Name |
Prerequisite |
Benefit |
Accelerated Strike |
BAB +6 |
Once per encounter, make a full attack as a Standard action |
Acrobats Counter |
Dex 13 & Trained in Acrobatics |
Once per round, when targeted for a melee attack, you may make an acrobatics check against it. If your roll meets or surpasses their attack roll you take half damage and gain a +5 bonus to your next melee attack against that target until the end of your next turn. |
Advance Disarm |
Int 13 & Melee Defense |
You gain a +5 bonus on any melee attack roll made to disarm an opponent. In addition, if you fail to disarm your opponent they don't get to make an Attack of Opportunity against you. |
Blind-Fighter |
None |
When making Attack Rolls in Low-Light conditions you can ignore related penalties. |
Cleave |
Strength 13 & Power Attack |
If you deal an opponent enough damage to reduce its hit points to 0, you get an immediate extra melee attack against another opponent, within your reach. You can only make this attack once per round. |
Critical Strike |
BAB +6, Proficient w/ Melee weapon used, & Weapon Focus |
Increase the critical range of a weapon +1. |
Crush |
Pin & BAB +1 |
While you have an opponent Pinned you can immediately deal bludgeoning damage equal to your unarmed/claw damage. |
Dueling |
Must be holding a single One-Handed Melee Weapon |
+5 to Attack rolls, +3 to Damage, & Ignore 1 point of Damage Resistance |
Flurry |
Str & Dex 12 |
Once per encounter, You gain one extra attack during your turn, but you take a -5 to your Attack roll until the start of your next turn. |
Heavy Strike |
Strength 13, BAB +1, & Proficiency with the weapon being used. |
Prerequisite: Strength 13, BAB +1, & Proficiency with the weapon being used.
Benefits: Once per day, take a -8 to your defense until the start of your next turn to deal +1 die of damage on your next attack. |
Martial Arts |
None |
Damage die used by your unarmed attacks increases by one, as though you are a size category larger. In addition, you gain a +1 dodge bonus to your Reflex Save. |
Melee Defense |
Int 13 |
When you use a standard action for a melee attack, you can take a penalty of up to -5 on your attack roll and add the same number {up to +5} as a dodge bonus to your General & Reflex Defense. This number may not exceed your BAB. The changes to Attack rolls & Reflex Defense last until the start of your next turn. |
Mighty Swing |
Str 13 |
Once per encounter, while making a melee attack you may spend a Swift Action to deal half damage and knock your target backward two squares. |
Pin |
BAB +1 |
If you succeed on a grappling attack and your opponent fails the opposed grapple check, your opponent is automatically pinned until the start of your next turn. You cannot use the Pin and Trip feats during the same round. You can use the Pin and Crush feat in the same round. |
Pin-Point Strike |
None |
Subtract an amount from your Damage modifier to ignore that much of your target's Damage Resistance. |
Power Attack |
Str 13 |
On your next attack you can choose to subtract X amount from your attack roll and add it to your damage roll. |
Rush Recklessly |
Medium or Larger size, BAB +1 |
When you charge gain an additional +2 bonus to your melee attack roll. If your melee attack hits, you deal additional damage equal to one-half of your Hero Lvl rounded down. |
Step-Up |
None |
Take a 5-foot step as a Swift-Action |
Trip |
BAB +1 |
If you succeed on a grappling attack and your opponent fails the opposed grapple check, it falls prone in its space and is no longer considered grappled. |
Throw |
BAB +1 |
If you successfully trip an opponent with a grapple attack, the opponent falls prone in any unoccupied space you desire up to 1 square beyond your reach and takes bludgeoning damage equal to your unarmed attack damage. A thrown opponent is no longer considered grappled. |
Weapon Finesse |
BAB +1 |
When using a small & medium melee weapon or One-Handed Lightsabers, you may use your Dex modifier instead of your Str modifier on attack rolls. |
Whirlwind Attack |
Dex 13, Int 13, Melee Defense, & BAB +4 |
As a full-round action you can make an area attack with your melee weapon, striking every opponent within your reach. This attack uses the area attack rules; you make one attack roll and apply the result to every target in range. |
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