Two-Weapon Rend
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
SRD feats and custom campaign feats. Filter by category or view all.
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base …
When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack …
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
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 …
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead …
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you …
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in …
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in …
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
Increase the AC bonus granted by any shield you are using by 1.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
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.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting …
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the …
Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such …
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks …
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made …
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step …
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to …
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight …
You make attack rolls with simple weapons without penalty.
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your …
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action …
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside …
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown …
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead …
You gain a +2 bonus on all damage rolls you make using the selected weapon.
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