
Advanced Strike (Warrior)
Prerequisites: Improved Critical, Improved Strike,
base combat bonus +8.
When you score a critical hit on an opponent with an unarmed strike,
you deal +6 damage instead of +3.
Attack Specialization, Rank (Warrior)
Prerequisite: Attack Focus with the chosen attack.
Choose an attack for which you have already selected the Attack Focus
feat. You deal +1 damage when using this attack. You can gain this feat
multiple times. Each time, it applies to a new attack.
Awesome Blow (Warrior)
Prerequisites: Str +7, size Large or larger.
As a standard action, the creature may 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 (Difficulty 10 + 1/2 the
creature’s level + its Strength) or be knocked 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 +2 damage, and the opponent stops in the
space adjacent to the obstacle.
Battle Fervor (Warrior, Ranked)
PREREQUISITE: DIVINE GIFT, RAGE (x2)
When in combat, you may spend a full round action to invoke the blessings of your divine master. At the start of your next turn, godlike energy courses through you, awakening hidden reserves of potential. For 1 round per rankl, you gain a bonus to attack rolls and damage equal to your Wisdom score. In addition, your base speed increases by 10 feet. You may use this ability a number of times per day equal to your Wisdom.
Burst Fire (warrior)
Prerequisites: Wisdom 13, Personal Firearms Proficiency, Advanced Firearms Proficiency.
When using an automatic firearm with at least five bullets loaded, the character may fire a short burst as a single attack against a single target. The character receives a –4 penalty on the attack roll, but deal +2 damage.
Firing a burst expends five bullets and can only be done if the weapon has five bullets in it.
Normal: Autofire uses ten bullets, targets a 10-foot-by-10-foot area, and can’t be aimed at a specific target. Without this feat, if a character attempts an autofire attack at a specific target, it simply counts as a normal attack and all the extra bullets are wasted.
Special: If the firearm has a three-round burst setting, firing a burst expends three bullets instead of five and can be used if the weapon has only three bullets in it.
Brash (Warrior)
You do not frighten easily or take threats lightly. Whenever you fail a Will save against a fear effect, you may immediately make a second Will save. If this save succeeds, you become enraged gaining a + 1 bonus on melee attacks and a +1 to damage, but you take a —2 penalty to Defense. These modifiers remain for 5 rounds or until the object of your fear is destroyed or driven off. After this time, you are fatigued for five rounds. While enraged, your actions are limited to those described under the Rage feat . The benefits of Brash stack with those of the Rage feat.
Chokehold (Warrior)
If you pin an opponent while grappling, you can apply a chokehold,
causing your opponent to begin suffocating for as long as you maintain
the pin. See Chapter 6 for details on grappling and suffocation.
Cleave (Warrior)
If you knock out, disable, or kill an opponent with a melee attack, you
get an immediate extra melee attack against another opponent within
reach. You can’t move before making this extra attack. The extra attack
is with the same weapon and attack bonus as the attack that downed
your previous opponent. You can use this feat once per round.
Combat Calm (Warrior)
You add half your attack bonus , rounded up, to Concentration checks
in combat and action situations. Players and Narrator should make
sure they agree on when this applies, at least in general terms, before
the crunch arrives. Any scene calling for initiative checks and detailed
resolution of tasks may qualify. The more it’s limited to combat, the
more specifically martial action shines; the more it extends to other
action, the wider the scope for character coolness.
Combat Mastery (Warrior)
Prerequisites: Combat Calm, Improved Combat Calm
You add half your base attack bonus to Concentration checks in combat and action
situations. Combatants with this feat have been known to actively seek
out fights and adrenaline rushes, saying they think better in the midst
of the action.
Close Combat Shot (Warrior)
Prerequisite: Base attack +7, Precise Shot, Proficiency with chosen weapon
You can attack with a ranged weapon while in a threatened area and not provoke an attack of opportunity.
Critical Strike (Warrior)
Prerequisite: Favored Opponent.
You can score critical hits normally on favored opponents that are immune
to critical hits. This benefit only affects your favored opponent(s).
CRUSHING PIN (Warrior)
While grappling, if you pin an opponent, you can also inflict your
normal unarmed damage against that opponent each round for as
long as you maintain the pin. You hold your opponent immobile as
normal, but must remain immobile yourself to continue the crushing
pin. You suffer a –4 defense penalty while maintaining a Crushing
Pin, in addition to losing your dodge bonus against anyone you
aren’t grappling, as normal.
DEFENSIVE STRIKE (Warrior)
If an opponent attacks you in melee combat and misses, your next
melee attack against that opponent has a +4 bonus to hit. You
gain no bonus against opponents who do not attack you or who
attack and hit you successfully (whether or not the attack has any
effect).
Diehard (Warrior)
When your condition is reduced to dying, you automatically succeed
on the Constitution check to stabilize on the following round. Further
damage can still kill you.
Divine Fortitude (Warrior)
PREREQUISITE: Divine Givft, DIVINE HEALTH, Fort +3
You have amazing powers of healing. Regardless of injury level or type, you may make recovery rolls every minute. You are immune to infection (see forthcoming Dr. Evil Presents) and you halve the damage bonus your opponents get when they score a critical hit against you (round down any fractions).
Double Tap (warrior)
Prerequisites: Dexterity 13, Point Blank Shot.
When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Drive-By (Warrior)
Prerequisite: Trained in Drive
The penalty you take when using a ranged weapon from a vehicle is halved: –2 instead of –4 if your vehicle is taking a double move, and –4 instead of –8 if your vehicle is going full speed.
Favored Opponent (Warrior)
You have a particular type of opponent you’ve studied or are especially
effective against. It may be a type of creature, like animals or the
undead; a profession, like soldiers or thieves; or any other category the
Narrator approves. Especially broad categories, like “all humanoids” or
“all villains,” are not permitted. You get a +2 bonus on Bluff, Intimidate,
Notice, Sense Motive, and Survival checks when dealing with your
favored opponent, as well as +1 damage on all attacks against them. You
may take this feat multiple times, either choosing a different favored
opponent or stacking with your existing bonus to a maximum of +6 on
skills checks and +3 damage.
Frightful Presence (warrior, Ranked)
Prerequisites: Charisma 15, Intimidate 9 ranks.
:When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + rank + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to +1 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
If the character has the Renown feat, the Will saving throw’s DC increases by 5
FINISHING BLOW (Warrior)
You can perform a coup de grace as a standard rather than a fullround
action.
Grappling Finesse (Warrior)
You can use your Dexterity bonus, rather than your Strength bonus, to in Chapter 6 for details.
make grapple checks. You retain your dodge bonus to Defense against
all opponents while grappling. See Chapter 6 for more on grappling.
Great Cleave (Warrior)
Prerequisite: Cleave.
You can use your Dexterity bonus, rather than your Strength bonus, to
make grapple checks. You retain your dodge bonus to Defense against
all opponents while grappling. See Chapter 6 for more on grappling.
Greater Attack Focus (Warrior)
You
You gain an additional +1 attack bonus with the chosen attack. The can make finesse attacks with ranged weapons (see Finesse Attack
benefit of this feat stacks with Attack Focus. in Chapter 6).
Greater Attack Specialization (Warrior)
Prerequisite: Attack Specialization
You gain an additional +1 damage bonus with the chosen attack. The
benefit of this feat stacks with Attack Specialization.
Hose ‘Em! (Warrior)
Prerequisite: Firearms Training
The character is good at using automatic weapons offensively. When using autofire to target multiple opponents, the normal “walking” penalties are halved.
Improved Brawl (warrior)
Prerequisites: Brawl, base attack bonus +3.
When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to +2 + the character’s Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to +0 + Strength modifier
Improved Combat Calm (Warrior)
Prerequisite: Combat Calm
You can take 10 once per round in the midst of combat or other stressful
action.
IMPROVED FLANK (Warrior)
When you and another character flank an opponent, you gain a +4
attack roll bonus rather than the usual +2 bonus.
IMPROVED OVERRUN (Warrior)
When you make an overrun attempt, your opponent cannot choose to
avoid you, and you have a +4 bonus on the trip check (see Overrun,
page 157).
Mounted Archery (Warrior)
Prerequisite: Vehicular Combat.
You are used to launching arrows at your foes while on hourseback. The penalty you take when using a ranged weapon
while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
NERVE PINCH (Warrior)
You can incapacitate foes with a vicelike pinch.
Prerequisites: Combat Martial Arts, base attack bonus +4.
You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + your Strength modifier) or be paralyzed for 1d4+1 rounds. If the target’s attack of opportunity hits you and deals damage, the nerve pinch automatically fails.
Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.
Rage (Warrior, Ranked)
You can fly into a berserk rage as a free action, gaining +2 Strength, +2 to
at ranges of up to 30 feet. your Fortitude and Will saves, and a –2 penalty to Defense. While raging you can’t use skills or powers requiring concentration or patience, and you
can’t take 10 or take 20 on checks. Your rage lasts five rounds, after which
you are fatigued for five rounds (see Fatigue in Chapter 6). You can use
Rage once per day, and an additional time per rank, you only take a rank in this feat every four levels. You
can spend a point of Conviction to use Rage an additional time that day. You can not rage while currently Fatigued.
You can take this feat multiple times. Each time, you gain an additional
+1 Strength and +1 Fortitude and Will save bonus to a maximum of
+4 Strength and +4 to saves total (the –2 penalty to Defense and other
effects remain the same). Instead of increasing your Rage benefits,
taking the Rage feat an additional time can extend the duration of
your rage by 5 rounds (to a maximum of 20 rounds). This extends the
duration of your post-rage fatigue by the same amount.
Seize Initiative (Warrior)
You can spend a Conviction point to go first in the initiative order,
without having to roll for initiative. You may only do so when you would
normally roll initiative. If more than one character uses this feat, they
roll for initiative normally and act in order of their initiative result,
followed by all the other characters involved in the combat.
Smite Opponent (Warrior, Ranked)
Prerequisite: Favored Opponent.
You can charge a blow with the power of your determination. You can
use Smite Opponent once per day per rank. When you strike a favored opponent in melee, you can activate
this feat: add your Charisma score to your attack roll and half your
rank, rounded up, to your damage. If you smite an opponent who is not
actually a favored foe, there is no additional effect, but the smite use
is wasted.
Spirited Charge (Warrior)
Prerequisite: Vehicular Combat.
When mounted or on a vehicle and using the charge action, you deal +3
damage with a melee weapon (+4 damage with a lance).
Strafe (warrior)
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency.
When using a firearm on autofire, the character can affect an area four 5-foot squares long and one square wide (that is, any four squares in a straight line).
Normal: A firearm on autofire normally affects a 10-foot-by-10-foot area
STARTLE SKILL (Warrior)
You can make an Intimidate check rather than a Bluff check to feint in
combat (see Feint on page 42). Targets resist with Intimidate, Sense
Motive, or Will (whichever is best) and gain a +1 bonus on their resistance
check per startle attempt against them in the same encounter.
STARSHIP STRAFE (Warrior)
You can use a starship’s ranged weapon set on automatic fire to affect a wider area than normal.
Prerequisite: Starship Gunnery.
When using a starship’s ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).
Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.
Stunning Attack (Expert/Warrior)
When you make an unarmed attack, you can choose not to inflict normal
damage. Instead, the target makes a Fortitude save against a Difficulty
of 10 plus your unarmed damage bonus. A successful save results in no
effect. A failed save means the target is dazed for one round. Failure by
5 or more means the target is stunned for one round, and failure by 10
or more renders the target unconscious.
SWEEPING STRIKE (Warrior)
When you make a successful unarmed attack against an opponent,
you can split your damage bonus between damaging your opponent
and a free and immediate trip attack. So, for example, if you have a
+4 unarmed damage bonus, you can inflict +1 damage and make a
trip attack with a +3 bonus in place of your normal Str bonus, or +2
damage and +2 trip, or any such combination. You must assign at
least a +1 bonus each to damage and trip to use Sweeping Strike.
The trip attack is resolved normally, including your opponent potentially
having the opportunity to trip you.
TAKEDOWN ATTACK (Warrior), RANKED
If you knock out or disable an opponent with a melee attack, you get
an immediate extra attack against another opponent within range and
within 5 feet of where the previous target was when attacked. You can’t
move before making this extra attack. The extra attack is with the same
attack and attack bonus as the first.
You can take this feat a second time, allowing you to move up to 5 feet
between each attack you make, but you still cannot move more than your
total speed, regardless of the number of attacks you make. Or conversely another rank can allow you to perform an unlimited number of Takedown Attacks in a round.
Tough (Warrior) (Ranked)
Your Toughness save bonus increases by +1. You can take this feat multiple times and its benefits stack, up to a maximum +5 bonus to
your Toughness saves. This bonus stacks with any worn armor or other
UNBALANCING STRIKE (Warrior)
When you hit an opponent with a melee attack, you can choose to
throw him off balance rather than inflicting damage. Your opponent
makes a Reflex saving throw (DC 10 + your attack’s damage bonus).
A failure means he loses his dodge bonus to defense for the next
round.
Unemotional
(Warrior)
You are particularly resistant to
supernatural effects that modify your mood. When targeted by a supernatural power that requires mental contact, you gain a +2 bonus to the saving throw to resist its effects.
Weapon Bind (Warrior)
If you are using a parry defense and an opponent misses you with an
armed melee attack, you can make a disarm attempt immediately as a
free action. The disarm attempt is carried out normally, including the
attacker getting the opportunity to disarm you (unless you have the
Improved Disarm feat).
Weapon Break (Warrior)
If you are using a parry defense and an opponent misses you with an
armed melee attack, you can make an attack against your opponent’s
weapon immediately as a free action. This requires a normal attack
roll and inflicts normal damage to the weapon if it hits (see Sunder in
Chapter 6 for details).
Whirlwind Attack (warrior)
Prerequisites: Dexterity +1, Intelligence +1, Dodge, Mobility, Spring Attack, Combat Expertise, base attack bonus +4.
When the character performs a full-round action, the character can give up his or her regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent
