Combat Expertise (Feat): Difference between revisions

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''Go back to [[ Combat Feats ]] page.''
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| Flavor=You can increase your defense at the expense of your accuracy.


| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Level 1, proficient with wielded weapon
}}</onlyinclude>


; Combat Expertise (Combat)
| Unlocks=<onlyinclude>{{#ifeq:{{{transcludesection|Unlocks}}}
| Unlocks| [[Adroit Defender (Feat)]], [[Adroit Diversion (Feat)]], [[Adroit Doom (Feat)]], [[Blinding Flash (Feat)]],


You can increase your defense at the expense of your accuracy.
[[Feral Combat Training (Feat)]], [[Gang Up (Feat)]],


Prerequisite: Int 13.
[[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 melee attack 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 choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
}}</onlyinclude>
 
| Benefit=You can choose to take a -1 penalty on all to-hit rolls 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 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, such as a [[Fireball (Sorcerer/Wizard Spell)|Fireball]] spell.
 
The effects of ''Combat Expertise'', both the AC bonus and the to-hit penalties, last until the start of your next turn.
 
 
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Trade attack bonus for AC bonus
}}</onlyinclude>
 
}}

Latest revision as of 01:05, 11 September 2024


You can increase your defense at the expense of your accuracy.

Prerequisites: Level 1, proficient with wielded weapon

Related: Adroit Defender (Feat), Adroit Diversion (Feat), Adroit Doom (Feat), Blinding Flash (Feat),

Feral Combat Training (Feat), Gang Up (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 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 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, 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.