Additional Feats


This page details extra feats that have been added to the ones available from the Player's Handbook / SRD. Note that there are a million-and-one sources for extra feats; if there's not one in the rules you have that does what you want your character to be able to do, ask me - there's probably one somewhere! I am not averse to allowing new ones in as long as they're reasonably balanced.


Pre-Emptive Sense [General]

Your motto is 'Strike First, Strike Last'. You try to pysch out what your enemy is going to do next.

Benefit: You add your Intelligence bonus to your Initiative as well as your Dexterity bonus.


Canny Attack [General]

You are adept at taking advantage of your enemy when he lets his guard down.

Prerequisites: Base attack bonus +2, Int 13+, Pre-emptive Sense

Benefit: You inflict an additional +1d6 damage when your opponent is denied his Dexterity bonus to armour class. This applies to missile attacks but only within 30'

Special: This feat may be taken multiple times, to a maximum of 5. This stacks with any Sneak Attack damage provided by character class abilities.


Off-Hand Weapon Expert [General]

Skilled in the use of weapons in your off-hand, a secondary weapon is just as lethal for you as any other.

Prerequisites: Dex 13+, base attack bonus +4

Benefit: When you strike a foe with an off-hand weapon, you may add your normal Strength bonus to the damage done.

Normal: When a character deals damage with an off-hand weapon, they only add half their Strength bonus to the damage.


Combat Instinct [General]

If your opponent makes a wild swing that misses you by miles, you can snatch the advantage and make a snap attack while he's left open.

Benefit: If you are not flat-footed when an adjacent opponent's melee attack roll missed you by more than five, you may immediately make a single attack as a free action, using his normal 'first attack' bonus, against that opponent. You may use this feat a number of times per round equal to your Dexterity modifier, but only against any given target once.

An attack made with Combat Instinct cannot itself trigger a return attack from a target with Combat Instinct.

An Attack of Opportunity on the character cannot trigger Combat Instinct, as by definition to provoke an AOO the character has let his guard down or been distracted, and is not alert enough to spot the opening.

Power Attack or Expertise applied to the character's normal attacks for the round does not apply to the Combat Instinct attack roll.

The character must be in combat to use this feat; if engaged in a non-combat full-round or standard action (such as casting a spell, or rummaging in a backpack), he is not sufficiently en garde to react in this way.


Improved Power Attack [General]

Prerequisites: Str 15, Power attack, Base Attack Bonus +10 or higher.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add one and a half the number to all melee damage rolls. This number may not exceed 1.5 x your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add thrice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)