Feats/Combat


 * Melee Combat Feats
 * Mounted Combat Feats
 * Ranged Combat Feats
 * Unarmed Combat Feats

These are combat-specific feats below...

Diehard Feat
When reduced to negative HP (Hit Points), you automatically become stable.

When reduced to negative HP (Hit Points), you may choose to act as if you are disabled, rather than dying. You must make this decision as soon as you are reduced to negative HP (Hit Points), even if it isn’t your turn. If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using the Diehard Feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach hit points, you immediately die.

Requirements

 * Constitution +5

Normal
A character without this feat who is reduced to negative hit points is unconscious, dying, and losing 1 hit point each turn until healed.

Dodge Feat
After observing an opponent for one round and during your turn, you designate a specific opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on your next turn.

Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Requirements

 * Dexterity +1

Improved Initiative Feat
You get a +3 bonus on all Initiative checks.

Requirements

 * Dexterity +1