Bonus Feats
Myreque

Bonus Feats

In addition to your regular feats as you level up, you gain Bonus Feats based on your character type (Offensive or Defensive). Bonus feats can only be selected from a select amount of feats, which will be listed below. You gain these bonus feats at these levels:

  • Level 2
  • Level 3
  • Level 4
  • Level 6
  • Level 8
  • Level 10
  • Level 12
  • Level 14
  • Level 16
  • Level 18
  • Level 20
Offensive Bonus Feats

Blindfight: You do not need your eyes to fight. Every time you miss because of concealment, you can reroll your percentile to see if you actually hit.

  • Requirements: None

Blisterwood Training: You gain the full bonus of Blisterwood against vampyres, giving it a +8 to hit instead of a +3.

  • Requirements: Kill an enemy with a blisterwood weapon, Level 5.

Cleave: If you reduce an enemy to 0HP with a melee attack, you get a free melee attack against an opponent within your threatened area. You cannot take a step between attacks.

  • Requirements: 13 STR, Power Attack

Combat Expertise: When you attack, you can take up to -5 on the attack roll to gain up to +5 to your AC for the round. This cannot exceed your base attack.

  • Requirements: INT 13

Combat Reflexes: When presented with attacks of opportunity, you may make additional attacks of opportunity equal to your DEX modifier per round. For example, a character with 15 DEX can make 3 attacks of opportunity per round; 1 all characters get, and 2 more for the +2 DEX mod.

  • Requirements: None

Dodge: You can designate an opponent and gain +1 AC against their attacks for the rest of the fight. The target can be changed freely during your turn.

  • Requirements: 13 DEX

Far Shot: You can shoot 50% farther with ranged weapons.

  • Requirements: Point Blank Shot

Great Cleave: Every time you drop an oppenent to 0HP, you get a free attack against an oppnent next to you. This can be done an unlimited amount of times per round.

  • Requirements: STR 13, Power Attack, Cleave, Base Attack +4

Heroic Surge: You can take another action or attack in a round. It can be used once per day at levels 1-4, twice per day at levels 5-8, three times at 9-12, four at 13-16, and five times per day at 17-20.

  • Requirements: None

Improved Initiaitive: You gain +4 to Initiaitve.

  • Requirements: None

Improved Martial Arts: You deal 2D4 lethal damage with your fists.

  • Requirements: Martial Arts, Base Attack +4

Martial Arts: You deal 1D4 lethal damage with your fists.

  • Requirements: None

Mobility: You gain +4 AC against attacks of opportunity that come from moving through threatened squares.

  • Requirements: DEX 13, Dodge

Point Blank Shot: You gain +1 to hit with ranged weapons if the target is within 5 squares.

  • Requirements: None

Power Attack: You can subtract up to your Base Attack from your accuracy and add it to your damage for all attacks during the round, including attacks of opportunity.

  • Requirements: STR 13

Precise Shot: You can hit an opponent in an melee with allies without taking the -4 penalty.

  • Requirements: Point Blank Shot

Quick Draw: You can draw (but not sheathe) weapons as a free action instead of a move action.

  • Requirements: None

Rapid Shot: You gain one additional attack per round with a ranged weapon at your highest Base Attack bonus. Must use a Full Attack option to get this bonus attack.

  • Requirements: DEX 13, Point Blank Shot

Shot on the Run: You can run while attacking with a ranged weapon and not incur an attack of opportunity.

  • Requirements: DEX 13, Point Blank Shot, Dodge, Mobility.

Spring Attack: You can run while attacking with a melee weapon and not incur an attack of opportunity.

  • Requirements: DEX 13, Dodge, Mobility, Base Attack +4

Whirlwind Attack: You can give up your attacks during a round to make one melee attack at your full Base Attack Bonus against all opponents next to you.

  • Requirements: DEX 13, INT 13, Dodge, Mobility, Spring Attack, Combat Expertise, Base Attack +4
Defensive Bonus Feats

Lucky: You can reroll a failed roll. Once per day at level 2, twice at level 5, three times at 13, and 4 times at 18.

  • Requirements: Level 2.

Instant Mastery: You gain +4 in a skill you have no ranks in.

  • Requirements: None.

Expert: You gain +2 in a skill of your choice.

  • Requirements: None.

Coordinate: When aiding another outside of combat, you give them a +3 instead of a +2 at level 4, +4 at level 8, +5 at 13, +6 at 18, and +7 at 20.

  • Requirements: Level 4.

Iron Will: +2 to Will Saves.

  • Requirements: None.

Greater Fortitude: +2 to Fortitude Saves.

  • Requirements: None.

Lightening Reflexes: +2 to Reflex Saves.

  • Requirements: None.

Healthy: +3 Constitution.

  • Requirements: 12 CON.

Dodge: You can designate an opponent and gain +1 AC against their attacks for the rest of the fight. The target can be changed freely during your turn.

  • Requirements: 13 DEX

Mobility: You gain +4 AC against attacks of opportunity that come from moving through threatened squares.

  • Requirements: DEX 13, Dodge

Nimble: +2 to Agility and Thieving.

  • Requirements: DEX 12.

Gearhead: +2 to Crafting and Invention.

  • Requirements: None.

Rugged: +1 to Fortitude Saves, +2 to Hunter.

  • Requirements: None.

Iron Will: +1 to Will Saves, +2 to CHA checks.

  • Requirements: None.

Deft: +1 to Reflex Saves, +2 to Agility.

  • Requirements: None.

Endurance: You gain +4 to these checks: to stave off starvation, thirst, disease, resist fatigue, and hold your breath underwater.

  • Requirements: None.

Low Profile: +2 to Thieving.

  • Requirements: DEX 12.

Sharp Eyed: +2 to Hunter and CHA checks to see if someone is lying.

  • Requirements: None.

Jury-rig: +2 to Smithing, Repair and Invention for temporary fixes. The made/repaired item breaks after it is used.

  • Requirements: Level 3.

Bartering: +5 on CHA checks to buy/sell items.

  • Requirements: Level 2.