Offense Feats II


Foe Hammer [Power]

Prerequisites: As per IH p.131.

Base Mastery: 1. You can land a blow that severely hinders your foe's ability to fight. As a full attack action, you make a single melee attack. If you hit and do damage, your foe must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or take a -2 penalty to attacks, defense, saving throws and skill checks. The penalty lasts for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect.

Special: Unless stated otherwise, you can choose only one of the effects listed here to inflict on your target on any given attack. The effects can be removed, one at a time, by making a Heal skill check. The DC for the Heal check is equal to the original Fortitude save DC. One Heal check is required for each effect to be removed.

Expanded Mastery: 2. By striking at your foe's legs, you cripple their ability to move. Make a single melee attack as a full attack action. If you hit and do damage, your foe must make a Fortitude saving throw (DC 10 + 1/2 your level + your Strength modifier) or move at half speed for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect.

Expanded Mastery: 4. If you use the Foe Hammer base mastery feat, the penalty inflicted lasts until the end of the encounter. Multiple uses of the base mastery feat now increase the penalties inflicted on the target, by -2 per successful use. Using the Heal skill on this effect reduces the penalties by -2 per successful skill check.

Expanded Mastery: 5. Make a single melee attack as a full attack action. If you hit and do damage, your foe must make a Fortitude saving throw (DC 10 + 1/2 your level + your Strength modifier) or take a -4 penalty to either Strength, Dexterity or Constitution in addition to other damage inflicted. This lasts for a number of rounds equal to your Strength modifier (minimum 1). You choose which ability score to affect. Multiple uses of this feat on the same ability score extend the duration of the effect.

Expanded Mastery: 6. Make a single melee attack as a full attack action. If you hit and do damage, your foe must make a Fortitude saving throw (DC 10 + 1/2 your level + your Strength modifier) or be staggered for a number of rounds equal to your Strength modifier. A staggered creature can take either a move or a standard action on its turn, but not both.

Expanded Mastery: 8. You now only require a standard attack action to use the Foe Hammer feats, instead of a full attack action. You can only use one such feat per round.

Expanded Mastery: 10. You must also have the expanded mastery 6 feat to take this feat. Instead of staggering your target on a failed save, you cause them to become nauseated. A nauseated creature can take only a move action on its turn.

Using the Heal skill on this effect reduces the nauseated condition to staggered. A second Heal skill check is then required to remove the staggered condition.


Power Attack [Power]

Base Mastery: 1. You can make powerful but relatively unsophisticated attacks in melee. On your action, before making attack rolls for the round, choose a number not exceeding your base attack bonus or 5, whichever is lower. Your attack rolls for the round take a penalty equal to this number. If you are wielding a two-handed power weapon, or a light or one-handed power weapon in two hands, you gain a bonus to melee damage rolls equal to 1.5 times your attack penalty. Otherwise, you gain a bonus to melee damage rolls equal to your attack penalty.

Expanded Mastery: 2. You swing your weapon in wide, vicious arcs, forcing your enemies on to the defensive. If you take an attack penalty of at least -3 to increase your damage with Power Attack and make at least one melee attack on an opponent, all your opponents take a -1 penalty to their melee attack rolls against you until the start of your next turn.

Expanded Mastery: 3. You drive your foes back with ferocious strikes, forcing them to retreat or risk getting their limbs removed. If you take an attack penalty of at least -3 to increase your damage with Power Attack and succeed in hitting your opponent, you can forego the extra damage from Power Attack and make an opposed Strength check. All feats and modifiers that would apply on or after the opposed Strength check in a bull rush also apply to this opposed check, and you gain an additional bonus to your roll equal to the attack penalty you took from Power Attack. If you win, you push your foe back one square; this provokes attacks of opportunity from others, but not from you. You can use this ability multiple times per round.

You cannot combine this ability with the Improved Bull Rush mastery 5 feat.

Expanded Mastery: 4. The penalty you take to attack rolls when using Power Attack is now limited by your base attack bonus only. If you use Power Attack with a two-handed power weapon or a light or one-handed power weapon wielded in two hands, you gain a bonus to melee damage rolls equal to twice your attack penalty. If you wield a light or one-handed power weapon in one hand, the bonus melee damage is equal to 1.5 times your attack penalty. In all other cases, it is equal to your attack penalty.

Expanded Mastery: 5. Your mighty blows hew your enemies' legs from under them. If you take at least a -3 attack penalty with Power Attack and succeed in hitting your opponent, you can forego the extra damage from Power Attack to make an immediate trip attack against them. You do not provoke an attack of opportunity in doing so, and you can add your attack penalty as a bonus to your ability check to trip your opponent. You can use this ability once per round.

If you also have the Improved Trip expanded mastery 4 feat, you still get the extra melee attack if you succeed in tripping your opponent.

Expanded Mastery: 6. The wild, destructive swings of your weapon send your foes ducking for cover. If you take an attack penalty of at least -5 to increase your damage with Power Attack and make at least one melee attack on an opponent, all your opponents take a penalty to their melee attack rolls against you equal to half the penalty you took to your attacks. This lasts until the start of your next turn.

This benefit stacks with that from the expanded mastery 2 feat above. You cannot use this feat with Combat Expertise.

Expanded Mastery: 7. You can strike a massively powerful blow that leaves your opponent reeling, unable to fight effectively. As a full attack action, you make a single melee attack with at least a -5 Power Attack penalty to your attack roll. If you hit, your opponent must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier + 1/2 the Power Attack penalty you took to your attack, to a maximum of +5) or be dazed for 1 round. This ability affects even creatures not normally subject to effects that allow a Fortitude save, such as constructs and undead.

The daze can be removed by making a Heal skill check as a standard action. The DC for the Heal check is equal to the Fortitude save DC.

Expanded Mastery: 8. When you charge and take at least a -5 attack penalty with Power Attack, you deal double damage on your first charge attack.

Expanded Mastery: 9. You must also have the expanded mastery 7 feat to take this feat. By taking a -2 penalty to the save DC, you can use the expanded mastery 7 feat with any melee attack instead of a full attack action. You can use this ability once per round.

Expanded Mastery: 10. You must also have the expanded mastery 7 feat to take this feat. The duration of the daze is now a number of rounds equal to 1/2 the penalty you took to your attack, to a maximum of 5 rounds. Your victim can make a new Fortitude save each round at the end of their turn to shake off the effect, at the same DC as the original save.


Last updated: 05 June 2006

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