Defensive Feats I


Combat Expertise [Finesse]

Prerequisites: You cannot use this feat with a power weapon, unless it also has the finesse descriptor.

Base Mastery: 1. As per IH p.126.

Special: You do not gain the benefit of any Combat Expertise feat if you have lost your active bonus to defense against an attack.

Expanded Mastery: 2. You gain a +4 bonus on opposed rolls to resist sunder and disarm attempts. If you use Combat Expertise to increase your defense, you can ignore the corresponding attack penalty when making such a roll. You do not gain these benefits if you attempt to sunder or disarm an opponent’s weapon.

Expanded Mastery: 3. If you use Combat Expertise to increase your defense, you gain a +1 bonus to attacks against an opponent who attacks you in melee and misses. This bonus lasts until the end of your next round.

Special: The expanded mastery level 3, 6, 7, and 8 feats all require that an opponent miss you in melee. You may only activate one feat on any given attack. You may only use these feats when you are attacked on an opponent’s turn.

Expanded Mastery: 4. If an opponent hits you or an ally while you are using Combat Expertise to increase your defense, you can retroactively increase your defense or that of your ally by up to +5 against that attack only. If the result is higher than your opponent’s attack roll, the attack misses (although a natural 20 still always hits). This counts as an active bonus to defense, and your ally must be within your threatened area for you to defend them. For the remainder of the round, you take a penalty to your defense equal to the bonus gained. You can use this ability once per round.

If you have feats or abilities that can be activated after a missed attack by an opponent, you can activate them after using this feat to cause an attack to miss.

Expanded Mastery: 5. As per IH p.127.

Expanded Mastery: 6. If an opponent attacks you in melee and misses while you are using Combat Expertise to increase your defense, you gain an attack of opportunity against them. You can use this ability once per round.

Expanded Mastery: 7. If an opponent attacks you in melee and misses while you are using Combat Expertise to increase your defense, they must make a Reflex save (DC 10 + 1/2 your level + your Dexterity modifier) or lose their active bonus to defense against your next attack. You must make your attack by the end of your next turn to gain this benefit. While you can use this ability several times in a round to force your opponent to make multiple saving throws, you only gain the benefit on your next attack.

Expanded Mastery: 8. You must also have the expanded mastery 6 feat to take this feat. You can now use that feat’s benefit multiple times in a round. Remember that you must have the base Combat Reflexes feat to get multiple attacks of opportunity in a round, and you also need the Combat Reflexes expanded mastery 7 feat to make more than one attack of opportunity against any single opponent.

Expanded Mastery: 9. If an opponent scores a critical hit or sneak attack against you while you are using Combat Expertise to increase your defense, you can attempt to negate the extra damage. Make a base attack check against DC 10 + the attack bonus (including all modifiers) of the attack that hit you. If you succeed, you can ignore the extra damage from the critical hit or sneak attack, taking only normal damage.

Expanded Mastery: 10. You must also have the expanded mastery 4 feat to take this feat. You can now retroactively increase your defense or that of your ally by up to +10 following a melee attack. You still take a penalty to your defense penalty for the remainder of the round equal to the bonus gained.


Dodge [Defense]

Base Mastery: 1. You gain a +1 active bonus to defense.

Expanded Mastery: 2. You have learned to roll with blows so as to reduce the severity of any hits you take. By taking a -4 penalty on your attack rolls, you gain a +2 bonus to your damage reduction. The penalty and bonus last until the start of your next turn. You can only gain this benefit if you are wearing light or no armour.

Expanded Mastery: 3. Your active bonus to defense from the base mastery feat increases to +2.

Expanded Mastery: 4. An opponent who attacks and misses you in melee must make a Reflex save (DC 10 + 1/2 your level + your Dexterity modifier) or strike another opponent of your choosing. Both opponents must be adjacent to you for you to use this ability. Do not reroll the attack that missed you; apply its result to the new target instead. You can use this ability once for each opponent who misses you in a round.

Expanded Mastery: 5. If you have lost your active bonus to defense against an attack, you can make a Reflex save against DC 10 + the attack bonus (including all modifiers) for the attack in question. If your save succeeds, you are treated as if you had never lost your active defense bonus — for example, you can activate feats and abilities that would be negated on losing your active defense bonus against an attack. Your opponent, however, does not get a second chance to force you to lose your active defense bonus.

You must decide whether to use this ability before your opponent rolls their attack. You can use this ability multiple times in a round, but each subsequent use is made at a cumulative -5 penalty. You can only use this ability once per attack.

Expanded Mastery: 6. You gain the evasion ability. If subjected to an attack that allows a Reflex save for half or partial damage, you take no damage on a successful save. You can only gain this benefit if you are wearing light or no armour.

Expanded Mastery: 7. For each attack that an opponent makes on you and misses, they take a cumulative -2 penalty to their attacks against you for the round.

Expanded Mastery: 8. Opponents who flank you do not gain the benefits of flanking. You do not gain this benefit if you have lost your active bonus to defense against the opponent in question, or if your base defense bonus is lower than their base attack bonus.

Expanded Mastery: 9. You must also have the expanded mastery 6 feat to take this feat. You gain the improved evasion ability. If subjected to an attack that allows a Reflex save for half or partial damage, you take no damage on a successful save and partial damage on a failed save. You can only gain this benefit if you are wearing light or no armour.

Expanded Mastery: 10. Your ability to dodge attacks borders on the supernatural. Once per round, you can declare that you have partial concealment from an attack. This automatically negates any sneak attack damage and grants you a 20% miss chance from that attack, unless your opponent has the ability to ignore concealment. You can declare your use of this ability after the attack is rolled. You can only use this ability if you have not lost your active bonus to defense against the attack in question.


Last updated: 07 Jun 2006

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