Combat Expertise (Feat): Difference between revisions
m (Text replacement - "Category:Fighter" to "Category:Fighter Feats") |
m (Text replacement - "Category:Monk" to "Category:Monk Feats") |
||
Line 1: | Line 1: | ||
{{Template:Feats | {{Template:Feats | ||
| Category=[[Category:Courageous Tier (1-5)]][[Category:Monk]][[Category:Fighter Feats]][[Category:Partisan]][[Category:Paladin]][[Category:Warlord]][[Category:Barbarian Feats]][[Category:Ranger]] | | Category=[[Category:Courageous Tier (1-5)]][[Category:Monk Feats]][[Category:Fighter Feats]][[Category:Partisan]][[Category:Paladin]][[Category:Warlord]][[Category:Barbarian Feats]][[Category:Ranger]] | ||
| Flavor=You can increase your defense at the expense of your accuracy. | | Flavor=You can increase your defense at the expense of your accuracy. |
Revision as of 19:28, 9 April 2020
You can increase your defense at the expense of your accuracy.
Prerequisites: Level 1
Related: Adroit Defender (Feat), Adroit Diversion (Feat), Adroit Doom (Feat), Blinding Flash (Feat),
Feral Combat Training (Feat), Gang Up (Feat), Invincible Warrior (Feat),
Scirocco (Feat), Second Chance (Feat), Second Chance, Improved (Feat), Stalwart (Feat),
Team Up (Feat), Whirlwind Attack (Feat)
Benefit: You can choose to take a -1 penalty on all to-hit rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1.
You can only declare you are using this feat immediately before you perform an attack (either with a standard action or with the first attack of a full attack action) where to-hit rolls or combat maneuver checks will occur, and you must expend that attack against a valid enemy creature within the range of your attack. This feat operates even if you cannot perceive the enemy (but you know one is around somewhere), or if that enemy is somehow immune to your attacks. It cannot be used, however, when you attack with something that does not require a to-hit roll or a combat maneuver check, such as a Fireball spell.
The effects of Combat Expertise, both the AC bonus and the to-hit penalties, last until the start of your next turn.