POSTMODERN Iconic Combat Feats

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The following feats expand upon the core combat feats from the d20 Modern roleplaying game, such as Power Attack, Bull Rush, Combat Expertise and so on. These iconic feats build on these basic feats in order to make the tactics and abilities presented in them more applicable and useful over the course of a character’s level progression. ACTIVE DODGE You have a knack for ducking out of the way of incoming attacks at just the last second. Benefit: You may spend one action point in order to gain a temporary bonus to your Defense score. Roll the action die as per normal, and add that bonus to your Defense for one full round. This feat may be used at any time during combat, but its use must be declared before a particular incoming attack is resolved. For example, if the GM declares that you are being attacked, you may declare that you are using the action point in this manner at that moment, but once the GM declares that your character has been successfully hit, you may not spend the Action Point until the damage from the attack is resolved. ADVANCED BULL RUSH You are adept at capitalizing on your ability to swat opponents around the battlefield. Prerequisites: Strength 13, Improved Bull Rush,

Transcript of POSTMODERN Iconic Combat Feats

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The following feats expand upon the core combat feats from the d20 Modern roleplaying game, such as Power Attack, Bull Rush, Combat Expertise and so on. These iconic feats build on these basic feats in order to make the tactics and abilities presented in them more applicable and useful over the course of a character’s level progression.

ACTIVE DODGE You have a knack for ducking out of the way of incoming attacks at just the last second.

Benefi t: You may spend one action point in order to gain a temporary bonus to your Defense score. Roll the action die as per normal, and add that bonus to your Defense for one full round. This feat may be used at any time during combat, but its use must be declared before a particular incoming attack is resolved. For example, if the GM declares that you are being attacked, you may declare that you are using the action point in this manner at that moment, but once the GM declares that your character has been successfully hit, you may not spend the Action Point until the damage from the attack is resolved.

ADVANCED BULL RUSH You are adept at capitalizing on your ability to swat opponents around the battlefi eld.

Prerequisites: Strength 13, Improved Bull Rush,

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Power Attack, base attack +8.Benefit: When you attempt a bull rush, you can

make a single free attack at your best base attack bonus in addition to the normal benefits of the Improved Bull Rush feat. You can use the damage you inflict with your attack as a modifier to the opposed Strength check.

ADVANCED POWER ATTACK Your knowledge of the Power Attack feat has advanced to a level known only to a select few.

Prerequisites: Strength 13, Power Attack, base attack +8.

Benefit: If you take at least a –8 penalty to increase your damage via the Power Attack feat, any opponent you hit must succeed at a Will save (DC 10 + half your level + your Strength modifier) or be dazed for 1 round. The savage impact of your attack knocks your opponent senseless. A specific target need make only one Will saving throw per round to ignore this effect, even if you hit him more than once.

ADVANCED WHIRLWIND ATTACK You generate a tremendous amount of power as your whirlwind attack builds in strength and ferocity.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack,

base attack +8.Benefit: Should you miss with one whirlwind

attack, you gain a +1 bonus to attack rolls on the rest of them. This benefit stacks with each miss. You lose this benefit after you have resolved all the attacks you gain from this feat.

AGILE TRIP Your grace and flexibility allow you to bring much stronger opponents down easily.

Prerequisites: Int 13, Combat Expertise, Improved Trip.

Benefit: You may substitute your Dexterity for your Strength when rolling a check to trip your opponent. In addition, you gain a +2 bonus to opposed Dexterity rolls for attempting to trip an opponent or when an opponent attempts to trip you; if you have the Combat Throw feat, this bonus stacks with that one.

ALL-OUT ACCURACYYou are able to focus all your attention on accurate strikes, giving you uncanny precision in where you hit your targets but taking your attention away from self-defense.

Prerequisites: Wisdom 13, All-out Attack, base attack bonus +6.

Benefit: When using your All-out Attack feat, you may select any number up to your base attack bonus and subtract it from your defense, adding the same number to your attack bonus.

In addition, what other attackers achieve with brute Strength, you achieve with your obsessive accuracy. When determining whether you meet prerequisites for the feats listed below, you may substitute the All-out Attack feat for the Power Attack feat and substitute your Wisdom score for Strength: Advanced Power Attack, Cleave, Cleave Asunder, Crane Kick, Great Cleave, Great Sunder, Expert Cleave, Improved Cleave, Legendary Cleave, Legendary Power Attack, Master Cleave, Master Power Attack, No Shadow Kick, Perfect Cleave, Perfect Power Attack, Sunder, Supreme Cleave, Unrivalled Cleave.

When any of these feats reference Power Attack, replace that reference with All-out Attack. When a feat requires using Power Attack to lower an attack bonus in exchange for damage by a certain number, it instead requires you to lower your Defense in order to raise your attack bonus by the same number. For example, if you derive an Advanced Power Attack feat

“THAT’S A LOT OF MELEE STUFF…”In Modern games, guns are much more common than swords and the like, so it may seem as if the number of melee-related feats here is excessive. In answer to that, please direct your attention to feats such as All-out Accuracy, All-out Attack, All-Out Carnage, Combat Instincts, Ranged Disarm, Ranged Expertise, and Whirlwind of Bullets, all of which either closely parallel common melee feats or allow those feats to be used with ranged weap-ons. Further, keep in mind that almost all these melee feats can be used with unarmed attacks, al-lowing martial artists, street-fighters, and other un-armed combatants to perform truly amazing feats of combat prowess. By compiling and adapting these feats, we hope to help truly heroic combat in d20 system games transcend the OGL’s fantasy roots and make modern warriors just as iconic as their medieval compartments.

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from your All-out Attack, instead of having to take a –8 penalty to attack via the Power Attack feat to cause a struck opponent to save or be dazed, you must take at least a –8 penalty to Defense via the All-Out Attack feat to achieve the same effect. Rather than striking the opponent harder with Power Attack, you jab the opponent at a pressure point, cut his brow to gush blood into his eyes, or shoot him in a particularly painful spot to daze him.

Note that, since All-out Attack (unlike Power Attack) can be used with ranged as well as melee attacks, when a feat requires you to gain a damage bonus from Power Attack to use that feat’s benefit, if you gain a Defense bonus from All-out Attack instead to gain the benefit, you may use that feat’s benefit with a ranged weapon. By paying less attention to opponents’ attacks, you focus all your attention on aiming your ranged attack that much more accurately. You may not, however, use Cleave attacks with a ranged weapon, only with melee weapons or unarmed attacks.

Normal: Without this feat, the All-out Attack feat can only add subtract 5 from your Defense and add 5 to your attack rolls.

ALL-OUT ATTACKBy ignoring defense in favor of accuracy, you increase the precision of your attacks.

Prerequisites: Wisdom 13, base attack bonus +1.Benefit: Subtract a number up to 5 from your

defense and add the same number to your attack roll. You cannot lower your defense below 10 nor more than double your attack bonus. Unlike similar feats, such as Power Attack, this feat can be used with melee or ranged attacks.

Special: Because All-out Attack lowers Defense to raise your attack bonus, and the Combat Expertise feats lowers your attack bonus to raise Defense, you cannot rationally benefit from both feats at the same time. Therefore, any feat that requires you to be enjoying the benefit of All-out Attack in some capacity cannot be used at the same time as a feat requiring you to have the benefit of Combat Expertise. The two techniques are simply not compatible.

ALL-OUT CARNAGEWhen you are armed with a ranged weapon, your brain calculates the most efficient angles of attack with extraordinary speed and accuracy, allowing

you to annihilate opponents by the handful. If your targets fall down when you want them to and give you a clear shot, you mow down the enemies near or behind them before they realize what is happening.

Prerequisites: Wisdom 13, All-out Attack, All-out Accuracy, Cleave, Point Blank Shot, base attack bonus +6.

Benefit: You may gain extra attacks from your Cleave feat when using ranged weapons as well as melee weapons or unarmed attacks. To do so, the target you have taken down to trigger the Cleave attack must be within 15 feet of you. Instead of gaining a Cleave attack against another opponent adjacent to you, you gain it against another target adjacent to the fallen opponent, so long as they too are within 15 feet. This benefit also applies to extra attacks gained from the Cleave Asunder feat, allowing to gain extra Cleave Asunder attacks if you are within 15 feet of the destroyed object. Ranged Cleave and Cleave Asunder attacks may provoke attacks of opportunity from opponents who threaten you, just as normal ranged attacks do. With the Great Cleave feat, you may continue gaining extra Cleave attacks so long as each opponent who falls is within 15 feet, and with the Supreme Cleave feat you may take a 5-foot step with each Cleave attack. Other Cleave based feats affect Cleave attacks with ranged weapons the same way they affect regular Cleave attacks.

Normal: Cleave attacks are usually only available in melee.

ALL-OUT DECIMATIONWith a ranged weapon in your hand, you are a one-man artillery unit.

Prerequisites: Wisdom 13, All-out Attack, All-out Accuracy, All-Out Carnage, Cleave, Great Cleave, Point Blank Shot, base attack bonus +9.

Benefit: When gaining ranged Cleave attacks with your All-Out Carnage feat, the targets may be as far as 30 feet away, rather than only 15 feet, for you to gain the benefit.

ALL-OUT MAYHEMOnce you have begun dealing death on the battlefield, you are far too quick to be easily stopped.

Prerequisites: Wisdom 13, All-out Attack, All-out Accuracy, All-Out Carnage, Cleave, Point Blank Shot, Expert Point Blank Shot, base attack bonus +8.

Benefit: Your ranged Cleave attacks do not provoke

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attacks of opportunity.Normal: Usually, using a ranged weapon

in a threatened square provokes an attack of opportunity.

BULL’S EYEYour attacks with ranged weapons are especially deadly.

Prerequisites: Point Blank Shot, Precise Shot.Benefit: When you threaten a critical hit with a

ranged weapon, you may spend 1 action point to automatically confirm the critical.

BODY SLAMThrowing yourself at your opponent, you use your whole body to knock both yourself and your opponent to the ground, slamming your opponent to devastating effect.

Prerequisites: Improved Trip, base attack +3.Benefit: When you make a successful trip attack,

you may become prone to inflict an additional amount of damage, equal to twice your normal unarmed damage, as nonlethal damage to the opponent tripped.

CLEAVE ASUNDER Your Sunder attacks are brutally effective. You are trained in following through when you break an opponent’s weapon or any other object they are holding.

Prerequisite: Strength 13, Power Attack, Cleave, Sunder

Benefit: When attacking an opponent’s weapon or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object he or she holds. You can use this ability only once per round. However, any feats which grants extra benefits to your Cleave attacks (including the ability to make more than one per round, such as Great Cleave) also grant those same benefits to your Cleave Asunder attacks.

COMBAT INSTINCTSYou react instinctively when an opportunity presents itself in melee combat.

Prerequisite: Dexterity 12.Benefit: If you are not flat-footed when an adjacent

opponent’s melee attack roll misses you by more than 10, you may immediately make a single melee or ranged attack as a free action against that opponent. You may use this feat a number of times per round equal to your Dexterity modifier. In addition, you may acquire feats that have the Combat Reflexes feat as a prerequisite as if you had that feat, effectively replacing that required feat with this one.

CRITICAL TWO-WEAPON FIGHTING Your knowledge of the Two-Weapon Fighting feat has advanced to a level known only to a select few.

Prerequisites: Dex 17, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack +6.

Benefit: If you score a critical hit with one of your weapons, you increase the critical threat range for your other weapon by 1 against that opponent for one round. As your first attack strikes your foe, it positions him perfectly for a deadly follow-up. This works just as well for paired ranged weapons, as the force of the first projectile’s impact moves the target into a better position for the second shot.

CUNNING TWO-WEAPON FIGHTING You can distract an opponent with your off-hand weapon or one end of your double weapon.

Prerequisites: Dex 15, Two-Weapon Fighting, base attack +5.

Benefit: If you use a full attack action but do not use your primary weapon or your primary hand’s end of a double weapon to attack, you gain a +2 bonus to attacks against one opponent you threaten with your melee weapon or, if you are using ranged weapons, one opponent within 30 feet. This works just as well with ranged weapons, as the opponent is so busy avoiding the aim of your primary weapon that he fails to account for the second. You gain this benefit until the end of your current action.

DEFENSIVE SUNDERYou avoid opponents’ attacks not only by dodging them, but by breaking their weapons.

Prerequisite: Sunder, base attack +3.Benefit: Once per round when benefiting from a

Total Defense action, if an adjacent opponent misses you with a melee weapon, you may make a free melee or ranged attack targeting the weapon that opponent missed you with. If you make this attack

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with a ranged weapon, it does not provoke an attack of opportunity.

DEFLECT MISSILESWith a proper object, you can bat arrows and similar ranged weapons (such as thrown objects) out of the air.

Prerequisites: Dex 13, base attack +1.Benefit: You must have an object at least the size

of a small weapon in your hand to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect with an object in your hand so that you take no damage from it. You must be aware of the attack and not flatfooted. You cannot deflect bullets, energy beams, rays, or similar ranged attacks.

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.

DISMEMBERING FRENZYYou swing your mighty weapon in a deadly pattern, surrounding yourself with flashing steel. Anyone who draws close to you shall feel the bitter sting of your weapon.

Prerequisite: Strength 13, Power Attack, Base Attack +7 or higher

Benefit: As a full-round action, you whirl your heavy melee weapon about you in a deadly pattern that lasts until the beginning of your next turn. If an opponent begins or ends his action in an area you threaten or in a square adjacent to you, you gain an immediate attack against him at your highest base attack bonus. You may attack a given opponent in this manner only once per round. Resolve these attacks at the beginning or end of your foe’s action, as appropriate. Note that if you do not threaten a foe, you can still attack him with this feat. This ability cannot be used with a light weapon or unarmed.

DODGE BULLETSYour preternatural reflexes allow you to anticipate even those attacks that are too quick to be seen.

Prerequisites: Dexterity 15, Wisdom 15, Defensive Martial Arts, Deflect Missiles, Dodge, Unarmed Deflect Missiles, Wild Talent, base attack bonus +6.

Benefit: Once per round, when you would be

hit with a ranged attack of any kind—even bullets, energy beams, rays, or similar ranged attacks, so long as the attack requires an attack roll—you may roll a Reflex save to take half damage from it. The DC of the save is equal to the attack roll that would have hit it you. Evasion works normally with this feat, allowing characters with Evasion who save successfully to avoid damage completely.

Unlike the Deflect Missiles feat, instead of swatting the projectile away, you avoid the attack as best you can, and so you need not have at least one hand free to use this feat. You must be aware of the attack and not flatfooted. Attempting to avoid a ranged attack doesn’t count as an action. The GM may decide that unusually massive ranged weapons can’t be avoided.

You cannot use Dodge Bullets and Deflect Missiles in the same round—you may only use one or the other. If you have already used one of the two feats in a round, it precludes use of the other feat. However, other feats that allow you to use Deflect Missiles more than once per round (such as Extra Deflect Missiles) include this feat as well; every use of the Dodge Bullets feat in a round uses up one of your uses of Deflect Missiles.

Special: If you have any psionic powers derived from a character class, you may ignore the Wild Talent prerequisite for this feat.

DODGING EXPERTISERigorous training has made you an expert at defending yourself in combat.

Prerequisites: Combat Expertise, Dodge, Dexterity 13, Intelligence 13.

Benefit: When you are using Combat Expertise to increase your defense, if an opponent against whom you are using your Defense bonus from the Dodge feat attacks you and misses, his next attack against you receives a -1 penalty.

EXPERT BLIND-FIGHT Rigorous training has made you an expert at blind-fighting.

Prerequisites: Blind-Fight, Listen 8 ranks, base attack +7.

Benefit: You can use Listen as a free action each round to locate an invisible opponent. In addition, you automatically locate an invisible person within 5 feet of you. Finally, once per round, you may re-roll a Spot check made to notice an opponent, but you

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must choose to re-roll before you learn whether your check succeeded.

EXPERT CLEAVE Rigorous training has made you a deadly expert when fighting many opponents.

Prerequisites: Str 13, Cleave, Power Attack, base attack +7.

Benefit: You gain Cleave attacks when you score a critical hit in addition to when you drop an opponent. You can use this Cleave attack against any foe in range (not just the one you critically hit). If you score a critical hit and drop a foe, however, you gain only one Cleave attack.

EXPERT DISARM You are undaunted when disarming larger opponents.

Prerequisites: Improved Disarm, base attack +7.Benefit: When attempting to disarm an opponent

larger than you, he counts as one size category smaller than normal. You use your foe’s size against him to cut between his fingers or otherwise loosen his grip.

EXPERT FAR SHOT Your steady hand and pinpoint ranged accuracy allow you to hit an opponent at almost any range.

Prerequisites: Point Blank Shot, Far Shot, base attack +7.

Benefit: You suffer half the penalty to attacks due to range, –1 rather than –2 per range increment.

EXPERT POINT BLANK SHOT At close quarters you can make a quick feint that causes your opponent to rear back in fear. When you pull back an arrow and aim at your foe’s face, you cause him to flinch, throw up his shield in defense, or dive for cover.

Prerequisites: Point Blank Shot, base attack +7.Benefit: As a free action once per round, when you

make a ranged attack, you can make a Bluff check to feint against each foe from whom you would provoke an attack of opportunity for making that ranged attack. If your check succeeds, your foe cannot make an attack of opportunity against you.

EXPERT POWER ATTACK Rigorous training has made you an expert with the Power Attack feat.

Prerequisites: Strength 13, Power Attack, base attack +7.

Benefit: Using Power Attack, you inflict double your attack penalty from the Power Attack feats as bonus damage when you fight with a one-handed or light weapon. If you fight with a two-handed weapon, you inflict bonus damage equal to 2.5 times the penalty.

EXPERT PRECISE SHOT You have completely mastered the Precise Shot feat.

Prerequisites: Point Blank Shot, Precise Shot, base attack +7.

Benefit: Your ranged attacks ignore the defense bonus granted to targets by anything less than total cover and the miss chance granted to targets by anything less than total concealment. In addition, when you shoot or throw ranged weapons at a grappling opponent and hit, you automatically strike at the opponent you have chosen (you have no chance of hitting another grappler).

EXPERT RAZOR FIEND Rigorous training has made you an expert with knives and similar weapons.

Prerequisites: Razor Fiend, base attack +7.Benefit: As the Razor Fiend feat, save that you

may now take two additional attacks at your highest base attack bonus in exchange for a –4 penalty to all attacks until the start of your next action. In addition, you gain only half your Strength bonus to damage.

EXTRA DEFLECT MISSILESYou have become even faster at deflecting ranged attacks.

Prerequisites: Dex 15, Defensive Martial Arts, Deflect Missiles, Dodge, base attack +7.

Benefit: You can use your Deflect Missiles feat one additional time per round.

GREAT DISARM You can disarm opponents with great accuracy.

Prerequisites: Intelligence 13, Combat Expertise, Improved Disarm, base attack +4.

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Benefit: You gain a +6 bonus on any opposed attack rolls you make to disarm opponents.

GREAT SUNDER You can cleave through large objects with relative ease due to your expertise in spotting manufacturing flaws.

Prerequisites: Strength 13, Power Attack, Sunder, base attack +4.

Benefit: When you attempt to sunder an item, your opponent does not receive the normal bonus for wielding a weapon that is larger than yours.

GREATER BLIND-FIGHT Through constant practice, you have achieved great prowess in using the Blind-Fight feat.

Prerequisites: Blind-Fight, Listen 5 ranks, base attack +4.

Benefit: You gain the benefits of this feat on ranged attacks made against opponents within 30 feet of you. This includes benefits you may gain from possessing the Expert Blind-Fight, Master Blind-Fight, Unrivalled Blind-Fight, and Perfect Blind-Fight feats.

GREATER BULL RUSH Your strength and size allow you to knock opponents to the ground effortlessly.

Prerequisites: Str 13, Bull Rush, Power Attack, base attack +4.

Benefit: When you make a bull rush attack, you can choose to accept a –4 penalty to the opposed Strength check. If you succeed, the target of your bull rush falls prone after you successfully move him.

GREATER COMBAT EXPERTISE Through constant practice, you have achieved great prowess in blocking or avoiding opponents’ attacks, and capitalizing on your opponents’ failures.

Prerequisites: Combat Expertise, Intelligence 13, base attack +4.

Benefit: When you are using Combat Expertise to increase your defense, if any opponent attacks you and misses more than once in two rounds, you gain a +1 bonus on melee attacks against that opponent. This bonus lasts for only the one round that opponent’s second miss, and further missed attacks by that opponent do not increase your

bonus, although you can gain this bonus again if your opponent misses you more than once after the bonus expires. You may gain this bonus against more than one attacker at once, but the bonus against each attacker is never higher than +1.

GREATER COMBAT THROWIn the ring, in the dojo, or on the street, you’ve always got the moves to finish the job.

Prerequisites: Combat Throw and either Improved Trip or Mighty Combat Throw, base attack +4.

Benefit: When you successfully trip an opponent, the free attack you gain from your Improved Trip or Mighty Combat Throw feat is made at a +4 bonus. If you inflict damage with that attack, the target must make a Fortitude save (DC 10 + the damage inflicted) or become fatigued for 1d4 rounds.

GREATER DEFENSIVE MARTIAL ARTSYou react to danger before your conscious mind can process what happened. Your intense training and focus brought on by meditation allow you to react to the ebb and flow of threats before they come to pass.

Prerequisite: Wisdom 13, Defensive Martial Arts, base attack +4.

Benefit: You gain a +1 bonus on Listen and Spot checks. If you must make a Listen or Spot check to determine whether you are surprised, add your base attack bonus (but not any modifiers you would normally gain on an attack roll) to your d20 roll in addition to the usual modifiers. This bonus is a supernatural ability.

GREATER DODGEYour skill at dodging attacks is preternatural.

Prerequisites: Dexterity 13, Dodge, Improved Dodge.

Benefit: Your skill with the Dodge feat improves such that you now receive a +3 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

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GREATER STUNNING FISTYour mastery of atemi, or strikes to vital areas, has grown into a preternatural sense for the vulnerabilities of humanoid bodies.

Prerequisites: Dex 13, Wis 13, base attack bonus +4, Defensive Martial Arts, Stunning Fist, Medical Expert, Craft (Pharmaceutical) 8 ranks, Treat Injury 8 ranks.

Benefits: You may make three additional stunning attacks per day.

GUNS AKIMBOYou are skilled at delivering massive firearms attacks while on the move.

Prerequisites: Shot on the Run, Two-Weapon Fighting.

Benefit: If you have two ranged weapons, as an attack action you may make one attack with each weapon. In addition to the penalties you normally suffer for attacking with two weapons, you suffer an additional –2 penalty on each attack.

Normal: Attacking with two weapons is a full attack and requires a full action.

HAIL OF BULLETSYour quick trigger finger can unleash a rain of death.

Prerequisites: Point Blank Shot, Double Tap.Benefit: You can use semiautomatic firearms as if

they are automatic firearms. You can make autofire attacks and use feats that require firearms with automatic settings, such as Burst Fire. You must meet all other requirements for these attacks (such having 10 bullets in the weapon to use autofire).

IMPROVED AUTOFIRE Your skill with automatic weapons is unmatched, giving you the ability to pepper an area with intense fire that is almost unavoidable.

Prerequisite: Advanced Firearms Proficiency. Benefit: Whenever you use the autofire option in

combat, the Reflex save DC to avoid the effects of your autofire attempt is increased by +5.

IMPROVED CLEAVE By constantly plowing through hordes of opponents, you have improved your ability to strike down multiple enemies at once.

Prerequisites: Strength 13, Cleave, Power Attack,

base attack +3.Benefit: You gain a +2 bonus to your Cleave attack

rolls.

IMPROVED DEAD AIMYour skill with ranged weapons is unmatched

Prerequisites: Point Blank Shot, Far Shot, Dead Aim.

Benefit: The circumstance bonus on attack rolls granted by the Dead Aim feat increases from +2 to +3.

IMPROVED DODGEYou excel at dodging attacks.

Prerequisites: Dexterity 13, Dodge.Benefit: Your skill with the Dodge feat improves

such that you now receive a +2 dodge bonus to Defense against subsequent attacks from your chosen opponent.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

IMPROVED GRAPPLEYou have trained in the fundamentals of holds and locks, making it both easier for you to grapple someone and harder for them to escape once you have been successful.

Prerequisites: Brawl, Dexterity 13.Benefit: You do not provoke an attack of

opportunity when you make a touch attack to start a grapple. You also gain a +4 competence bonus on all grapple checks (regardless of whether you started the grapple).

Normal: Characters without this feat provoke an attack of opportunity when they initiate a grapple.

IMPROVED OVERRUNYou are skilled at knocking down opponents.

Prerequisites: Power Attack, Strength 13.Benefit: When you attempt to overrun an opponent,

the target may not choose to avoid you. You also gain a +4 competence bonus on the Strength check to knock down your opponent.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

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IMPROVED RANGED DISARMShooting a weapon of someone’s hand is difficult. Shooting it out of their hand and catching it yourself is nearly impossible—which is what makes your ability to do so extraordinary.

Prerequisites: Point Blank Shot, Ranged Disarm, base attack bonus +3

Benefit: When you attempt to disarm an opponent with a ranged weapon, you gain a +2 to disarm attacks. In addition, you do not provoke attacks of opportunity with a ranged disarm.

Further, if the weapon you are disarming is a light weapon and you are using a one-handed ranged weapon and have an empty hand, you have a chance of claiming the disarmed weapon for yourself even if you are not adjacent to the opponent. By timing your shot properly, you cause the weapon to fall a certain direction when it leaves the opponents hand and skitter towards you along the ground.

If you are in a square adjacent to the opponent, or in any other square within 10 feet of the opponent, you pick up the light disarmed weapon with your empty hand automatically if you wish. If you are within 15 feet of the opponent disarmed, and have not yet used your 5 foot step, you may take a 5 foot step into any square within 10 feet of the opponent to automatically pick up the weapon with your off hand.

If you are in a square adjacent to the opponent, you still do not provoke an attack of opportunity with your disarm, and the opponent does not gain a free disarm attempt against you.

Finally, you may substitute this feat for Improved Disarm when meeting prerequisites for feats and advanced or prestige classes.

Normal: All disarm attacks provoke attacks of opportunity.

LEGENDARY CLEAVETales are told of the destruction you wreak.

Prerequisites: Str 13, Cleave, Power Attack, base attack +14.

Benefit: You gain a Cleave attack when you score a critical threat (but not necessarily a critical hit) in addition to when you drop an opponent. You may make this Cleave attack against any foe in range (not just the one you critically threatened). If you score a critical threat and drop a foe, you gain only one Cleave attack. In addition, you gain a +1 Reputation

bonus at the time you gain this feat.

LEGENDARY COMBAT EXPERTISE The stories of those who have opposed you in open battle are tales of woe.

Prerequisites: Combat Expertise, Intelligence 15, base attack +14.

Benefit: Once per encounter, when you are using Combat Expertise to increase your defense, if any opponent attacks you and misses more than once in two rounds, you gain a special, temporary Action Point which must be spent on an attack roll within 10 rounds. If the Action Point is not spent within 10 rounds, it is lost. In addition, you gain a +1 Reputation bonus at the time you gain this feat.

LEGENDARY DEFLECT MISSILESYou have become preternaturally fast at deflecting ranged attacks.

Prerequisites: Dex 15, Defensive Martial Arts, Deflect Missiles, Dodge, Extra Deflect Missiles, base attack +14.

Benefit: You can deflect an additional number of missiles per round equal to 1 + your Dexterity bonus (minimum 1). In addition, you gain a +1 Reputation bonus at the time you gain this feat.

LEGENDARY DODGEThose who have attempted to harm you invent stories and urban legends in fruitless attempts to explain your preternatural skill.

Prerequisites: Dex 13, Dodge, base Reflex save +10.

Benefit: As you leap and tumble to avoid your opponent’s attacks, you intentionally time your moves to let him come close to hitting. Then, at the last moment, you duck away from harm. If an enemy against whom your using your Dodge feat bonus attacks and misses you during his action, he suffers a –2 penalty to the rest of the attacks he makes against you till the end of his current action. These bonuses stack with each missed attack. In addition, you gain a +1 Reputation bonus at the time you gain this feat.

LEGENDARY POWER ATTACK Your deadly blows are the stuff of legend.

Prerequisites: Strength 13, Power Attack, base attack +14.

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Prerequisites: Weapon Focus, base attack +9.Benefit: Choose a weapon for which you have the

Weapon Focus feat. When you attempt to confirm a critical threat with your chosen weapon, you gain a +4 bonus to the attack roll. This feat can be taken more than once; each time it applies to a different weapon for which you have the Weapon Focus feat.

MASTER DISARM You have completely mastered disarming attacks.

Prerequisites: Improved Disarm, Great Disarm, base attack +9.

Benefit: The bonus you gain on opposed attack rolls to disarm your opponent from the Great Disarm feat increases to +8.

MASTER FAR SHOT Even at a great distance, your shots are unnaturally precise.

Prerequisites: Point Blank Shot, Far Shot, base attack +9.

Benefit: You gain the benefits of the Point Blank Shot feat with ranged weapons at double the normal range. For example, you now gain the benefits of Point Blank Shot on targets up to 60 feet away. In addition, if you have other feats that grant a bonus against on ranged attacks against opponents within 30 feet, or have special abilities which do so (including the Sneak Attack ability), you gain those benefits on targets up to 60 feet away as well.

MASTER POWER ATTACK You make wide, deadly attacks. Even if you miss, you may hit another target.

Prerequisites: Str 13, Power Attack, base attack +9.Benefit: When using Power Attack, if an attack

misses, compare the attack result to the defense of a randomly selected person (either friend or foe) within your threatened area. If your attack result bests the random target’s defense, resolve the damage against him. Choose whether or not to use this ability before resolving your attack. You also should make it clear to the GM whether you default to using it or not. If the attack against the second target misses, you do not check to see if you hit anyone else.

MASTER PRECISE SHOT Your accurate aim allows you to hit a target in the

Benefit: If you choose to take a –14 or worse penalty to your attack in exchange for bonus damage via the Power Attack feat, anyone you hit must make a Fortitude save as if they had suffered damage exceeding their massive damage threshold, whether your damage actually exceeds their massive damage threshold or not. In addition, you gain a +1 Reputation bonus at the time you gain this feat.

MASTER BLIND-FIGHT You have completely mastered fighting unseen opponents.

Prerequisites: Blind-Fight, Listen 10 ranks, base attack +9.

Benefit: Your senses are so keen that you ignore any concealment with a miss chance of 20 percent or less. Concealment with a higher miss chance functions without change.

MASTER CLEAVEYou slam into your enemies with enough force to send their corpses hurtling through the air.

Prerequisites: Strength 13, Cleave, Power Attack, base attack +9.

Benefit: Whenever you gain a Cleave attack, all opponents adjacent to the enemy you dropped to gain the attack suffer a –1 penalty to defense against your Cleave attacks as the corpse of their fallen ally slams into them. Apply this penalty before resolving your Cleave attack. This defense penalty applies only to Cleave attacks you make this round.

MASTER COMBAT EXPERTISE You have completely mastered the art of the counter-attack.

Prerequisites: Combat Expertise, Intelligence 13, base attack +9.

Benefit: When you are using Combat Expertise to increase your defense, if any opponent attacks you and misses more than once in two rounds, you gain a free attack action against that opponent. This is not an attack of opportunity, and does not use up your attack of opportunity for the round.

MASTER CRITICAL When you have the opportunity to strike an opponent in a vulnerable area, you seize the chance with deadly accuracy.

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most sensitive areas.Prerequisites: Point Blank Shot, Precise Shot, base

attack +9.Benefit: When using a projectile or thrown weapon,

you increase its critical damage multiplier by 1.

MASTER RAZOR FIEND Each cut you inflict upon an opponent builds upon previous ones. After you slash into a foe’s flesh with one attack, you widen the injury with your next.

Prerequisites: Razor Fiend, base attack +9.Benefit: During your action, when you are wielding

a light piercing or slashing weapon, you gain a +1 bonus to damage with each attack for every previous attack with a piercing or slashing weapon that hit your opponent that round. This can be a melee or ranged weapon. You gain this bonus damage based only on attacks that hit during your current action.

MASTER SHOT ON THE RUN You have completely mastered ranged attacks from hiding.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack +9.

Benefit: If you make a ranged attack from hiding and then move, you can immediately attempt another Hide check with a –5 penalty to stay hidden from your enemies.

MASTER TRIP You send opponents hurtling backward with the force of your attack or by masterfully redirecting their momentum.

Prerequisites: Improved Trip, base attack +9.Benefit: When you trip an opponent, you may force

him to fall prone in a square adjacent to his current position—in essence moving him one square. If he enters an occupied square, any targets within that square must make Reflex saves (DC 10 + tripping character’s special size modifier; see the table below) or also be knocked prone. Creatures who must make this save also apply the size modifiers from the table to their Reflex save results. Your target then moves back to his initial position. If the squares are unoccupied, the tripped creature comes to a stop where you placed him. You must resolve this movement before gaining any additional attacks against him. See the table below for size modifiers to trip saves:

Size DC/Save Modifier

Fine –12

Tiny –8

Small –4

Medium +0

Large +4

Huge +8

Gargantuan +12

Colossal +16

MASTER WHIRLWIND OF BULLETSYou predict the reactions of your opponents to your ranged attacks with such accuracy that even when you miss one opponent it positions you better to strike another.

Prerequisites: Wisdom 13, Dexterity 13, Intelligence 13, Dodge, Mobility, Shot on the Run, Combat Expertise, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, Whirlwind of Bullets, base attack bonus +9.

Benefit: Should you miss with one whirlwind of bullets attack, you gain a +1 bonus to attack rolls on the rest of them. This benefit stacks with each miss. You lose this benefit after you have resolved all the attacks you gain from this feat.

MIGHTY TRIP You knock opponents down through superior strength rather than cunning.

Prerequisites: Str 13, Power Attack, base attack +1.Benefit: You do not provoke an attack of opportunity

when you attempt to trip an opponent while you are unarmed. In addition, you gain a +2 bonus to opposed Strength rolls for attempting to trip an opponent or when an opponent attempts to trip you; if you have the Combat Throw feat, this bonus stacks with that one. Finally, you are considered to have the Improved Trip feat for the purpose of meeting feat and advanced or prestige class prerequisites, and may substitute the Power Attack for the Combat Expertise feat as a prerequisite for any feat that also has Improved Trip as prerequisite.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent

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while you are unarmed.

MIGHTY COMBAT THROW You use your superior strength when tripping opponents in melee combat to follow through with an attack.

Prerequisites: Strength 13, Combat Throw, Defensive Martial Arts, Mighty Trip, Power Attack, base attack +1.

Benefit: If the character trips an opponent in melee combat, whether with a weapon or unarmed attack, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her attack action for the trip attempt. If that attack inflicts damage, the target must make a Fortitude save (DC 10 + the damage inflicted) or become dazed for 1 round.

NERVE PINCHYou can incapacitate foes with a vice-like pinch.

Prerequisites: Combat Martial Arts, base attack bonus +4.

Benefit: You make an unarmed attack against a living creature. If the attack succeeds, the target takes no damage but must succeed on a Fortitude save (DC 10 + one-half your character level + your Strength modifier) or be paralyzed for 1d4+1 rounds.

Special: This ability does not work on creatures without nervous systems or discernible anatomies, such as oozes and plants.

PERFECT BLIND-FIGHT You have utterly perfected the use of your senses in combat.

Prerequisites: Blind-Fight, Wisdom 15, Listen 15 ranks, base attack +16.

Benefit: Your senses of position and tactical movement are so precise that you can doggedly follow an opponent. Once you hit an enemy who gains concealment, he loses all concealment miss chance against your melee attacks. You anticipate your foe’s every move and relentlessly attack him, even if the concealment blocks line of sight. However, you gain no special knowledge of the terrain. For example, if a foe with concealment moves behind a wall that you cannot see, you may waste bullets trying to shoot him through the full cover. In addition to the other benefits, you gain a +2 Reputation bonus

at the time you gain this feat.

PERFECT CLEAVE You have utterly perfected the Cleave feat.

Prerequisites: Strength 13, Cleave, Power Attack, base attack +16.

Benefit: You gain Cleave attacks when you inflict more than 15 points of damage with a single attack. If you fulfill multiple criteria for gaining a Cleave attack with a single blow, you gain only one Cleave attack. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT COMBAT EXPERTISE You have utterly perfected the Combat Expertise feat.

Prerequisites: Combat Expertise, Intelligence 16, base attack +16.

Benefit: If you have any feats requiring Combat Expertise as a prerequisite, and one or more of those feats grant a special benefit when an opponent attacks you and misses more than twice in two rounds, that benefit is now granted whenever you are using Combat Expertise to increase your defense and an opponent misses you. The opponent need not miss you a second time for you to obtain your feat’s benefit; it is triggered when the opponent misses you once. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT CRITICAL You have utterly perfected the use of critical hits. If your attack has any chance of piercing a vital area, you infallibly find it.

Prerequisites: Weapon Focus, base attack +16.Benefit: Choose a weapon for which you have the

Weapon Focus feat. This may be an unarmed attack. You no longer need to roll to confirm critical threats with that weapon. If you roll a threat, it is automatically confirmed without the need for a roll. Like most feats, this feat can only be taken once, and even if you possess the Weapon Focus feat more than once, the Perfect Critical feat can only be assigned to a single weapon. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT DODGEYou have utterly perfected the Dodge feat.

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Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge, Supreme Dodge, base Reflex save +11

Benefit: You gain the benefits of your Dodge, Improved Dodge, Greater Dodge and Supreme Dodge feats against all enemies that you are aware of and can react to. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

PERFECT FAR SHOT You have utterly perfected the Far Shot feat.

Prerequisites: Point Blank Shot, Far Shot, base attack +16.

Benefit: You ignore the range penalty for the first, second, and third range increments. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT POWER ATTACK You have utterly perfected the Power Attack feat.

Prerequisites: Strength 13, Power Attack, base attack +16.

Benefit: Should you force an opponent to make a massive damage save due to your attack that gained bonus damage from Power Attack, the target’s save DC equals 10 + half your level + your Strength modifier (rather than the standard DC of 15). In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT PRECISE SHOT You have utterly perfected the Precise Shot feat.

Prerequisites: Point Blank Shot, Precise Shot, base attack +16.

Benefit: You make unerringly deadly strikes with your ranged weapons. When your ranged weapon threatens a critical hit, you automatically confirm it thanks to this feat. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT SHOT ON THE RUN You have utterly perfected the Shot on the Run feat.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack +16.

Benefit: If you move at half your speed or slower, take a full attack with a ranged weapon as a standard action. You cannot move between individual attacks that you resolve as part of the full attack action. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT TWO-WEAPON FIGHTING You have utterly perfected the Two-Weapon Fighting feat.

Prerequisites: Dex 15, Two-Weapon Fighting, Improved Two-Weapon Fighting, Advanced Two-Weapon Fighting, base attack +16.

Benefit: When you use a full attack action, you confuse your opponents with a flurry of attacks from your melee or ranged weapon. For each one that hits, you gain a +1 bonus to your remaining attacks. This bonus, which stacks with each successful hit, lasts until the end of your current action. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT WHIRLWIND ATTACK You have utterly perfected the Whirlwind Attack feat.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, base attack +16.

Benefit: You may use Whirlwind Attack as a full attack action to make your full spread of attacks against each opponent in reach; rather than making simply one melee attack against each foe, you may attempt each attack normally available to you on a full attack action (due to a high base attack bonus, feats, and special abilities). You transform into a hurricane of steel or fists, tearing into the enemies’ ranks with deadly abandon. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

PERFECT WHIRLWIND OF BULLETSYou have utterly perfected the Whirlwind of Bullets feat.

Prerequisites: Wisdom 13, Dexterity 13, Intelligence 13, Dodge, Mobility, Shot on the Run, Combat Expertise, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, base attack bonus +16.

Benefit: When armed with a ranged weapon with which autofire can be used, you can give up your

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regular attacks and instead make one ranged attack at your highest base attack bonus against each adjacent opponent, and then roll a single attack roll (and damage roll, assuming the attack roll hits at least one opponent) which is applied to every non-adjacent opponent within 10 feet of you. If this last roll results in a critical threat, the threat cannot be confirmed. In addition to the ammo expended in your attacks on adjacent opponents, one bullet (or other kind of ammunition, as appropriate to the weapon) is expended for each non-adjacent opponent within ten feet of you, including those your attack misses. In addition, you gain a +2 Reputation bonus at the time you gain this feat.

POWER CRITICALYou may threaten a critical hit if you succeed in hitting an opponent.

Prerequisite: Base attack bonus +10, proficiency with weapon.

Benefit: You may spend an action point before making an attack with a weapon with which you are proficient. If the attack hits, it automatically threatens a critical hit (regardless of whether the attack roll falls within the weapon’s actual threat range). You must roll to confirm the critical hit, as normal. This is a supernatural ability.

Normal: You must roll in the threat range of a weapon, and then confirm that threat to score a critical hit.

PRECISE STRIKEYour strikes against an opponent are treated as touch attacks.

Prerequisite: Base attack bonus +5.Benefit: Before making an attack on your turn,

choose a single opponent and spend an action point. Until the beginning of your next turn, any attacks you make against that opponent use that opponent’s touch Defense instead of the opponent’s normal Defense.

RANGED DISARM You can shoot a weapon out of somebody’s hand.

Prerequisites: Point Blank Shot, base attack bonus +2

Benefit: Choose a ranged weapon in which you are proficient. With that weapon only, you may use the

disarm action at range so long as you are within 30 feet of the target. You make an attack roll against the weapon. If the weapon is held in two hands, it gets a +2 bonus to its Defense. If your attack succeeds, the weapon falls to the ground. Unlike normal disarm attacks, ranged disarm attacks work the same against melee weapons and ranged weapons. Since it is a ranged attack, this kind of disarm attempt provokes an attack of opportunity from adjacent characters normally, but if you fail, the target does not get to make a disarm attempt against you.

You can also use a ranged weapon to disarm an opponent adjacent to you. When used in this fashion, not only does your disarm attempt provoke an attack of opportunity, but if you fail the adjacent target is allowed to make a disarm attempt against you as a free action.

Normal: You cannot make a disarm attempt with a ranged weapon, you can only attack the weapon as you would any other object.

RANGED EXPERTISE You are able to ward off attackers with the threat of a close-range shot from your ranged weapon.

Prerequisites: Intelligence 13, Combat Expertise, Point Blank Shot, base attack bonus +1

Benefit: You may gain the benefits of your Combat Expertise feat when fighting with a ranged weapon as well as when fighting with a melee weapon or unarmed. In addition, you may also use the benefits of the following feats with a ranged weapon: Dodging Expertise, Greater Combat Expertise, Legendary Combat Expertise, Master Combat Expertise, Perfect Combat Expertise, and Supreme Combat Expertise. However, if the ranged weapon uses ammunition of any kind, each round you apply your Combat Expertise penalty to attacks with that ranged weapon in order to gain the Defense bonus, you use up ammunition as if you had taken one extra shot with that weapon. You discharge your weapon in an opponent’s direction to ward him away, fire a pistol shot to distract him, or otherwise undermine enemies’ attacks with your ranged weapon.

RANGED KILL When you intend a shot to be fatal, it’s fatal.

Prerequisites: Point Blank Shot, Precise Shot, base attack +11.

Benefit: Your unsurpassed accuracy allows you to

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take careful aim at vulnerable targets to slay them in a single shot. You may use a ranged weapon to make a coup de grace attack on any helpless target in range.

RAZOR FIENDYou wield knives and similar weapons with lethal speed and precision. Perhaps you deliver a storm of metal with your throwing knives or shuriken, or in close combat you simply slash your opponents into bloody ribbons.

Prerequisite: Dex 13, Base Attack +1 or higher, proficiency with a light slashing or piercing weapon

Benefit: In your hands, a knife, dagger, razor or similar weapon becomes a blur of lethal metal. You gain the benefits of the Quick Draw feat with all light slashing or light piercing weapons. In combat, you may take an additional attack when you use a full attack action while armed only with one or two light slashing or piercing weapons. You gain this benefit when using the weapon in a ranged or melee attack. However, these attacks trade speed for hitting power. You make the bonus attack at your highest base attack bonus, but all of your attacks (including the bonus attack) suffer a –2 penalty. You gain only half your Strength bonus to damage when you fight in this manner. These penalties last until the beginning of your next action.

Special: When using Razor Fiend to gain additional attacks, you receive only half the normal bonus damage from any Power Attack and its derived feats.

SNATCH MISSILESYou can snatch incoming projectiles out of the air.

Prerequisites: Dex 15, Combat Martial Arts, Defensive Martial Arts, Deflect Missiles, Unarmed Deflect Missiles, base attack bonus +3.

Benefit: When using the Unarmed Deflect Missiles feat, you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat. You cannot catch bullets, energy beams, rays, or similar ranged attacks, even if you have the Dodge Bullets feat.

STAND YOUR GROUNDYou are skilled at holding your position, even in the

face of overwhelming odds. Prerequisites: Advanced Firearms Proficiency,

Personal Firearms Proficiency, Point Blank Shot, Precise Shot.

Benefit: Whenever you benefit from cover while firing a ranged weapon, the Defense bonus provided by cover is increased by +4. Additionally, you threaten an additional 10 feet beyond your cover, allowing you to make attacks of opportunity against anyone within that range. However, you may only use a ranged weapon to make attacks of opportunity within that threatened space, even if you are also armed with a melee weapon.

Normal: You may not make attacks of opportunity with a ranged weapon.

SUPREME BULL RUSH There are few (or none) who can match your supremacy in using the Bull Rush feat.

Prerequisites: Str 13, Bull Rush, Power Attack, base attack +10.

Benefit: When you bull rush, you slam into your opponent with such tremendous force that, regardless of the result of the bull rush, he must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or drop whatever he is holding in the square he occupied before you made your rush. If the target holds a two-handed weapon or an item in both hands, he gains a +4 bonus to this save. Items he has strapped or secured to his arm go unaffected by this ability. For example, if a SWAT officer in riot gear has a shield strapped to her arm when you bull rush her, she would not drop the shield.

SUPREME CLEAVE You advance effortlessly through large battles, trailing death in your wake.

Prerequisites: Strength 13, Cleave, Power Attack, Great Cleave, base attack +10.

Benefit: Each time you make a Cleave attack, you can move 5 feet as a free action. You cannot move more than your normal speed in this manner. This movement does not provoke attacks of opportunity, as the flying bodies and gore you leave in your wake prove too distracting.

SUPREME COMBAT EXPERTISE You are adept at sidestepping opponents’ defenses.

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Prerequisites: Combat Expertise, Intelligence 13, base attack +10.

Benefit: When you are using Combat Expertise to increase your defense, if any opponent attacks you and misses more than once in two rounds, he is flat-footed against your attacks for one round following his second miss.

SUPREME DISMEMBERING FRENZYYou have completely mastered the Dismembering Frenzy technique.

Prerequisites: Strength 13, Power Attack, Dismembering Frenzy, base attack +10.

Benefit: You may now activate your Dismembering Frenzy ability as a standard action, allowing you to move before or after you use it. Remember that when using Dismembering Frenzy you resolve your attacks on your foe’s actions, not during your own.

SUPREME DODGEYour skill at dodging attacks is such that you can avoid multiple attackers at once.

Prerequisites: Dexterity 13, Dodge, Improved Dodge, Greater Dodge.

Benefit: When using your Dodge feat, you may now designate more than one opponent (you must still be aware of each opponent you designate). You have a total of +4 dodge bonus that can be divided between the different opponents you designate. You may choose to have +4 against a single opponent, +2 against two separate opponents, +1 against four separate opponents, or any other combination you prefer. You can select new opponents or reallocate your dodge bonus on any action.

Special: A condition that makes you lose your Dexterity bonus to Defense also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

SUPREME POWER ATTACK Your powerful attacks end a battle in short order.

Prerequisites: Strength 13, Power Attack, base attack +10.

Benefit: If you take a –11 or worse penalty to increase your damage via the Power Attack feat, any opponent you hit must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or be stunned for 1 round. You slam your foe with a

vicious, overpowering attack that almost knocks him out. A specific target need make only one Fortitude saving throw per round to ignore this effect, even if you hit him more than once.

TWO-WEAPON DEFENSEThrough practice, you have sharpened your ability to defend yourself with an extra weapon.

Prerequisites: Dex 15, Two-Weapon Fighting.Benefit: When wielding a double weapon or two

weapons (not including natural weapons or unarmed strikes), you enjoy a +1 bonus to your defense. These can be melee or ranged weapons. Having to deal with threats in multiple directions, opponents find themselves harder pressed to attack you effectively. When you are fighting defensively or using the full defense action, this bonus increases to +2.

UNARMED DEFLECT MISSILESYou can bat ranged weapons out of the air with your bare hands.

Prerequisites: Dex 13, Defensive Martial Arts, Deflect Missiles, base attack +3.

Benefit: You can use your Deflect Missiles feat without a weapon or other object in your hand.

UNCANNY TWO-WEAPON FIGHTINGYou use both ends of your weapon, or your two weapons, to ward off attacks from multiple directions.

Prerequisites: Dex 15, Two-Weapon Fighting, Improved Two-Weapon Fighting, base attack +6.

Benefit: When you fight with two weapons (melee or ranged) or with a double weapon, you cannot be flanked, and you retain your Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker.

UNRIVALLED BLIND-FIGHTYou are unrivalled in your ability to find hidden opponents.

Prerequisites: Blind-Fight, Wisdom 13, Listen 13 ranks, base attack +12.

Benefit: If you spend a full-round action doing nothing but watching an area and listening for signs of an opponent or a hidden object, you may take 20 on both a Listen and Spot check. You gain the benefits of these checks immediately.

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UNRIVALLED CLEAVE You can cleave through armies of opponents.

Prerequisites: Strength 13, Cleave, Power Attack, base attack +12.

Benefit: Each time you make a successful Cleave attack, you gain a cumulative +1 bonus to damage on all subsequent Cleave attacks you make that round.

UNRIVALLED COMBAT EXPERTISEThose who attack you pay a dear price.

Prerequisites: Combat Expertise, Intelligence 13, base attack +12.

Benefit: When you are using Combat Expertise to increase your defense, if any opponent attacks you in melee and misses more than once in two rounds, your melee weapon’s base, unmodified damage (no Strength modifier or other bonus) is inflicted instantly upon that opponent at the same time he misses your attack. If you are unarmed, this damage may be your unarmed attack damage. This is not an attack of any kind, and cannot trigger any other feat effects or special abilities.

UNRIVALLED DISARM If you disarm an opponent, you send his weapon flying through the air with a quick flick of your wrist.

Prerequisites: Improved Disarm, base attack +12.Benefit: If you disarm an opponent, you send his

weapon flying through the air with a quick flick of your wrist. You can place his weapon in any square within 10 feet of you. If you have a hand free and can use his weapon in one hand, you may flip it to yourself. You can use the weapon as normal at the end of your current turn.

UNRIVALLED DODGEAs you weave around your opponent’s clumsy attacks, you set him up for your own devastating counter; perhaps you dodge to the right to induce him to expose his side, then roll back to the left to score a decisive hit. Your superior skills allow you to turn the tables on attackers.

Prerequisites: Dex 13, Dodge, base Reflex save +9.Benefit: Once per encounter, if an enemy against

whom your using your Dodge feat bonus attacks and misses you during his action, you gain a special, temporary Action Point which must be spent on an attack roll within 10 rounds. If the Action Point is not

spent within 10 rounds, it is lost.

UNRIVALLED FAR SHOT When you use a ranged weapon, distance is almost irrelevant.

Prerequisites: Point Blank Shot, Far Shot, base attack +12.

Benefit: You ignore the range penalty for the first range increment.

UNRIVALLED POWER ATTACK You are unrivalled in your use of the Power Attack feat—or at least, your rivals are an elite few.

Prerequisites: Strength 13, Power Attack, base attack +12.

Benefit: Once per round, you can choose to adjust the penalty you take due to the Power Attack feat by up to +/–3 (but it still may not exceed your base attack bonus). You can reduce your penalty (and thus the bonus damage you gain) or increase it for a deadlier, if wilder, attack. Once you change your penalty, the new value remains in place until the start of your next action.

Normal: The character can only choose his Power Attack penalty on his action, before making attack rolls for the round, and this penalty cannot be changed until the character’s action the following round.

UNRIVALLED SHOT ON THE RUN You can move with such quickness and cunning that you get inside an opponent’s defenses with your ranged weapon.

Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack +12.

Benefit: If you enter an opponent’s square and make your ranged attack, make a free Tumble check opposed by your foe’s base attack check. If you succeed, he loses all dodge bonuses to defense against your attack—you dodge and weave past him to deliver a deadly shot at close range.

UNRIVALLED TRIP You tend to trip your opponents with such savage force that the wind is knocked out of them.

Prerequisites: Improved Trip, base attack +12.Benefit: When you successfully trip your opponent,

he must make a Fortitude save (DC 10 + half your

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level + Dexterity modifier or Strength modifier (your choice). On a failure, when he hits the ground he is also stunned for 1 round.

UNRIVALLED WEAPON FINESSE Your mastery of your weapon leads you choose the timing and deadliness of your strikes.

Prerequisites: Weapon Finesse, base attack +12.Benefit: When you gain a critical threat against an

opponent, you can either attempt to confirm that threat or instead gain an additional attack at the same base attack bonus you used to score your threat. You can only use this ability once per round.

WHIRLWIND OF BULLETSYou have such control over your aim that, in moments of absolute concentration, you can fire over your shoulder, off to the side, and in every other direction, turning your body to face new threats and all the while keeping constant track of every opponent within close range, becoming a spinning tornado of death.

Prerequisites: Wisdom 13, Dexterity 13, Intelligence 13, Dodge, Mobility, Shot on the Run, Combat Expertise, Personal Firearms Proficiency, Advanced Firearms Proficiency, Point Blank Shot, base attack bonus +7.

Benefit: When armed with a ranged weapon with which autofire can be used, you can give up your regular attacks and instead make one ranged attack at your highest base attack bonus against each adjacent opponent.

MARTIAL ARTS FEATSThe following feats expand on the basic martial arts feats found in the d20 Modern roleplaying game. They can be used to “ramp up” a character’s martial arts abilities, and they serve to add some flavor to the system by way of specific styles and forms.

BACK FLIPPING KICKYour bone-shattering kicks propel you — and your opponents — about the battlefield.

Prerequisites: Combat Martial Arts, base attack +3.

Benefit: You may take a -1 penalty on an unarmed attack to use the following benefit: if the attack

inflicts damage on a target, you may move 5 ft., and gain a +3 dodge bonus to Defense for 1 full round. If you miss, however, you become flat-footed.

CRANE KICKYou can kick multiple opponents with the same attack action.

Prerequisites: Str 13, Dex 13, Combat Martial Arts, Power Attack, base attack +2.

Benefit: As a full attack, you may make another unarmed melee attack after a successful melee attack. The second attack must be against a different opponent within the area you threaten. The second attack uses the same attack bonus as the successful melee attack.

CRANE STYLE MARTIAL ARTSWith your genius for battlefield improvisation, you can turn a would-be attacker into an unwilling defense.

Prerequisites: Dexterity 13, Brawl, Combat Martial Arts, Improved Grapple, base attack +3.

Benefits: As a free action, you may make a grapple attempt against an opponent no more than one size category larger than you. If you succeed, during the next round, you may interpose the opponent you grabbed between you and an incoming attack. The interposed character counts as three-quarters cover. An attack that misses you because it hits the cover damages the interposed character. You may only do this once per round. This counts as one of your attacks of opportunity for the round, and you cannot use this ability if you cannot make an attack of opportunity (for example, you have used all your available attacks of opportunity or you are flat-footed). On following rounds, you may attempt to pin the grappled opponent as a free action. If you succeed, you may continue using the opponent as a shield. If you fail, the opponent is no longer grappled.

DRAGON STYLE MARTIAL ARTSYour control of your body is honed to the point where you can use the tension of your muscles to lessen or avoid harm.

Prerequisite: Defensive Martial Arts, Deflect Missiles, base attack +3.

Benefit: Once per encounter, when you are struck with an attack that inflicts at least 1 point of damage,

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you can tense your body to reduce the damage being dealt to by your Base Attack Bonus. Thus, if your Base Attack Bonus is +6 and you are suffering an attack that deals 8 damage, the damage would be reduced to 2. If you wish to use this ability more than once per encounter, each additional use beyond the first requires the expenditure of an action point.

DRUNKEN BOXING MARTIAL ARTSYou have been trained in deceptive techniques that fool your opponent into thinking you are off-balance, unprepared or unaware of his presence.

Prerequisites: Base attack bonus +2, Deceptive, Bluff 4 ranks.

Benefit: If you make a successful Bluff check against your opponent you may make an unarmed attack of opportunity against him the next time he makes a melee attack against you. The Bluff check is an attack action that does not provoke an attack of opportunity, and only works against opponents with Intelligence of 3 or higher. The target of your attack of opportunity loses any Dexterity bonus to Defense against your attack of opportunity. You may also attempt to use this feat with any Tiny or Small melee weapon with which you are proficient, but you incur a -2 or -6 penalty on your Bluff check, respectively.

IMPROVED DEFENSIVE MARTIAL ARTSWhen you fight to defend yourself, you can punish an aggressor with a brutal counter-attack.

Prerequisites: Defensive Martial Arts, base attack +3.

Benefit: Once per round while fighting defensively, gaining a Defense bonus from the Combat Expertise feat, or using the Total Defense action, when you’re hit and damaged by a melee attack, you gain an attack of opportunity against the opponent who damaged you.

IMPROVED STREETFIGHTINGYou hit foes where it hurts the most.

Prerequisites: Brawl, Streetfighting, base attack +3.

Benefit: You may take a -4 penalty on an unarmed attack to use the following benefit: Your threat range increases by 1 for that attack, and if you score a threat and do damage to the target (whether the threat is confirmed or not), the target becomes nauseated for

1 round.

LEOPARD STYLE MARTIAL ARTSYou’re a nimble, agile opponent who tends to avoid opponents rather than confront them directly.

Prerequisite: Combat Martial Arts, base attack +3.Benefit: You may take a -1 penalty on an unarmed attack to use the following benefit: if the attack inflicts damage on an opponent, you may move to any unoccupied square adjacent to that opponent and gain a +2 dodge bonus to Defense against attacks made by the target for 1 full round.

MARTIAL ARTS WEAPONS PROFICIENCYYour training in the martial arts includes the use of various exotic weapons.

Prerequisites: Base attack bonus +1, Combat Martial Arts, Defensive Martial Arts.

Benefit: Select 3 exotic weapons. You make attack rolls with these weapons normally.

Normal: A character who uses an exotic weapon without being proficient with it takes a -4 penalty on attack rolls.

Special: You can gain this feat multiple times. Each time you take the feat, you select another 3 exotic weapons.

NO-SHADOW KICK You can follow up on a particularly powerful unarmed attack with a second kick.

Prerequisites: Str 13, base attack bonus +4, Power Attack, Combat Martial Arts, Improved Combat Martial Arts.

Benefit: If your unarmed attack successfully scores a critical hit, you can immediately make an additional unarmed attack against the same opponent at the same base attack bonus as the attack that scored the critical hit. A critical hit with the additional unarmed attack does not allow you to use this feat again, but another unarmed attack that scores a critical hit does. For example, Sarah has a base attack bonus of +11/+6/+1, and scores a critical hit against a would-be assassin with her first attack. She uses this feat to immediately make an additional unarmed attack against the same assassin, again with a +11 base attack bonus. She scores a second critical hit, but it does not trigger the use of this feat. The assassin is weak in the knees but still standing, and Sarah

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continues attacking, now with a +6 base attack bonus. Miraculously she scores a third critical hit and triggers the use of this feat a second time.

ROPE-A-DOPEYou have mastered a boxing strategy that wearies opponents.

Prerequisites: Brawl, base attack +3.Benefit: Once per round while you are using the

Total Defense action, when an opponent attacks you in melee, you may take roll a Dexterity check, as a free action, opposed by the opponent’s Constitution check. If you succeed, you cause that opponent to become fatigued for 1d4 rounds.

SNAKE STYLE MARTIAL ARTSYou can strike nerve points, devastating your opponent with a simple touch.

Prerequisites: Combat Martial Arts, base attack +3.

Benefit: You may make an unarmed attack against a flat-footed opponent, suffering a –4 penalty with your attack check. Your threat range increases by 4 for that attack.

STUNNING FIST You have learned atemi, or blows to vital areas, that stun humanoid opponents.

Prerequisites: Dexterity 13, Wis 13, Defensive Martial Arts, base attack +4.

Benefit: Declare that you are using this feat before you make your attack roll (thus a missed attack roll ruins the attempt). Make an unarmed melee attack. A successful attack does damage normally and forces your opponent to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom bonus). If the opponent fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.

TIGER STYLE MARTIAL ARTSYou’re a brutally direct unarmed combatant,

crushing opponents with simple, powerful moves.Prerequisites: Combat Martial Arts, base attack +3.

Benefit: You may take a -1 penalty on an unarmed attack to use the following benefit: if the attack inflicts damage on a target, your target must make a Fortitude save (DC 10 + the damage inflicted) or become nauseated for 1 round.

MORE USES FOR ACTION POINTSThe following are optional uses for action points. This can make it easier for heroes to contend with an army of mooks and can give players more control over their character’s fate.

Boost Defense: A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to Defense; +6 if he has 5 or more ranks in Tumble).

Emulate Feat: At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat that he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

Extra Attack: During any round in which a charac-ter takes a full attack action, he may spend 1 action point to make an extra attack at this highest attack bonus. Action points may be used in this way with both melee and ranged attacks.

Recover: A character can spend 1 action point as an attack action to remove a fatigued or stunned condi-tion.

Stable: Any time a character is dying, he can spend 1 action point to become stable at his current wound point total.

NEW FEATSThe following feats help to further expand the po-tency and applications of action points.

ACTION BOOSTYou have the ability to alter your luck drastically in dire circumstances.

Benefit: When you spend an action point, you roll

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d8s instead of d6s for the action result.

ADVANCED ACTION BOOSTYou are unbelievably skilled at drastically altering your luck in dire circumstances.

Prerequisites: Action Boost, Improved Action Boost.

Benefit: When you spend an action point, you roll d12s for the action result.

EXTRA ACTION BOOSTYou are able to get yourself out of sticky situations when it counts, and seem to have an endless supply of good fortune.

Prerequisite: Action Boost.Benefit: You gain an additional 2 action points each

level, added to the action points you would normally gain from advancing a class level.

IMPROVED ACTION BOOSTYou have an uncanny ability to alter your luck drasti-cally in dire circumstances.

Prerequisite: Action Boost.Benefit: When you spend an action point, you roll

d10s instead of d8s.

LUCKYThings just happen to fall your way.

Benefit: When spending an action point to im-prove a d20 roll, instead of adding +1d6 to the roll, you may instead choose to reroll the d20. The second result must be used, regardless of whether it is better or worse than the original result.

Special: You may use this feat a number of times per day equal to your character level divided by 4 (minimum 1).

OVER THE LIMITYou are able to perform miraculously in dangerous situations and do so with unnerving frequency.

Prerequisites: Action Boost.Benefit: You may use one additional action point

per round. This feat may be used once per day.

SECOND CHANCEYou have the ability to take what seems like a dire situation and turn it around in your favor.

Benefit: You may spend one action point to re-roll any die roll. You may choose which of the two rolls counts toward the final total.

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CONTENTSActive Dodge ..................................................................... 1Advanced Bull Rush ......................................................... 1Advanced Power Attack ................................................. 2Advanced Whirlwind Attack ......................................... 2“That’s a lot of melee stuff…”........................................ 2Agile Trip ............................................................................. 2All-out Accuracy ................................................................ 2All-out Attack...................................................................... 3All-out Carnage.................................................................. 3All-out Decimation ........................................................... 3All-out Mayhem ................................................................. 3Bull’s Eye ............................................................................... 4Body Slam ............................................................................ 4Cleave Asunder ................................................................. 4Combat Instincts ............................................................... 4Critical Two-Weapon Fighting ..................................... 4Cunning Two-Weapon Fighting ................................. 4Defensive Sunder .............................................................. 4Deflect Missiles................................................................... 5Dismembering Frenzy ..................................................... 5Dodge Bullets ..................................................................... 5Dodging Expertise ............................................................ 5Expert Blind-Fight ............................................................ 5Expert Cleave ..................................................................... 6Expert Disarm .................................................................... 6Expert Far Shot .................................................................. 6Expert Point Blank Shot ................................................. 6Expert Power Attack ........................................................ 6Expert Precise Shot ......................................................... 6Expert Razor Fiend ........................................................... 6Extra Deflect Missiles ....................................................... 6Great Disarm ..................................................................... 6Great Sunder ...................................................................... 7Greater Blind-Fight .......................................................... 7Greater Bull Rush ............................................................. 7Greater Combat Expertise ............................................ 7Greater Combat Throw.................................................... 7Greater Defensive Martial Arts ..................................... 7Greater Dodge.................................................................... 7Greater Stunning Fist ....................................................... 8Guns Akimbo ...................................................................... 8Hail of Bullets ...................................................................... 8Improved Autofire ............................................................ 8Improved Cleave ............................................................... 8Improved Dead Aim ......................................................... 8Improved Dodge ............................................................... 8Improved Grapple............................................................. 8

Improved Overrun ............................................................ 8Improved Ranged Disarm .............................................. 9Legendary Cleave.............................................................. 9Legendary Combat Expertise ...................................... 9Legendary Deflect Missiles ............................................ 9Legendary Dodge ............................................................. 9Legendary Power Attack ................................................ 9Master Blind-Fight .........................................................10Master Cleave ...................................................................10Master Combat Expertise ...........................................10Master Critical .................................................................10Master Disarm ................................................................10Master Far Shot ..............................................................10Master Power Attack .....................................................10Master Precise Shot .......................................................10Master Razor Fiend .......................................................11Master Shot on the Run ..............................................11Master Trip .......................................................................11Master Whirlwind of Bullets.........................................11Mighty Trip .......................................................................11Mighty Combat Throw .................................................12Nerve Pinch .......................................................................12Perfect Blind-Fight .........................................................12Perfect Cleave ..................................................................12Perfect Combat Expertise ............................................12Perfect Critical .................................................................12Perfect Dodge...................................................................12Perfect Far Shot ...............................................................13Perfect Power Attack .....................................................13Perfect Precise Shot .......................................................13Perfect Shot on the Run ...............................................13Perfect Two-Weapon Fighting ...................................13Perfect Whirlwind Attack .............................................13Perfect Whirlwind of Bullets ........................................13Power Critical ....................................................................14Precise Strike .....................................................................14Ranged Disarm ................................................................14Ranged Expertise ...........................................................14Ranged Kill ........................................................................14Razor Fiend ........................................................................15Snatch Missiles .................................................................15Stand Your Ground .........................................................15Supreme Bull Rush .........................................................15Supreme Cleave ..............................................................15Supreme Combat Expertise ........................................15Supreme Dismembering Frenzy................................16Supreme Dodge...............................................................16Supreme Power Attack ................................................16Two-Weapon Defense ...................................................16Unarmed Deflect Missiles.............................................16

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Uncanny Two-Weapon Fighting ................................16Unrivalled Blind-Fight....................................................16Unrivalled Cleave ............................................................17Unrivalled Combat Expertise ......................................17Unrivalled Disarm ...........................................................17Unrivalled Dodge ............................................................17Unrivalled Far Shot ........................................................17Unrivalled Power Attack ..............................................17Unrivalled Shot on the Run ........................................17Unrivalled Trip .................................................................17Unrivalled Weapon Finesse .........................................18Whirlwind of Bullets .......................................................18

MARTIAL ARTS FEATS

Back Flipping Kick ...........................................................18Crane Kick ..........................................................................18Crane Style Martial Arts ................................................18Dragon Style Martial Arts .............................................18Drunken Boxing Martial Arts.......................................19Improved Defensive Martial Arts...............................19Improved Streetfighting...............................................19Leopard Style Martial Arts............................................19Martial Arts Weapons Proficiency..............................19No-Shadow Kick ..............................................................19Rope-A-Dope....................................................................20Snake Style Martial Arts ................................................20Stunning Fist ....................................................................20Tiger Style Martial Arts ..................................................20

ACTION POINT FEATS

Action Boost......................................................................20Advanced Action Boost.................................................21Extra Action Boost...........................................................21Improved Action Boost .................................................21Lucky....................................................................................21Over the Limit...................................................................21Second Chance ................................................................21

‘Iconic Combat Feats is ™ and © 2006 Jeremy Forbing. All Rights Reserved. Big Finger Games and the Big Finger Games logo is a trademark owned by Michael Todd.

The original purchaser of this electronic product may print copies for his or her own personal use only. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.

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CREDITSWriter: Jeremy Forbing Layout & Colors: Michael Todd

WHAT IS D20 POSTMODERN?D20 Postmodern is Big Finger Games’ catch-all title for their line of Modern d20 add-ons and enhancements; but more than that, it is a state of mind.

Postmodern art and entertainment allow that creative imita-tion of sources is just as artistically valid as faithfully recreating an actual subject and posits that perhaps, given our skewed view of the actual object, imitating the unreal rather than the real is a more successful undertaking.

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