FANDOM



Focuses on bonuses and abilities that enhance the use of weapons of all kinds. Sample feats include Combat Expertise, Improved Critical, Parry, and Weapon Focus. Fighters may select Weaponry feats as bonus feats.




Aim

[Archery, Weaponry]

See Archery feats.

Battlefield Superiority

[Weaponry]

Prerequisites: Fighter level 15th.

Benefit: Once per encounter, you can make a full-round attack without suffering penalties on iterative attacks. For example, instead of making 4 attacks with +21/+16/+11/+6 bonuses, you make 4 attacks with +21 bonus each.

Combat Expertise

[Weaponry]

Prerequisite: Int 13.

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Constant Threat

[Weaponry]

Prerequisite: Base attack bonus +6.

Benefit: The DC of all Tumble and Concentration checks enemies make within squares you threaten increases by +4 and by extra +3 for every 2 weaponry feats you have.

Create Opportunity

[Weaponry]

Prerequisites: Int 13, Combat Reflexes, base attack bonus +11.

Benefit: Once per encounter per opponent you can make an attack of opportunity when the opponent performs action that normally doesn't provoke such attacks.

If you have 9 weaponry feats, opponents who take a 5 ft. step action provoke attacks of opportunity from you.

Dismissing Strike

[Weaponry]

Prerequisites: Int 13, base attack bonus +12, 4 weaponry feats.

Benefit: As a standard action, you can make a touch attack with a magic weapon against an extraplanar creature to force it back to its proper plane if it fails a special Will save (DC = 10 + your base attack bonus +1 for every 2 weaponry feats you have - creature’s HD). If the creature fails its save, it's instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Drill Seargant

[Command, Weaponry]

See Command feats.

Epic Prowess

[Weaponry, Epic]

Benefit: Gain a +1 bonus on all attacks.

Special: You can gain this feat multiple times. Its effects stack.

Epic Weapon Focus

[Epic, Weaponry]

Prerequisites: Fighter level 22nd, Supreme Weapon Focus.

Benefit: Bonuses granted by weapon focus feat improve by +2.

Special: You can take this feat more than once. Each time required fighter level increases by 8 and bonus granted by +2.

Exotic Weapon Proficiency

[Weaponry]

Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

Benefit: Choose one exotic weapon for every 2 weaponry feats you have. You make attack rolls with that weapon(s) normally.

Expert Offense

[Weaponry, Epic]

You can spot and exploit a weakness in your opponents defenses.

Prerequisites: Int 25.

Benefit: Each round you fight an opponent you closely study their style and learn to defeat it. Each round after the first you gain a cumulative +1 bonus to attacks against that opponent, up to a maximum bonus equal to the number of weaponry and epic feats you have.

Fencing

[Weaponry]

Prerequisites: Base attack bonus 3+.

Benefit: Once per encounter you can take 10 on an attack roll.

If you have 5 fighter levels and the attack you took 10 on successfully hit, its damage is maximized.

If you have 7 fighter levels, you can take 10 once per round.

Flashy Attack

[Weaponry]

Prerequisites: Base attack bonus 6+.

Benefit: If you choose to give up your last iterative attack in a full attack action, you may add your Charisma bonus to your attack rolls as you perform an impressive display of weapon prowess and catch your opponent offguard.

First Strike

[Agility, Weaponry]

Prerequisites: Quick Draw.

Benefit: If you are the first combatant to have a turn during an encounter and strike a foe that is flat-footed (all combatants are flat-footed during the first round of combat until it is their turns) during your first round, you deal +1d6 damage for every 2 agility and weaponry feats you have, up to +5d6. This bonus damage applies only to your first successful attack during your turn on the first round of an encounter.

Gigantic Weapon

[Weaponry]

Prerequisites: Monkey Grip.

Benefit: You may wield weapons three size categories larger than you. You suffer a -6 penalty to attack rolls with weapons this large. Weapon damage increases as its size increases. See Monkey Grip for details.

Greater Critical

[Weaponry, Epic]

You are adept at striking at your foes' most vulnerable spots.

Prerequisites: Base Attack Bonus +22, Improved Critical, Proficiency with weapon.

Benefit: Your critical threat range is tripled. This supersedes and does not stack with the Improved Critical feat. A weapon with an initial threat range of 20 becomes 18-20. A weapon with an initial threat range of 19-20 becomes 15-20. A weapon with an initial threat range of 18-20 becomes 12-20. A weapon with an initial threat range of 17-20 now threatens on a 9- 20.

Special: This effect does not stack with keen or similar weapon special abilities.

Greater Critical Multiplier

[Weaponry, Epic]

You can increase the power of your critical hits.

Prerequisites: Base Attack Bonus +28, Epic Weapon Specialization, Greater Weapon Specialization, Improved Critical Multiplier, Weapon Specialization.

Benefit: You can increase the power of your critical hits. If the weapons critical multiplier was originally x2 it becomes x4. If the weapons critical multiplier was originally x3 it becomes x7. If the weapons critical multiplier was originally x4 it becomes x10.

Special: This feat replaces the Devastating Critical feat from the Epic Level Handbook.

Greater Weapon Focus

[Weaponry]

Prerequisites: Fighter level 8th, Weapon Focus.

Benefit: Bonuses granted by the Weapon Focus feat improve to +2.

Greater Weapon Specialization

[Weaponry]

Prerequisites: Fighter level 12th, Weapon Specialization.

Benefit: Bonuses granted by the Weapon Specialization feat improve to +4.

Greater Two-Weapon FightingEdit

[Agility, Weaponry]

Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: You gain an additional attack with your offhand weapon, albeit at a -10 penalty. This stacks with the extra offhand attack granted by the Improved Two-Weapon Fighting feat. See the Two-Weapon Fighting special attack.

Improved Combat Expertise

[Weaponry, Epic]

You are able to deflect and parry attacks with ease.

Prerequisites: Combat Expertise, Dex 25.

Benefit: For every 2 points of base attack bonus you expend, you gain a +3 bonus to Armor Class.

Normal: Typically combat expertise allows you to trade 1 point of base attack bonus to add 1 point of Armor Class.

Special: If you use this feat with a two-handed weapon, or a one-handed weapon wielded in two hands, instead add three times the number subtracted from your attack rolls.

Improved Critical

[Weaponry]

Prerequisite: Weapon Focus, base attack bonus +8.

Benefit: When using any weapon that benefits from weapon focus, your threat range is doubled.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

You gain a +3 circumstance bonus for every 2 weaponry feats you have on critical confirmation rolls.

Improved Critical Multiplier

[Weaponry, Epic]

You can increase the power of your critical hits.

Prerequisites: Base Attack Bonus +22, Greater Weapon Specialization, Str 20, Weapon Specialization.

Benefit: You can increase the power of your critical hits. If the weapon’s critical multiplier is x2 it becomes x3. If the weapon’s critical multiplier is x3 it becomes x5. If the weapon’s critical multiplier is x4 it becomes x7.

Special: This feat replaces the Overwhelming Critical feat from the Epic Level Handbook.

Improved Disarm

[Weaponry]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +2 bonus, and extra +1 for every 2 weaponry feats you have on the opposed attack roll you make to disarm your opponent or when an opponent attempts to disarm you.

Improved Feint

[Weaponry]

Prerequisites: Int 13, Combat Expertise.

Benefit: You can make a Bluff check to feint in combat as a move action. You gain a +1 competence bonus for every 2 weaponry feats you have on those checks. Enemies suffer a -1 penalty for every 2 weaponry feats you have when feinting you in combat.

Improved Trip

[Weaponry]

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Two-Weapon Fighting

[Agility, Weaponry]

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Interpose

[Weaponry]

Prerequisites: Int 13, Base Attack Bonus +18.

Benefit: As an immediate action, you may select 1 square that you threaten for every 2 weaponry feats you have. All squares have to be adjacent to another chosen square. For one round, squares affected count as being occupied contiguously for the purpose of effects and spells, and as a difficult terrain for the purpose of enemies' movement.

Jab and Slash

[Agility, Power, Weaponry]

See Power feats.

Legendary Battlefield Superiority

[Epic, Weaponry]

Prerequisites: Fighter level 30th, Battlefield Superiority, any other 8 weaponry feats.

Benefit: You don't suffer penalties on iterative attacks. For example, instead of making 4 attacks with +35/+30/+25/+20 bonuses, you make 4 attacks with +35 bonus each.

Lunge

[Weaponry]

Prerequisites: Base attack bonus +12, any 3 weaponry feats.

Benefit: On any attack you make, you can treat any two handed weapon you wield (but not one handed weapon you wield with two hands) as if it had reach or as if it didn't as you like.

If you have 5 weaponry feats, you can use this feat with one handed weapons.

If you have 9 weaponry feats, you can use this feat with light weapons.

Martial Excellency

[Weaponry]

Prerequisites: Supreme Weapon Focus.

Benefit: Once per round, when you roll a natural 1 using a weapon affected by weapon focus, you may treat natural result as -20 instead of an automatic miss. You gain a bonus to that result equal to +1 per 2 weaponry feats you have.

Monkey Grip

[Weaponry]

Prerequisites: Strength 15+, Dex 15+.

Benefit: You are able to wield a weapon two size cagetories larger than you instead of one. You suffer a -2 penalty to attack rolls with the weapon. Weapon damage increases as its size increases, as shown below.

Original

New

Original

New

1

1d2

2d6

2d8

1d2

1d3

2d8

3d6

1d3

1d4

3d6

2d10

1d4

1d6

2d10

2d12

1d6

1d8

2d12

3d8

1d8

2d4

3d8

4d6

2d4

1d10

4d6

3d10

1d10

1d12

3d10

3d12

1d12

2d6

3d12

4d8

Natural Swordsman

[Talent, Weaponry]

See Talent feats.

 

Parry

[Weaponry]

Prerequisites: Base attack bonus +6.

Benefit: If you take a full attack action and do not make your last iterative attack, fight defensively, or if you take the full defense action, a weapon you wield grants you +1 deflection bonus, and extra +1 for every 2 weaponry feats you have, against one attack of your choice made against you until the beginning of your next turn.

If you have a base attack bonus of +11 and 5 weaponry feats, you add the bonus against two attacks made in a row.

If you have a base attack bonus of +16 and 9 weaponry feats, you add the bonus against three attacks made in a row.

Perfect Two-Weapon Fighting

[Weaponry]

Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.

Benefit: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.

Normal: Without this feat, you can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if you have Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if you have Greater Two-Weapon Fighting). 

Personal Zone

[Unarmed, Weaponry]

See Unarmed feats.

Superior Weapon Finesse

[Weaponry]

Prerequisite: Base attack bonus +10, Weapon Finesse.

Benefit: You may use your Dexterity bonus instead of your Strength bonus on damage rolls with finessable weapons.

If you have 5 weaponry feats, your shield's armor check penalty does not apply to your attack rolls with finessable weapons.

Supernatural Assault

[Weaponry]

Prerequisites: Int 13, base attack bonus +15, any 4 weaponry feats.

Benefit: If you wield magic weapon, you gain a number of benefits against specific threats:

You reduce your miss chance to hit an incorporeal opponent by 10% for every 2 weaponry feats you have.

Your attacks ignore 1 point of any form of damage reduction for every 2 weaponry feats you have.

Damage you deal is not affected by mundane or extraordinary means of healing hit points (such as natural recovery or fast healing).

If you have 9 weaponry feats, damage you deal is not converted into nonlethal damage by regeneration.

Supreme Weapon Focus

[Weaponry]

Prerequisites: Fighter level 16th, Greater Weapon Focus.

Benefit: Bonuses granted by the weapon focus feat improve to +3.

Two-Weapon Defense

[Agility, Weaponry]

Prerequisites: Dex 15, Two-Weapon Fighting, any other agility or weaponry feat.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC for every 2 agility and/or weaponry feats you have (in any combination).

When you are fighting defensively or using the total defense action, this shield bonus doubles.

Two-Weapon Fighting

[Agility, Weaponry]

Prerequisite: Dex 15.

Benefit: Penalties for fighting with two weapons are reduced. The penalty for your primary hand is reduced by 2 and the penalty for your off-hand is reduced by 6.

                Your penalties on attack rolls for fighting with two weapons are reduced by 1 for every 2 agility and/or weaponry feats you have until they reach 0.

Warrior's Climax

[Weaponry]

Prerequisites: Int 13, base attack bonus +3.

Benefits: Whenever an enemy you threaten attacks your ally or casts a spell defensively on your ally (but not you), you gain an extra attack of opportunity against him. You cannot make more such attacks per round than 1 for every 2 weaponry feats you have.

Weaponsmith

[Weaponry]

Benefit: You get a +2 competence bonus on all Craft (weaponsmith) checks, and extra +1 for every 2 weaponry feats you have. You can create magic weapons (except bows) and related ammunition as if you had appropriate feats. You can substitute required spells with scrolls containing those spells (scrolls are consumed during item's creation). You can substitute caster level with your ranks in Craft (weaponsmith) skill.

Weapon Finesse

[Weaponry]

Prerequisite: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Charisma modifier instead of your normal modifier on attack rolls.

Weapon Focus

[Weaponry]

Prerequisites: Base attack bonus +1.

Benefit: Choose one weapon, plus another weapon for every 2 weaponry feats you have. You gain a +1 bonus on all attack and damage rolls you make using the selected weapon(s).

Weapon Mastery

[Weaponry, Epic]

You are adept with all weapons.

Prerequisites: Base Attack Bonus +25, Weapon Focus, Weapon Specialization.

Benefit: Bonuses from Weapon Focus and Weapon Specialization feats (including Greater and Epic extensions) apply to all weapons of that particular class. The classes are bludgeoning, missile, piercing, or slashing weapons.

Special: You can take this feat four times. Each time it applies to one of the different weapon categories.

Weapon Specialization

[Weaponry]

Prerequisites: Fighter level 6th, Weapon Focus.

Benefit: You gain an additional +2 bonus to damage rolls with the weapons chosen for your Weapon Focus feat.

Whirlwind Attack

[Weaponry]

Prerequisites: Int 13, Combat Expertise, Greater Weapon Focus.

Benefit: Once per encounter, when you perform full attack action, you can make an extra melee attack with full attack bonus against every opponent within reach that you do not target with your normal attacks.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.