Combat feats are combat-related options, and most notably, they can be selected as bonus feats by a number of different classes.
Aligned Attacks (Combat)
Prerequisites: Non-neutral alignment, Alteration sphere, Fate sphere, 5th caster level or higher.
Benefit: Choose one alignment you possess. Your natural attacks count as that alignment for the purposes of overcoming damage reduction. If your alignment changes, you may select a new non-neutral alignment that you possess in place of the originally chosen alignment. If you cease to possess a non-neutral alignment, you lose the benefits of this feat until you gain a non-neutral alignment. This is an extraordinary (Ex) ability.
Arcane Grip (Combat)
Prerequisites: Improved Grapple, Counterspell.
Benefit: When initiating a grapple, you may use the Counterspell feat as a free action. Resolve the counterspell attempt prior to applying the effects of freedom of movement, the freedom word of the Fate sphere, and similar effects. Additionally, you are always entitled to make a spellcraft check to identify such an effect on a creature within your reach as a free action.
Augur of Combat (Combat)
Prerequisite: Int 13.
Benefit: As long as you are last in the initiative count, use your intelligence modifier for attack rolls in place of the ability modifier that you would normally use.
Calculated Shot (Combat)
Attack smarter, not harder.
Prerequisite: Intelligence 13, Point-Blank Shot, Precise Shot, Focused Shot.
Benefit: You may use Focused Shot with any ranged weapon, not just bows or crossbows. You gain a +2 bonus to attack and damage rolls when using Focused Shot.
Champion’s Strike (Combat)
Prerequisite: Arcane strike or imbued strike.
Benefit: Your arcane or imbued strike is in effect at all times without you needing to take an action to activate it. In addition, when you use this ability with an attack action that only affects one target and has only one attack roll, the bonus on damage rolls for your strike is increased 100% for every +5 Base Attack Bonus you possess.
Cherufe Sweep (Combat)
With lightning reflexes, you sweep your tail against an opponent that has left them exposed, knocking them down.
Prerequisites: Tail natural attack, base attack bonus +6.
Benefit: When using your tail to make an attack of opportunity, you may make a free trip combat maneuver that does not provoke attacks of opportunity against a target if you successfully hit it.
Special: If you possess the Improved Trip feat or are otherwise unable to provoke an attack of opportunity when making a trip attempt, you gain a +2 bonus to your CMB with this trip attempt.
Counterspelling Strike (Combat) [Abj. HB]
Prerequisites: Counterspell.
Benefit: Whenever you strike a target with a weapon attack, you may spend a spell point as an immediate action to attempt to dispel an existing magical effect on the target using your Counterspell ability, or multiple effects with your Improved or Greater Counterspell ability.
Devourer (Combat)
Prerequisites: Serpentine Transformation talent or swallow whole ability, 10th caster level or higher.
Benefit: When you are grappling a creature, you may attempt to use your swallow whole ability as a free action. You gain a +2 competence bonus to CMB and CMD to make and resist grapple checks relating to the swallow whole ability. This is an extraordinary (Ex) ability.
Disarming Transformation (Combat)
Prerequisites: Transform Object advanced talent.
Benefit: When targeted by an attack with a manufactured weapon within the range, you may spend a spell point as an immediate action to briefly shapeshift the weapon into an animal, disarming your foe. You must be aware of the attack. The target is allowed a Will save to negate this effect. On a failed save, the weapon immediately transforms into a Small animal or a group of Tiny animals and moves a short distance away before returning to its original form in a square of your choosing within 30 ft. of the target. The weapon’s movement does not provoke attacks of opportunity. The transformed weapon will not pass through dangerous squares such as an energy wall, instead stopping in the previous square.
Alternately, you may spend a spell point as a standard action to shapeshift a manufactured weapon in the range into a hostile serpent that whips around to attack its wielder. The weapon’s wielder must make a Will save or the next time the weapon is used within 1 round per caster level for an attack, the damage of the attack is instead dealt to the wielder. The wielder cannot willingly reduce or deal nonlethal damage with this attack. Once the damage has been dealt, the effect is discharged. If you spend an additional spell point, the effect persists for 1 round per caster level, each attack after the first granting a Will save to end the effect.
Dodging Rally (Combat)
Benefit: Whenever you are rallied, you receive a +4 dodge bonus to AC until the end of your next turn.
Flexible Tail (Combat)
Prerequisites: Tail natural attack, base attack bonus +6.
Benefit: You may use your tail as a normal natural attack, and are no longer limited to only using it to make attacks of opportunity.
Gritting Teeth (Combat) [Abj. HB]
Prerequisites: Combat Stamina.
Benefit: You can prepare yourself for harm if you have advance warning. As a swift action, you may spend 3 stamina points to give yourself resistance to one type of energy damage (acid, cold, electricity, fire, or sonic). This resistance is equal to your character level + your highest mental attribute modifier and lasts 1 minute. You may use this ability multiple times to give yourself resistance against different energy types.
Imbued Strike (Combat)
Prerequisite: Spherecasting caster level 1.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every +5 Magic Skill Bonus you possess, this bonus increases by +1, to a maximum of +5. This ability counts as arcane strike for the purposes of qualifying or using feats, items, and abilities, and the bonus from this ability does not stack with the bonus from arcane strike. In addition, you are considered an arcane caster for the purpose of qualifying for feats that require arcane strike as a prerequisite.
Impressionistic Strike (Combat)
Prerequisites: Emotion class feature, Elicit Strike.
Benefit: Whenever you successfully strike an opponent with a weapon you are proficient with, you may spend a swift action to affect the target with an emotion power that is delivered by touch.
Martial Presence (Combat)
Prerequisites: Base Attack Bonus +1, Combat Stamina.
Benefit: Choose a basic totem from the War sphere (including Totem of War). You can spend 5 points from your stamina pool to create a 30 ft. aura that moves with you and that duplicates the effects of this totem. The action required to activate this ability depends on the totem. If the totem has no spell point cost, it is a swift action to create it, if the totem requires a spell point to be created, then activating it is a move action, and if it requires more than 1 spell point, it requires a standard action. For the purposes of the totem ability, use your base attack bonus in place of your caster level and use your highest mental ability modifier as your casting ability modifier. The aura created is not a true totem, and does not qualify for feats that alter totems. Once activated, the aura remains active for 1 minute. Falling unconscious or dying causes the aura to end.
This is an extraordinary ability.
Martial Reflexes (Combat)
Prerequisites: Base Attack Bonus +1, Combat Stamina.
Benefit: Choose a basic (rally) talent. You may rally yourself at any time without spending spell points by spending 5 stamina points for every spell point you would normally need to spend. If you do so, the rally is considered an extraordinary ability, and may be used within areas where magic does not function. For the purposes of this rally, you use your base attack bonus as your caster level and your highest mental ability for your casting ability. This ability is not a true rally and does not interact with other abilities that affect rallies.
This is an extraordinary ability.
Militant Animation (Combat)
Prerequisites: Animate Object, BAB +1.
Benefit: Whenever you create an animated object, you may grant it a single Combat feat it qualifies for as a bonus feat. You may spend an additional spell point when using Animate Object to grant the object an additional bonus Combat feat it qualifies for.
Normal: Animated Objects are mindless, and do not possess any feats.
Mind Over Matter (Combat)
Prerequisites: Mind sphere, 5th caster level or higher, spell pool.
Benefit: When you take hit point damage and are not flat-footed against the damage’s source, you may choose to spend spell points as a free action (even when it isn’t your turn) to delay some or all of the damage, effectively nullifying it for the moment when it occurs. For every spell point spent, you may delay an amount of damage equal to twice your caster level (meaning a level 7 thaumaturge could delay 28 points of damage by spending 2 spell points). The damage is delayed for a number of rounds equal to your casting ability modifier.
In addition, by spending a spell point as a standard action, you may will your metabolic functions to respond differently. You may delay the effect of poison on yourself by altering its frequency by one step (rounds to minutes, minutes to hours, or hours to days, only usable once per poison), you may use your casting ability score instead of Constitution for holding your breath, and you may add your CAM as a bonus to checks to disguise your health under close observation (such as when feigning death).
This is treated as a supernatural ability. Any delayed damage can be taken at a point prior to the expiration of the delay by dismissing the effect, as if dismissing a spell. Healing received while damage is delayed can preemptively negate the damage before the effect ends if you wish. If an attack’s damage is negated entirely, secondary effects of the damage are also negated if the secondary effect would be negated through damage reduction.
Pierce the Veil (Combat)
Prerequisites: Wis 13, base attack bonus +2.
Benefit: When attacking a target with a miss chance granted from a spell, sphere effect, supernatural or spell-like ability, you may take a penalty to your attack roll to reduce the miss chance for that attack. Each -1 penalty to the attack roll you take reduces the miss chance by 10%. You cannot use this feat to take a penalty greater than half of your base attack bonus (rounded up).
Practiced Reflex (Combat)
Prerequisites: Base attack bonus +5, grit, ki pool, luck pool, or panache class feature.
Benefit: Choose a (rally) talent. You may rally yourself with this talent at any time by spending two points of grit, ki, luck or panache. When doing this, treat your Dexterity attribute as your casting ability and 1/2 your base attack bonus as your caster level. This is an extraordinary ability.
Precognicient Protection (Combat)
Prerequisite: Divination sphere, one or more (sense) talents or abilities.
Benefit: You gain an insight bonus to armor class equal to the number of divination (sense) talents or abilities you have active (maximum 1 + 1 per 5 HD). In addition, you may as an immediate action spend a spell point and dismiss a (sense) ability you have active to cause a critical hit against you to become a regular hit instead.
Precognicient Resistance (Combat)
Prerequisite: Divination sphere, one or more (sense) talents or abilities.
Benefit: You gain a resistance bonus to saves equal to the number of divination (sense) talents or abilities you have active (maximum 1 + 1 per 4 HD). In addition, you may as an immediate action spend a spell point and dismiss a divination (sense) ability you have active to reroll a saving throw you have failed.
Precognicient Smite (Combat)
Prerequisite: Divination sphere, one or more (sense) talents or abilities.
Benefit: You gain an insight bonus to attack and damage equal to the number of divination (sense) abilities you currently have active (maximum 1 + 1 per 5 HD). You may as an immediate action spend a spell point and dismiss a divination (sense) ability you have active to ignore a percentage of miss chance (maximum 5% + 5% per 5 HD) for 1 round.
Pressure Point Proficiency (Combat)
Prerequisites: Improved Unarmed Strike, Mind sphere.
Benefit: By studying precisely where and how to strike your enemies, you can interrupt the biological processes that contribute to mental stability. If you make a successful unarmed strike against an opponent, it takes a -1 penalty to all Will saves until the end of your next turn. Multiple strikes you make against the same target do not stack, and the penalty to Will saves can apply to mind-affecting effects channeled through the strike.
Pressure Point Pugilist (Combat)
Prerequisites: Pressure Point Proficiency, character level 5th.
Benefit: The penalty from Pressure Point Proficiency increases to -2 if you successfully hit the target a second time in the same round.
Psychosomatic Suffering (Combat)
Prerequisites: Illusion sphere, Illusionary Touch (twice), Phantasmaterial Pain.
Benefit: Any damage you deal that is prevented by damage reduction, energy resistance or immunity is instead converted to nonlethal damage. You do not take a penalty on attack rolls when using a lethal weapon to deal nonlethal damage. Nonlethal weapon or converted damage caused by this feat is an Illusion sphere (figment) effect.
Rage of the Grave (Combat)
Your revenant-like anger fuels you even in death, granting you one last chance to take down your killers.
Prerequisites: Rage class feature, Death sphere; 6th caster level or higher or base attack bonus +6.
Benefit: Whenever you are dealt hit point damage that would kill you, you can spend all your remaining rounds of rage as an immediate action. If you do, you are immediately reanimated as a fast zombie as if you had reanimated yourself, except your duration is equal to the number of rounds of rage you spent to use this ability. You gain all passive benefits and detriments of your rage despite being undead, and may still use rage powers. Each round, you must attempt to kill the creatures that killed you to the best of your ability, (as determined by the GM), or the duration immediately expires.
When the duration expires (assuming you were not destroyed while a fast zombie), you are returned to life with -1 hit points (stable), gaining 2 temporary negative levels that last 24 hours.
You must have at least one round or rage remaining to use this ability, and you can only use this ability once per day.
Shadowstuff Armament (Combat) (Surreal)
Benefit: You may, as a free action, spend a shadow point to create and instantaneously equip any weapon, piece of ammunition, light armor, or light shield you are proficient with out of stable shadowstuff. This object dissipates one round after you are no longer in contact with it or if you use this feat a second time. You may spend a move action in place of a shadow point to activate this feat. Creating ammunition using this feat may be done as part of the same action required to load a weapon instead of a move action without having to spend a shadow point.
Special: You may create an additional simultaneous object with a single use of this feat per 5 character levels.
(See Also: Surreal Feats)
Siege Engineer (Combat)
Your skill with large weapons is great.
Prerequisites: Proficiency with at least 1 siege engine.
Benefit: You are considered proficient with all siege engines, and no longer suffer a chance of misfire when rolling a 1 with a siege engine.
Skeletal Contortionist (Combat)
You have extreme control over your bones and joints, allowing you to respond to a variety of physical threats.
Prerequisites: Charmed life class feature, Death sphere.
Benefit: You can expend a daily use of charmed life as an immediate action to gain one of the following benefits:
- Reduce all damage taken from bludgeoning, piercing, and slashing damage until the start of your next turn by amount equal to your Charisma modifier + 1/2 your character level.
- Add your Charisma modifier as an insight bonus to your CMB and CMD until the start of your next turn.
- Ignore all penalties to attack rolls, AC, and movement for being prone until the start of your next turn.
Staff Technique (Combat)
Prerequisites: Base attack bonus +1.
Benefit: When you use a staff as a weapon, the base damage die increases to that of a weapon two sizes larger.
Sunlight Strike (Combat)
Prerequisites: Arcane or Imbued Strike, Light sphere.
Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you’ve imbued with your Arcane or Imbued Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round.
Swarm Coordination (Combat)
Prerequisites: Alteration sphere, Swarm Transformation talent.
Benefit: When under the effects of the Swarm Transformation talent, you may perform combat maneuvers in place of dealing swarm damage. You may choose individually to deal damage or perform a maneuver against each creature that would receive swarm damage and may perform different maneuvers against each creature. These maneuvers provoke attacks of opportunity as normal. You may also hold and carry objects while in swarm form, though may not wield weapons or activate magic items. You count as a Small creature for determining your size bonus on these maneuvers and for carrying capacity, increasing by one size per 5 caster levels. Additionally, you threaten the squares you occupy while in swarm form, but still may not deal swarm damage as an attack of opportunity.
Swarming Strike (Combat)
Prerequisite: Psionics class feature, coordination class feature.
Benefit: When using the coordination class feature, you may receive the bonus to damage from a number of allies equal to your casting ability modifier. This expends 3 rounds of your daily uses of psionic effects for the day.
Swift Warrior (combat)
Prerequisites: Time sphere.
Benefit: When targeting yourself and only yourself with an alter time effect, you gain a +1 bonus to your caster level, increasing by +1 at 5 Hit Dice and every 4 Hit Dice thereafter (9, 13, 17). This bonus cannot cause your caster level to exceed your Hit Dice.
Tentacle Adept (Combat)
Hard training and dedication have taught you how to make the best use out of your tentacles, twisting, turning, pirouetting, and bending to strike opponents from farther away than they suspect.
Prerequisites: Base attack bonus +5 or monk 3, Tentacle Novice, Improved Unarmed Strike.
Benefit: Increase the reach of any attacks you make with your tentacles by +5 feet.
Tentacle Grappler (Combat)
Enemies quickly learn to fear your tentacles — even being grazed by your many appendages can lead to a quick death.
Prerequisites: Tentacle Master, Tentacle Adept, Tentacle Novice, Improved Unarmed Strike.
Benefit: Once per round when you successfully attack a target with your tentacles, you may make a grapple combat maneuver against that target as a free action. This does not provoke an attack of opportunity.
Normal: Making a grapple combat maneuver check is a standard action.
Special: Though this has a style feat as a requirement, Tentacle Grappler is not a style feat.
Tentacle Master (Combat)
You are truly a paragon of cecaelia combat prowess, able to strike opponents as soundly with a tentacle as any weapon.
Prerequisites: Tentacle Adept, Tentacle Novice, Improved Unarmed Strike.
Benefit: You gain a +1 racial bonus to attack rolls and damage rolls made with your tentacles.
Tentacle Novice (Combat, Style)
You’ve developed greater control over your tentacles, allowing you to move your center of gravity around to overturn opponents.
Prerequisites: Two or more tentacles, base attack bonus +2 or monk 1, Improved Unarmed Strike.
Benefit: You gain a +2 racial bonus to CMD to resist grapple checks and gain a +1 racial bonus to CMB when making a grapple or trip check. You may use your tentacles to make unarmed strikes.
Totem Tactics (Combat)
Prerequisites: War sphere.
Benefit: Allies inside any of your totems or sharing a mandate with you are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receives a bonus from those feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.
Totemic Stamina (Combat)
Prerequisites: War sphere, Combat Stamina.
Benefit: When you create a totem or mandate, you may spend a stamina point each round to maintain it as a free action. You are still considered concentrating and can have your concentration disrupted as usual. You may maintain multiple effects this way. You can not recover the stamina points spent while the totem or mandate maintained this way remains in effect.
Two-Headed Adept (Combat)
Prerequisites: Extra Limbs talent or multiple heads.
Benefit: When you have more than one head you do not take two-weapon fighting penalties to off-hand attacks or for wielding non-light weapons in your off hand.
Two-Headed Sight (Combat)
Prerequisites: Extra Limbs talent or multiple heads.
Benefit: When you have more than one head you are immune to flanking.
Unreasonable Coordination (Combat)
Those extra arms are not just for display. A little practice and dedication and you can get them all moving independently.
Prerequisite: Three or more arms, base attack bonus +6, Dexterity 13, Two-Weapon Fighting.
Benefit: When two-weapon fighting, you may treat an additional hand as an off-hand, allowing you to make an additional off-hand attack with that hand whenever you make a usual off-hand attack.
Special: You may take this feat a number of times equal to the number of arms you possess beyond two. A tatulani must possess the Strengthened Arms feat to gain this feat.
Venom Spitter (Combat)
Prerequisites: Poison bestial trait or Alteration sphere and Serpentine Transformation or Vermin Transformation talents, or racial poison ability.
Benefit: You may spit your poison as a ranged touch attack with a range of 20 ft. Treat the poison as a contact poison for this feat. This is an extraordinary (Ex) ability.
Venomous Ichor (Combat)
Prerequisites: Poison bestial trait or Alteration sphere and Serpentine Transformation or Vermin Transformation talents, or racial poison ability.
Benefit: Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your poison (treat the poison as a contact poison for this application). Melee weapons with reach don’t endanger their users in this way. You cannot use this ability if you do not have poison.
Additionally, you can apply your poison to a weapon or natural attack by dipping it in your own blood as a Swift action. This requires dealing 1d4 damage to yourself as part of the swift action unless you suffer from an ongoing bleed effect or are below half your maximum hit points. This is an extraordinary (Ex) ability.
Venomous Soul (Combat)
Prerequisites: Poison bestial trait or Alteration sphere and Serpentine Transformation or Vermin Transformation talents, or racial poison ability.
Benefit: You gain a +2 bonus to the DC of the poison granted by your bestial trait, shapeshift, or race and the cure now requires an additional save. This is an extraordinary (Ex) ability.
Venomous Spit (Combat, Companion)
Prerequisites: Conjuration sphere, Monstrous Attacks with poison option.
Benefit: Your companion may spit its poison as a ranged touch attack with a range of 20 feet. Treat the poison as a contact poison for this feat.
Warded Step (Combat) [Abj. HB]
Prerequisites: Sphere casting class feature.
Benefit: Your sphere effects that cover an area (including darknesses, totems, and wards) are especially easy for you to move through. The area inside one of your sphere effects is never difficult terrain for you, and you receive a +4 circumstance bonus to AC versus attacks of opportunity caused by moving through any square of a sphere effect you created.
Warrior-Disciple (Combat) [S&P]
In spite of your diverse magical training, your armed discipline still remains.
Prerequisites: Base attack bonus +3; ability to cast 2nd-level spells, manifest 2nd-level powers, or spherecaster level 3rd.
Benefits: At every level that a prestige class advances spellcasting, manifesting, or spherecasting from one of your classes, you may choose to have it also advance as if the prestige class had the same Hit Dice, base attack bonus, and caster level progression of the class whose spellcasting it advances.
For example, a mageknight 10/forest lord 3 could take this feat choosing mageknight as its advanced casting class at its forest lord levels, causing the forest lord Hit Dice to become d10s, for the forest lord to grant full base attack bonus progression rather than normal 1/2 base attack bonus progression, and for the forest lord’s caster level progression to advance at 1/2 class level as per a mageknight.
Web Mastery (Combat)
Prerequisites: Web bestial trait or Alteration sphere and Vermin Transformation talent.
Benefit: If you possess the Web bestial trait, increase the number of times per day you may use the Web bestial trait by twice your Constitution modifier. When you possess the Web alteration trait, it may be used a number of times per minute equal to your Constitution modifier.
Additionally, as a full round action, you may render a creature that is entangled by your web and within your reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of your Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.
Web Mastery (Combat, Companion)
Prerequisites: Conjuration sphere, Web Spinner.
Benefit: Your companion may use its web ability a number of times per minute equal to its Constitution modifier.
Additionally, as a full-round action, your companion may render a creature that is entangled by its web and within its reach helpless. Such a creature counts as being tied up, increasing the DC to escape to 20 + 1/2 of the companion’s Hit Dice + Constitution modifier. The helpless creature may still attempt Strength and Escape Artist checks to free themselves as normal.
Wiki Note: Yes, they have the same name in the books. We encourage errata'ing that sometime.
Weird Assault (Combat)
Prerequisites: Illusion sphere, Decoy, Mage Feint, base attack bonus +3.
Benefit: As part of any action requiring an attack roll, you may suppress up to two of the illusionary copies surrounding you until the start of your next turn. For each copy suppressed, you gain a temporary spell point that may only be used on the Mage Feint talent.
Special: If you possess the Weirding Defense feat, you may end its effect in place of suppressing one of your illusionary copies to use this feat.
Weird Defense (Combat)
Prerequisites: Illusion sphere, Blur, Decoy.
Benefit: As a swift action, you may grant yourself a miss chance equal to 10% + 5% per 2 caster levels (maximum 95%) until the start of your next turn or until an attack misses due to this feat. Effects that ignore concealment only reduce this miss chance by half (rounded down). This is a spell-like ability. For abilities that allow for re-rolls for attacks that miss due to concealment such as the Blind-Fight feat, instead calculate the miss chance as 10% + 5% per 3 caster levels and reroll on a miss as per normal for the ability.
Weird Motion (Combat)
Prerequisites: Illusion sphere, Mage Feint, base attack bonus +3.
Benefit: Add your casting ability modifier as a circumstance bonus to AC against attacks of opportunity incurred when charging or making ranged attacks. In addition, as a full-round action you may make a single ranged or charge attack and use your Mage Feint talent as part of the same action against that target.