When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy. ", "I'm the jumpmaster. Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. Each time you take the feat, it applies to a new type of weapon. Rapid Grappler = more chances for you to do damage to your victim/.
Prerequisites: Proficiency with selected weapon, base attack bonus +1. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. eta: Also, your monk has to have rope to tie up his target and will have to burn an action to retrieve it. You can use your bardic performance ability more often than normal. An invisible attacker gets no advantages related to hitting you in melee. Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. Normal: You provoke an attack of opportunity when performing a grapple combat maneuver. I can't wait to tell my creator. You are skilled at pushing your foes around. Basically Enemy misses you, free grapple attempt now you have them. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. Prerequisite: Strength 13 or higher. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4. Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. | d20PFSRD
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. ", "It's just you and me, friend. Damage reduction and resistances apply separately to each arrow. Dodge bonuses stack with each other, unlike most types of bonuses. This page was last edited on 3 November 2020, at 03:56. Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. Prerequisites: Ability to channel energy. Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Your bull rush attacks throw enemies off balance. In addition, you receive a +2 bonus on checks made to disarm a foe. You only need to succeed at one of these checks to maintain the grapple.". Pathfinder's abilities are derived from Titanfall 2's Grapple tactical ability. | Dungeon World SRD The second, as a standard action, can be used to do anything one could normally do with a successful grapple check. Combat Trick (from the Combat Stamina feat) Source Pathfinder Unchained pg. The effects of this feat do not stack. Your CMD against that grapple attempt increases by that number. Pages in category "Grapple Feat" The following 13 pages are in this category, out of 13 total. The effects do not stack. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is. You may choose to act as if you were disabled, rather than dying. Any spells you cast of that school are more difficult to resist. You attract followers to your cause and a companion to join you on your adventures. Whoever drinks the potion is the target of the spell. Now has a blue crosshair indicator that will appear when the Grapple is in range of objects it can connect to. Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. Normal: Maintaining a grapple is a standard action. You pretty much can go Splinter Cell/Metal Gear especially if stealth is your thing.
Benefit: You can create a wide variety of magic wondrous items. For potions and scrolls, the creator must expend the material component cost when creating the item. Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon. Prerequisites: Penetrating Strike, Weapon Focus, 16th-level fighter. Prerequisites: Str 13, base attack bonus +1. You can strike many adjacent foes with a single blow. Channel energy can heal or harm outsiders, Reduce your arcane spell failure chance by 10%, Reduce your arcane spell failure chance by 20%, +1 damage and weapons are considered magic, No penalties on attack rolls while wearing light armor, No penalties on attack rolls while wearing medium armor, No penalties on attack rolls while wearing heavy armor, No penalties for improvised melee weapons, +4 bonus on concentration checks for casting defensively, +2 bonus on disarm attempts, no attack of opportunity, Disarmed weapons are knocked away from your enemy, Make one melee attack against all foes within reach, Channel energy can be used to control undead, +4 bonus on attack rolls made to confirm critical hits, Whenever you score a critical hit, the target takes 2d6, Whenever you score a critical hit, the target is, Use your total Hit Dice as your base attack bonus for, Increases the DC to cast spells adjacent to you, Enemies provoke attacks if their spells fail, +4 AC against attacks of opportunity from movement, Channel energy can harm or heal elementals, +4 bonus on checks to avoid nonlethal damage, Automatically stabilize and remain conscious below 0 hp, No penalty on attacks made with one exotic weapon, Channel energy two additional times per day, Use lay on hands two additional times per day, Your lay on hands benefits from one additional mercy, Use bardic performance for 6 additional rounds per day, Counterspell with spell of the same school, Proficiency with weapon, base attack bonus +8, Make 2 extra attacks against a hindered foe, Take a –2 penalty to your AC to attack with reach, No penalty on attacks made with one martial weapon, You can craft magic items without being a spellcaster, Halve the penalty for ranged attacks while mounted, Move before and after a charge attack while mounted, Ignore 5 feet of difficult terrain when you move, Ignore 20 feet of difficult terrain when you move, +2 bonus on Diplomacy and Intimidate checks, +1 attack and damage on targets within 30 feet, No cover or concealment chance on ranged attacks, No armor or shield bonus on one ranged attack, Make ranged attack at any point during movement, Make an additional attack if the first one hits, Make an additional attack after each attack hits, Choose whom to affect with channel energy, No penalties on attack rolls when using a shield, Keep your shield bonus when shield bashing, No two-weapon penalties when attacking with a shield, Gain a +1 bonus to your AC when using a shield, No penalties on attack rolls when using a tower shield, No penalty on attacks made with simple weapons, +2 bonus on level checks to beat spell resistance, Take a 5-foot step as an immediate action, Attack foes that strike you while using reach, No penalties for improvised ranged weapons, Channel energy can be used to make undead flee, Gain +1 shield bonus when fighting with two weapons, Deal twice the normal damage on a single attack, Deal three times the normal damage on a single attack, Deal four times the normal damage on a single attack, Proficiency with weapon, base attack bonus +1, Your attacks ignore 5 points of damage reduction, Your attacks ignore 10 points of damage reduction, Create magic armors, shields, and weapons, * This is a combat feat and can be selected as a fighter bonus feat.
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