Index: Feats

Active Shield Defense

You can rely on your shield so that you threaten enemies even while you're on the defensive.

Prerequisites: Dexterity 13, Combat Expertise

Benefit: When using Combat Expertise while using a shield, you do not take any penalty on your reaction attacks.

Additional Favored Domain

You have come to know many places.

Prerequisites: Epic Ranger

Benefit: You gain an additional favored domain. If you select the same domain, you may improve your bonuses instead.

Favored Enemy

Your experience has made you a deadly hunter: you know how they think, and you know how to fight them.

Prerequisites: Ranger 1 OR BCB +3, Survival: 6 ranks

Benefit: Select an organization or kind of creature (i.e., grey orcs, dragons, the imperial army).

You gain a +4 bonus on Bluff, Perception, Sense Motive, and Survival checks, when using these skills against enemies of the chosen type. You also gain the same bonus on Fear saving throws caused by your favored enemy.

When a favored enemy misses you with an attack, or you fully negate one of their spells or special attacks with a successful save, you can spend a reaction to feint against them. If the target fails their sense motive check, they are off-guard against your next attack or spell (unlike most feints, which only apply to melee attacks), so long as the attack comes before their next turn. 

Aggressive Shield Style

You can use your shield to bind up your opponent's defenses, leaving them open.

Prerequisites: BCB +2, Shield Proficiency

Benefit: You can trade your shield’s AC bonus for an equal bonus on an attack. The bonus applies only to one attack, but the penalty lasts until the beginning of your next turn.

You cannot do this with a Hand and a Half weapon.

Arcane Consumption

You can empower your spells by pouring your own life force into them.

Prerequisites: Constitution 13, Endurance

Benefit: You can render yourself fatigued to increase the DC of a spell you are casting by 2. If you use this ability while fatigued, you become exhausted. If you use this ability while exhausted, you fall unconscious.

You may not apply multiple levels of exhaustion when casting one spell.

If you are immune to exhaustion, you can’t gain the benefit.

Arcane Mastery

You have delved deeper into magic than almost anyone.

Prerequisites: CL 6, Epic, Special

Benefit: Your caster level improves by one, and you may add +1 to all of your spell's save DCs.

Special: To learn this feat, you must find and come to understand a great magical secret.

Binding Frost [Cold Focus]

Your cold spells leave enemies trapped in a crust of ice.

Prerequisites: Mage level 3

Benefit: If a creature takes damage from one of your cold spells, they are frozen to the ground. They are rendered immobile for one round unless they succeed on a (DC 10 + casting ability) strength check (made as part of a move) or take a major action to break out.

Block Arrow

You can react instantly to catch arrows with your shield.

Prerequisites: Dexterity 13, Shield Proficiency

Benefit: When you would be struck by a ranged weapon, you can use a reaction to make a Reflex save with a DC equal to the attack roll. You gain a bonus on this save equal to your shield’s AC bonus. If you succeed, the projectile is blocked by your shield. You must be aware of the incoming attack to block it.

Blood Vengeance

You can tap into your orc heritage to fight harder.

Prerequisites: BCB +3, Half Orc

Benefit: When an enemy deals enough damage to leave you bloodied or wounded, you can spend a reaction to make a melee attack. If this attack hits, it deals extra damage equal to your strength bonus.

Bodyguard

You stand ready to defend your ally, even while you launch your own attacks.

Prerequisites: BCB +3

Benefit: As a free action, you can choose to guard an ally within your natural reach. You count as having readied the defend an ally action for this target.

Note that you must still spend a reaction to intervene, and your readied action is still used up after you defend your friend.

Normal: A character without this feat must ready an action in order to be ready to defend an ally, using up their major action.

 

Body Slam

You deal extra damage when you slam enemies into solid objects.

Prerequisites: BCB +1, Strength 13, Improved Bull Rush

Benefit: When you bull rush an enemy into a wall or other solid object, they take damage: 1d6 per 5 feet you could have pushed them, plus twice your strength modifier.

Broad Training

You have mastered a whole class of weapons.

Prerequisites: BCB +1, Weapon Focus

Benefits: Your weapon focus feats now apply to all weapons of their class. For example, Weapon Focus (longsword) would now apply to all swords.

Brutal Throw

You rely on raw strength instead of careful aim.

Prerequisites: Strength 13

Benefit: You can use your Strength bonus instead of your Dexterity bonus on attack rolls with thrown weapons.

Burst of Fury

You can use flashes of rage to empower your attacks.

Prerequisites: Rage ability

Benefit: As a free action, you can spend one recovery die to gain all the benefits of your rage for your turn.

This brief rage does not leave you fatigued, nor does it count against your rages/day.

Channeled Bolt [Electricity Focus]

You can focus the power of your lightning spells to deal more damage.

Prerequisites: Mage level 3

Benefit: If you spend a minor action to further focus an electricity spell, you can increase the damage dice of your spell by one increment (3d6 becomes 3d8, for example).

This action provokes reaction attacks, and you must channel immediately before casting the spell, or it has no effect.

Cleave

You can drop multiple enemies with a single sweeping attack. 

Prerequisites: BCB +1, Strength 13

Benefit: If you drop a creature or confirm a critical with a two handed slashing or bludgeoning weapon, you can spend a reaction to make an immediate melee attack against a creature within reach.

The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this feat multiple times per round, provided you have sufficient reactions.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Close-Quarters Fighting

You are skilled at fighting off enemies who try to grab you.

Prerequisites: BCB +3

Benefit: You can make a reaction attack when a creature attempts to Grapple you, even if the creature has Improved Grapple or an ability that lets its start a Grapple without provoking a reaction attack. If you cause damage on your attack, the Grapple attempt automatically fails unless the attacker has Improved Grapple or a similar ability. In this case, add your damage to the initial Grapple check to see if the creature starts its Grapple.

This feat does not grant you an extra reaction.

Combat Casting

You can use a weapon or shield to protect yourself while you cast spells. 

Prerequisites: BCB +1

Benefit: When wielding a weapon or shield with which you are proficient, you do not provoke reaction attacks when casting spells.

Additionally, you gain a +4 bonus on checks to maintain concentration after taking damage. You also gain this bonus on checks to concentrate while grappled or pinned.

Combat Expertise

You can fight defensively, at the expense of accuracy.

Prerequisites: BCB +1, Dexterity 11, Intelligence 11

Benefit: When fighting in melee, you can take a penalty of up to -5 on your attack and add the same number as a dodge bonus to your AC. This number may not exceed your BCB. The bonus and penalty last until your next turn.

This bonus can only be gained using an attack action; the penalty applies to the original attack and any reaction attacks you make, but not Swift Attacks.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Combat Reflexes

Your reactions are instant and instinctive.

Prerequisites: Dexterity 15

Benefit: When you make an attack as a reaction (including reaction attacks and readied attacks), you gain a +2 bonus on the attack roll.

You may use reactions while off guard. 

You can take one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Combat Focus

You have trained with many weapons in pursuit of martial perfection.

Prerequisites: Epic, Weapon Focus, Broad Training

Benefit: You gain a +1 bonus on attacks rolls as long as you are proficient with the weapon. 

Crushing Force

Your blows batter your opponent, despite their armor.

Prerequisites: BCB +2, Strength 15

Benefit: When you miss an attack with a bludgeoning weapon but hit the target's touch AC, you deal damage equal to your STR bonus (whether you wield your weapon in two hands or one).

Dash

You're just a bit quicker on your feet than most people.

Prerequisites: None

Benefit: Your movement speed increases by 5’ as long as you are wearing no more than Light armor and are no more than Lightly Encumbered.

Diverse Insights

You have studied a second magical tradition, broadening your understanding of magic.

PrerequisitesMage level 4

Benefit: Pick a magical tradition you have studied in-depth. You gain the initiate bonus normally granted to practitioners of this tradition. Additionally, you can learn the spells of this tradition normally (not one tier one tier after your traditional spells). You can even learn spells normally restricted to this tradition. You gain a +2 bonus on spellcraft checks to learn spells from this tradition.

Special: This feat can be taken multiple times, each time applying to a new tradition.

Diverse Runes

You have mastered more runes of power to etch into your armor.

Prerequisites: Heavy Armor Proficiency, Dwarf, Level 3

Benefit: You can inscribe your armor with more runes, ancestral or of your own invention. Your connection with these runes is especially strong; they grant a +2 bonus rather than a +1 bonus.

Example runes:

At sixth level, the bonus increases by +1.

Dodge

You follow your enemy's every move, watching for his attack.

Prerequisites: Dexterity 13

Benefit: As a free action, or as a reaction when you are targeted by an attack, you can focus on a creature. You gain a +1 dodge bonus to AC against that creature.

You can only focus on one creature at a time, and you lose your focus if you lose sight of the creature.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Epic Spell

You have mastered a strange and powerful spell.

Prerequisites: Epic Mage

Benefit: You can learn a single spell of up to tier 4. You must still study the spell an succeed on a spellcraft check to learn it.

This feat allows you to learn tier 4 spells and non-traditional tier 3 spells.

Special: This feat can be taken multiple times, choosing a new spell each time.

Endurance

You can hold fast in tough times, remaining fresh when others would be worn down. 

Prerequisites: Constitution 13

Benefit: When rolling recovery dice, you reroll 1s (rolling again until none are present).

You gain a +4 bonus on Constitution checks to keep on moving (be it running, swimming, or marching long distance), hold your breath and endure hunger and thirst. You also gain this bonus on constitution checks made to avoid fatigue in hot or cold environments.

Finally, you may sleep in light or medium armor without becoming fatigued.

Normal: A character who sleeps in armor is fatigued.

Far Shot

You have a talent for long-range combat.

Prerequisites: Dexterity 13

Benefit: You take only half the normal penalty for each range increment.

Additionally, any weapon you wield has its range increased by 10 feet.

Fire Mastery

You have mastered the use of fire spells in battle.

Prerequisites: Any [Fire Focus] feat

Benefit: You gain a +1 bonus to your caster level when casting fire spells.

Flick of the Wrist

You can quickly draw and attack with a light weapon to catch an enemy off-guard.

Prerequisites: Dexterity 17, Sleight of Hand: 5 ranks, Quick Draw

Benefit: If you draw a Light weapon and attack with it in the same round, your opponent is off-guard against the first attack.

This trick will only work once per opponent in a given battle.

Forced Opening

You can use the superior leverage of your two-handed weapon to break open an enemy's defenses.

Prerequisites: BCB +2, Strength 13

Benefit: As an attack, you can try to open up an enemy’s defenses with a two handed slashing or bludgeoning weapon. If this attack hits, it deals no damage, but you may compare your strength score to the target's.

If your strength score is equal to or greater than theirs, the target is rendered off-guard until the beginning of their next turn.

Graceful Combatant

You can use even heavy blades with speed and precision.

Prerequisites: BCB +1, Dexterity 13

Benefit:  Choose the longsword or the quarterstaff; the chosen weapon becomes a finesse weapon for you (though you can't finesse a longsword in one hand).

You can use your longsword or quarterstaff with the riposte feat (if you have it), even though you wield it in two hands.

Greater Weapon Focus

You wield your weapon as an extension of your body.

Benefit: Your weapon focus feat improves: you gain an additional +1 bonus on attacks and damage with the chosen weapon.

Special: You can take this feat multiple times, choosing a new weapon each time.

Great Fortitude

You are tougher than most.

Prerequisites: Constitution 11

Benefit: You gain a +2 bonus on Death saves.

Your hp maximum increases by 1 per hit die (minimum +3 hp).

Half Sword

You can threaten enemies with your blade even while on the defensive.

Prerequisites: BCB +2, Weapon Focus (longsword or greatsword)

Benefits: When you use the total defense action while using a longsword or greatsword in two hands, you can still make reaction attacks.

Additionally, enemies who hit you provoke reaction attacks from you while you are taking a total defense.

Hidden Enchantment

You can make your enchantments almost undetectable.

Prerequisites: Bluff 4 ranks, Subtle Spell

Benefit: When you use subtle spell to cast an enchantment or illusion spell, you can conceal your spell almost perfectly—only a pause and a glance is necessary.

Off-guard creatures take a -2 penalty on saves against your enchantment and illusion spells.

Ice Mastery

You have mastered the use of ice spells in battle.

Prerequisites: Any [Cold Focus] feat

Benefit: You gain a +1 bonus to your caster level when casting cold spells.

Improved Bull Rush

You are well-practiced at pushing people around.

Prerequisites: BCB +1, Strength 13

Benefit: You gain a +4 bonus on strength checks to bull rush enemies. The defender also takes a -4 penalty on their reaction attack.  If you try to push past an enemy, they may not choose to avoid you (unless you let them).

Improved Desperate Attack

You can exert yourself to make your risky attacks especially deadly.

Prerequisites: Strength 13

Benefit: When you make a desperate attack, you can expend a recovery die. If the attack hits, roll the die and add it as bonus damage. Additionally, if this attack deals damage, you do not provoke a reaction attack from the defender.

Improved Dodge

You can focus your attention on multiple enemies at once.

Prerequisites: Dexterity 13, Dodge

Benefit: You can designate an additional dodge target. Alternatively, you can designate the same target twice to gain a +2 bonus to AC against their attacks.

Improved Drive Back

You are especially skilled at forcing enemies back with your polearm.

Prerequisites: BCB +1

Benefit: When you attempt to Drive Back an enemy using a polearm which deals piercing damage, you can make your attack even if the enemy moves back 5 ft. The enemy must still be within your reach when you make this attack.

Normal: Without this feat, an enemy who moves back avoids your drive back attack.

Improved Feint

You can feint quickly, following up with an attack in one fluid motion.

Prerequisites: BCB +1, Intelligence 13

Benefit: You can make a bluff check to feint in combat as a minor action.

Normal: Without this feat, feinting is a major action.

Improved Grapple

You can do more than hold your own in a grapple.

Prerequisites: BCB +1

Benefit: You do not provoke a reaction attack when you make a touch attack to start a grapple.

You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Normal: Without this feat, grabbing an enemy provokes an attack.

Improved Point Blank Shot

You can use your crossbow to devastating effect at close range.

Prerequisites: BCB +1, Point Blank Shot

Benefit: When you hit a target within 30 ft with a crossbow, you roll an extra die of damage. For example, a light crossbow would deal an extra 1d6, and an arbalest an extra 1d8.

Improved Spell Mastery

You have committed many spells to memory.

Prerequisites: Epic Mage

Benefit: You can master a single tier 3 spell. Alternately, you can master any combination of lower tier spells whose tiers do not exceed your intelligence bonus (tier 0 spells count as ½ a tier).

Example: a wizard with a +4 Intelligence bonus could master two tier 2 spells, or eight tier 0 spells, or two tier 1 spells and one tier 2 spell.

Special: You can take this feat multiple times

Improved Sunder

You have a talent for damaging your opponent's equipment.

Prerequisites: BCB +1, Strength 13

Benefit: When you strike at an object held or carried by an opponent, you do not provoke a reaction attack.

You also gain a +4 bonus to any attack roll made to attack such an object.

Normal: Without this feat, attempting to sunder a carried object provokes a reaction attack.

Improved Take Aim

You can shoot with lethal precision when you have time to aim.

Prerequisites: Dexterity 13

Benefit: Any hit you score with an aimed attack is a critical hit.

Improved Trip

You have a knack for putting your opponents on the ground.

Prerequisites: BCB +1

Benefit: You gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you can immediately spend a reaction to make a melee attack against that opponent.

Finally, you do not provoke a reaction attack when you attempt to trip an opponent while unarmed. 

Normal: Normally, attempting to trip an enemy provokes a reaction attack from them.

Improved Unarmed Strike

Your body is a weapon.

Prerequisites: BCB +1

Benefit: You count as armed—you threaten adjacent squares, you no longer provoke reaction attacks when attacking, and you can add your BCB to damage.

You can choose to deal lethal damage with your unarmed strikes.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and your unarmed attacks can only deal nonlethal damage.

Inspiring Bravery

Your courage inspires your allies.

Prerequisite: Charisma 13, Bravery +2

Benefit: Allies within 30 ft of you gain your bravery bonus, as long as you are conscious and have not succumbed to fear yourself.

Instant Adjustment

You can perfectly predict the flight of your arrows, adjusting your aim and firing again before the first shot has landed.

Prerequisites: Dexterity 15, BCB +4, Weapon Focus (shortbow)

Benefit: When you miss an attack within one range increment with your shortbow, you can spend a reaction to fire again at the same target. This attack uses the same bonus as the missed attack, but a -2 penalty applies.

If the bonus attack misses, it does not trigger this feat.

Iron Will

Where others would fall to fear and exhaustion, you can keep going.

Prerequisites: None

Benefit: You gain a +2 bonus on Charm and Fear saves.

As a major action, you can spend two recovery dice to reduce your level of fear or exhaustion by one. (Exhausted becomes fatigued, fatigued becomes nothing, etc.)

Last Stand

You fight harder when you're losing.

Prerequisites: Base Fear Save +3

Benefit: You gain a +1 bonus on melee damage rolls while bloodied.

Each time you take damage when you are bloodied, you can spend a reaction to use a single recovery die.

Lightning Mastery

You have mastered the use of lightning spells in battle.

Prerequisites: Any [Electricity Focus] feat

Benefit: You gain a +1 bonus to your caster level when casting electricity spells.

Lightning Reflexes

Your body reacts before your mind registers the danger.

Prerequisites: Dexterity 11

Benefit: You gain a +2 bonus on Reflex saves.

When you would be struck by an attack, you can use a reaction to gain a +4 dodge bonus to AC against that attack, potentially causing it to miss. After using this ability, you fall prone and become dazed for 1 round.

Lingering Flames

Your fires smolder on, even without fuel.

Prerequisites: Mage level 3

Benefit: If a target takes damage from one of your fire spells, they take 1d6 damage one round later.

They only take this damage after the initial strike; this effect is not triggered by lingering damage.

Lunging Strike

You can strike from outside your opponent's reach.

Prerequisites: BCB +3

Benefit: As a special full round action, you may make one melee attack with +5 ft reach.

Mage Hunter

You are well-practiced at countering spellcasters.

Prerequisites: BCB+3, Dexterity 13, Step Up

Benefit: Spellcasters who cast defensively still provoke reaction attacks from you.

If you strike a spellcaster while they are casting a spell (with a reaction attack or a readied attack) they are off-guard against this attack.

Main Gauche Style

You can use your sword and dagger together to bolster your defenses and disarm enemies.

Prerequisites: BCB +2

Benefit: While fighting with a sword in one hand and a dagger in the other, you gain a +1 dodge bonus to AC and a +4 bonus on the opposed attack roll to disarm your opponent. Additionally, you can attempt to disarm an enemy with a minor action (instead of a major action).

Your dagger hand counts as empty for feats and special abilities.

Finally, any time you could normally draw a weapon, you can draw two.

Malleable Illusions

You can alter your illusions after they have been cast.

Prerequisites: None

Benefit: Whenever you use a minor action to redirect an image, you can also change what it appears to be.

If you spend a major action to concentrate on one of your figments or glamers within range, you can change it.

Martial Instruction

Even in the heat of battle, you can share your tricks with your allies.

Prerequisites: Charisma 13, Fighter level 2

Benefit: As a major action, you can grant an ally who can hear you the use of one of your feats for one round. They need not meet the prerequisites.

Martial Mastery

You have answered the riddle of steel.

Benefit: Your BCB improves by 1.

Special: You can only learn this feat from a transcendent martial master or a truly epic deed.

Martial Weapon Proficiency

You have trained with a class of martial weapons.

Prerequisites: None

Benefit: You gain proficiency with the chosen class of martial weapon (swords or axes, for example).

Special: You can take this feat multiple times. Pick a new class of weapons each time.

Nimble Combatant

You can use your superior speed to your advantage.

Prerequisites: Speed 30 ft or higher

Benefit: You gain a +1 bonus on attacks and AC against slower enemies.

 

Opportunist

Even the slightest distraction is enough for you to strike precisely.

Prerequisites: Dexterity 15 or Improved Sneak Attack

Benefit: You can make sneak attacks against enemies you flank.

Opportunistic Necromancy

Your spells prey on the weak and the dying.

Prerequisites: None

Benefit: Bloodied creatures take a -2 penalty on saves against your necromancy spells; wounded creatures take a -4 penalty instead.

Overdraw

You can get more power out of your bow, at the expense of fire rate.

Prerequisites: Strength 13, Weapon Focus (longbow)

Benefit: If you fire your longbow only once in a round, your attack deals extra damage equal to your strength bonus.

Overwhelming Shock [Electricity Focus]

Your blasts of lightnings send your opponent's reeling.

Prerequisites: Mage level 3

Benefit: If you wound an enemy with an electricity spell or deal half their hp in damage in a single blow, they are knocked back 5 ft and fall prone.

Piercing Cold

You cold spells leave your opponents weakened and shivering.

Prerequisites: Mage level 3

Benefit: Any creature which takes damage from one of your cold spells is bloodied.

Point Blank Shot

Your shots are deadly accurate at close range.

Prerequisites: None

Benefit: When you make a ranged attack, you can add your dexterity bonus to damage against targets within 30 ft.

A spellcaster receives this bonus with spells which require a ranged attack roll.

 

Power Throw

You can throw your weapons with extraordinary strength, at the expense of accuracy.

Prerequisites: Brutal Throw, Strength 13

Benefit: When you attack with a thrown weapon, you can opt to take a -3 penalty on the attack. If this attack hits, you deal +5 damage.

Power Shot

At close range, you can deal devastating damage with your longbow.

Prerequisites: Strength 13, Weapon Focus (longbow)

Benefit: Instead of a d8, you can use a d12 for your longbow's damage within 1 range increment.

Practiced Spellcaster

For a dabbler, your spells are unusually powerful.

Prerequisite: Spellcraft 4 ranks

Benefit: Your caster level increases by four, up to a maximum of your level.

This is useful for multiclass characters.

Practiced Warrior

You may not be the best fighter there is, you have mastered a few deadly tricks.

Prerequisites: BCB +4, Epic, Combat Focus

Benefit: You gain the Swift Attack ability.

Precise Shot

You have trained to shoot past your allies without hesitation.

Prerequisites: Dexterity 13

Benefit: You can fire ranged weapons into melee without taking a -4 penalty on your attack.

A spellcaster receives this bonus with spells which require a ranged attack roll.

Quick Draw

You can draw a weapon and strike in one motion.

Prerequisites: Dexterity 11

Benefit: You can draw or sheathe a single weapon as part of another action, instead of as a minor action. You can even draw a weapon and attack with it as one action.

You can draw a hidden weapon (see the Sleight of Hand skill) as a minor action.

Normal: Without this feat, you may draw a weapon as a minor action, or (if your base combat bonus is +1 or higher) as part of a move action.

Without this feat, you can only draw a hidden weapon as a major action.

Quick Staff Style

You can use your quarterstaff to quickly punish enemies you strike. 

Prerequisites: BCB +2

Benefit: You gain a +1 dodge bonus to ac when wielding a quarterstaff.

Once per turn, when you hit an enemy with a quarterstaff, you may spend a reaction to make a special bonus attack. This attack uses your full BCB, but can only be used to bull rush, disarm, trip, or feint. If you attempt a bull rush, you cannot move with the enemy.

You can now make trip attacks with a quarterstaff. If you are tripped during your own trip attempt, you can drop the staff to avoid being tripped.

You can only use this feat while lightly encumbered.

Ranged Feint

You can confound your enemies, leaving them open to your ranged attacks.

Prerequisites: Intelligence 13, Point Blank Shot, Precise Shot

Benefit: You may make a ‘Feint in Combat’ action with a ranged weapon. Your target must be within 30’ and be able to see you.

This action requires a minor action with a loaded weapon (or a thrown weapon at the ready).

Normal: Without this feat, you may only ‘Feint in Combat’ with a melee weapon.

Ranged Flanker

You can use allies to your full advantage, catching their opponents when they're distracted.

Prerequisite: Precise Shot

Benefit: When attacking with a thrown weapon, you can gain the benefits of flanking against targets within 30 ft.

While making your attack, your weapon counts as a reach weapon with 30 ft reach. Because you only count as flanking during your attack, this does not grant allies a flanking bonus on their turn.

Riposte

You can launch instant counter-attacks while fighting with a sword in one hand and nothing in the other.

Prerequisites: Dexterity 13, Dodge

Benefit: When wielding a sword in one hand and nothing in the other, your dodge target provokes a reaction attack from you the first time they miss you with a melee attack each round.

Roll With It

You can use your heavy armor to shrug off some damage.

Prerequisites: BCB+3, Constitution 13, proficiency with heavy armor

Benefit: You can use your armor to shrug off lesser blows. When you take damage from an attack which does not bypass armor, you can spend a reaction to subtract your BCB from the damage.

You can only use this ability while wearing heavy armor.

Run

You're faster than almost anybody, if you have the room to pick up speed.

Prerequisites: Constitution 11

Benefit: The distance you can charge or dash in one action increases by 50%.

When running, you move 5 times your speed, or 4 times when carrying a heavy load.

When you make a jump with a running start, you gain a +4 bonus on the jump check.

You are no longer considered off-guard while running.

Normal: You move four times your speed while running, or three times your speed (if heavily encumbered), and you count as off-guard.

 

Scorching Flames [Fire Focus]

The heat of your fire spells can pierce even the thickest scales.

Prerequisites: Mage level 3

Benefit: Your fire spells bypass damage resistance.

Second Skin

Your runed armor has an uncanny ability to protect your life.

Prerequisites: Dwarf, Runed Armor

Benefit: When you would be struck by a critical hit, you can take the blow on your runed armor or shield instead. Your armor is badly damaged (usually doubling its check penalty and halving its AC bonus), but the blow is reduced to a normal strike. 

If you fail a save against a damaging attack that deals reduced damage on a successful save, your armor can take the damage instead (effectively granting you a successful save).

Reduce the check penalty of your favored armor by 2 (to a minimum of zero).

Shieldmate

You are trained as a shield-bearer, and you stand ready to defend your allies.

Prerequisites: BCB +1

Benefit: When you are using a shield with which you are proficient and can take actions, adjacent allies also gain your shield’s bonus to AC.

Shield Push

You can use your shield to push enemies around.

Prerequisites: Strength 13

Benefit: When using a light, medium, or heavy shield, you gain a +2 bonus on bull rush attempts, and you no longer provoke a reaction attack from the defender when you attempt a bull rush.

Shot on the Run

You can shoot on the move, getting into cover before your enemy has a chance to respond.

Prerequisites: BCB +4, Dash or Nimble Combatant

Benefits: When using the attack action with a ranged weapon, you can split a move action both before and after the attack, provided that your total distance moved is not greater than your speed.

Simple Weapon Proficiency

You know your way around basic weapons.

Prerequisites: None

Benefits: You gain proficiency with all simple weapons.

Skill Focus

You have the kind of skill that only obsessive practice can grant.

Prerequisites: None

Benefit: Select a skill in which you have at least 4 ranks. You gain a +3 bonus to this skill.

Also, select a more narrow specialization (such as appraising jewelry, climbing trees, etc). Within this specialization, you gain a +4 bonus instead.

Special: This feat may be taken multiple times, once per skill.

Power Focus

You have come to know every intricacy of this spell.

Prerequisites: None

Benefit: Choose a spell which you have learned.

You cast your chosen spell at +1 CL, and the save DC is increased by 1.

Special: You can take this feat multiple times, choosing a new spell each time.

Spring Attack

You can attack on the move, retreating before your enemy has a chance to respond.

Prerequisites: BCB +4, Dash or Nimble Combatant

Benefits: When using the attack action with a melee weapon, you can split a move action both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke a reaction attack from the creature you attack.

Stalwart

Your opponents have a hard time pushing you around.

Prerequisites: None

Benefit: You receive a +4 bonus on checks to resist Bull Rush and Trip attempts.

Step Up

You can keep up with enemies who try to shift away from you.

Prerequisites: BCB +3, Dexterity 13

Benefit: When an enemy shifts five feet away from you, you can spend a reaction to immediately shift five feet after them.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Subtle Spell

You have learned ancient techniques for casting spells without word or sign.

Prerequisites: Concentration 4 ranks

Benefit: You can ignore verbal and somatic components when casting a spell. Casting a spell in this way takes a full round action, but it is much less obvious.

You must still focus intensely when you use this feat, so a keen eye could notice.

Sundering Axe

Your mighty axe blows can splinter shields and break bones.

Prerequisites: BCB +1, Strength 13, Improved Sunder

Benefits:  When you use an axe to sunder an item in a creature’s possession, you can spend a reaction to immediately make an attack on that creature. The creature is considered off-guard against this attack.

Surprising Counter

Your counter attacks are so quick that they catch the enemy by surprise.

Prerequisites: Dexterity 13, Dodge, Riposte

Benefit: Your riposte attacks catch the enemy off-guard.

 

Sword and Buckler Style

You can use your buckler in tandem with your blade, bypassing the defenses of other duelists.

Prerequisites: BCB +2

Benefit: While fighting with a sword and buckler, you can ignore the bonus to AC an enemy gains from using combat expertise. They still take the penalty.

When using a buckler and a sword with which you have Weapon Focus, your buckler hand counts as empty for feats and special abilities.

Track

You are a competent tracker.

Prerequisites: Survival 4 ranks

Bonus: You gain a +4 bonus on Survival checks made to track creatures.

You can move at your normal speed while tracking with no penalty, or twice your speed and take a -5 penalty on the check (instead of -20).

Normal: ???

Twin Daggers Style

You can use your twin daggers to feint more quickly than other weapons.

Prerequisites: BCB +2, Dexterity 13

Benefits: When wielding two daggers, you can feint in combat as a minor action rather than a major action. If you take the feat Improved Feint, you can feint as a free action. You can still only make one feint attempt per round.

Any time you could normally draw one weapon, you can draw two.

Twin Swords Style

You can use your twin swords to bolster your defenses and cut your enemies to pieces.

Prerequisites: BCB +2

Benefit: When you fight with a sword in each hand, you gain a +1 shield bonus to AC.

You can also use your second sword to make deadly follow-up attacks. When you miss an enemy with an attack or a combat maneuver on your turn, you may spend a reaction to immediately make another attack against the same target, at the same attack bonus as the first attack. This reaction attack cannot trigger this ability.

Your off-hand counts as empty for feats and special abilities.

Finally, any time you could normally draw a weapon, you can draw two.

Weapon Focus

You have mastered fighting with your chosen weapon.

Prerequisites: BCB +1, Proficiency with selected weapon

Benefit: You gain a +1 bonus on attack and damage rolls with the selected weapon.

Special: You can take this feat multiple times, selecting a different weapon each time.

Weapon Specialization

You are especially lethal with your chosen weapon.

Prerequisites: BCB +4, Weapon Focus

Benefit: Choose a weapon for which you have already selected the Weapon Focus feat. You gain a +2 bonus on damage rolls with this weapon.

Special: You can take this feat multiple times, selecting a different weapon each time.

Vicious Cleave

Your furious attacks catch your enemies off-guard.

Prerequisites: Half Orc, Cleave

Benefit: When you a free attack with your cleave feat, the target is off-guard against these attacks.

Zen Archery

You can empty your mind, shooting instinctively.

Prerequisites: Wisdom 13

Benefit: You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks.

When you take aim, you ignore any cover bonuses to AC your target possesses.

Rapid Reload

You can quickly reload your crossbow, even while moving.

Prerequisite: Dexterity 13

Benefit: You can load a weapon with the "loading" tag as a major action, instead of a full round action.

Spellbreaker

You can react quickly to unravel incoming spells.

Prerequisites: Dexterity 13, Mage level 3

Benefit: You gain a +2 bonus on dispel and counterspell checks.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Channeled Strike

You can channel raw magical power through your weapon.

Prerequisites: CL 1, BCB +1

Benefit: When you attack, you can spend one spell point to charge your weapon with power. If you hit, you deal +1d4 damage. On a miss, the energy dissipates harmlessly.

If your caster level is 4 or higher, you can spend more spell points, each one increasing the damage by 1d4, up to a maximum of [1/2 caster level]d4.

Improved Disarm

You are adept at disarming your enemies.

Prerequisites: Intelligence 13

Benefit: You do not provoke reaction attack when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

We Must Go On

You can inspire your allies to carry on, despite danger and exhaustion.

Prerequisites: Charisma 13

Benefits: When you and your companions roll recoveries, you can try to inspire them.

Roll a skill check to inspire them (diplomacy to rouse allies to courage, bluff to convince your hirelings its not as bad as it is, perform to steady them with music, etc). The DC of this check is determined by the GM, based on the morale of the party (DC 15 for a dangerous but not extreme situation). You can't inspire someone who is unconscious or otherwise unaware of you (obviously).

If you fail, they gain no benefit, and you may not try again until the circumstances have changed significantly. If you succeed, you expend a recovery die, and each companion may roll one of their recovery die for free. They get an added bonus on this roll equal to your Charisma Bonus.

A character can only benefit from this feat once per day--any additional uses have no benefit.

Improved Leadership

You are especially talented at inspiring your allies.

Prerequisites: Aristocrat level 1, Charisma 13

Benefit: When you grant an ally a free recovery die with your We Must Go On ability, the die is maximized (treated as rolling the maximum).

Combat Intuition

You can read your opponent's movements to better protect yourself against their attacks.

Prerequisites: Wisdom 13, Sense Motive 4 ranks

Benefit: When an enemy declares an attack against you (but before the result is revealed) you can spend a reaction to gain your Wisdom bonus to AC against this attack.

You can also use one more reaction each round. You can never have more reactions than your Dex bonus + 1.

Lightning Attack

Your spring attacks are so sudden that they leave your enemies reeling.

Prerequisites: BCB +6, Spring attack

Benefit: Enemies you spring attack are caught off-guard.

Spinning Spear Style

In your hands, the shaft of your spear is nearly as deadly as the head.

Prerequisites: BCB +2, Dexterity 15

Benefit: You can use your spear to deal piercing or bludgeoning damage, striking with the shaft or stabbing with the head.

Your spear counts as a quarterstaff for the purposes of Quick Staff Style, Graceful Combatant, and other feats.

You cannot gain the benefits of this feat while using a spear in one hand.

Berserker Style

You can use your twin axes to devastating effect.

Prerequisites: BCB +2, Strength 15

Benefit: While fighting with an axe or mace in each hand, you can disorient your enemies with repeated blows. If you strike an enemy twice in the same round, OR with a single desperate attack, they are disoriented until the start of your next turn.

Any time you could normally draw a weapon, you can draw two.