Link Search Menu Expand Document
Table of contents

Battle Jump

Unapproachable East, p. 42 rewrite

Prerequisite: Jump 4 ranks

Benefit: Make a special full-round action to charge an opponent by dropping down on top of them. You cannot battle jump while flying or levitating. Battle jumping while mounted also requires succeeding a Ride check (DC 20) to fast dismount during your jump.

You can execute a charge by simply dropping from a height of at least 5 feet above your opponent’s head onto a square your opponent occupies and making a successful Jump check (DC 15). You may make up to two move actions to execute the jump (allowing you to move up to twice your speed). You do not need to move directly towards your opponent, nor do you need a clear path towards the opponent. For example, climbing up a 10 foot ledge and then jumping off would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature.

If you failed your Jump check, you cannot attack and fall prone in the nearest available square.

If you succeed on your Jump check, you acquire your standard charge bonuses and penalties and may choose to augment your airborne attack in one of the following ways:

  • While airborne, you get an +1 bonus to attack and damage roll for each 5 foot increment you drop from above your opponent (up to a +6 bonus for dropping from at least 30 feet above your opponent).
  • Initiate a bull rush to push your opponent 5 feet in any available direction.
  • Initiate a trip attack.
  • Initiate a grapple.

While airborne, you are treated as one size category larger than normal if you try to bull rush, trip, or grapple your opponent. Any opposed check that occurs after you land uses your normal size.

If you have the pounce ability or another ability that lets you make multiple attacks, those additional attacks can only be taken after you land on your feet. Any melee weapon or natural attack used during this maneuver must be able to hit an adjacent foe.

With a successful grapple you land on your feet in the current square, otherwise, you land on your feet in an unoccupied square of your choice within 5 feet of your opponent. If there are no unoccupied squares within 5 feet of your opponent you fall prone in the nearest available square.

When you land you take fall damage for the total distance fallen, though if you succeeded your Jump check you take falling damage as if you had dropped 10 fewer feet than you actually did (following the normal rules for jumping down).

Note: A successful battle jump is a charge attack, so any ability that requires a charge attack can be used with a battle jump.

Special: If you are able to take only a standard action or a move action on your turn, you can still charge with a battle jump, but you are only allowed to make one move action to execute the jump. You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.

A fighter may select Battle Jump as one of his fighter bonus feats.


Blade and Pistol Style

Prerequisites: Point Blank Shot, Two-Weapon Fighting

Once per round, if you hit a target with a one-handed or light melee weapon, you may make a free attack with your pistol at your highest base attack bonus. Firing a pistol in this way does not provoke attacks of opportunity.

Special: A fighter may select Blade and Pistol Style as one of his fighter bonus feats.


Dodge

Prerequisite: Dex 13

+1 to AC against all attacks. (Dodge target designation only matters for other feats and/or class abilities, not Dodge).

Special: A fighter may select Dodge as one of his fighter bonus feats.


Gain Action Point

Gain 1 Action Point. This feat can be taken multiple times.

Special: A fighter may select Gain Action Point as one of his fighter bonus feats.


Improvised Weapon

War of the Lance p. 37, listed here for convenience.

A character with this feat gains the ability to make better use of mundane items as improvised weapons.

Prerequisite: Appraise 1 rank.

Benefit: With at least a full round action to acquaint himself with the item’s weight and properties, the character can reduce the penalty for making an attack with an improvised weapon to -2.

Normal: Without this feat, using an improvised weapon incurs a –4 penalty to attacks.

Special: A fighter may take this feat as one of his bonus fighter feats.


Improvised Weapon, Greater

War of the Lance p. 36, listed here for convenience.

A character with this feat learns to master the use of improvised weapons.

Prerequisite: Improvised Weapon.

Benefit: The character can now ignore the penalty for making an attack with an improvised weapon.

Normal: Without this feat, using an improvised weapon incurs a –4 penalty to attacks.

Special: A fighter may take this feat as one of his bonus fighter feats.


Leap Attack

Complete Adventurer, p. 110 errata

Prerequisite: Power Attack, Jump 8 ranks

Benefit: If you cover at least 10 feet of horizontal distance with your jump, and you end your jump in a square from which you threaten your target, you deal 2x the normal bonus damage from your use of the Power Attack feat (or 3x the bonus damage when using a two-handed weapon, or with a one-handed weapon wielded in two hands). This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over.

The penalty on attacks and bonus on damage apply until your next turn.

Special: If you have the Battle Jump feat and you drop from a height of at least 10 feet above your opponent’s head onto a square your opponent occupies when executing your battle jump, your Power Attack damage scales as above.

A fighter may select Leap Attack as one of his fighter bonus feats.


Martial Stance

Tome of Battle p. 31

Prerequisites: One martial maneuver

When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisite of the stance. Your martial adept level for using this maneuver is equal to 1/2 of your character level. You can change the stance you are currently using as a swift action.

This stance can be retrained to another stance (as long as you meet the prerequisites) by spending at least an hour a day training for a number of consecutive days equal to three times your character level.

You can lose access to maneuvers and stances if you no longer meet their prerequisite number of known maneuvers in a discipline.

Special: You can take this feat any number of times.

A fighter may select Martial Stance as one of his fighter bonus feats.

Note: use the Errata’d stances found at Unofficial Tome of Battle.


Martial Study

Tome of Battle p. 31

When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert wind. The key skill for the chosen discipline becomes a class skill.

Select any maneuver from the chosen discipline for which you meet the prerequisite. Any maneuvers learned from this feat are automatically readied. Your initiator level is equal to 1/2 your character level.

You can recover all expended maneuvers with a single swift action, which must be immediately followed in the same round with a melee attack or using a standard action to do nothing else in the round (such as executing a quick, harmless flourish with your weapon). You cannot initiate a maneuver or change your stance while you are recovering your expended maneuvers, but you can remain in a stance in which you began your turn.

This maneuver can be retrained to another maneuver (as long as you meet the prerequisites) by spending at least an hour a day training for a number of consecutive days equal to your character level.

You can lose access to maneuvers and stances if you no longer meet their prerequisite number of known maneuvers in a discipline.

SchoolKey SkillPreferred Weapons
Desert WindTumblescimitar, light mace, light pick, spear, and falchion
Devoted SpiritIntimidatefalchion, greatclub, longsword, and maul
Diamond MindConcentrationbastard sword, katana, rapier, shortspear, and trident
Iron HeartBalancebastard sword, dwarven waraxe, longsword, and two-bladed sword
Setting SunSense Motivequarterstaff, short sword, nunchaku, and unarmed strike
Shadow HandHidedagger, sai, short sword, spiked chain, siangham, and unarmed strike
Stone DragonBalancegreatsword, greataxe, heavy mace, and unarmed strike
Tiger ClawJumpkukri, kama, handaxe, claw, greataxe, and unarmed strike
White RavenDiplomacylongsword, battleaxe, greatsword, halberd, and warhammer

Special: You can take this feat any number of times. Each time you take it after the first, you gain one of two benefits. You can choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by means of this feat. In either case, you must meet the maneuver’s prerequisite.

A fighter may select Martial Study as one of his fighter bonus feats.

Note: use the Errata’d maneuvers found at Unofficial Tome of Battle.


Musket Parry

Prerequisite: Weapon Focus (Musket)

+1 Dodge bonus to Armor Class if wielding a Musket with a Bayonet attached.

Special: This feat can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability.

A fighter may select Musket Parry as one of his fighter bonus feats.


Pistollero

Prerequisits: BAB +1

Can draw and sheath a number of pistols up to the number attacks the character has in that round as individual Free Actions.

Special: This feat can be used in place of the Quick Draw feat to qualify for a feat, prestige class, or other special ability.

A fighter may select Pistollero as one of his fighter bonus feats.


Power Shot

Prerequisites: BAB +1, Weapon Focus (firearm)

When loading a firearm you can use more gunpowder to make a powerful (but less accurate) shot.

Subtract a number from your ranged attack roll with the firearm and add the same number to the corresponding damage roll. This number may not exceed your base attack bonus.

Special: A fighter may select Power Shot as one of his fighter bonus feats.


Rapid Reload

Prerequisites: Weapon Proficiency (projectile weapon)

Choose a projectile weapon. The time required for you to reload your chosen type of weapon is reduced.

ActionWeapon
FreeSling, hand crossbow, light crossbow
MoveHeavy crossbow, pistol
FullMusket
Full + MoveBlunderbuss

If you have selected this feat for hand crossbow, light crossbow or sling; you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

Special: This feat can be taken multiple times, with a different weapon type each time.

A fighter may select Rapid Reload as one of his fighter bonus feats.


Ride-By Attack

When you are mounted and use the charge action, you may move and attack as if with an indirect charge that passes within 5 feet of your opponent and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.


Shield Push

Defenders of the Faith p. 20, rewrite

Prerequisites: Improved Shield Bash, Power Attack, BAB +3

Benefit: Once per turn, if you hit an opponent with a shield bash, in addition to dealing damage normally, you may make a free bull rush to attempt to push your opponent back 5 feet (only) without provoking an attack of opportunity. You do not move into your opponent’s square, nor can you move along with your opponent. You cannot use this feat with a buckler.

Special: A fighter may select Shield Push as one of his fighter bonus feats.


Shot on the Run

Prerequisites: Dodge, Mobility, Point Blank Shot, Dex 13, BAB +4

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

Special: If you have the ability to move as a swift action, you can make a full attack with a ranged weapon.

A fighter may select Shot on the Run as one of his fighter bonus feats.


Spring Attack

Prerequisites: Dodge, Mobility, Dex 13, BAB +4

Benefit: When using the attack action a standard action that attacks with a melee weapon, you can move 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 an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

Special: If you have the ability to move as a swift action, you can make a full attack with a melee weapon.

A fighter may select Spring Attack as one of his fighter bonus feats.


Whirlwind Attack

Prerequisites: Combat Expertise, Dodge, Mobility, Spring Attack, Dex 13, Int 13, BAB +4

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell). You may make a single 5 foot step while attacking, which may allow you to hit additional creatures.

Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.