which does damage equal to a Club of the same size. If the bow is magical, it is treated as a magic weapon for overcoming Damage Reduction. You gain a +4 bonus on your trip attempt as if you have Improved Knockdown. (but not another +4 if you actually have it). Using this feat starts the cooldown on Knockdown.
Use: Selected


Low Blow

Type of Feat: General
Prerequisites: Base Attack Bonus +4, Mobility
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperunity.
Use: Selected


Staggering Strike

Type of Feat: General
Prerequisites: Base Attack Bonus +6, Sneak attack
Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage.
Use: Selected


Sudden Willow Strike

Type of Feat: General
Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13
Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.
Special: You can use your Stunning Fist feat with quarterstaff attacks.
Use: Selected


Turmish Flourish

Type: General / Fighter [Style]
Prerequisite: Improved Initiative, BAB +3
Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however.
Use: Selected



Feats curtesy of Rasael, testing by the Quality Control Team. Implementation on the server by Luna