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Combat Feats

Combat Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum BAB, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat NamePrerequisitesBenefits
Advanced Power Weapons WielderCaster Level 13th, Improved Power Weapons Wielder featWith a full round action, you can use your power weapon a third time in a round at a -10 penalty. In addition, increases ranged power weapon's range to 60 feet.
Arcane Shield Spellcaster, caster level 10thAs an immediate action, you can spend MP up to your caster level and gain a deflection bonus to AC equal to the MP you sacrificed for 1 round.
Empowered TouchInt 13 or Wis 13 or Cha 13You can choose to take a –1 penalty on all spell and supernatural touch attack rolls to gain a +2 bonus on all spell and supernatural touch damage rolls. When your character level reaches 4th, and every 4 levels thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making a touch attack roll, and its effects last until your next turn. The bonus damage does not apply to effects that do not deal hit point damage.
Improved Power Weapons WielderCaster Level 7thWith a full round action, you can use your power weapon a second time in a round at a -5 penalty. In addition, increases ranged power weapon's range to 45 feet.
Jecht Shot Mark IIIStr 13, Deadly Aim, Exotic Weapon Proficiency (Blitzball), base attack bonus +1As a standard action, you can make a single ranged attack at your full base attack bonus against a foe within 5 increments of your blitzball. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is within 1 range increment of the first target as the blitzball bounces between them. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Mixed Martial ArtsCatch Off Guard, Improved Unarmed Strike, Kenki or Blitz Technique class feature, Base Attack Bonus of +4Once per round, when you successfully hit with a Blitz or Kenki Technique, you can make an additional attack that can be an unarmed strike or weapon attack with an improvised weapon that is on your person (such as hitting an enemy with the strap of your backpack or with the scabbard of your weapon) with a -2 penalty. The improvised weapon can be drawn as a free action during the attack with your off-hand if it is free. If you hit with the additional attack, it deals unarmed strike damage or the appropriate damage of an improvised weapon of it's size +1. If you critically hit with the additional attack, the opponent is flat-footed until the start of it's next turn. This additional attack is still subject to the normal penalties of Two-Weapon Fighting. This additional attack does not stack with other sources that provide additional attacks (such as haste) but can be made in place of those additional attacks if the conditions to make the additional attack are met.
Opportune Technique (Combat)Base attack bonus +6You may use Blitz, Kenki, or similar techniques as attacks of opportunity.
Shield Ward Shield Focus feat, 8th-level fighter or 11+ BABYou apply your shield bonus to your touch AC.
Steal MP Sneak Attack class feature, MP poolIf you hit an opponent with a successful sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and instead steal 1d4 MP from your target. For each die of sneak attack damage you forgo, the more die you steal from your opponent's MP.
Throw MoogleWield MoogleWhen you make a successful grapple check on an opponent at least one size smaller than yourself that you are already grappling, you may throw your opponent like a thrown splash weapon. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled
Ultimate Jecht ShotStr 13, Jecht Shot Mark III, Deadly Aim, Exotic Weapon Proficiency (Blitzball), base attack bonus +4As a standard action, you can make a single ranged attack at your full base attack bonus against a foe within 5 increments of your blitzball. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is within 1 range increment of the first target as the blitzball bounces between them. If you hit, you can continue to make attacks against foes within 1 range increment of the previous foe. You cannot attack an individual opponent more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Wield MoogleStr 15, base attack bonus +6When you make a successful grapple check on an opponent at least one size smaller than yourself that you are already grappling, you may swing your opponent like a club. Make an attack roll at your full BAB, treating the opponent as a two-handed improvised weapon of the same size as the grappled opponent. On a hit, any damage you deal to the target is also dealt to the grappled opponent.