1. Combat Mechanics & Feat Changes
Firearms in campaign:
Our campaign is set in the “Emerging Firearms” stage of technology (eg, Lantanese smokepower weapons), and only Early firearms are available.
- Taking Exotic Weapon Proficiency in Firearms — for those who do not gain it as a class feature — requires the Gunsmithing feat as prerequisite.
- Force effects (eg, Mage Armor, Shield spell, et al) add to the touch AC of close range gunshots.
- Magical missile deflection effects (Protection from Normal Missiles, et al) work against firearm ammunition as well, however mundane missile deflection (Deflect Missiles, Cut from the Air, et al) does not.
Aiding Another:
You can aid another at range to improve an ally’s AC or attack bonus, up to 30ft. Your ally and the opponent have to be able to see and hear you. The AC you have to beat with your attack roll increases by +2 for each square you are away from your ally — to a maximum of 22 AC at 30ft.
Disabled, Staggered and Swift Actions
Yes, you can make a swift action when you are staggered or disabled, and it’s ridiculous to think other players argue about this just because it wasn’t mentioned explicitly in the text for staggered or disabled. “Only a move action or a standard action” was a choice where you can usually do both; it’s not a delineated list of what you can do in these conditions.
Nonlethal damage changes:
Rules for dealing nonlethal damage from the Pathfinder Core Rulebook have been very slightly tweaked: players no longer take a -4 penalty to attack rolls when inflicting nonlethal damage with a weapon that deals lethal damage, or dealing lethal damage with a weapon that only deals nonlethal damage, but instead lose the ability to confirm critical hits when doing so.
Also, it is possible to deal a coup de grace using nonlethal damage. In this case failing the saving throw will result in the target’s nonlethal total being immediately equal to his remaining hit points, rendering him unconscious until his hitpoint total once more is above his nonlethal damage total. This means merciful takedown is no longer a feat.
Reach Weapons and Adjacent Targets
It is possible for someone using a polearm or spear to choke up on the haft of the weapon in order to attack or threaten an adjacent enemy, and doing so is an immediate action. As it is an awkward positioning of the weapon, any attacks made with the weapon used this way are at a -4 nonproficiency penalty; this penalty applies until the wielder uses another immediate action to grip the polearm in proper poise once more.
- Any class feature or feat that enabled this ability now removes the penalty.
- If you have three or more weapon modifying feats (Focus, Specialization, Greater Focus, etc) for the weapon group to which this weapon belongs, you can change the threat reach of the weapon as a free action.
Ranged Attack Spells and Attacks of Opportunity
Counter to Paizo’s FAQ on the subject, casting a ranged touch attack only draws one attack of opportunity in the process of casting and launching the spell. not two. Yes, this means you can mediate drawing opportunity at all by casting defensively, but you risk the chance of losing the spell. An archer has no chance of losing their arrow when they draw and loose it from a bow, plus they get up to five of them in a round.
Ranged Attacks and Flanking
If you are within 30 feat of a target, you may in fact flank with a ranged attack, affording all of the benefits for yourself and the flanking ally as you would with a melee weapon. If the guy you’re shooting in the back can’t move easily to avoid/parry your melee attack, then he sure as hell can’t move to avoid/parry your arrow.
Reach Weapons Un’errata
Consequential to the above ruling for choking up on a longarm, exotic reach weapons that were nerfed by Paizo to no longer threaten anywhere within their reach, are once again reach weapons that threaten any square within their reach. Those weapons are:
- Bladed Scarf, 5′ reach;
- Spiked Chain, 10′ reach;
- Urumi, 5′ reach
Weapon Groups Additions
Any weapon with a racial name is not gained as part of a weapon group unless your character is a member of that racial group. If the character is not one of the race a racial weapon belongs to, that weapon has to be trained separately. Thus, your unwashed humie will not gain proficiency in every exotic racial weapon just for training exotic proficiency in the group it belongs to.
The following weapons had no weapon groups assigned to them. Weapon groups that seem appropriate have been added:
Simple Light:
- Brass Knife: Light Blades, Thrown
- Hook Hand: Light Blades, Close
- Kunai: Light Blades, Thrown
- Spider-Leg Sickle: Light Blades
- Spring Blade: Light Blades, Thrown
Simple One Handed:
- Baston Fighting Stick: Hammers
Simple Two Handed:
- Boarding Pike: Spears
Simple Ranged:
- Stingchuck: Thrown
- Stonebow: Crossbows
Martial Light:
- Blade Boot: Light Blades, Close
- Lungchuan Tamo: Light Blades, Thrown
- Sea Knife: Light Blades
- Shang Gou: Blades, Monk
- Spiked Light Shield: Close
- Tailblade: Light Blades
Martial One Handed:
- Combat Scabbard: Same group as weapon it holds
- Combat Scabbard, Sharpened: As Combat Scabbard
- Terbutje, Steel: Heavy Blades
Martial Two Handed:
- Rhomphaia: Polearms
- Sarissa: Spears
- Syringe Spear: Spears
- Tepoztopilli: Spears, Tribal
Martial Ranged:
- Gasphretes: Crossbows
- Hurlbat: Axes, Thrown
- Jolting Dart: Thrown
- Phaleros: Spears, Thrown
- Reflex Bow: Bows
- Spear Sling: Spears
- Throwing Arrow Cord: Thrown
Exotic Light Weapons:
- Barbazu beard: Flails, Close
- Dwarven maulaxe: Axes, Hammers, Thrown
- Elven leafblade: Light Blades
- Dwarven boulder helmet: Close
- Kasatha spinal sword: Light Blades
Exotic One Handed Weapons:
- Elven thornblade: Light Blades
- Knobkerrie: Hammers, Tribal, Thrown
- Gnome flick-mace: Hammers, Flails
- Flindbar: Flails, Monk
- Dwarven double waraxe: Axes
- Doru: Spears
Exotic Two Handed Weapons:
- Barbed spear: Spears
- Flailpole: Flails, Polearms
- Flask pike: Spears
- Totem spear: Spears
- Longhammer, Dwarven: Hammers, Polearms
- Longaxe, Dwarven: Axes, Polearms
- Garrote: Close
- Injection spear: Spears
Exotic Ranged Weapons:
- Crystal chakram: Blades, Heavy; Blades, Light; Thrown
- Dire bolas: Thrown
- Grappling hook: Thrown
- Halfling double sling: Thrown
- Halfling stitched sling: Thrown
- Heavy crank crossbow: Crossbows
- Heavy slaver’s crossbow: Crossbows
- Heavy wrist launcher: Crossbows
- Horse bow: Bows
- Light crank crossbow: Crossbows
- Light slaver’s crossbow: Crossbows
- Shrillshaft javelin: Spears, Thrown
- Shuriken: Monk, Thrown
- Thorn bow: Bows
- Wrist launcher: Crossbows
On Feats and Taxes
Any feat including those in 3pp materials, listed as open content on d20pfsrd.org, except for any prohibited below, may be used in your character’s build, unless the feat is otherwise superseded by house rules below. If you have another feat from a 3pp publication that you’d like to use, bring it up.
- Feats from Legendary games absolutely require GM approval; many are likely banned for power creep.
- Legendary’s Ki Feats are approved for taking.
Note that many of these feat house rules are taken directly from “Elephant in the Room, Feat Taxes in Pathfinder,” with a few added tweaks to fit our campaign and personal preference.
Amateur Swashbuckler
Was errata’d to exclude Opportune Parry & Riposte from the 1st level deeds you could choose, however this is really the only deed anyone who’s not a Swashbuckler would take the damn feat for, and the Magus Arcana to gain panache still grants this deed.
So it’s un-errata’d; you can gain Opportune Parry & Riposte as one of the deeds with this feat.
Agile Maneuvers
With or without this feat, when you are using a finesse weapon (including an unarmed attack with Improved Unarmed Strike), you may use your Dexterity bonus in place of your Strength bonus when attempting a disarm, sunder, or trip maneuver. (See mechanics revisions above)
This feat rather allows you to add your Dexterity bonus in place of your Strength bonus when attempting a bull rush, grapple, hamstring, reposition, or overrun maneuver.
Arcane Armor Training
Any class feature that grants the ability to cast arcane spells while in light armor counts as Arcane Armor Training for the purpose of prerequisites.
Bladed Brush
Divorced from a deity specific feat and made into a combat feat as follows:
Bladed Brush (Combat)
You know how to balance a polearm perfectly, striking with artful, yet deadly precision.
Prerequisite(s): Weapon Focus in weapon used.
Benefit(s): You can use your Dexterity modifier instead of your Strength modifier to attack rolls with any of these weapons sized for you with which you are proficient, even though they aren’t light weapons: Boar Spear, Double Spear, Elven Branched Spear, Fauchard, Glaive, Longspear, Naginata, Nodachi, and Weighted Spear. You can treat it as a one-handed piercing or slashing melee weapon for the purpose of feats and class abilities that require such a weapon (such as a duelist’s or swashbuckler’s precise strike), even when you’re using it as a reach or double weapon.
As an immediate action, you can adjust your grip on this weapon to add or remove the reach property to the weapon at no penalty, if the weapon is a double weapon and you extend it for reach, you can only make your attacks as a two-handed weapon rather than a double weapon. When shortened to adjacent enemies, you can use the butt end of a non-double weapon in this group as a double weapon, using your normal penalties for fighting with two weapons, and treating the butt end of the weapon as a quarterstaff.
Bullying Blow
Is open to any race, not just orc.
Combat Expertise, Deadly Aim, Power Attack, Piranha Strike, Weapon Finesse
Are no longer feats and combat mechanics are altered as follows:
Instead of Weapon Finesse, any weapon that is has the Finesse quality, or the Agile weapon enhancement grants you the option of using your STR or your DEX bonus for attack rolls. Any feat that had Weapon Finesse as a prerequisite instead requires 13+ DEX. Any class feature, racial ability or bonus feat that would have granted Weapon Finesse instead will grant the Deadly Agility feat, which allows using your DEX bonus in place of STR for damage rolls. If you were already granted a feature, or later granted one, that is equivalent to Deadly Agility — such as Rogue’s 3rd level Finesse Training feature, then you may select another combat feat for which you qualify that had Weapon Finesse as a prerequisite.
Instead of Combat Expertise, this mechanic replaces the Fighting Defensively tactic as follows:
Fighting Defensively: So long as you have a DEX mod of at least +1 and BAB of +1, you can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, you may opt to increase the penalty by 1 and increase the dodge bonus by +1. You can only choose to use this tactic at the start of a standard attack or a full-attack action with a melee weapon. The effects of this election last until your next turn. If you have 3 or more ranks in Acrobatics, you gain an additional +1 to your dodge bonus to AC.
Total Defense: You may choose to forego your attacks entirely for a round to defend yourself, and apply the total amount of your combat ability bonus for your weapon (STR or DEX) as an additional dodge bonus to your AC. When making this election, should you choose to make an attack of opportunity before your next turn, you forfeit that bonus to your attack. The effects of this election last until the beginning of your next turn. If you have 3 or more ranks in Acrobatics, you gain an additional +2 to the dodge bonus to AC.
Any feat, class, or feature that lists Combat Expertise and INT 13+ as prerequisites no longer has either of these prerequisites. If a class, ability or feature would have granted Combat Expertise as a bonus feat, you may instead select another combat feat for which you qualify that had Combat Expertise as a prerequisite. This changes some interactions with certain feats, tactics and whatnot that need to be modified as well:
- Crane Style feat is modified below, along with the rest of the badly nerfed feat tree.
- Cautious Fighter trait grants a +2 bonus to dodge AC for either fighting defensively or taking the total defense action.
- The Madu: Halves your penalty to-hit when fighting defensively, or adds a +2 bonus to your AC when using total defense.
Instead of Power Attack or Piranha Strike, the Fighting Aggressively tactic works as follows:
Fighting Aggressively: So long as you have a STR mod of at least +1 (or DEX mod for a finesse weapon) and BAB of +1, you can choose to take a -1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, then you may opt to take an additional -1 attack penalty for an additional +2 points of damage. This bonus to damage is increased by half (+50%) if you are applying your Strength bonus to damage, and making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose this maneuver before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Any feat, class, or feature that lists Power Attack as prerequisite no longer has this prerequisite. If a class, ability or feature would have granted Power Attack as a bonus feat, you may instead select another combat feat for which you qualify that had Power Attack as a prerequisite.
Deadly Aim is also now a basic ranged combat option as follows:
Deadly Aim: So long as you have a ranged attack ability mod of at least +1 and BAB of +1, you can choose to take a -1 penalty on all attack rolls made with a thrown or missile weapon to gain a +2 bonus on damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the you may opt to take an additional -1 attack penalty for an additional +2 points of damage. This bonus to damage is increased by half (+50%) if you are making an attack within the first range increment of a weapon, or using your Strength bonus on a hurled weapon. You must choose this maneuver before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to ranged touch attacks or effects that do not deal hit point damage.
Any feat, class, or feature that lists Deadly Aim as prerequisite now requires Precise Shot instead. If a class, ability or feature would have granted Deadly Aim as a bonus feat, it grants Precise Shot instead. If you were granted Precise Shot already, pick another archery feat for which you qualify.
Canny Tumble, Spring Attack
Canny Tumble may substitute for Spring Attack for any feat that has Spring Attack as a prerequisite, and vice-versa.
Charging
It is possible to ready a charge, though in this case, you may only move up to your movement speed on the charge. Normally a charge is a full round action and allows you to move up to twice your movement speed.
Cleave, Cleaving Finish, Great Cleave, Improved Cleaving Finish
Paizo claimed to make Cleave more worthwhile, when really all they did was nerf it hard into the PnP equivalent of Circle Kick, with an AC penalty on top of it. Then they turned the real Cleave and Great Cleave into two additional feats. So these four feats are combined as follows:
Cleave
Prerequisite: Strength 13, BAB +1.
Combines: Cleave and Cleaving Finish.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. If you’re making a full attack, you may continue to resolve your remaining attacks, but you can make only one cleaving attack per round with this feat.Alternately, as a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack using your highest base attack bonus against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat.
Great Cleave
Prerequisite: Strength 13, Cleave, BAB +6.
Combines: Great Cleave and Improved Cleaving Finish.
Benefit: When using Cleave as part of a full attack action, there’s no limit to the number of free attacks you can make per round, though you can still only make one additional attack per fallen enemy.Alternately, as a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack using your highest base attack bonus against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make one additional attack at your highest base attack bonus against each foe adjacent to the previous one that you successfully hit are within your reach. You cannot attack an individual foe more than once during this action.
The final feat in this chain is Whirling Cleave below.
Critical Feats, Critical Focus, Improved Critical
Critical feats that have Critical Focus as a prerequisite can use Improved Critical as prerequisite, or vice-versa.
Combat Feats
Any of these feats/feat categories are considered “Combat Feats” for the purpose of selecting bonus feats for any class that features bonus combat feats:
- All Critical Feats
- Endurance + Diehard (which is combined below)
- Fight On
- Great Fortitude, Improved Great Fortitude
- Grit Feats
- Iron Will, Improved Iron Will
- Lightning Reflexes, Improved Lightning Reflexes
- Panache Feats
- Style Feats
- Tenacious Survivor
Crane Style Chain
In addition to altering the base Crane Style feat to account for the changes in fighting defensively and expertise, we’re also un-errata-ing the changes in 2nd printing because fuck PFS whiners.
- Crane Style benefit text changes to: When fighting defensively, reduce your penalty to hit by 1, and increase the dodge bonus by +1 for fighting defensively, or +2 when taking the total defense action.
- Crane Wing benefit text changes back to: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
- Crane Riposte changes to: Instead of reducing your to-hit penalty by 1, you halve your penalty for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.
And what should have been done to fix the feat chain since it was intended to be a monk/brawler style:
- instead of Improved Unarmed Strike, the feat chain requires the Flurry of Blows or Brawler’s Flurry class feature (or an archetype feature that replaced one of these).
For those who want to use a one-hand weapon style, a new style chain is farther down.
Deflect Arrows
Consolidated with, and replaces Missile Shield. Either Improved Unarmed Strike or Shield Focus can be a prerequisite for Deflect Arrows, with the understanding that you can’t deflect the missile with an open hand without Improved Unarmed Strike, nor with a shield without Shield Focus. If something lists Missile Shield as a prerequisite, it requires Shield Focus instead.
This does mean, and quite deliberately, if you have both of the prerequisite feats, then you can deflect missiles with either an open hand or a shield in hand. If a class feature grants Deflect Arrows and you are also proficient with a shield, you may use this ability with a shield as well, unless the class feature specifically prohibits using a shield.
Dirty Fighting
Just a genral rule in combat for Flanking and for drawing Attacks of Opportunity: If you are flanking an opponent, you can opt to forego your +2 flanking bonus in order to not draw an attack of opportunity from the flanked target when attempting a dirty trick or combat maneuver. If you have the necessary feat to negate the attack of opportunity then you can make the maneuver with the +2 bonus as normal.
Dirty Trick
Added to the options for Dirty Trick:
- Gimped: you can crush the target’s foot or similar appendage with your boot. reducing the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. A creature with a movement speed of 5 feet can’t take a 5-foot step.
- Muted: means of making it impossible to vocalize words, like a throat jab, kicking sand/other into their mouth, any apt description of an application of another dirty trick effect that would make it difficult to impossible to vocalize.
Dodge
Consolidated with, and replaces Mobility with the wording as follows:
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened square. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Any class, feat or feature that required Mobility as prerequisite now requires Dodge instead. If a class, feature or ability grants Mobility as a feat, pick another combat feat for which you qualify that uses one of these two feats as a prerequisite.
Elephant Stomp just sucks
Why you would take a feat to completely override the results of a combat maneuver and instead make a single melee attack, why Paizo why?
Elephant Stomp (Combat)
You deliver a crushing blow to downed enemies.Prerequisites: Powerful Maneuvers, base attack bonus +1.
Benefit: When you overrun an opponent and your maneuver check exceeds your opponent’s CMD by 5 or more, in addition to moving through your opponent’s space and knocking her prone, you may make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.
Endurance, Diehard
Consolidated into the Endurance feat, and simplifies the Diehard feat with its interaction of the disabled condition as follows:
Endurance
Harsh conditions and adversities do not wear you down, and you persist in your efforts even at death’s door.Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage; and Fortitude saves made to avoid damage from harsh environments and suffocation.
When your hit point total is below 0, but you are not dead, you automatically stabilize, and you do not need to make a Constitution check each round to avoid losing additional hit points. As soon as you are reduced to negative hit points you may choose whether to act as if you’re disabled on your next turn, or immediately fall unconscious.
When you choose to act as if you’re disabled, and you choose to make an action that would further injure you by 1 hit point, you again have the choice of whether to continue acting disabled or to fall unconscious. If your negative hit points are equal to or greater than your Constitution score after this action, you immediately die.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day. A character without this feat who is reduced to negative hit points is unconscious and dying.
Improved Bull Rush, Improved Overrun, Improved Reposition, Improved Sunder
All consolidated into one feat as follows:
Powerful Maneuvers (Combat)
You are skilled in strength-focused combat maneuvers.
Prerequisites: Str 13, BAB +1
Benefit: You do not provoke an attack of opportunity when performing a bull rush, overrun, preposition or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush or overrun you or sunder your gear. Targets of your overrun attempts may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing a bull rush, overrun, preposition or sunder combat maneuver.
Any feat, class, or feature that lists any of these feats as prerequisite now requires Powerful Maneuvers instead. If a class, ability or feature would have granted one of these feats as a bonus feat, it grants Powerful Maneuvers instead. If you were granted Powerful Maneuvers already, pick another combat feat for which you qualify that uses one of these feats as a prerequisite.
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Steal
All consolidated into one feat as follows:
Deft Maneuvers (Combat)
You are skilled in dextrous combat maneuvers.
Prerequisites: Dex 13, BAB +1
Benefit: You do not provoke an attack of opportunity when performing a dirty trick, or a trip, disarm or steal combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip, disarm or steal combat maneuver, or performing a dirty trick. Feinting in combat is a standard action.
Any feat, class, or feature that lists any of these feats as prerequisite now requires Deft Maneuvers instead. If a class, ability or feature would have granted one of these feats as a bonus feat, it grants Deft Maneuvers instead. If you were granted Deft Maneuvers already, pick another combat feat for which you qualify that uses one of these feats as a prerequisite.
Improved Unarmed Strike
Consolidated with, and replaces Improved Grapple. Any class, feat, feature et al that granted one or the other gains this feat, and any prerequisites listing either feat are satisfied by this feat.
Improved and Greater Two-Weapon Fighting
Consolidated into one feat as follows:
Greater Two-Weapon Fighting (Combat)
You are skilled at fighting with two weapons.
Prerequisites: Dex 15, 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. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a -10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Monkey Lunge
Consolidated with the Lunge feat as follows:
Lunge (Combat)
You can strike foes that would normally be out of reach.Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. When your BAB reaches +9, you no longer suffer the penalty to AC.
Performance Combat
Need to update the convolution of this.
Point Blank Master
Prerequisites for this feat edited to be Dex 13, Dodge, Precise Shot. This brings it in line with the prerequisites and feat count for Close Quarters Thrower, because fighters shouldn’t be the only class that can shoot a bow in melee without AoO.
Rangers who select this at level 6 as a combat style feat are no longer required to have a prerequisite, consistent with the rest of their combat style bonus feats.
Precise Shot
Consolidated with and replaces Point-Blank Shot as follows:
Precise Shot (Combat)
You are adept at firing into close quarters combat.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Further, you get a +1 bonus on attack and damage rolls with ranged weapons against a target within 30 feet.
Any feat, class, or feature that lists Point-Blank Shot as a prerequisite now qualifies with Precise Shot. If a class, ability or feature would have granted Point-Blank Shot as a bonus feat, it now grants Precise Shot instead.
Quick Draw, Quick Stow
These two feats’ mechanics are consolidated into the Quick Draw feat, and reward investment in two-weapon fighting or combat reflexes by tying them together as follows:
Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Dex BAB +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action (or a free action if you already have a class feature or ability that shortens your ability to draw hidden weapons to a move action or less). A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). If you have the Two-Weapon Fighting feat, you may draw two light weapons in the time it would normally take to draw one with this feat.
You do not provoke an attack of opportunity when sheathing a weapon, and you can combine a move action to sheathe a weapon with a regular move action. (You can both stow and draw a weapon as part of the same move action in this way.) If you have the Two-Weapon Fighting feat, you can sheathe two light or one-handed weapons in the time it would normally take to sheathe one with this feat.
You can also quickly stow items in a backpack or other container that you are wearing or carrying. When you successfully use an action to pick up an item (including when you steal an item with a successful Sleight of Hand check or steal combat maneuver check), you can stow the item as part of the same action used to acquire it. You can try to hide this object by attempting a Sleight of Hand check with a –20 penalty, opposed by the Perception check results of all opponents.
Special: if you have the Combat Reflexes feat, you may reflexively draw a light weapon as part of making an attack of opportunity; any square within your reach with a light weapon is considered threatened by you with that weapon.
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. Sheathing a weapon takes a move action and draws attacks of opportunity from those that threaten your square.
Any feat, ability or feature that would grant Quick Stow grants Quick Draw instead. if you already have Quick Draw you may choose another feat for which you qualify that has either feat as prerequisite.
Rapid Reload, Ammo Drop, Juggle Load, Crossbow Mastery
Slings take as long to reload as a crossbow, with less range, damage capability and crit range and yet had no 3.5 feat to allow the same action time reduction as a crossbow, thus house ruling Rapid Reload to work on a sling has been a thing for years. Rather than just codify it, Paizo decided you can’t, and then made a two feat tree to do with a sling what one feat will do for a crossbow, and then further requiring two more feats to bring a crossbow -or a sling even close to competing with a bow (interactive attacks, and no attack of opportunity to load one atop of the AoO to fire it) when a spellcaster can cast a quickened spell as a swift action and draw none. There’s nothing equitable about the feats needed to conserve action economy for a simple weapon.
On that note Ammo Drop and Juggle Load no longer exist as a feat, and are replaced by a revised Rapid Reload:
Rapid Reload (Combat)
Choose a type of ranged weapon that entails reloading (slings, crossbows, blowguns, or firearms). You can reload such a weapon quickly.
Prerequisite: Dex 13+, Proficiency in weapon used.
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a blowgun, sling, staff-sling or one end of a halfling double sling, hand or light crossbow); a move action (both ends of a halfling double sling, heavy crossbow or one-handed firearm); or a standard action (two-handed firearm). A reloading action that takes longer than a free action still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, sling or staff-sling, or blowgun, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
If you use this feat with the halfling double sling, it allows you to make an attack with both stones in a standard attack action. If you have the Greater Two-weapon Fighting feat, you reduce your reload time to a free action for both ends of the sling.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a sling, staff-sling or one end of a halfling double sling, or a blowgun; a standard action to reload a one-handed firearm or both sides of a halfling double sling; or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of ranged weapon.
Likewise, the Crossbow Mastery feat is getting a rebalance for feat taxation — including having Rapid Shot as a prerequisite, because gaining benefits of rapid shot would be something you couldn’t do until you master reloading. The revised feat reads:
Crossbow Mastery (Combat)
You can load crossbows with blinding speed, even in melee with little fear of reprisal.
Prerequisites: Dex 15+, Precise Shot, Rapid Reload, proficiency in crossbow used.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow, regardless of type, no longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
Shield Feats (Bash, Slam, et al)
- Remove TWF as prerequisite on all of these.
- Also getting benefits of these feats requires that you only have one shield equipped (no double shielding cheese, sorry).
- Exception to the above rule is the dwarven war shield with the proper proficiencies.
Toughness
Can be taken multiple times; each additional time increases your hit point maximum by your total hit dice.
Two-Weapon Defense
Added this consolidated feat from Complete Warrior (3.5) and edited to be consistent with EitR consolidation:
Greater Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), the shield bonus gained from Two-Weapon Defense increases to +2. When your BAB reaches +11, your shield bonus again increases by +1 to a total of +3. When you are fighting defensively or using the total defense action, this shield bonus is doubled.
Two-Weapon Grace
Add Dervish Dance as an optional prerequisite for this feat, in addition to Piercing Grace, Slashing Grace and Starry Grace
Vital Strike, et al
Improved Vital Strike and Greater Vital Strike are merged with Vital Strike and improve with BAB:
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.
When your base attack bonus reaches +11, you may roll the weapon’s damage three times and add the results before totalling the remaining damage bonuses.
When your base attack bonus reaches +16, you may roll the weapon’s damage four times and add the results before totalling the remaining damage bonuses.Special: You count as having the Improved Vital Strike feat at bab +11 and the Greater Vital Strike feat at bab +16 for the purpose of prerequisites. If you take this feat as a bonus feat for a class that counts your class level as your base attack bonus, then use your class level instead of base attack bonus for determining the progression of this feat.
This is because you’re already giving up progressively more iterative attacks as your BAB increases for a single standard action attack. Expecting to pay for additional feats to see any return for those additional sacrificed attacks is unnecessary.
Weapon Proficiency, Martial or Exotic
Proficiencies are granted in weapon groups, rather than a single weapon when taken as a feat (see weapon groups). Taking Martial Weapon Proficiency (Close Combat), for example, would grant you all of the martial weapons in the Close Combat weapon group. Exotic Proficiency would grant you all of the exotic weapons of the same group.
Proficiencies in individual weapons granted by classes or other features are the same as written and still only grant the individual weapon types. If you want additional proficiencies you can acquire them in groups per the above. Exceptions may be DM adjudicated for closely related weapons (example, a scimitar and falchion can be considered a shared proficiency, even though they’re in two separate weapon groups, also see the list of deity favored weapon groups).
If your character is of a race that has a racial weapon familiarity, your racial group of weapons is also an acceptable weapon group to take proficiency, if for some reason you did not acquire it at creation or traded it out for an alternate racial trait.
Weapon Focus, Specialization, et al
Rapid Reload, all single weapon modifying feats
Any feat that says “choose a single weapon type” is amended to be “choose any weapon group,” per the weapon groups link above. Any feat that says “choose a weapon in the X group” instead applies to any weapon in the specified group. You gain the feat’s benefits for any weapon in that group. If you are not proficient in a particular weapon of that chosen group, you do not gain the benefits of these feats with that particular weapon; you will have to take the weapon group proficiency as a feat to acquire the weapons you might be missing the proficiency for.
If your character is of a race that has a racial weapon familiarity, your racial group of weapons is also an acceptable weapon group for to take weapon group feats — for example, Weapon Focus (Elven weapons) would grant the feat benefits to longsword, rapier, bows and any other weapon with ‘Elven’ in the name. If you are a member of a class that gets a limited subset of additional weapons (eg, monk, druid, rogue, bard), you may treat that subset of weapons as a weapon group for the purpose of this feat — for example, Weapon Focus (rogue weapons) would grant the feat benefits to the hand crossbow, rapier, sap, shortbow, and short sword.
Whip Mastery Feats
Are a ridiculous amount of BAB and taxing just to get to make a whip into something that isn’t a shit weapon.
- Whip Mastery no longer requires +2 BAB, nor Weapon Focus.
Sequential feats combined as follows, BAB requirements changed to allow for 3/4 BAB classes to gain the feat at level 6 and greater benefits at level 10; full BAB, if you really want to spend the feats on a whip and get it even sooner, more power to you:
Greater Whip Mastery (Combat)
You can use a whip to make deft maneuvers with ease.Prerequisites: Weapon Focus, Whip Mastery, BAB +4
Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip’s reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
When your base attack bonus reaches +6, you never drop it due to a failed disarm or trip combat maneuver attempt.
When your base attack bonus reaches +8, you gain the ability to grapple using your whip (see below for the restrictions of how far you can reach the opponent to grapple). To do so, use the normal grapple rules with the following changes:
- Attack: You cannot use your whip to attack while you are using it to grapple an opponent.
- Damage: When dealing damage to your grappled opponent, you deal your whip’s weapon damage rather than your unarmed strike damage.
- Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple.
- Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip’s reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat.
- Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a –5 penalty on the combat maneuver check rather than the normal –10.
New Feats!
The following combat feats are added:
Analytic Strike (Combat)
You can use a keen eye and anatomical knowledge to punch through the defenses of any foe.
Prerequisites: Int 13+, ability to deal precision damage to an opponent, Bardic Knowledge or at least 1 rank in any 3 Knowledge skills except Geography, Local or Religion.
Benefit: You can make an appropriate trained Knowledge check to identify the vulnerabilities of one specific foe within 30 feet that would be otherwise immune to your precision damage (DC 15 + the creature’s CR for this purpose). If you succeed, your first successful attack each round deals your precision damage as normal against this enemy. If you have the panache class feature or a ki pool, you may spend 1 point of panache or ki as a swift action to deal your precision damage against this enemy on all your attacks for one round.
Special: Against opponents with a chance of immunity to your precision damage (such as an opponent wearing armor with the fortification special ability), this feat reduces their chance of negating your precise strikes by 10%.
Amateur Kineticist (Combat)
You’ve unlocked some of your latent psychic ability to enhance your prowess.
Prerequisite(s): No levels in a class that has the Wild Talent class feature, Psychic Sensitivity
Benefit: You gain the ability to use Burn and access to a limited choice of utility wild talents.
Choose an element from the Kineticist’s list of elements and gain its basic manupulation ability, and choose two 1st-level wild talents from the kineticist’s list of Utility Wild Talents compatible with that element. These cannot be talents that modify features you don’t possess — such as Kinetic Blast. Once chosen, these choices can’t be changed. You are treated as a kineticist of your character level for the purpose of using these talents and for feats that modify or add to these talents. You also may use burn to activate or enhance these talents as listed in the talent’s description.
Special: If you gain levels in a class that has the wild talent class feature, you can immediately trade this feat for the Extra Wild Talent feat.
Archer’s Flexibility (Combat)
Your skill with a longbow allows you to fight with it in melee as easily as at range.
Prerequisites: Point Blank Master.
Benefit: You may wield any bow larger than a shortbow as if it were a quarterstaff appropriately sized for you. As a free action, you may switch between treating it as a bow and treating it as a quarterstaff. Either way, the bow retains its normal hit points and hardness. Any attack penalties you take during your turn (such as from Deadly Aim, Manyshot, or Two-Weapon Fighting) apply to all attacks made with the bow or quarterstaff. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.
Special: A ranger with the Archery combat style may select this feat as one of his 10th level or higher combat feats.
Divine Strike
You draw upon your divine power to enhance your weapons with magical energy.
Prerequisite: Ability to cast divine spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your divine power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
The below is a new style chain adapted from PF2e that is better suited to a one-handed weapon style for non-monk martials:
Dueling Style (Combat, Style)
Using your free hand as pivot and balance, you both attack and defend with your weapon with uncanny skill.
Prerequisites: Dex 13+, Combat Reflexes, Weapon Focus in finesse weapon used, base attack bonus +2 or fighter level 1.
Benefit: While using Dueling Style and wielding only a single finessable weapon in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons (monk’s unarmed attack is considered a natural weapon for this purpose), when you fight defensively, you may ignore the elected penalty to-hit from your first attack (and any additional attack made at your full attack bonus, such as that granted by Haste). When your BAB reaches +8, you may ignore the elected penalty to-hit from your second iterative attack (and any additional attack that’s made at your full attack bonus -5). When your BAB reaches +12, you may ignore the elected penalty to-hit from your third iterative attack (and any additional attack made at your full attack bonus -10). Any additional iterative attacks are made at their full elected penalty to-hit for fighting defensively.
Dueling Riposte (Combat, Style)
When you parry an attack, you can make a canny retort with your weapon.
Prerequisites: Dex 15+, Dueling Style, Combat Reflexes, Weapon Focus in finesse weapon used, base attack bonus +6 or fighter level 5.
Benefit: While using Dueling Style and wielding only a single finessable weapon in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons (monk’s unarmed attack is considered a natural weapon for this purpose), when you fight defensively, if your opponent misses their attack by the amount of your dodge bonus gained by fighting defensively or less, you may spend an attack of opportunity to return a single attack at your full base attack bonus, or a trip or disarm combat maneuver at your full CMB. You may only perform this riposte to the same target once each round.
Dueling Rescue (Combat, Style)
You can protect those near you with a flash of steel.
Prerequisites: Dex 17+, Combat Reflexes, Dueling Style, Dueling Riposte, Dodge, Weapon Focus in finesse weapon used, base attack bonus +8 or fighter level 7.
Benefit: While using Dueling Style and wielding only a single finessable weapon in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons (monk’s unarmed attack is considered a natural weapon for this purpose) and are fighting defensively, you may, as an immediate action, spend one of your attacks of opportunity to apply your dodge bonus to AC from fighting defensively to an adjacent ally rather than yourself. This ally gains the benefits of your bonus from this feat as a circumstance bonus to their AC until the end of your next turn, in place of the dodge bonus it grants yourself, and you may not regain the benefit for yourself nor end this stance until the end of your next turn. You also lose the benefit of Dueling Riposte until the end of your next turn. An adjacent ally cannot gain this benefit from more than one person at once; if more than one person uses this defense upon the same adjacent ally, only the greater bonus applies.
If you may make an additional attack of opportunity in this round, you may spend another attack of opportunity to change the focus of your defense to another adjacent ally, or back to yourself (in which case you regain your bonus to AC, but still forfeit any potential ripostes until your next turn), and the initial focus of your defense no longer gains the bonus, Any ally you defend in this way must be adjacent to you before attempting this maneuver; you may not change your square or make a 5-foot step when applying your defense bonus to an ally, regardless of other feats you possess that may allow you to move between your iterative attacks or out of turn.
Deadeye Shot (Combat)
Your precision with ranged weapons translates into more telling strikes than you would normally make.
Prerequisite: Dex 15, Precise Shot, base attack bonus +1.
Benefit: You may add your Dexterity bonus instead of your Strength on damage rolls made with ranged weapons, so long as the target is within the first range increment of your weapon.
Special: If you have the Zen Archery feat, or any feat that alters the ability bonus used for attack rolls, this feat uses that ability modifier for damage rather than Dexterity.
Source: Dragon #304
Extra Deed (Combat, Grit)
You have learned a new deed.
Prerequisites: Amateur Gunslinger feat or Amateur Swashbuckler feat, does not have the panache or grit class feature.
Benefit: You gain one additional deed. You must meet all of the prerequisites for this deed.
Special: You can gain Extra Deed multiple times; each time you select a different deed. If you have the Amateur Gunslinger feat, treat your effective Gunslinger level as ½ your character level for the purpose of which Gunslinger deeds you can select with this feat. If you have the Amateur Swashbuckler feat, treat your effective Swashbuckler level as 1/2 your character level to determine which Swashbuckler deeds you can select with this feat. You may also take this feat as a bonus feat in any class that granted you amateur gunslinger or swashbuckler or equivalent as feature, if applicable.
Extra Ki Power (Combat)
Your inner focus has unlocked new potential.
Prerequisites: Ki Pool class feature
Benefit: You gain one additional ki power. You must meet all of the prerequisites for this ki power. If you gained this class feature through a class or archetype other than monk, treat your granting class level as your effective monk level for determining which powers you can select from the monk’s ki powers.
Special: You can gain Extra Ki Power multiple times; each time you select a different power. You may also take this feat as a bonus feat in the class that granted your Ki pool, if the class grants bonus feats.
Iron Guard (Combat)
You are skilled at shielding yourself from flames and other magical attacks.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +6.
Benefit: You gain the benefits of the rogue’s evasion class ability as long as you have a heavy shield or tower shield in one hand. Unlike evasion, you do not need to wear light or medium armor to benefit from this effect.
Source: Elephant in the Room
Ki Vow
You’ve committed to a vow of discipline that improves your access to Ki.
Prerequisites: Wis 13, Ki Meditation or Ki points from another feature, no levels in monk.
Benefit: Select one Monk Vow and gain its benefits and restrictions, using your character level in place of Monk level. If the Vow is broken, the character must take the steps outlined in the Monk Vow rules to redeem themselves.
Special: A character without Monk levels can only gain one Monk Vow. If a character than selects this feat later gains a Ki Pool from a class feature, they must retrain this feat in addition to Ki Meditation.
Savage Charge (Combat)
You fearlessly dive into battle, bringing the full weight of your weapon down on your opponent.
Prerequisites: Str 15, Vital Strike, base attack bonus +8.
Benefit: You can use any Vital Strike feat as part of a charge action or Spring Attack.
Source: Elephant in the Room
Scorpion Stance (Combat)
You are skilled at incapacitating larger opponents.
Prerequisites: Unarmed Combatant, Deft Maneuvers or Powerful Maneuvers.
Benefit: You can bull rush, hamstring, overrun, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling.
Special: If you have a ki pool, you may spend a point to bull rush, hamstring, overrun, or trip an opponent who is up to three size categories than you and are treated as two size categories larger while grappling. This effect lasts for a number of rounds equal to your Wisdom modifier,.
Normal: You can only bull rush, hamstring, overrun, or trip an opponent who is no more than one size category larger than you.
Source: Elephant in the Room
Whirling Cleave (Combat)
You become a whirlwind of steel on the battlefield.
Prerequisites: Str 13, Cleave, Great Cleave, base attack bonus +11.
Benefit: You may take a 5-foot step during a Cleave or Great Cleave, as long as it brings you within reach of another foe of which you are able to make an additional attack against. This 5-foot step is a free action and does not subtract from your normal movement for the round.
Source: Elephant in the Room
Zen Archery (Combat)
Your intuition guides your hand when you use a ranged weapon.
Prerequisites: Wis 13, base attack bonus +1.
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll. You may quality for additional archery feats that require Dexterity by instead using your Wisdom score.
Source: Adapted from 3.5 SRD