Feat Tax Evasion

In order to give the heroes of Korvosa more build flexibility, the following modifications to the feats system have been made.

Power Attack/Deadly Aim/Piranha Strike/Combat Expertise

These feats are granted automatically to anyone who meets their prerequisites.

Weapon Finesse

This feat has been removed. A character can now automatically choose to use the higher of their Strength or Dexterity scores when wielding a light weapon, or any other weapon compatible with weapon finesse (such as the Rapier or Spiked Chain). In addition, you may apply your Dexterity bonus to your CMB instead of Strength while wielding such a weapon. If you would gain Weapon Finesse from any source, you may elect to take Weapon Focus or Lethal Grace instead.

Two Weapon Fighting

The Dexterity requirements for this feat (and its upgraded versions) may be met with an equivalent Strength bonus. 

Weapon Focus

Weapon Focus now applies to groups of weapons (as defined by the Fighter's Weapon Training feature) rather than individual weapons. Weapon Focus (Heavy Blades) would apply to Broadswords, Falchions, Klar, Longswords, and Scythes; as well as all other weapons in that school. You do not automatically gain proficiency in those weapons from taking this feat.  

Improved Unarmed Strike

All party members begin with this feat for free. Characters who would receive it from a class ability instead receive Weapon Focus (Unarmed) as a bonus feat.

Point Blank Shot

All party members begin with this feat for free. Characters who would receive it from a class ability instead receive Precise Shot as a bonus feat.

New Feats

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Agility (Combat)

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC, and a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Dodge bonuses stack with each other, unlike most types of bonuses.

Special: This feat replaces Dodge and Mobility. Agility counts as Dodge and Mobility for the purposes of fulfilling prerequisites. If you gain Dodge or Mobility as bonus feats from classes, bloodlines, etc. you may select Agility instead. If you gain both, you may select Agility as well as any single feat with Agility as a prerequisite. You must meet all other prerequisites for this feat.

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Analytic Strike (Combat)

You can use your superior knowledge to find ways to punch through the defenses of any foe.

Prerequisites: 5 ranks in any Knowledge skill

Benefit: You can make an appropriate Knowledge check to identify the vulnerabilities of one specific foe within 30 feet that would be otherwise immune to your precision damage (DC 15 + the creature’s CR for this purpose). If you succeed, your first attack each round deals your precision damage as normal against this enemy. If you have the grit, inspiration, or panache class feature or a ki pool, you may spend 1 point of grit, inspiration, ki, or panache as a swift action to deal your precision damage against this enemy on all your attacks for one round.

Special: Against opponents with a chance of immunity to your precision damage (such as an opponent wearing armor with the fortification special ability), this feat reduces their chance of negating your precision damage by 10%.

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Archer’s Flexibility (Combat)

Your skill with a longbow allows you to fight with it in melee as easily as at range.

Prerequisites: Weapon Focus (Bows or Longbow), base attack bonus +3

Benefit: You may wield your longbow as if it were a quarterstaff appropriately sized for you. As a free action, you may switch between treating it as a longbow and treating it as a quarterstaff. Either way, the bow retains its normal hit points and hardness. Any attack penalties you take during your turn (such as from Deadly Aim, Manyshot, or Two Weapon Fighting) apply to all attacks made with the bow. The bow’s enhancement bonus, if any, applies on melee attack and damage rolls. Additional special weapon qualities also apply to melee attacks if such qualities can be added to a melee weapon.

Deft Maneuvers (Combat)

Prerequisite: None, but If you gain any improved deft maneuver feat as a bonus feat from classes, bloodlines, etc. you may select Deft Maneuvers instead. If you gain more than one, you may select Deft Maneuvers as well as any single feat with one of the improved deft maneuvers as a prerequisite. You must meet all other prerequisites for this feat.

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Benefit: You do not provoke an attack of opportunity when performing a disarm, dirty trick, reposition, steal or trip combat maneuver. You also gain a +2 bonus to your combat maneuver checks to perform any of these maneuvers, and a +2 bonus to your combat maneuver defense whenever an opponent attempts to perform one of these combat maneuvers against you. Additionally, you can feint in combat as a move action instead of a standard action.

Special: These bonuses also apply to the combat maneuver check allowed when using the Redirect Attack feat. This feat counts as Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip for all purposes.

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Lethal Grace (Combat)

You can use your agility in combat to strike a foe where it hurts.

Prerequisites: Weapon Focus with a melee or thrown weapon or weapon group. Benefit: When you attack with a weapon from the selected group, using your Dexterity modifier on attack rolls and your Strength modifier on damage rolls, add your Dexterity modifier to damage rolls in addition to your Strength modifier. This additional damage is precision damage, and is not multiplied on a critical hit. You do not add 1.5x your Dexterity modifier to damage rolls with weapons wielded in two hands, but you add your full Dexterity modifier to damage rolls with weapons wielded in the off-hand. If you have a Strength penalty, this penalty applies to the damage rolls as well.

Special: This feat replaces Slashing Grace, Fencing Grace, Dervish Dance, and Starry Grace. Lethal Grace counts as Slashing Grace, Fencing Grace, Dervish Dance, and Starry Grace for the purposes of fulfilling prerequisites. If you gain Slashing Grace, Fencing Grace, Dervish Dance, or Starry Grace as bonus feats from classes, bloodlines, etc. you may select Lethal Grace instead.<meta />

Marksman (Combat)

Your sharpshooting allows you to hit foes’ weak spots.

Prerequisites: Precise Shot

Benefit: When you make a ranged attack with a crossbow or firearm, add your Dexterity modifier to damage rolls with those weapons. This additional damage is precision damage, and is not multiplied on a critical hit. If you already add your Dexterity modifier to damage rolls with crossbows or firearms from another source, these effects do not stack.

 

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Powerful Maneuvers (Combat)

Prerequisite: None, but If you gain any improved powerful maneuver feat as a bonus feat from classes, bloodlines, etc. you may select Powerful Maneuvers instead. If you gain more than one, you may select Powerful Maneuvers as well as any single feat with one of the improved powerful maneuvers as a prerequisite. You must meet all other prerequisites for this feat.

Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, grapple, overrun, or sunder combat maneuver. You also gain a +2 bonus to your combat maneuver checks to perform any of these maneuvers, and a +2 bonus to your combat maneuver defense whenever an opponent attempts to perform one of these combat maneuvers against you.

Special: These bonuses also apply to the combat maneuver check allowed when using the Stand Still feat. This feat counts as Improved Bull Rush, Improved Drag, Improved Grapple, Improved Overrun, and Improved Sunder for all purposes.

 

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Powerful Pitcher (Combat)

You can hurl weapons with incredible speed and power.

Benefit: You may apply your Strength modifier as a bonus on attack rolls instead of your Dexterity modifier when making ranged attacks with melee or thrown weapons, including splash weapons.

Special: This feat counts as having Dex 13 for the purposes of qualifying for combat feats. A ranger or slayer with the Thrown Weapon, Faithful (Gozreh), or Faithful (Kurgess) combat style may select this feat as a combat style feat starting at 2nd level.

 

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Sword and Pistol (Combat)

You effortlessly pair melee and ranged weaponry.

Prerequisites: Two-Weapon Fighting, base attack bonus +3

Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon. Additionally, you may reload your crossbow or firearm as normal, even if you are wielding a weapon in your other hand.

Normal: Making a ranged attack provokes attacks of opportunity. A one-handed crossbow or firearm requires two hands to reload.

 

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Whip Mastery (Combat)

Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.

Prerequisites: Whip proficiency

Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.

Feat Tax Evasion

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