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base attack +8. “THAT’S A LOT OF MELEE STUFF…” Benefit: Should you miss with one whirlwind In Modern games, are much more common attack, you gain a +1 bonus to attack rolls on the rest than swords and the like, so it may seem as if the of them. This benefit stacks with each miss. You lose number of melee-related feats here is excessive. this benefit after you have resolved all the attacks you In answer to that, please direct your attention to gain from this feat. feats such as All-out Accuracy, All-out Attack, All- Out Carnage, Combat Instincts, Ranged Disarm, AGILE TRIP Ranged Expertise, and Whirlwind of Bullets, all of Your grace and flexibility allow you to bring much which either closely parallel common melee feats stronger opponents down easily. or allow those feats to be used with ranged weap- Prerequisites: Int 13, Combat Expertise, Improved ons. Further, keep in mind that almost all these Trip. melee feats can be used with unarmed attacks, al- Benefit: You may substitute your Dexterity for your lowing martial artists, street-fighters, and other un- Strength when rolling a check to trip your opponent. armed combatants to perform truly amazing feats In addition, you gain a +2 bonus to opposed Dexterity of combat prowess. By compiling and adapting rolls for attempting to trip an opponent or when these feats, we hope to help truly heroic combat an opponent attempts to trip you; if you have the in d20 system games transcend the OGL’s fantasy Combat feat, this bonus stacks with that one. roots and make modern warriors just as iconic as their medieval compartments. ALL-OUT ACCURACY You are able to focus all your attention on accurate Power Attack, base attack +8. strikes, giving you uncanny precision in where you Benefit: When you attempt a bull rush, you can hit your targets but taking your attention away from make a single free attack at your best base attack self-defense. bonus in addition to the normal benefits of the Prerequisites: Wisdom 13, All-out Attack, base Improved Bull Rush feat. You can use the damage you attack bonus +6. inflict with your attack as a modifier to the opposed Benefit: When using your All-out Attack feat, you Strength check. may select any number up to your base attack bonus Sampleand file subtract it from your defense, adding the same ADVANCED POWER ATTACK number to your attack bonus. Your knowledge of the Power Attack feat has In addition, what other attackers achieve with brute advanced to a level known only to a select few. Strength, you achieve with your obsessive accuracy. Prerequisites: Strength 13, Power Attack, base When determining whether you meet prerequisites attack +8. for the feats listed below, you may substitute the Benefit: If you take at least a –8 penalty to increase All-out Attack feat for the Power Attack feat and your damage via the Power Attack feat, any opponent substitute your Wisdom score for Strength: Advanced you hit must succeed at a Will save (DC 10 + half your Power Attack, Cleave, Cleave Asunder, Crane , level + your Strength modifier) or be dazed for 1 Great Cleave, Great Sunder, Expert Cleave, Improved round. The savage impact of your attack knocks your Cleave, Legendary Cleave, Legendary Power Attack, opponent senseless. A specific target need make only Master Cleave, Master Power Attack, No Shadow one Will saving throw per round to ignore this effect, Kick, Perfect Cleave, Perfect Power Attack, Sunder, even if you hit him more than once. Supreme Cleave, Unrivalled Cleave. When any of these feats reference Power Attack, replace that reference with All-out Attack. When a ADVANCED WHIRLWIND ATTACK feat requires using Power Attack to lower an attack You generate a tremendous amount of power as your bonus in exchange for damage by a certain number, whirlwind attack builds in strength and ferocity. it instead requires you to lower your Defense in order Prerequisites: Dex 13, Int 13, Combat Expertise, to raise your attack bonus by the same number. For Dodge, Mobility, Spring Attack, Whirlwind Attack, example, if you derive an Advanced Power Attack feat

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from your All-out Attack, instead of having to take a you to annihilate opponents by the handful. If your –8 penalty to attack via the Power Attack feat to cause targets fall down when you want them to and give a struck opponent to save or be dazed, you must take you a clear shot, you mow down the enemies near or at least a –8 penalty to Defense via the All-Out Attack behind them before they realize what is happening. feat to achieve the same effect. Rather than striking Prerequisites: Wisdom 13, All-out Attack, All-out the opponent harder with Power Attack, you the Accuracy, Cleave, Point Blank Shot, base attack bonus opponent at a , cut his brow to gush +6. blood into his eyes, or shoot him in a particularly Benefit: You may gain extra attacks from your painful spot to daze him. Cleave feat when using ranged as well as Note that, since All-out Attack (unlike Power Attack) melee weapons or unarmed attacks. To do so, the can be used with ranged as well as melee attacks, target you have taken down to the Cleave when a feat requires you to gain a damage bonus attack must be within 15 feet of you. Instead of from Power Attack to use that feat’s benefit, if you gaining a Cleave attack against another opponent gain a Defense bonus from All-out Attack instead adjacent to you, you gain it against another target to gain the benefit, you may use that feat’s benefit adjacent to the fallen opponent, so long as they too with a ranged . By paying less attention are within 15 feet. This benefit also applies to extra to opponents’ attacks, you focus all your attention attacks gained from the Cleave Asunder feat, allowing on aiming your ranged attack that much more to gain extra Cleave Asunder attacks if you are within accurately. You may not, however, use Cleave attacks 15 feet of the destroyed object. Ranged Cleave and with a ranged weapon, only with melee weapons or Cleave Asunder attacks may provoke attacks of unarmed attacks. opportunity from opponents who threaten you, just Normal: Without this feat, the All-out Attack feat as normal ranged attacks do. With the Great Cleave can only add subtract 5 from your Defense and add 5 feat, you may continue gaining extra Cleave attacks to your attack rolls. so long as each opponent who falls is within 15 feet, and with the Supreme Cleave feat you may take a 5- foot step with each Cleave attack. Other Cleave based ALL-OUT ATTACK feats affect Cleave attacks with ranged weapons the By ignoring defense in favor of accuracy, you increase same way they affect regular Cleave attacks. the precision of your attacks. Normal: Cleave attacks are usually only available in Prerequisites: Wisdom 13, base attack bonus +1. Samplemelee. file Benefit: Subtract a number up to 5 from your defense and add the same number to your attack roll. You cannot lower your defense below 10 nor ALL-OUT DECIMATION more than double your attack bonus. Unlike similar With a ranged weapon in your hand, you are a one- feats, such as Power Attack, this feat can be used with man unit. melee or ranged attacks. Prerequisites: Wisdom 13, All-out Attack, All-out Special: Because All-out Attack lowers Defense to Accuracy, All-Out Carnage, Cleave, Great Cleave, Point raise your attack bonus, and the Combat Expertise Blank Shot, base attack bonus +9. feats lowers your attack bonus to raise Defense, Benefit: When gaining ranged Cleave attacks with you cannot rationally benefit from both feats at the your All-Out Carnage feat, the targets may be as far as same time. Therefore, any feat that requires you to be 30 feet away, rather than only 15 feet, for you to gain enjoying the benefit of All-out Attack in some capacity the benefit. cannot be used at the same time as a feat requiring you to have the benefit of Combat Expertise. The two techniques are simply not compatible. ALL-OUT MAYHEM Once you have begun dealing death on the battlefield, you are far too quick to be easily stopped. ALL-OUT CARNAGE Prerequisites: Wisdom 13, All-out Attack, All-out When you are armed with a ranged weapon, your Accuracy, All-Out Carnage, Cleave, Point Blank Shot, brain calculates the most efficient angles of attack Expert Point Blank Shot, base attack bonus +8. with extraordinary speed and accuracy, allowing Benefit:Your ranged Cleave attacks do not provoke

2 3 ICONIC COMBAT FEATS ICONIC COMBAT FEATS attacks of opportunity. opponent’s melee attack roll misses you by more Normal: Usually, using a ranged weapon than 10, you may immediately make a single melee or in a threatened square provokes an attack of ranged attack as a free action against that opponent. opportunity. You may use this feat a number of times per round equal to your Dexterity modifier. In addition, you may acquire feats that have the Combat Reflexes feat BULL’S EYE as a prerequisite as if you had that feat, effectively Your attacks with ranged weapons are especially replacing that required feat with this one. deadly. Prerequisites: Point Blank Shot, Precise Shot. Benefit: When you threaten a critical hit with a CRITICAL TWO-WEAPON FIGHTING ranged weapon, you may spend 1 action point to Your knowledge of the Two-Weapon Fighting feat has automatically confirm the critical. advanced to a level known only to a select few. Prerequisites: Dex 17, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack +6. BODY SLAM Benefit: If you score a critical hit with one of your Throwing yourself at your opponent, you use weapons, you increase the critical threat range for your whole body to knock both yourself and your your other weapon by 1 against that opponent for opponent to the ground, slamming your opponent one round. As your first attack strikes your foe, it to devastating effect. positions him perfectly for a deadly follow-up. This Prerequisites: Improved Trip, base attack +3. works just as well for paired ranged weapons, as the Benefit: When you make a successful trip attack, force of the first ’s impact moves the target you may become prone to inflict an additional into a better position for the second shot. amount of damage, equal to twice your normal unarmed damage, as nonlethal damage to the opponent tripped. CUNNING TWO-WEAPON FIGHTING You can distract an opponent with your off-hand weapon or one end of your double weapon. CLEAVE ASUNDER Prerequisites: Dex 15, Two-Weapon Fighting, base Your Sunder attacks are brutally effective. You are attack +5. trained in following through when you break an SampleBenefit: file If you use a full attack action but do not opponent’s weapon or any other object they are use your primary weapon or your primary hand’s end holding. of a double weapon to attack, you gain a +2 bonus to Prerequisite: Strength 13, Power Attack, Cleave, attacks against one opponent you threaten with your Sunder or, if you are using ranged weapons, Benefit: When attacking an opponent’s weapon one opponent within 30 feet. This works just as well or other held object, if the object is broken, you can with ranged weapons, as the opponent is so busy immediately make another attack against the same avoiding the aim of your primary weapon that he fails opponent or another object he or she holds. You to account for the second. You gain this benefit until can use this ability only once per round. However, the end of your current action. any feats which grants extra benefits to your Cleave attacks (including the ability to make more than one per round, such as Great Cleave) also grant those DEFENSIVE SUNDER same benefits to your Cleave Asunder attacks. You avoid opponents’ attacks not only by dodging them, but by breaking their weapons. Prerequisite: Sunder, base attack +3. COMBAT INSTINCTS Benefit: Once per round when benefiting from a You react instinctively when an opportunity presents Total Defense action, if an adjacent opponent misses itself in melee combat. you with a melee weapon, you may make a free Prerequisite: Dexterity 12. melee or ranged attack targeting the weapon that Benefit: If you are not flat-footed when an adjacent opponent missed you with. If you make this attack

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with a ranged weapon, it does not provoke an attack hit with a ranged attack of any kind—even bullets, of opportunity. energy beams, rays, or similar ranged attacks, so long as the attack requires an attack roll—you may roll a Reflex save to take half damage from it. The DC of the DEFLECT save is equal to the attack roll that would have hit it With a proper object, you can bat and similar you. Evasion works normally with this feat, allowing ranged weapons (such as thrown objects) out of the characters with Evasion who save successfully to air. avoid damage completely. Prerequisites: Dex 13, base attack +1. Unlike the Deflect Missiles feat, instead of swatting Benefit: You must have an object at least the size the projectile away, you avoid the attack as best you of a small weapon in your hand to use this feat. Once can, and so you need not have at least one hand free per round when you would normally be hit with a to use this feat. You must be aware of the attack and ranged weapon, you may deflect with an object in not flatfooted. Attempting to avoid a ranged attack your hand so that you take no damage from it. You doesn’t count as an action. The GM may decide that must be aware of the attack and not flatfooted. You unusually massive ranged weapons can’t be avoided. cannot deflect bullets, energy beams, rays, or similar You cannot use Dodge Bullets and Deflect Missiles ranged attacks. in the same round—you may only use one or the Attempting to deflect a ranged weapon doesn’t other. If you have already used one of the two feats in count as an action. Unusually massive ranged a round, it precludes use of the other feat. However, weapons and ranged attacks generated by spell other feats that allow you to use Deflect Missiles more effects can’t be deflected. than once per round (such as Extra Deflect Missiles) include this feat as well; every use of the Dodge DISMEMBERING FRENZY Bullets feat in a round uses up one of your uses of You swing your mighty weapon in a deadly pattern, Deflect Missiles. surrounding yourself with flashing steel. Anyone who Special: If you have any psionic powers derived draws close to you shall feel the bitter sting of your from a character class, you may ignore the Wild Talent weapon. prerequisite for this feat. Prerequisite: Strength 13, Power Attack, Base Attack +7 or higher Benefit: As a full-round action, you whirlSample your DODGING file EXPERTISE Rigorous training has made you an expert at heavy melee weapon about you in a deadly pattern defending yourself in combat. that lasts until the beginning of your next turn. If an Prerequisites: Combat Expertise, Dodge, Dexterity opponent begins or ends his action in an area you 13, Intelligence 13. threaten or in a square adjacent to you, you gain an Benefit: When you are using Combat Expertise to immediate attack against him at your highest base increase your defense, if an opponent against whom attack bonus. You may attack a given opponent in you are using your Defense bonus from the Dodge this manner only once per round. Resolve these feat attacks you and misses, his next attack against attacks at the beginning or end of your foe’s action, you receives a -1 penalty. as appropriate. Note that if you do not threaten a foe, you can still attack him with this feat. This ability cannot be used with a light weapon or unarmed. EXPERT BLIND-FIGHT Rigorous training has made you an expert at blind- fighting. DODGE BULLETS Prerequisites: Blind-Fight, Listen 8 ranks, base Your preternatural reflexes allow you to anticipate attack +7. even those attacks that are too quick to be seen. Benefit: You can use Listen as a free action each Prerequisites: Dexterity 15, Wisdom 15, Defensive round to locate an invisible opponent. In addition, , Deflect Missiles, Dodge, Unarmed Deflect you automatically locate an invisible person within Missiles, Wild Talent, base attack bonus +6. 5 feet of you. Finally, once per round, you may re-roll Benefit: Once per round, when you would be a Spot check made to notice an opponent, but you

4 5 ICONIC COMBAT FEATS ICONIC COMBAT FEATS must choose to re-roll before you learn whether your EXPERT POWER ATTACK check succeeded. Rigorous training has made you an expert with the Power Attack feat. EXPERT CLEAVE Prerequisites: Strength 13, Power Attack, base Rigorous training has made you a deadly expert attack +7. when fighting many opponents. Benefit: Using Power Attack, you inflict double your Prerequisites: Str 13, Cleave, Power Attack, base attack penalty from the Power Attack feats as bonus attack +7. damage when you fight with a one-handed or light Benefit: You gain Cleave attacks when you score a weapon. If you fight with a two-handed weapon, you critical hit in addition to when you drop an opponent. inflict bonus damage equal to 2.5 times the penalty. You can use this Cleave attack against any foe in range (not just the one you critically hit). If you score EXPERT PRECISE SHOT a critical hit and drop a foe, however, you gain only You have completely mastered the Precise Shot feat. one Cleave attack. Prerequisites: Point Blank Shot, Precise Shot, base attack +7. EXPERT DISARM Benefit: Your ranged attacks ignore the defense You are undaunted when disarming larger bonus granted to targets by anything less than total opponents. cover and the miss chance granted to targets by Prerequisites: Improved Disarm, base attack +7. anything less than total concealment. In addition, Benefit: When attempting to disarm an opponent when you shoot or throw ranged weapons at a larger than you, he counts as one size category opponent and hit, you automatically smaller than normal. You use your foe’s size against at the opponent you have chosen (you have no him to cut between his fingers or otherwise loosen chance of hitting another grappler). his grip. EXPERT RAZOR FIEND EXPERT FAR SHOT Rigorous training has made you an expert with Your steady hand and pinpoint ranged accuracy allow and similar weapons. you to hit an opponent at almost any range. SamplePrerequisites: file Razor Fiend, base attack +7. Prerequisites: Point Blank Shot, Far Shot, base Benefit: As the Razor Fiend feat, save that you attack +7. may now take two additional attacks at your highest Benefit: You suffer half the penalty to attacks due base attack bonus in exchange for a –4 penalty to all to range, –1 rather than –2 per range increment. attacks until the start of your next action. In addition, you gain only half your Strength bonus to damage. EXPERT POINT BLANK SHOT At close quarters you can make a quick feint that EXTRA DEFLECT MISSILES causes your opponent to rear back in fear. When you You have become even faster at deflecting ranged pull back an and aim at your foe’s face, you attacks. cause him to flinch, throw up his shield in defense, or Prerequisites: Dex 15, Defensive Martial Arts, dive for cover. Deflect Missiles, Dodge, base attack +7. Prerequisites: Point Blank Shot, base attack +7. Benefit: You can use your Deflect Missiles feat one Benefit: As a free action once per round, when you additional time per round. make a ranged attack, you can make a Bluff check to feint against each foe from whom you would provoke GREAT DISARM an attack of opportunity for making that ranged You can disarm opponents with great accuracy. attack. If your check succeeds, your foe cannot make Prerequisites: Intelligence 13, Combat Expertise, an attack of opportunity against you. Improved Disarm, base attack +4.

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Benefit: You gain a +6 bonus on any opposed bonus, although you can gain this bonus again if attack rolls you make to disarm opponents. your opponent misses you more than once after the bonus expires. You may gain this bonus against more than one attacker at once, but the bonus against each GREAT SUNDER attacker is never higher than +1. You can cleave through large objects with relative ease due to your expertise in spotting manufacturing flaws. GREATER COMBAT THROW Prerequisites: Strength 13, Power Attack, Sunder, In the ring, in the dojo, or on the street, you’ve always base attack +4. got the moves to finish the job. Benefit: When you attempt to sunder an item, your Prerequisites: Combat Throw and either Improved opponent does not receive the normal bonus for Trip or Mighty Combat Throw, base attack +4. wielding a weapon that is larger than yours. Benefit: When you successfully trip an opponent, the free attack you gain from your Improved Trip or Mighty Combat Throw feat is made at a +4 bonus. If GREATER BLIND-FIGHT you inflict damage with that attack, the target must Through constant practice, you have achieved great make a Fortitude save (DC 10 + the damage inflicted) prowess in using the Blind-Fight feat. or become fatigued for 1d4 rounds. Prerequisites: Blind-Fight, Listen 5 ranks, base attack +4. Benefit: You gain the benefits of this feat on ranged GREATER DEFENSIVE MARTIAL ARTS attacks made against opponents within 30 feet of you. You react to danger before your conscious mind can This includes benefits you may gain from possessing process what happened. Your intense training and the Expert Blind-Fight, Master Blind-Fight, Unrivalled focus brought on by meditation allow you to react Blind-Fight, and Perfect Blind-Fight feats. to the ebb and flow of threats before they come to pass. Prerequisite: Wisdom 13, Defensive Martial Arts, GREATER BULL RUSH base attack +4. Your strength and size allow you to knock opponents Benefit: You gain a +1 bonus on Listen and Spot to the ground effortlessly. checks. If you must make a Listen or Spot check Prerequisites: Str 13, Bull Rush, Power Attack, base Sampleto determinefile whether you are surprised, add your attack +4. base attack bonus (but not any modifiers you would Benefit: When you make a bull rush attack, you normally gain on an attack roll) to your d20 roll can choose to accept a –4 penalty to the opposed in addition to the usual modifiers. This bonus is a Strength check. If you succeed, the target of your bull supernatural ability. rush falls prone after you successfully move him. GREATER DODGE GREATER COMBAT EXPERTISE Your skill at dodging attacks is preternatural. Through constant practice, you have achieved great Prerequisites: Dexterity 13, Dodge, Improved prowess in or avoiding opponents’ attacks, Dodge. and capitalizing on your opponents’ failures. Benefit: Your skill with the Dodge feat improves Prerequisites: Combat Expertise, Intelligence 13, such that you now receive a +3 dodge bonus to base attack +4. Defense against subsequent attacks from your Benefit: When you are using Combat Expertise chosen opponent. to increase your defense, if any opponent attacks Special: A condition that makes you lose your you and misses more than once in two rounds, Dexterity bonus to Defense also makes you lose you gain a +1 bonus on melee attacks against that dodge bonuses. Also, dodge bonuses stack with each opponent. This bonus lasts for only the one round other, unlike most other types of bonuses. that opponent’s second miss, and further missed attacks by that opponent do not increase your

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