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You can drink others under the table and are never too drunk to fight.
Prerequisites: Constitution 13, character level 5.
Benefit: You suffer no penalties for drunkenness, however much alcohol you drink. Furthermore, you gain a +2 circumstance bonus to all Bluff and Streetwise checks related to your drinking companions after at least two hours of heavy drinking. In addition, after a night of wenching, drinking or other partying, you heal normally as though you had had a full night’s rest.
Normal: Drunk characters have at least a –2 penalty to attack rolls and Defence.
Special: Note that this feat does not assist with resisting drugs other than alcohol, including lotus-based preparations of any kind such as Black Lotus Wine.
You are skilled in chariot combat, maximising the beneﬁts from the limited cover afforded you by its defences.
Prerequisite: Handle Animal 1 rank, base attack bonus +1.
Beneﬁt: When you are in a chariot, you gain double the usual cover bonus from its low walls.
Special: If you have the Chariot Combat feat, you may select any feats for which the Mounted Combat feat is a prerequisite just as though you also had Mounted Combat. These feats may then be used when you are in a chariot, just as though you were mounted. However, you may not use them when mounted unless you also have Mounted Combat.
You know how to follow up a mighty blow.
Prerequisite: Power Attack.
Benefit: If you deal a creature enough damage to take it out of the fight, typically by dropping it to below zero hit points or killing it, you get an immediate, extra melee attack against another creature within reach. You cannot take a five foot step before making this extra attack. The extra attack must be with the same weapon and is at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
You are an expert at fighting cautiously so as to minimise the risk of being hit.
Prerequisite: Int 13.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as –5 on your attack and add the same number (up to +5) to your Defence. This number may not exceed your base attack bonus. The changes to attack rolls and Defence last until your next action.
Special: If you use Combat Expertise while fighting defensively, the bonuses are cumulative.
You are skilled at taking advantage of your opponent’s mistakes.
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. This feat also allows you to make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and cannot make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a thief who has the opportunist special ability to use it more than once per round.
‘Will you mock me and then lay hands on me?’ grated the barbarian, his quick rage leaping up; and he returned the push with an open-handed blow that knocked his tormentor back against the rude-hewn table.
– The Tower of the Elephant
The mighty thews of your hand and arm can crush a man’s limb or neck in moments if you can get a grip on him.
Prerequisites: Str 17, Improved Grapple, base attack bonus +8.
Benefit: If you manage to grapple an opponent and inflict damage on him, you may choose to inflict some or all of the rolled damage as damage to his Constitution, Dexterity or Strength, at your choice. He gets a Fortitude saving throw (DC 10 + your Strength bonus + ½ your Base attack bonus) for half damage. Crushing Grip may be continued from round to round, so long as you are grappling your opponent and inflicting damage upon him.