Combat Feats:


Quickwitted (Combat):


Benefit: You get a +2 bonus on all Will saving throws and initiative checks.
Special: A character may gain this feat multiple times. Its effects stack.

Deflect Arrows (Combat):


Prerequisites: Dex 2, Quickwitted, physical prowess 2.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.

Spring Attack (Combat):


Prerequisites: Dex 3, Quickwitted, physical prowess 6.
Benefit: When using the attack action 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.

Toughness (Combat):


Benefit: You get a +2 bonus on all Fortitude and Reflex saving throws.
Special: A character may gain this feat multiple times. Its effects stack.

Cleave (Combat):


Prerequisites: Str 2, Toughness, physical prowess 2.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

Awesome Strike (Combat):


Prerequisites: Str 3, Toughness, physical prowess 6.
Benefit: When making a melee attack, you may choose to subtract 4 from your attack roll to make the attack an awesome strike. If an awesome strike hits, the target must make a Reflex save (DC = damage dealt) or be knocked flying 15 feet in a direction of your choosing. If an obstacle prevents the completion of this move, the victim and obstacle take 1d6 damage and the victim stops next to the obstacle.

Thickskinned (Combat):


Benefit: You gain two additional hit points at each level. This increase applies retroactively.
Special: A character may gain this feat multiple times. Its effects stack.

Endurance (Combat):


Prerequisites: Con 2, Thickskinned, physical prowess 2.
Benefit: You gain damage reduction 3. This stacks with damage reduction from other sources (like the barbarian class feature).

Diehard (Combat):


Prerequisites: Con 3, Thickskinned, physical prowess 6.
Benefit: When reduced to between 0 and -9 hit points, you automatically become stable. When reduced to zero or fewer hit points, you may choose to act as if you are not dying. You must make this decision as soon as you are reduced to zero or fewer hit points (even if it isn’t your turn). If you do not choose to act as if you are not dying, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Balanced Attack (Combat):


Benefit: You get a +1 bonus on attack rolls with melee weapons, but not when making a full attack.

Pinpoint Shot (Combat):


Benefit: You get a +1 bonus on attack rolls with ranged weapons if the target is within 30 feet.

Rapid Shot (Combat):


Prerequisites: Dex 2, Pinpoint Shot, physical prowess 2.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

Harrying Archer (Combat):


Prerequisites: Dex 3, Pinpoint Shot, physical prowess 6.
Benefit: When you are holding a ranged weapon, you control an area centered on you with a radius of 10 feet. Whenever a creature enters this area, they provoke an attack of opportunity from you.

Weapon Focus (Combat):


Prerequisites: Physical prowess 4.
Benefit: Choose a weapon. You get a +1 bonus to attack and damage rolls made with the chosen weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Weapon Mastery (Combat):


Prerequisites: Weapon Focus, physical prowess 9.
Benefit: Choose a weapon for which you have taken Weapon Focus. You get a +1 bonus to attack and damage rolls made with the chosen weapon (this bonus stacks with the bonus from Weapon Focus).
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.

Armor Focus (Combat):


Prerequisites: Physical prowess 4.
Benefit: Choose a type of armor (e.g. leather armor, chain shirt, plate mail, etc). You get a +1 bonus to armor class while wearing the chosen type of armor.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.

Armor Mastery (Combat):


Prerequisites: Armor Focus, physical prowess 9.
Benefit: Choose a type of armor for which you have taken Armor Focus. You get a +1 bonus to armor class while wearing the chosen type of armor (this bonus stacks with the bonus from Armor Focus).
Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.

Combat Flow (Combat):


Prerequisites: Physical prowess 1.
Benefit: When you use the attack action or the full attack action, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class or to all damage rolls. The changes to attack rolls, damage rolls and Armor Class last until your next turn.

Combat Reflexes (Combat):


Prerequisites: Physical prowess 5.
Benefit: You may make two attacks of opportunity per turn.

Style Mastery (Combat):


Prerequisites: Physical prowess 11.
Benefit: Choose one of the following combat styles: two weapon, two-handed, open palm, blade and board or sniper. You gain a bonus based on your chosen style, as follows:

Two weapon: When you attack with a finessable weapon in your off-hand, you get an extra additional attack with that weapon. This attack is made at a -4 penalty.
Two-handed: When you make an attack with a two-handed weapon, you may add triple your Strength bonus instead of double.
Open palm: When you make an attack or full attack with nothing in your off hand, you get a +4 bonus on the attack rolls.
Blade and board: When you are holding a shield, the armor class bonus from that shield is doubled.
Sniper: You suffer no penalty for firing into a melee; penalties for distance to your target are cut in half.

Special: A character can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new combat style.

Unarmed Battle (Combat):


Benefit: Your unarmed attacks deal 1d6 damage. In addition, you count as armed even when you not (i.e. you can make attacks of opportunity when unarmed).
Special: If a character has both this feat and the monk's Unarmed Fighting class feature, their unarmed attacks deal 1d12 damage.
Normal: Without this feat, your unarmed attacks deal 1d2 damage.

Adaptive Style (Combat):


Prerequisites: Physical prowess 8, 5 Combat feats.
Benefit: By practicing for 1 hour, you may trade one Combat feat you have for any Combat feat you qualify for. You may only do this once per day.
Special: You may not trade a feat if you need it to qualify for another feat you have. You may not trade this feat.

Interceptor (Combat):


Prerequisites: Proficiency with shields.
Benefit: You can absorb attacks for your allies. When an ally adjacent to you is targeted by a melee attack, you can force that attack to target you instead. This counts as your attack of opportunity for the round.

Thaumaturgic Strike (Combat):


Prerequisites: Physical prowess 5 OR mental prowess 5.
Benefit: You can, thrice per day, create the effect of the spell Dispel Magic; however, you must be with 5 feet of the effect to be dispelled. This effect is an Extraordinary ability.