Book of XM2 - Martial Part

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Please but the Collected Book of Experimental Might - if playing 3.5 worth every penny.

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Requires use of the Dungeons & Dragons® Core Books, Third Edition,published by Wizards of the Coast®, Inc.

©2008 Monte J. Cook

II t’s back—and more experimental than ever! This bookexists because you loved The Book of Experimental Mightand demanded new options for nonspellcasting classes. In

response, Monte shares more creative rules from his own campaign. Here you’ll find . . .• New rules for fighting domains: areas of specialization like

Two-Weapon Fighting, Mounted Combat, and Fighting Dirty,as well as techniques based on agility, speed, strength, andintellect. The 15 domains provide new abilities to fightertypes willing to devote themselves to a focused path .

• A retooling of the feat system, with three new concepts—double feats, oblation feats, and uberfeats—and dozens ofnew choices.

• Special benefits for choosing a feat as a fighter bonus feat—reinstating the fighter class as the king of feats.

• Optional rules including more combat choices, a method for “boosting” feats for extra benefits, new uses for theGrace/Health system introduced in the first Book ofExperimental Might, and more.

Like its predecessor, Book of Experimental Might II keeps yourcharacters adventuring longer, enhances existing classes forgreater playability, and expands your game options to add to the fun. Continue the experiment!

Bonus material at WWW.MONTECOOK.COM

PDF Version 1May 2008

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By Monte Cook

Requires use of the Third Edition rules.This book utilizes updated material from the v. 3.5 revision.

Additional CreditsEditing and Production: Sue Weinlein Cook

Cover Illustration: Michael KomarckInterior Illustrations: Caleb Cleveland, Kev Crossley, Scott Purdy,

Sam Wood, and Kieran YannerCover Design: Peter Whitley and Caroline McKee

Interior Page Design: Peter WhitleyPlaytesters: Sue Cook, Matt Filla, Jude Gagliano, Tod Gagliano,

Sarah Schneider, and Kent Wayson

For supplemental material, visit Monte Cook’s Website: <www.montecook.com>

Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. All rights reserved. All other content ©2008 Monte J. Cook. All rightsreserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatiblewith 3rd Edition and Revised 3rd Edition rules. This edition of Book of Experimental Might II: Bloody, Bold, and Resolute is produced under version 1.0a and/or draftversions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporatelater versions of the license and document.

Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version1.0a: Any and all Malhavoc Press logos and identifying marks and trade dress, such as all Malhavoc Press product and product line names including but not limited toThe Complete Book of Eldritch Might, The Book of Experimental Might, and Monte Cook’s Arcana Evolved; any specific characters, monsters, creatures, and places; capi-talized names and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, and abilities; anyand all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs, depictions, illustrations, maps, and cartography, like-nesses, poses, logos, or graphic designs, except such elements that already appear in final or draft versions of the System Reference Document or as Open GameContent below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.

Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Book of Experimental Might II: Bloody, Bold, andResolute are designated as Open Game Content: the feats in their entirety in Chapter Two, and anything else contained herein which is already Open Game Content byvirtue of appearing in the System Reference Document or some other Open Game Content source.

Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2008 Wizards of the Coast, Inc. Theremainder of these Open Game Content portions of this book is hereby added to Open Game Content and, if so used, should bear the COPYRIGHT NOTICE “Book ofExperimental Might II: Bloody, Bold, and Resolute ©2008 Monte J. Cook.” This material is protected under the copyright laws of the United States of America. Any repro-duction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express written permission from Monte Cook,except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or herown 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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BOOK OF EXPERIMENTAL MIGHT II

BLOODY, BOLD,AND RESOLUTE

A combat sourcebook

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Introduction: DANGEROUS DESIGNSOverview ....................................................................................................................................................3Using This Book ........................................................................................................................................3

Chapter One: FIGHTING DOMAINSDomain Benefits .......................................................................................................................................5

Basic Power and Bonus Power .....................................................................................................................................................5Key Feat and Domain Feats ...........................................................................................................................................................5Design Decisions: Domain Feats ..........................................................................................................................................................6

Selecting Fighting Domains..................................................................................................................6Domain Descriptions...............................................................................................................................6

The Domain of Agility...................................................................................................................................................................6The Domain of Ferocity................................................................................................................................................................6The Domain of Fighting Dirty .....................................................................................................................................................7The Domain of Intellect...............................................................................................................................................................7Sidebar: Training in Fighting Domains .........................................................................................................................................7The Domain of Leadership............................................................................................................................................................8The Domain of Might ....................................................................................................................................................................9The Domain of Mounted Combat ................................................................................................................................................9The Domain of Quick Defense ...................................................................................................................................................10The Domain of Ranged Combat..................................................................................................................................................10The Domain of Speed ...................................................................................................................................................................10The Domain of Stalwart Defense...............................................................................................................................................11The Domain of Two-Weapon Fighting.......................................................................................................................................12The Domain of Unarmed Combat ...............................................................................................................................................12Sidebar: Why Not Just Be a Monk?..................................................................................................................................................12The Domain of Weapon Mastery.................................................................................................................................................12The Domain of Weapon and Shield Fighting ...........................................................................................................................13Sidebar: Game Balance.....................................................................................................................................................................13

Chapter Two: FEATS OF DARINGFighter Bonus Feats ...............................................................................................................................14Feat Boosts...............................................................................................................................................14

Design Decisions: Boost Development..............................................................................................................................................15New Feat Types..........................................................................................................................................15

Double Feats..................................................................................................................................................................................15Uberfeats .......................................................................................................................................................................................15Oblation Feats ..............................................................................................................................................................................16

Feat Descriptions ...................................................................................................................................27Sidebar: Feat Presentation.............................................................................................................................................................27Design Decisions: Fighter Bonus Feat Abilities ............................................................................................................................29Design Decisions: Whither Dodge?.....................................................................................................................................................33Sidebar: Rerolls ...............................................................................................................................................................................37Sidebar: Multiple Effects...............................................................................................................................................................43Sidebar: Dodge Bonuses .................................................................................................................................................................47Sidebar: Making New Oblation Feats ...........................................................................................................................................49Sidebar: Bonus Damage Dice ..........................................................................................................................................................51Design Decisions: Superior Flanking................................................................................................................................................57Sidebar: Using the Feats for Monsters ......................................................................................................................................60

Chapter Three: VERY OPTIONAL RULESManeuver Options..................................................................................................................................62

Crazy Legs Charge .......................................................................................................................................................................62Knock Down .................................................................................................................................................................................62Throw.............................................................................................................................................................................................62Turning Charge ...........................................................................................................................................................................62

Hit Points.................................................................................................................................................62Spending Grace ............................................................................................................................................................................62Grace and Nonlethal Damage ...................................................................................................................................................63Grace and Forced Rest................................................................................................................................................................63Sidebar: Grace as a Commodity .....................................................................................................................................................63Minimum Hit Points.....................................................................................................................................................................63

AppendixOpen Game License.................................................................................................................................64

Table of ContentsBook of Experimental Might II: Bloody, Bold, and Resolute2

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Introduction 3Dangerous Designs

And then we were surrounded. I knew we had to fight our way out, but many of the others questioned whether “bruteforce” was the answer. When they approached the enemy under the flag of truce to parlay, they discovered that the cultists

were actually all demons in disguise. My allies were murdered quickly, and all they gained for us was an even smallerfighting force. “‘Brute force,’” I should have told them, “is indeed not the answer. Skill, bravery, and fortitude are the

answer.” One way or another, they are always the answer.—Dierna Hillerchaun, leader of the Knights of the Pale

When Malhavoc Press released The Book ofExperimental Might, I was overwhelmed by howwell it was received. Among those who did find

fault with it, however, the most common criticism was thatthe book didn’t devote enough space to nonspellcasters. Afew readers contended that the rules actually hurt the fighterclass. (I pointed out this possible perception myself in thebook, although I still contend that the class is quite viable.)

Still, the comment got me thinking.Some readers wanted to know, “Why don’t fighters get

disciplines?” Well, disciplines were designed to make spell-casters more like fighters, so the question makes no sense.The Book of Experimental Might de-emphasizes what are basi-cally per-day abilities (spells) and gives characters with fewor no per-round abilities the option of always having some-thing to do. This isn’t an area where fighters need any help.They’re the kings of always having something to do—they’reready to use their best attack every round.

Perhaps, then, what nonspellcasters needed was some per-day abilities that functioned like spells. A resource to man-age. Except I’d already gone down this path with ArcanaEvolved’s ritual warrior and combat rites.

So for this book, I designed a less intrusive solution. It’snot a whole new class, but a method of allowing fighters to“boost” their main power source—feats—a limited numberof times a day. But I wanted a little more. I’ve always likedthe idea that fighters (and anyone who does a lot of physicalcombat) specialize in certain styles. With 3rd Edition, thisconcept became workable with “feat chains” based on PowerAttack, Combat Expertise, or Point Blank Shot, for example.I decided to take this a step further, though, and actuallyreward characters for focusing on one area. That’s how fight-ing domains were born.

Here’s something I want to be up-front about: This bookmakes fighters more complicated to play. I mention thisbecause I do feel there needs to be a class for the player whodoesn’t want to have a lot of abilities to keep track of or a lotof options to juggle. If you’re that player, this book might notbe for you. At the very least, you might not want to adopt allthe options presented here.

OverviewThe book’s subtitle, “Bloody, Bold, and Resolute,” comes fromMacbeth, my favorite work of Shakespeare. It’s probably myfavorite because it was the first Shakespeare play I ever readlong, long ago, and the first I ever saw performed. It’s also thebest I’ve ever seen performed. Its dark, hard-edged natureappealed to me as a teenager, and it appeals to me still.

I think the line, “Be bloody, bold, and resolute; laugh toscorn the power of man, for none of woman born shall harmMacbeth,” is very appropriate to the fantasy adventurer.(And it is spoken by an apparition conjured by a witch, so allthe better.) Every fighter could do worse than to strive to bebloody, bold, and resolute. Bloody because he shouldn’t beafraid to get in there and take damage as well as deal it. Boldbecause fear and hesitation don’t get you the treasure.Resolute because your friends depend on you to go toe-to-toe with the enemy, not run away.

To help you achieve these three goals, this book centersaround new feats and feat-related concepts. There are onlythree chapters.

Chapter One: Fighting Domains—This chapter presentsthe concept of fighting domains, which are basically featgroupings based on combat style. These domains rewardcharacters for taking feats that all match a similar style.

Chapter Two: Feats—In this large chapter you’ll find amassive listing of new feats and updated core feats. Thechapter introduces new concepts such as double feats, uber-feats, feat boosts, and special abilities for those who take afeat as a fighter bonus feat.

Chapter Three: Very Optional Rules—The book wrapsup with a brief discussion of some potential gamebustingrules that nevertheless might be fun to try. In the Books ofExperimental Might, these ideas are the most experimental of all.

Using This BookYou can, of course, use just some of this book rather than allof it. New feats are easy to introduce into any campaign. Thedesign of this book does assume, however, that you are alsousing the rules from the first Book of Experimental Might,such as gaining a feat at every level and using Grace andHealth points.

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Like the material in that book, the contents of this one is of a more tentative nature than that of most previous MalhavocPress releases. It really stretches some of the central concepts fromthe Core Rules. It introduces all-new ideas that take things in freshdirections. It might not mix well in your games with non-corematerial. DMs should carefully consider everything they read inthis book and feel free to experiment with it themselves.

Throughout Book of Experimental Might II, all references tospells, feats, and other rules not in this book come from the v. 3.5revision of the three Core Rulebooks: the Player’s Handbook,DMG, and MM. This sourcebook is protected content except foritems specifically called out as Open Gaming Content on the titlepage. For full details, please turn to the Appendix on page 64.Open content is not otherwise marked in the text of this book.

As I did in The Book of Experimental Might, I’ve annotated thesepages to show you not only what rules I have added, but why. You’llfind numerous asides, many of them set apart as sidebars, that

explain why I use a particular new rule or suggest some things toconsider if you’re thinking about using it.

This book is not a condemnation of the Core Rules. It simplyprovides ideas and material for doing something new with them,just for fun. It’s not a “fix,” because, in my opinion, nothing in theCore Rules is really all that broken. Instead, consider these chap-ters some new options designed for people who are really familiarwith the rules—so familiar, in fact, that a new spin might makefor a refreshing change.

Monte CookApril 2008

Book of Experimental Might II: Bloody, Bold, and Resolute4

About the AuthorMonte Cook has worked professionally in the game industry since 1988 for companies including Iron Crown Enterprises, TSR Inc.,and Wizards of the Coast. He is a codesigner of Dungeons & Dragons® 3rd Edition and author of the 3rd Edition Dungeon Master’sGuide. He has designed dozens of popular roleplaying books through his own company Malhavoc Press and also has authoredminiatures games, novels, comic books, and short stories.

About the IllustratorsSelf-taught cover artist Michael Komarck has worked as a projectionist at the local cineplex, a children’s book illustrator, graphicdesigner, and owner of a small publishing company. Since 2003 he has illustrated covers for fantasy authors including Robert Asprinand George R.R. Martin and many game companies. Visit <www.komarckart.com>.

Caleb Cleveland is a 2d concept artist and illustrator whose designs have been seen in roleplaying publications, interior design cat-alogues, on stage, on film, in furniture showrooms, and in the proposals of marketing and advertising companies. Caleb lives inIrvine, California, with his beautiful wife Karen. View samples of his artwork at his website <www.calebclevelanddesign.com>.

Leeds, England, illustrator Kev Crossley learned early on that a monster lived in the abandoned house down the street—after that,he saw monsters everywhere. He drew them all the way through school, but in art college and university he was told to stop. Aftergetting a job in computer games, however, people started paying him to draw monsters. The moral of the story? Art college and uni-versity were a waste of time. Check out his work at <www.kevcrossley.com>.

Scott Purdy, a UK-based illustrator, has a great love of horror, evil, and all things tentacular. He wills clients his way if they haveneed of nasty critters to bring to life. You can see more of Scott’s work at <www.scottpurdy.net>.

Seattle-based illustrator Sam Wood is well known in the roleplaying and electronic game industries. While a staff artist at Wizards ofthe Coast, Sam illustrated Dungeons & Dragons, Magic: The Gathering, and many other games. In addition to Malhavoc Press, he'sworked for a wide range of companies, from Green Ronin to Microsoft.

Born and raised in the Australian coastal city of Darwin, illustrator Kieran Yanner came to the U.S. at the age of twenty to pursue hisdreams. With some hard work and many a sleepless night he has amassed a broad client base from around the world and has pro-duced creative works for a number of leading entertainment companies. See more of his work at <www.kieranyanner.com>.

Malhavoc PressMalhavoc Press is Monte Cook’s roleplaying game imprint devoted to the publication of evocative elements that go beyond tradi-tional fantasy. Malhavoc products such as Ptolus, Monte Cook’s Arcana Evolved, and The Complete Book of Eldritch Might exhibit amastery of the 3rd Edition rules that only one of its original designers can offer. Current titles are available to purchase in print orelectronic (PDF) format at <www.montecook.com>.

Contributors to Book of Experimental Might II: Bloody, Bold, and Resolute

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Also called styles, schools, or foci, fighting domainsallow characters to concentrate their efforts on onemethod of combat and gain additional benefits

from this specialization. Each domain represents a differentmethod of fighting. Some domains focus on offense, someon defense, and some on a combination of the two. But inany case, domains reward characters—particularly fighters—for focusing on just a few styles of combat.

Just as a cleric domain includes a set of spells appropriateto its overall concept, fighting domains contain collectionsof feats along a given theme. There is some overlap in concept—and, in fact, overlap in feats—offered by eachdomain. For example, the similar domains of Speed andAgility both share a few qualities with the domain of QuickDefense. Still, each fighting domain is distinct and special,providing characters with unique powers as well as thematicfeat offerings.

Characters gain access to domains based on their class(see next page). Fighters have the easiest access and are like-ly to gain the largest benefit from them.

Domain BenefitsEach fighting domain offers a basic power and a bonuspower to those who select it. They also include a key feat anddomain feats grouped around a particular concept.

Basic Power and Bonus PowerWhen a character chooses a fighting domain, he immediatelygains that domain’s basic power, which is called out in thedomain’s description.

Characters who have selected eight of the feats associatedwith the domain also receive its listed bonus power. One ofthe eight feats must be the domain’s key feat. (However, havingthe key feat is not required to access a domain’s basic power.)

Key Feat and Domain FeatsThe key feat is simply a feat that makes a good first choicefor those who select the domain. It is often a prerequisite formany of the domain feats, and having it is required for acharacter to gain the domain’s bonus power.

Each domain has a dozen or so domain feats. All of these areavailable to take as regular feats or fighter bonus feats, as long

as a character meets the prerequisites. There are no restrictionson taking feats outside the domain. In fact, some domain featsmay have prerequisite feats that lie outside the domain.

The main benefit of taking domain feats comes when thecharacter has collected eight feats from the same domain;this total qualifies him to receive the domain’s bonus power,as described above. Taking the same feat twice, which isallowed for some feats (such as Weapon Focus), counts astwo different feats. A double feat or an uberfeat (see page 15)counts as only one feat.

DMs who allow feats from other books are free to addmore options to domain feat lists. The size of a domain featlist does not appreciably affect the domain’s overall value.

Reselecting Domain FeatsAnother benefit of choosing domain feats is that characterscan swap out a particular feat for another one that might bemore helpful in a particular situation. A character may tradeone feat for another within the same domain at no cost, aslong as he has access to the domain in question. Switchingone’s domain feats takes one full day of practice, study, andpreparation for each feat a character wishes to swap. Hemust still qualify for all his feats (i.e., he must have all pre-requisites) and, once he has made a swap, he retains thatfeat assortment until he reselects again. A character cannever switch out a domain’s key feat.

For example, Hyurth is a 12th-level fighter with the Mightand Stalwart Defense fighting domains. Hyurth has the fol-lowing domain feats from the Might domain: Athletic,Cleave, Improved Bull Rush, Power Attack, Power Charge, andKnock Back. Before going on his next mission, Hyurth canchange some of his feats. He cannot swap Power Attack foranything else, as it is the Might key feat. He cannot trade inImproved Bull Rush without also losing Knock Back, becausethe former is a prerequisite of the latter. But with little fuss,he could swap Athletic for Great Cleave, or Power Charge forKnock Down. Each trade would take one day, as Hyurth refo-cuses his training to utilize his might in different ways.

While feat reselection is unlikely to happen too often, itgives the fighter something to do while he waits for the wizardto identify items, prepare scrolls, copy spells into his spell-book, or whatever it is that those mages do with their time.

Fighting DomainsWhen you are sizing up your opponent, it’s not enough just to see what weapon he uses. It’s more important, in fact, to

figure out how he’s going to use it. A longsword in the hand of a ferocious beast of a man is a completely different weaponthan one in the hand of someone with finesse. Both can be deadly, of course, but in different ways.

—Tiel Lawley, battle cleric

Chapter One 5

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Characters cannot swap double feats or uberfeats (see ChapterTwo: Feats of Daring).

This ability is designed to work alongside the rules in ChapterThree of The Book of Experimental Might that allow characters toswap a feat that they have not used during the preceding level foranother at the time they gain a level. While reselecting as describedhere works well for feats within the same domain, the previousswapping rules can apply to feats that lie outside a single domain.Note that characters who swap out a key feat in this fashion loseaccess to the domain’s bonus power.

Selecting Fighting DomainsAll fighters should pick a fighting domain at 1st level. At 9th level,they choose a second domain. At 17th level, they get a third.

While fighting domains are primarily the purview of fighters,other classes can use them, too, if the DM allows it. Some classesmay gain access to a single fighting domain if they give up someclass abilities, as follows:

• A barbarian that gives up the improved uncanny dodge abili-ty can select a fighting domain at 5th level.

• A monk that gives up the improved evasion ability can select afighting domain at 9th level.

• A paladin that gives up the remove disease ability (at all lev-els) gains a fighting domain at 6th level.

• A ranger that gives up the animal companion ability gains afighting domain at 4th level.

• A rogue that gives up the improved uncanny dodge ability canselect a fighting domain at 9th level.

Otherwise, nonfighters must spend a feat slot to select a fightingdomain and gain its basic power. They must be at least 10th level todo so. Nonfighters can then earn the fighting domain’s bonuspower by selecting domain feats as a fighter would (but, of course,they do not get the fighter bonus feats that a fighter does).

Nonfighters cannot select double feats or uberfeats (see ChapterTwo: Feats of Daring).

Monsters without appropriate class levels should not have accessto fighting domains.

Domain DescriptionsThe following is a list of the fighting domains available. DMs couldcreate more if they wish, but these fifteen domains cover moststandard fighting styles.

It’s possible that exotic races or cultures could have their owndomains. Dark elves might have a domain based on trickery, forexample, or a winged race could develop one based on aerial combat.

Throughout this section, in the descriptions of the basic andbonus power for each domain, all references to “level” refer specifi-cally to a level in the class that granted the domain.

All the key feats and domain feats listed in these descriptions aredetailed in Chapter Two.

The Domain of AgilityYou have trained to utilize your speed and reflexes to improve yourability to strike foes when and where they are the most vulnerable.

Characters often use lighter weapons with this domain—theyare sometimes seen as fencers. Those with this domain almostalways have high Dexterity scores but not always high Strengthscores. Fighters and rogues often train in this domain.

The Nidaris school in the Dragonsbirth Mountains is one of theforemost training facilities for Agility, but no one is allowed withinthe fortress-school without a written recommendation from aninstructor or a graduated student. “Alacrity over brutality” is theirmotto.

Humans, elves, halflings, and gnomes typically prefer this stylemore than do the other major races.

Basic Power: You can choose to add a competence bonus to yourmelee attack roll three times each day. The competence bonus isequal to +1 plus an additional +1 for every three levels. You cannotuse Power Attack on the same round as you use this power.

Bonus Power: When you are struck in melee combat, you canimmediately make an attack against the foe that struck you as a freeaction, as if making an attack of opportunity. You can use thispower three times per day. This counts against the total number ofattacks of opportunity you can make in 1 round.

Key Feat: Weapon FinesseDomain Feats:• Agile• Astounding Dexterity• Canny Strike• Careful Eye• Careful Strike• Combat Reflexes• Crippling Strike• Draw Attack • Fencing Master (uberfeat)• Full Opportunity• Light as a Feather• Light Weapon Mastery• Rapid Strike• Sudden Attack (double feat)• Uncanny Agility

The Domain of FerocityYou have trained to release your inner beast. You kill foes quicklyand savagely—woe to anyone who stands in your way.

Book of Experimental Might II: Bloody, Bold, and Resolute6

Not all the feats on the domain feat lists are the kind of featyou’d want to be saddled with forever. This flexible assort-ment is intentional and is meant to work hand in hand withthe fighter’s ability to reselect domain feats. Strikes From AllAround isn’t handy if you know you’re going up against a lotof undead, for example. Even old stand-bys like Cleave aren’tuseful on every adventure.

Design Decisions: Domain Feats

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Characters with this domain typically (but not always) wear lightarmor and wield large weapons. They prefer melee to ranged combat,and they usually have high Strength and Constitution scores.

A focus on this domain usually requires a journey into the deepwilderness, for the greatest teachers live far from civilization for fearof losing control of their own inner beast. Their training oftenincludes a mystical spirit-quest in which the student must confrontthe animal inside them—literally.

Humans, half-orcs, and the rare dwarf are devotees of this fight-ing domain.

Basic Power: If you take a –2 penalty to attack rolls and hit a foe inmelee combat, you can daze that foe for 1 round, due to your ferocious-ness. The target may attempt a Fortitude saving throw (DC 10 + halfyour level + your Strength modifier) to resist. You can use this poweronce per day plus one additional time per day for every three levels.

Bonus Power: All foes within 30 feet of you must make a Will sav-ing throw (DC 10 + half your level + your Charisma bonus) or becomeshaken for 1 round plus 1 round per four levels. You can use this poweronce per day plus one additional time per day for every three levels.

Key Feat: Berserk AttackDomain Feats:• Accept Attack• Diehard• Endurance• Greater Increased Vigor• Improved Initiative• Increased Vigor• Large Bruiser• Leap Into the Fray• Master of the Inner Beast (uberfeat)• Outlast Foe• Small Scrapper• Smash and Grab• Terrify• Unnerve• Wild Swing

The Domain of Fighting DirtyYou do what you need to do get the job done, and in this case the jobis winning the fight. You aren’t interested in honor, tradition, ornobility—you’re a scrapper and a backstabber, and that’s why you’restill alive. There’s no such thing as an unfair fight.

Characters devoted to this domain typically wear light or noarmor and use one-handed weapons, or fight with two weapons.However, you never know who’s going to turn out to be a dirty fight-er. Fighters and rogues typically favor this domain moreso thanother classes, but barbarians and even rangers might use it as well.A paladin likely will not.

Fighting dirty is usually taught on the streets and dank alleywaysof the less pleasant parts of town. Fister Allet is a difficult man tofind, but if you know the right people in the wrong sections ofDohrinthas, you might find him as a teacher—if he doesn’t rob youand leave you for dead, that is.

Of all the races, humans, halflings, and half-orcs are the mostcommon dirty fighters, although the occasional half-elf and gnomemay utilize some of its tricks.

Basic Power: Whenever you knock a foe prone in melee (includ-ing if you slay him or knock him unconscious), you get to make anattack of opportunity on that foe immediately. This counts againstthe total number of attacks of opportunity you can make in 1 round.

Bonus Power: If a melee opponent in your threatened area doesanything other than attack you or use full defense on his turn, youmay attack him on your next turn as though you were flanking him—with a +2 bonus to attack rolls and the possibility of a sneak attack.

Key Feat: DistractionDomain Feats:• Blinding Strike• Canny Strike• Careful Eye• Deafening Strike• Debilitating Strike• Hamper Defense• Hamper Movement• Hampering Shot• Low Blow• Paralyzing Blow• Pinning Shot• Punishing Blow• Quick Poison• Right Bastard (uberfeat)• Unexpected Blow (double feat)• Unexpected Shot (double feat)

The Domain of IntellectBrains over brawn, you always say. You focus on how best to use yourweapon, not on how hard you hit, for you know that the proper strikein the proper place can be more valuable than a hundred lesser blows.

Characters focused upon the Intellect domain use many differenttypes of weapons and armor, because it is the mind of the wielderthat is truly important. They are quite skilled at both offense anddefense. Typically, students of this domain have high Intelligence

Chapter One: Fighting Domains 7

Many DMs will want to enforce some kind of training regimenfor fighters, or anyone with a fighting domain. This is the kindof thing the character can do while the wizard is copyingspells into his spellbook or scribing scrolls. Generally, one dayper level upon gaining each new level might be appropriate.

Failure to continue training means a temporary loss of alldomain basic and bonus powers until the training is complet-ed. In addition, at 1st, 3rd, and 5th levels, at least one day oftraining should be with an instructor of higher level. This typi-cally costs 5 gp or 10 gp per day. After that time, characterscan train again on their own. Instructional manuals can takethe place of a trainer in a pinch. Whenever possible, the DMshould try to be casual in the enforcement of these training“rules” to fit the flow of the campaign.

Training in Fighting Domains

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scores. While it is primarily thedomain of fighters, sometimes arogue or ranger will learn its secretsas well.

Trainers in this fighting domain arecommon, particularly in cities—althoughnot all trainers are the same. The best isperhaps a human man named JerenamThasanou in the city of Tarsis. His methodsare harsh, but his students are the best.

Humans and elves typically embrace thisdomain more than other races do.

Basic Power: Five times each day, you can makean opposed Intelligence check with a foe. If you suc-ceed, you gain a +1 competence bonus to attack anddamage rolls against that foe, plus an additionalbonus of +1 per five levels. This bonus lasts for 1 round.

Bonus Power: You add your Intelligence bonus to yourweapon damage rolls and add it as a dodge bonus to yourArmor Class.

Key Feat: Combat ExpertiseDomain Feats:• Blind-Fight• Blinding Strike• Bloody Strike• Canny Strike• Combat Reflexes• Compensate for Size• Counterstroke (double feat)• Deafening Strike• Debilitating Strike• Elude Blows• Honored Master (uberfeat)• Improved Disarm• Improved Feint• Improved Trip• Just a Touch• Modify Combat Style• Opportunist• Outmatched Opponent• Paralyzing Blow• Parry • Superior Flanking• Using the Advantage

The Domain of LeadershipThe key to winning a battle is leadership. You know that combat-ants need organization and discipline, and you have studied strategies from throughout history written by some of the greatestmilitary commanders that have ever lived.

Characters who focus on this domain usually have goodIntelligence and Charisma scores. Fighters and paladins are themost likely to gravitate toward Leadership training.

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The Imperial Military Academy on the Plains of Panish turns outsome of the world’s best battlefield leaders. There, instructors stressboth tactical thinking and historical perspective. They encouragetheir emerging leaders to be creative as well as disciplined.

Although every race values good leadership, humans likely focuson it the most, and half-orcs the least.

Basic Power: When you strike a foe in combat, all allies within30 feet of you gain a +1 attack and damage bonus with regard to thatfoe. This competence bonus lasts until the beginning of your nextturn.

Bonus Power: All allies within 30 feet of you gain a +1 moralebonus to attacks, saves, and checks all the time. They must be able toboth hear you and see you to gain the bonus.

Key Feat: CommandDomain Feats:• Battlefield Tactics• Bolstered by Success• Combat Advice• Commanding Presence• Defensive Advice• Demoralize• Driven by Failure• Got Your Back• Inspiring Presence• Iron Will• Leadership• Master and Commander (uberfeat)• Negotiator

The Domain of MightYou have trained in what is perhaps the most straightforward com-bat style. The domain of Might hones brute force to a fine edge tomaximize its potential.

Characters with this domain typically have high Strength scoresand often use two-handed weapons. Fighters and barbarians are themost common devotees.

Trainers and schools for this fighting domain are very common,but none is better known than the Coliseum of Nur, where gladiatorstrain with captive ogres and even giants to learn various techniques.

All races other than elves, halflings, and gnomes frequently traintheir young warriors in this style.

The Ferocity and Stalwart Defense domains complement this onethematically.

Basic Power: You can choose to inflict additional damage threetimes per day in the amount of +1 plus an additional +1 for every twolevels. This bonus works only in melee or with thrown weapons, andit lasts for 1 round.

Bonus Power: If you inflict 20 points of damage or more in a singleblow to a Medium or smaller creature, you can choose to push the targetstraight back 5 feet as well. You make a Strength check with a +4 bonus,opposed by your opponent’s Strength check. Both combatants gain a+4 bonus for every size category they are larger than Medium or a –4penalty for every size category they are smaller than Medium. Your

opponent gains a +4 bonus if he has more than two legs or is otherwisemore stable than a normal humanoid (such as a dwarf). (However,you do not receive a similar bonus if you have extra stability.)

You must inflict 30 points of damage in a single blow to pushback a Large creature, 40 points to push back a Huge creature, 50points to push back a Gargantuan creature, and 60 points to pushback a Colossal creature.

Key Feat: Power AttackDomain Feats:• Athletic• Avatar of Might (uberfeat)• Cleave• Crushing Blow• Great Cleave• Impressive Cleave (double feat)• Improved Bull Rush• Improved Overrun• Improved Sunder• Knock Back• Knock Down• Mighty Strength• Power Charge• Smash• Stunning Blow

The Domain of Mounted CombatYou have trained to fight on the back of your mount as well as orbetter than those on their feet. You use your mount to gain a terribleadvantage of speed and power.

Many of those who focus on Mounted Combat have highDexterity scores and wield a lance in combat. Fighters and paladinsare the most likely candidates to devote themselves to this domain.

The great horseclans of Nall have teachers called Tharhanes thatare perhaps the greatest instructors in the art of mounted combat.They are also some of the greatest horse trainers in the world.

Humans are the most common students of this domain. However,just about every race has a few individuals who like to fight astridemounts that may vary from riding dogs to dire boars to giant eagles.

Basic Power: Whenever your mount makes a successful attack,you gain a competence bonus equal to +1 plus an additional +1 forevery three levels to attack the same opponent.

Bonus Power: Whenever your mount attacks successfully, you canmake an immediate attack of opportunity against the same foe. Thiscounts against the total number of attacks of opportunity you canmake in 1 round.

Key Feat: Mounted CombatDomain Feats:• Advance Mount• Animal Affinity• Leap From the Saddle• Mounted Archery• Mounted Defense• Power of the Steed

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• Ride-By Attack• Saddlemaster (uberfeat)• Spirited Charge• Spur Mount (double feat)• Terrify• Trample• Unnerve• Unsteady

The Domain of Quick DefenseYour training has honed your ability to move quickly, dodge blows,and otherwise defend yourself with your natural agility while youfight. The central focus is simply to not get hit.

Characters with this domain always wear light (or no) armor andmay use lighter weapons—they are sometimes seen as fencers.Rapiers and daggers are great for quick, rapid thrusts while ducking,weaving, and dodging about to avoid all damage. Quick Defensespecialists almost always have high Dexterity scores. Mainly fightersand rogues, and occasionally rangers, pursue this type of training.

As with Agility (see page 6), the Nidaris school in the Dragons-birth Mountains is perhaps the premier training facility for thisdomain. The greatest teacher, the female elf Everaen, is a total pacifist.

Humans, elves, halflings, and gnomes typically prefer this stylemoreso than do the other major races.

Basic Power: You can choose to add a dodge bonus to yourArmor Class three times each day. The dodge bonus is equal to +1plus an additional +1 per three levels. This power lasts for 1 round,and it remains in effect only while you wear light or no armor.

Bonus Power: You dodge and weave so quickly you are a blur.For 1 round plus 1 round for every five levels, you have a 25 percentmiss chance. You can use this power three times per day. Thispower remains in effect only while you wear light or no armor.

Key Feat: Defensive MoveDomain Feats:• Acrobatic• Alertness• Block• Can’t Lay a Hand• Combat Expertise• Counterstroke (double feat)• Defensive Stance• Elude Blows• Foil Readied Action (double feat)• Ghost (uberfeat)• Improved Uncanny Dodge• Leap Back (double feat)• Light Armor Specialization• Lightning Reflexes• Magical Parry (double feat)• Mobility• Parry• Uncanny Dodge• Weave and Dodge

The Domain of Ranged CombatBe it with a bow, a crossbow, or a thrown dagger, you know the truesecret to success in combat is to keep your foes at a distance. Yourskills involve precision at range as well as speed and agility.

Devotees of this domain typically have high Dexterity scores.Fighters, rangers, and some rogues tend to favor it.

Whole martial orders are built around ranged combat, such asthe Order of the Bow in the elven sanctuary known as Iridithil’sHome. If you can impress teacher Nyphistree Silvertree with yourdedication and skill, she can help you become a world-class archer.

This domain appeals to elves, humans, and halflings most often.Basic Power: You can choose to inflict additional damage three

times per day in the amount of +1 plus an additional +1 for everytwo levels. The power works only with ranged weapons (includingthrown weapons).

Bonus Power: Point Blank Shot range becomes 60 feet ratherthan 30 feet for you. Sneak attacks are now possible at that rangeas well, if applicable.

Key Feat: Point Blank ShotDomain Feats:• Careful Eye• Close-Quarter Fire• Covering Fire• Deadly Sniper (uberfeat)• Far Shot• Hampering Shot• Improved Precise Shot• Manyshot• Mighty Hurl• Pinning Shot• Precise Shot• Quick Draw• Ranged Mastery (double feat)• Rapid Reload• Rapid Shot• Shot on the Run• Unexpected Shot (double feat)

The Domain of SpeedYou specialize in moving quickly to enhance your attacks, to makeyourself harder to hit, and simply to get from one place on the battlefield to another more quickly.

Characters with this fighting domain typically have highDexterity scores. Fighters, barbarians, and monks are the mostcommon followers of this style, although occasionally rogues andeven rangers train to master it.

One who wishes to learn the secrets of speed should seek out anEsthanal teacher. These wandering fighter/monks are said to movewith supernatural alacrity. Their origin is a mystery.

All races occasionally study this style. Thematically, it works wellalong with the domains of Agility and Quick Defense.

Basic Power: You can choose to add +10 feet to your speed for 1round three times each day. This addition stacks with Fleet of Foot.

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Bonus Power: Your 5-foot steps become 10-footsteps, but in all other ways they obey the rules of5-foot steps.

Key Feat: Fleet of FootDomain Feats:• Acrobatic Charge• Acrobatic Run• Defensive Move• Defensive Run• Dodging Charge• First Strike• Improved Initiative• Mobility• Moving Strike• Power Charge• Quick Draw• Run• Running Circles• Speed Burst• Speed Demon (uberfeat)• Spring Attack• Whirlwind Attack

The Domain of Stalwart DefenseYou have learned to become a bastion that can stand against the tide.You are a rock that cannot be moved. A living fortress. Heavy armor,huge shields, and big weapons are the order of the day. You are lessconcerned about avoiding blows as you are about surviving them.

Characters using this domain typically have high Constitutionscores. Usually only fighters study this art, although the occasionalpaladin may as well.

Deep beneath the earth, in the dwarven citadel of Amur-Rus, liethe Tablets of Bokal: the greatest repository of knowledge regardingStalwart Defense. The best teachers have studied these tablets—manydwarven teachers have made the pilgrimage to the citadel to readfrom them. The most dedicated students make the pilgrimage as well.

Dwarves, humans, and some half-orcs prefer this domain.Basic Power: You gain permanent bonus hit points equal to the

amount you would normally gain when advancing a level: your HitDie plus your Constitution modifier.

Bonus Power: Once per day you can choose simply to ignore onemelee or ranged attack that strikes you. You also ignore any other effectsassociated with that attack (poison, level drain, disease, and so on).

Key Feat: Stalwart StanceDomain Feats:• Accept Attack• Acrobat’s Foe• Anchor Foe (double feat)• Armor Spiking• Counterstroke (double feat)• Diehard• Endurance• Great Fortitude

• Greater Ignore Condition• Heavy Armor Specialization• Ignore Condition• Impact Reduction• Living Fortress (uberfeat)• Outlast Foe• Readied Burst of Blows• Rejuvenate (double feat)• Resist Charge• Resist Critical (double feat)• Revitalize

Chapter One: Fighting Domains 11

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The Domain of Two-Weapon

FightingYou are trained in the complex art of fighting with two weapons,dividing your attention and focus evenly, attacking multiple foes atonce, and making intricate maneuvers. Your combat style resemblesa choreographed dance of death.

Characters using the Two-Weapon Fighting domain obviouslyuse both a one-handed weapon and a light weapon, although theycan learn to use larger weapons as well. They also may use doubleweapons.

Two-Weapon Fighting is taught more often by individual trainersthan in academies or military camps. The half-elf pirate Niamises,for example, has trained many of the greatest two-weapon fightersin the world on the deck of her ship, Rapier.

Elves and half-elves make good use of this domain, as dohumans. Dwarves and half-orcs who adhere to this style typicallydo so using a double weapon.

Basic Power: Whenever you hit with your main weapon, yougain a +1 competence bonus to attack and damage rolls with youroff-hand weapon.

Bonus Power: Whenever you strike a foe with both your mainweapon and your off-hand weapon in the same round, the oppo-nent must attempt a Fortitude saving throw (DC 10 + half yourlevel + your Dexterity modifier). On a failure, the foe is dazed for1 round.

Key Feat: Two-Weapon FightingDomain Feats:• Divided Attention• Double Effect• Double Smash• Double Strike (double feat)• Great Blow• Greater Two-Weapon Fighting• Improved Two-Weapon Fighting• Massive Two-Weapon Fighting• Quick Feint• Strikes From All Around• Two-Weapon Defense• Two-Weapon Set-Up (double feat)• Whirling Dervish (uberfeat)

The Domain of Unarmed CombatYou don’t need weapons. Your body is a weapon. You can accom-plish with your hands and feet what others cannot do even withswords and axes.

Characters who focus on this fighting domain are generallyunarmored and, obviously, unarmed, although some adherentslearn to use their fists in addition to a blade. Fighters and monksgenerally devote themselves most often to the domain of UnarmedCombat.

Far in the unknown mountains of the south lies the Fortress ofNai, a school for training unarmed combatants. The master monkthere, Uo, is said to have slain dragons singlehandedly with hisbare hands.

Members of all major races may learn to use their bodies asweapons.

Basic Power: When fighting unarmed, you gain a damage bonusequal to +1 plus an additional +1 for every three levels.

Bonus Power: Your unarmed attacks affect creatures that nor-mally are affected only by magic weapons. If you already have thispower from a feat or class ability, choose one other quality (holy,silver, etc.); your attacks are considered to have this quality for thepurpose of overcoming damage reduction.

Key Feat: Improved Unarmed StrikeDomain Feats:• Acrobatic• Acrobatic Charge• Acrobatic Run• Catch Attack (double feat)• Deflect Arrows• Deflect Grappler• Hands as Weapons• Improved Grapple• Iron Fist• Leap Back (double feat)• Leap Into the Fray• Living Weapon (uberfeat)• Paralyzing Blow• Smash and Grab• Snatch Arrows• Stunning Fist• Tackle• Throw• Unarmed Parry

The Domain of Weapon MasteryYou know that you cannot be a successful combatant if you do notunderstand your weapons. Your weapons are an extension of your-self, and each of them has its own secrets.

Characters studying this fighting domain use any and allweapons and armor. Generally speaking, only fighters pursueWeapon Mastery.

Schools where a character can learn these secrets are common,but they usually specialize in only one or two weapons, or perhaps

Book of Experimental Might II: Bloody, Bold, and Resolute12

A fighter taking the feats Improved Unarmed Strike and IronFist (even multiple times) is hard pressed to be as good asthe monk at unarmed combat. But an unarmed fighter has abetter base attack bonus, no restrictions on armor, and amuch greater opportunity to specialize in specific areasthrough feats. The fighter also may match a player’s characterconcept without a monk’s alignment restrictions and quasi-magical powers.

Why Not Just Be a Monk?

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a limited grouping of weapons. The Sword School of Thewen isone, the Glass Academy (focusing on thrown weapons) is another.

All races value this kind of training.Basic Power: Whenever you wield a weapon you chose to use with

the Weapon Focus feat, and you face a foe who uses the sameweapon, you gain a +2 competence bonus to attack and damagerolls. If both you and your opponent have this ability, the one withthe higher base attack bonus gains the benefit of this power. If thebase attack bonuses are the same, no one gains the benefit.

Bonus Power: You enjoy Weapon Focus with all weapons (but notunarmed combat or spells that require attack rolls, unless you specif-ically take Weapon Focus for those types of attacks).

Key Feat: Weapon FocusDomain Feats:• Axefighter• Elude Blows• Flail Defense• Greater Weapon Focus• Greater Weapon Specialization• Honored Master (uberfeat)• Improved Critical• Macefighter• Magical Weapon Focus• Melee Master (double feat)• Outmatched Opponent• Paralyzing Blow• Parry• Quick Draw• Skill Over Luck• Spearfighter• Swordsman• Using the Advantage• Weapon Mastery• Weapon Specialization

The Domain of Weapon and

Shield FightingYou have learned to use a shield for defense and a weapon foroffense, the perfect combination to win any fight.

Characters who study this domain generally use axes, maces, orswords with their shields, and often wear heavy armor.

Weapon and Shield Fighting is a very common domain, andinstructors are everywhere. The Order of Iron Might trains all comers(who can pay the training fees) in this domain. The Imperial MilitaryAcademy trains most of its soldiers using this combat style as well.

Fighters and some paladins focus on this domain. Members of allraces find it equally appealing.

Basic Power: Once per round, when a melee opponent misses youin combat, you can shove him with your shield. If you succeed in anopposed Strength check, you knock him off balance and make himeasier to hit: You gain a bonus to attack rolls against him equal to +1plus an additional +1 for every five levels.

BonusPower:Once perround, when amelee opponentmisses you incombat, you canmake an immedi-ate attack of opportu-nity against him withyour shield bash.

Key Feat: ShieldSpecialization

Domain Feats:• Block• Can’t Lay a Hand• Got Your Back• Impact Reduction• Improved Shield

Bash• Improved Shield

Specialization• Massive Weapon

and Shield• Reflective Shield (double feat)• Reflexive Shield• Shared Shield• Sword and Board Master (uberfeat)• Weapon Focus• Weapon Specialization

Chapter One: Fighting Domains 13

Some readers of The Book of Experimental Might thoughtthat giving spellcasters disciplines and giving everyone morefeats left fighters—and, by implication, rogues, barbarians,and monks—out in the cold. I’m not convinced that’s true, butwhat is clear is that spellcasters got a lot of new toys andnonspellcasters didn’t. So I think that, while the fightingdomain idea does give fighters a slight increase in power,what it really does is make them more interesting. They’vegot some new toys to play with.

There are game balance issues to consider, however. Some ofthe new feats (such as those in the Agility domain) “steal”rogue abilities and make them accessible to others. However,the rogue class is still far and away the best class to choosefor characters interested in sneak attacks. And nothing beatstheir skill points.

And what’s more, rogues can take those feats too, andbecome even better at what they do. Likewise with barbariansand the Ferocity domain, and monks and the UnarmedCombat domain. I like the fact that these new rules allow youto build a roguish fighter, a barbarian-style fighter, or even amonk-style fighter (particularly without all the quasi-mysticalstuff ). But it’s more than just that. Now you can more easilybuild an unarmed barbarian, a rogue that fights with his wits,or a ferocious monk.

Game Balance

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Feats of DaringCome on, men! The path to glory and honor starts with the hilt of your sword.

—Lord Dorant Khatru, Order of Iron Might

This chapter contains feats. Most of them are new, butsome are familiar, albeit with new additions. All of thefeats found here can be taken as fighter bonus feats,

including some core feats that were not originally on the fight-er bonus feat list. The feats taken from the Core Rules are com-plete in this chapter, however, so if you are a fighter, this is allyou need to select and reference your bonus feats—and likelymost of the rest of your feats, as well.

“Feats of Daring” also describes three new feat types—double feats, uberfeats, and oblation feats—and someadditional built-in abilities, such as boosting.

These feats and related rules are designed to coordinate with the “feat every level” rule introduced in The Book ofExperimental Might.

Fighter Bonus FeatsMost of the feats described in this book offer a special, addi-tional ability or bonus that a fighter gains at a given level if hechose the feat as one of his fighter bonus feats as opposed tochoosing it as a normal feat. These abilities always take effect ata level for which a fighter does not gain a new fighter bonusfeat (the odd-numbered levels, 3rd and higher).

Of course, no fighter ever has more than eleven bonus feats,so the majority of his feats will not offer him this special ability.He will have to choose his bonus feats carefully, weighingfuture benefits he will gain from their special abilities with themore immediate benefits other feats might offer.

A player should designate on his character sheet whether ornot he took a feat as a fighter bonus feat, and then be aware ofthe level at which new abilities kick in.

A fighter who has already attained the given level for a feat’sfighter bonus feat additional ability to take effect gains thatability immediately.

Feat BoostsA “feat boost” is a method characters can use to unlock apotent power associated with a feat. Boosting a feat can allow acharacter such benefits as a reroll on a single skill check orattack, a brief +20 foot bonus to speed, or the ability to force anadjacent foe to stand still for the rest of the round. Most featdescriptions in this chapter include a note that explains thefeat’s special “boosted” power.

Starting at 3rd level, and at every odd-numbered level afterthat, a fighter earns one feat boost per day. This means that at

3rd level the fighter has one boost per day, at 5th he has two perday, at 7th he has three, and so on. Rogues and barbarians earntheir first feat boost at 4th level and gain another at 8th, anoth-er at 14th, and another at 20th level. Other classes do not haveaccess to feat boosts in this fashion but may take a feat thatgrants them boosts (see “Boost Feat” on page 30 and the side-bar on the next page).

These boost totals are daily totals; characters regain their fullallotment of boosts after a full night’s rest.

A character can boost a given feat only once per day. A featboost power never lasts more than 1 round, and it usuallyapplies only to one die roll. When a feat boost gives you theability to reroll one die roll, unless the feat description saysotherwise, you can apply this power only to your own rolls. Ifforcing an opponent to make a reroll, unless otherwise noted inthe feat description, the roll must be a part of an attack or effecttargeting you.

Chapter Two

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Core Rules feats that are not listed in this chapter cannot beboosted. Likewise, uberfeats cannot be boosted (see below).

Boosting a feat is not an action, and it can be done on yourturn or someone else’s turn.

New Feat TypesThe three new types of feat introduced in this chapter aredesigned to increase the overall flexibility of the role that featsplay in the game. These new types are called double feats, uber-feats, and oblation feats.

Double FeatsDouble feats are special, particularly powerful feats that requiretwo feat slots. The feat slots must be available immediately—acharacter cannot save a feat slot in order to use it with his nextlevel’s feat slot to gain a double feat. This means, essentially,that only fighters can gain double feats, for only members ofthis class may have two slots available at once. A fighter canselect any double feat for which he qualifies by “spending” thefeat slot he earned upon gaining a level plus his fighter bonusfeat slot for that level (assuming he has one).

Note that double feats never provide a fighter bonus featspecial ability, because taking a double feat always requires abonus feat slot as well as a regular feat slot (there is no choice).

Nonfighter Double Feats: A DM may allow a nonfighterto select a double feat by using a feat slot for a level and giv-ing up a class-based ability gained at that level, such as a bar-barian’s greater rage ability or a ranger’s camouflage ability.This option is entirely at the discretion of the DM andshould be allowed only rarely.

UberfeatsAn uberfeat is the ultimate expression of a combat style. Eachuberfeat offers extremely powerful abilities that are availableonly to high-level fighters. For instance, the Deadly Sniperuberfeat allows a character to treat all targets within his maxi-mum range as within point blank range, grants his rangedattacks additional dice of damage, and places foes at risk ofbeing shaken and dazed with each attack. The prerequisites of such powerful feats are often challenging to meet, but theirbenefits more than make up for this difficulty—and even compensate for the special cost of an uberfeat.

Chapter Two: Feats of Daring 15

The obvious game design solution to the question of, “Hey, the fighter needs a little something,” would be to give him morefeats, but I didn’t want to do that in this book. After all, the first Book of Experimental Might already increased characters’ totalfeats by offering a new feat every level. Instead, I wanted to give fighters an opportunity to do more with the feats they alreadyhad. That’s where the idea of feat boosts came from.

Basically, the fighter gains a new feat boost at every level at which he does not gain a new bonus feat. The rogue gets a fewfeat boosts, too, but they are mainly the purview of the fighter.

For DMs interested in developing the concept of feat boosts further, there’s a lot here to build upon. For instance, a magic itemthat grants feat boosts to anyone with “boostable” feats would be very valuable, interesting, and fun. Here’s an example ofsuch an item:

Belt of Adrenaline: This woven leather belt is covered in metal studs. Once per day, when desired, it tightens ever soslightly, just for a second. The wearer suddenly sees things with a moment of greater clarity and acts with a microburst ofextra energy. It grants the character a single feat boost.

Faint enchantment; CL 5th; Create Wondrous Item, prayer; Price 3,000 gp

You could also design magical weapons, armor, or other items that grant boosts only to the feats of a specific fighting domain.The sword of the tactician might add feat boosts for feats from the domain of Leadership, for example. The shield of Thataradds boosts for the feats of the domain of Weapon and Shield Fighting. (The cost for a boost of only one domain should prob-ably be about 2,000 gp.)

And if there are “boosting” items, why not spells? Particularly for clerics, a 4th-level spell that grants the target a boost as abequeathal from a deity—a bit of holy luck as a blessing—would certainly be appropriate. (Note: This spell is 4th level accord-ing to the spell progression in The Book of Experimental Might; it would be 2nd level in the Core Rules).

But you can go even further than that. A god could reward faithful service with boons in the form of feat boosts that recipientscan use whenever they wish, and that last until used. A paladin who destroys an evil magic item might gain such a boon. Anycharacter who performs a service that helps the followers of a particular god and then prays at that deity’s altar might earn oneas well.

Or, the DM could hand out feat boosts as rewards for nice roleplaying, heroic actions, or just for being a good player. Maybeeveryone gets a feat boost or two when they reach the midway point of a level as they gain experience points. You can do a lotwith them.

Those aforementioned items that tie to domains could do more than just grant extra boosts, too. Perhaps the sword of thetactician also adds to the total of the command point pool of anyone with the Command feat (see page 31). The rapier ofexpertise might allow someone to gain the bonus power of the domain of Intellect without taking eight associated feats. Boots of combat sprinting could give someone the fighter bonus feat ability of Defensive Run (page 33). And so on.

Design Decisions: Boost Development

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Special costs are one of the unique aspects of the uberfeat. In addition torequiring a feat slot, an uberfeat requires a character to “retire” a certain num-ber of feats from play. The player selects these feats and, once they are retired,the character no longer enjoys the benefits they granted. However, the charac-ter does not lose a retired feat, so it still counts toward prerequisites of otherfeats.

For example, if a character chose to retire his Weapon Focus feat, hewould no longer gain the +1 attack bonus it had given him with the chosenweapon. However, he would not lose his Weapon Specialization feat, whichrequires Weapon Focus as a prerequisite. Later on, he could take GreaterWeapon Specialization as a new feat, even though it also requires WeaponFocus.

A retired feat cannot be reactivated or reassigned through the rules forreselecting domain feats or swapping feats (see page 5). A fighter cannotchoose the feat again at a later level to regain its benefit, except in onespecific case. If a fighter chooses to retire a feat that specifies a particu-lar weapon, such as Improved Critical (longsword), he can take the featagain and choose another weapon.

Each uberfeat is tied thematically to one of the fighting domainsdescribed in Chapter One. (For instance, the Deadly Sniper feat men-tioned above belongs to the domain of Ranged Combat.) In order toselect an uberfeat, a character must first have access to the domain towhich it is tied.

Only fighters can gain uberfeats. Uberfeats cannot be boosted.

Oblation FeatsOblation feats involve paying homage to a god by offering upone’s foes to the divinity. In return, the god grants a small bless-ing upon the devoted worshipper. For instance, an Oblations tothe God of Battle grants a character with this feat a free attackwhenever his total damage inflicted in honest combat reaches200 points.

Basically, as you keep a running total of damage you inflictupon your foes, different abilities “cost” you points from yourtotal. So to use the free attack gained from the Oblations to theGod of Battle, you spend 200 points. A character with 213 pointsin such a situation has his total reduced to 13, although as soonas he inflicts 87 more points, he will be able to afford to use theability again. This means that points can be saved up for multi-ple uses, although never more than one use per round.

For each of these feats, the player must keep track of thedamage a character inflicts over time, and to what type of foe.This is a new concept—a new bit of “bookkeeping”—but notan arduous one. In fact, many players will find it fun.

While the players should keep track for themselves (it’snot the DM’s job), the DM should help by always makingit very clear to the player when he is inflicting damage ofa type appropriate to his oblation feat (see each feat onpages 48–49 for more information). Remember thatdamage stopped by damage reduction does not counttoward the damage total.

Oblation feats cannot be boosted and have nospecial effect if taken as fighter bonus feats.

Book of Experimental Might II: Bloody, Bold, and Resolute16

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Chapter Two: Feats of Daring 17

General Feat Domains Prerequisites Bonus Level* Benefit

Accept Attack Ferocity, Stalwart — — Inflict maximum damage after your foe Defense automatically hits you

Acrobatic Quick Defense, — 9th +2 bonus to Jump and Tumble Unarmed Combat

Acrobatic Charge Speed, Unarmed Combat Fleet of Foot, Dex 15 9th Turn once while charging

Acrobatic Run Speed, Unarmed Combat Fleet of Foot, Dex 15 9th Turn once while running

Acrobat’s Foe Stalwart Defense — 15th +10 bonus to oppose Tumble checks

Advance Mount Mounted Combat Handle Animal (5 ranks) 5th Increase mount’s Hit Dice by +2

Agile Agility — 9th +2 bonus to Balance and Escape Artist

Alertness Quick Defense — 9th +2 bonus to Listen and Spot

Anchor Foe** Stalwart Defense — — Keep an adjacent foe in his square

Animal Affinity Mounted Combat — 9th +2 bonus to Handle Animal and Ride

Armor Spiking Stalwart Defense BAB +3 — +1d6 points of extra damage in a full attack action

Astounding Dexterity Agility Dex 13 15th Add half your level to Dexterity-related checks

Athletic Might — 9th +2 bonus to Climb and Swim

Axefighter Weapon Mastery Weapon Focus, Dex 13 15th +2 morale bonus to attack and damage when you drop a foe with an axe

Battlefield Tactics Leadership Combat Advice, Cha 15, — Grant allies an extra 5-foot stepBAB +8

Berserk Attack Ferocity† — 11th Subtract a number from your AC and add it to your melee damage rolls

Blind-Fight Intellect — — Reroll miss chance for concealment, grant no bonuses to invisible attackers, move at three-quarter speed in poor visibility

Blinding Strike Fighting Dirty, Intellect BAB +7 11th Foe is temporarily blinded

Block Quick Defense, Weapon Combat Expertise, 11th Subtract a number from your AC and and Shield Fighting Dex 13 add it to your ally’s

Bloody Strike Intellect BAB +5 11th Foe loses 1 hp per round due to bleeding

Bolstered by Leadership — 13th +2 morale bonus to attack and damage when you Success drop a foe

Boost Feat — — — Gain one feat boost (or one more boost) per day

Canny Strike Agility, Fighting Dirty, Distraction, Int 15, 9th Sneak attack like a rogue three times per dayIntellect Wis 13

Can’t Lay a Hand Quick Defense, Weapon — 5th +2 dodge bonus to touch ACand Shield Fighting

Careful Eye Agility, Fighting Dirty, Int 13, Wis 11 10th Foe loses Dex bonus to AC against your attackRanged Combat

Careful Strike Agility Dex 13, Int 13 — Subtract a number from your damage rolls and add it to your melee attack rolls

Catch Attack** Unarmed Combat Improved Unarmed Strike, — Block and grab a foe’s next melee attackImproved Grapple,Improved Disarm, Unarmed Parry, Dex 15, Str 13, BAB +9

Cleave Might Power Attack, Str 13 — Make an extra melee attack after dropping a foe

Close-Quarter Fire Ranged Combat Point Blank Shot, 17th Draw no attack of opportunity when firing into a Dex 13 threatened area

Combat Advice Leadership Cha 15, BAB +6 11th Grant allies +1 bonus to attack and damage

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With A–C)

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Book of Experimental Might II: Bloody, Bold, and Resolute18

General Feat Domains Prerequisites Bonus Level* Benefit

Combat Expertise Intellect†, Quick Defense Int 13 15th Subtract a number from your attack roll and add it to your AC

Combat Reflexes Agility, Intellect — 13th Gain extra attacks of opportunity

Command Leadership† Cha 13 15th Grant competence bonuses to your allies

Commanding Leadership Command, Cha 13 — NPC allies obey youPresence

Compensate for Intellect Dex 13 7th Bonuses to AC, attack, and damage againstSize bigger foes

Counterstroke** Intellect, Quick Defense, Parry, Dex 15, BAB +6 — Block all a foe’s melee attacksStalwart Defense

Covering Fire Ranged Combat Point Blank Shot, 15th Foes suffer a morale penalty to attack rollsPrecise Shot

Crippling Strike Agility Sneak attack, Int 17 9th Foe loses 1 point of Strength after a sneak attack

Crushing Blow Might Power Attack, Improved 15th Deal extra damage to constructs and objectsSunder, Str 17, BAB +8

Deafening Strike Fighting Dirty, Intellect BAB +6 13th Your attack may deafen foe

Debilitating Strike Fighting Dirty, Intellect — 7th Foe suffers –1 penalty to attack rolls

Defensive Advice Leadership Cha 15, BAB +6 11th Grant allies +1 bonus to AC

Defensive Move Quick Defense†, Speed Dex 13 19th +4 dodge bonus to AC against ranged attacks

Defensive Run Speed Fleet of Foot, Run, Dex 13 11th +2 dodge bonus to AC when running or charging

Defensive Stance Quick Defense Dex 13 17th +1 dodge bonus to AC against melee attacks

Deflect Arrows Unarmed Combat Improved Unarmed — Take no damage from ranged attackStrike, Dex 13

Deflect Grappler Unarmed Combat — 11th +4 dodge bonus to AC against grapples and related touch attacks

Demoralize Leadership — — Foe’s allies suffer a –2 morale penalty to attack and damage when you drop the foe

Diehard Ferocity, Stalwart Defense Endurance 13th Automatically stabilize when dying and act asthough only disabled

Disrupt Caster** — Mage Fighter, Dex 15, — Ruin a spellcasting attempt as a free actionBAB +3

Distraction Fighting Dirty† — — Dazzle a foe as part of a full attack action

Divided Attention Two-Weapon Fighting Two-Weapon Fighting, 9th +2 competence bonus when attacking different Dex 15 foes with different weapons

Dodging Charge Speed Fleet of Foot, Dex 13 9th Draw no attacks of opportunity while charging

Double Effect Two-Weapon Fighting Two-Weapon Fighting, 11th Attack with both weapons on a full attack action Improved Two-Weapon to gain another feat’s benefit Fighting, Dex 17, BAB +6

Double Smash Two-Weapon Fighting Two-Weapon Fighting, 7th Combine the damage of two weapons to Dex 15 determine various outcomes

Double Strike** Two-Weapon Fighting Two-Weapon Fighting, — Attack with weapons as a standard attackImproved Two-WeaponFighting, Dex 15

Draw Attack Agility Defensive Stance or 15th Make an attack of opportunity against a foe who Defensive Move, makes one against youMobility, Dex 15

Driven by Failure Leadership — 7th +4 bonus to attack and damage when you see an ally fall

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With C–D)

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Chapter Two: Feats of Daring 19

General Feat Domains Prerequisites Bonus Level* Benefit

Elude Blows Intellect, Quick Defense, — 9th Subtract a number from your melee damage Weapon Mastery rolls and add it to your AC vs. melee attacks

Endurance Ferocity, Stalwart Defense — 7th +4 bonus to stamina-related checks and saves

Far Shot Ranged Combat Point Blank Shot 11th Increase range increment by one-half or more

Fast Healer — — — Heal at double the normal rate

First Strike Speed Dex 13 7th +1d6 points of damage or more against flat-footed foes

Flail Defense Weapon Mastery Weapon Focus, Dex 13 7th +2 parry bonus to AC when using a flail

Fleet of Foot Speed† — 19th +10 to your ground speed

Foil Readied Action** Quick Defense Dex 17, BAB +3 — Cause foe to lose a readied action against you

Full Opportunity Agility Dex 13, BAB +6 15th Make all your attacks in an attack of opportunity

Got Your Back Leadership, Weapon — 9th Adjacent ally gains +1 bonus to ACand Shield Fighting

Great Blow Two-Weapon Fighting Two-Weapon Fighting, 11th Make one attack with two weapons to achieve Improved Two-Weapon maximum damage on a hitFighting, Str 17, Dex 17, BAB +6

Great Cleave Might Cleave, Power Attack, 17th Make extra melee attacks after dropping a foeStr 13, BAB +4

Great Fortitude Stalwart Defense — 9th +2 bonus to Fortitude saves

Greater Ignore Stalwart Defense Ignore Condition 13th Ignore debilitating conditions for 1 round per levelCondition

Greater Increased Ferocity Increased Vigor, base 19th Gain 40 temporary hit pointsVigor attack bonus +15

Greater Two- Two-Weapon Fighting Improved Two-Weapon — Make a third attack with your off-hand weapon at Weapon Fighting Fighting, Two-Weapon –10 penalty

Fighting, Dex 19, BAB +11

Greater Weapon Weapon Mastery Proficiency and Weapon 13th +1 bonus on attack rolls with selected weaponFocus Focus with selected

weapon, fighter level 8th

Greater Weapon Weapon Mastery Proficiency, Weapon 13th +2 bonus on damage rolls with selected weaponSpecialization Specialization, and

Greater Weapon Focus with selected weapon, fighter level 12th

Hamper Defense Fighting Dirty — 7th Allies gain a +2 circumstance bonus to attacks against a foe you hit

Hamper Movement Fighting Dirty — 11th Struck foes suffer a –10 penalty to speed

Hampering Shot Fighting Dirty, Point Blank Shot, 13th Foe takes only one action per round after a Ranged Combat BAB +6 successful ranged attack

Hands as Weapons Unarmed Combat Improved Unarmed Strike — Add an enhancement bonus or weapon specialability to your unarmed attacks

Heavy Armor Stalwart Defense BAB +9 15th +1 dodge bonus to ACSpecialization

Ignore Condition Stalwart Defense — 11th Ignore a debilitating condition for 1 round per level

Impact Reduction Stalwart Defense, BAB +8 13th DR 1/piercingWeapon and Shield Fighting

Impressive Cleave** Might Power Attack, Cleave, — +5d6 damage on a Cleave attackStr 15, BAB +12

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With E–I)

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Book of Experimental Might II: Bloody, Bold, and Resolute20

General Feat Domains Prerequisites Bonus Level* Benefit

Improved Bull Rush Might Power Attack, Str 13 13th +4 bonus on bull rush opposed Strength checks with no attack of opportunity from defender

Improved Critical Weapon Mastery Proficiency with weapon, 15th Double your critical threat range with selected BAB +8 weapon

Improved Disarm Intellect Combat Expertise, 13th +4 bonus on opposed attack rolls to disarm with Int 13 no opportunity attack or disarm attempt from foe

Improved Feint Intellect Combat Expertise, Int 13 7th Make a Bluff check to feint in combat

Improved Grapple Unarmed Combat Improved Unarmed 13th +4 bonus on grapple checks with no attack of Strike, Dex 13 opportunity on initial touch attack

Improved Initiative Ferocity, Speed — 15th +4 bonus on initiative checks

Improved Overrun Might Power Attack, Str 13 13th +4 bonus on Strength check to knock down foe;he cannot avoid you

Improved Precise Ranged Combat Point Blank Shot, — Your ranged attacks ignore anything less than Shot Precise Shot, Dex 19, total cover or concealment; target a grappling

BAB +11 foe automatically from range

Improved Shield Weapon and Shield proficiency 11th Add shield bonus to your AC while bashingBash Shield Fighting

Improved Shield Weapon and Shield Proficiency, Shield — Block melee attack with your shield after Specialization Shield Fighting Specialization, BAB +10 successful opposed attack roll

Improved Sunder Might Power Attack, Str 13 11th +4 bonus on attack rolls against objects with no attack of opportunity from their holders

Improved Trip Intellect Combat Expertise, 9th +4 bonus on Strength check to trip foe with no Int 13 attack of opportunity from foe; if successful,

you get to attack

Improved Two- Two-Weapon Fighting Two-Weapon Fighting, — Make a second attack with your off-hand Weapon Fighting Dex 17, BAB +6 weapon at a –5 penalty

Improved Unarmed Unarmed Combat† — — Provoke no attacks of opportunity from armed Strike foes whom you attack while unarmed; deal

lethal or nonlethal damage

Improved Uncanny Quick Defense Uncanny Dodge, Dex 15 — You cannot be flankedDodge

Increased Vigor Ferocity — 15th Gain 1d8 temporary hp + 1d8 per five levels

Inspiring Presence Leadership — 9th Allies gain +1 morale bonus to Will saves

Iron Fist Unarmed Combat Improved Unarmed 11th, 16th Trade –2 attack penalty for +1d6 damage in Strike, BAB +8 unarmed strikes

Iron Will Leadership — 9th +2 bonus on Will saves

Juggernaut Charge — Power Attack, Knock 19th Attack and knock down multiple opponents Down, Improved while chargingOverrun, Power Charge, Str 18, BAB +16

Just a Touch Intellect Dex 15, BAB +7 9th Melee attack becomes a touch attack

Knock Back Might Power Attack, Improved 18th Knock a target back 5 feet after inflicting Bull Rush, Str 15, BAB +10 20 points of damage in one attack

Knock Down Might Power Attack, Str 15, 13th Knock a foe prone after inflicting 20 pointsBAB +6 of damage in one attack

Large Bruiser Ferocity Size Large or larger, 15th Make an attack of opportunity when smaller Str 15, BAB +8 foes step into your threatened area

Leadership Leadership Character level 6th — Gain a cohort or followers

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With I–L)

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Chapter Two: Feats of Daring 21

General Feat Domains Prerequisites Bonus Level* Benefit

Leap Back** Quick Defense, Defensive Move, — Leap 15 feet away from a threat as a free actionUnarmed Combat Mobility,Spring Attack,

Dex 13, BAB +4, Jump (5 ranks)

Leap From the Mounted Combat Mounted Combat, Jump 11th +4 damage bonus when charging while Saddle (5 ranks), Ride (3 ranks) mounted

Leap Into the Fray Ferocity, Unarmed — 9th +4 attack and damage bonus when chargingCombat

Light Armor Quick Defense BAB +9 15th +1 dodge bonus to Armor ClassSpecialization

Light as a Feather Agility Jump (5 ranks), — Reduce the effective distance fallen after aTumble (5 ranks) successful check

Light Weapon Agility Weapon Finesse, — Increase the damage die of a light weaponMastery Dex 13

Lightning Reflexes Quick Defense — 9th +2 bonus on Reflex saves

Low Blow Fighting Dirty — 11th Daze a struck foe for 1 round + 1 round per 5 levels

Macefighter Weapon Mastery Weapon Focus, BAB +3 11th Ignore part of a foe’s armor bonus to AC when using a mace

Mage Fighter — — 15th +10 bonus to oppose spellcaster’s Concentration checks

Magical Parry** Quick Defense Parry, BAB +9 — Add magic weapon’s enhancement bonus to your AC and Reflex saves

Magical Weapon Weapon Mastery Weapon Focus, BAB +6, 13th Grant selected magic weapon +1 weapon qualityFocus Spellcraft (1 rank)

Manyshot Ranged Combat Point Blank Shot, Rapid 15th Fire multiple arrows at one target as a standard Shot, Dex 17, BAB +6 action

Massive Two- Two-Weapon Fighting Two-Weapon Fighting, 11th Use any one-handed weapon in your off hand as Weapon Fighting Str 17, Dex 15, BAB +7 though it were a light weapon

Massive Weapon Weapon and Str 18, BAB +13 15th Wield a two-handed weapon with a shieldand Shield Shield Fighting

Medium Armor — BAB +9 15th +1 dodge bonus to ACSpecialization

Melee Master** Weapon Mastery Weapon Focus, BAB +10 — Target may make only one action per round

Mighty Hurl Ranged Combat — 7th Ignore first range increment with thrown weapon; +1 damage with thrown weapons

Mighty Strength Might Power Attack, Str 13 15th Add half your level to Strength checks and Strength-based skill checks

Mobility Quick Defense, Speed Defensive Move or — +4 dodge bonus to AC against opportunity attacksDefensive Stance, Dex 13 caused by moving

Modify Combat Style Intellect BAB +7 15th +2 competence bonus to attack rolls against one foe

Mounted Archery Mounted Combat Mounted Combat, 15th Half penalty for ranged attacks while mountedRide (1 rank)

Mounted Combat Mounted Combat† Ride (1 rank) 9th Negate hits on mount with Ride check

Mounted Defense Mounted Combat Mounted Combat, 15th +2 bonus to AC and saves while mountedRide-By-Attack, Defensive Move, Dex 15,Ride (3 ranks), BAB +6

Moving Strike Speed — 13th Move, attack, then move in a single turn

Negotiator Leadership — 9th +2 to Diplomacy and Sense Motive

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With L–N)

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Book of Experimental Might II: Bloody, Bold, and Resolute22

General Feat Domains Prerequisites Bonus Level* Benefit

Opportunist Intellect Int 15 — Make opportunity attack against newly damaged foe

Outlast Foe Ferocity, Stalwart Con 13 — Foe becomes fatigued after a hit 5 rounds intoDefense combat

Outmatched Intellect, Weapon Weapon Focus, Weapon 15th Automatically inflict max damage on all attacksOpponent Mastery Specialization, BAB +10

Paralyzing Blow Fighting Dirty, Intellect, BAB +15 — Foe paralyzed for 1 full roundWeapon Mastery

Parry Intellect, Quick Defense, BAB +6 — Use your attacks to block your foe’sWeapon Mastery

Pinning Shot Fighting Dirty, Point Blank Shot, BAB +6 — Ranged attack pins foe to the floor, wall, etc.Ranged Combat

Point Blank Shot Ranged Combat† — 9th +1 bonus on ranged attack and damage within 30 feet

Power Attack Might† Strength 13 11th Trade attack bonus for damage (up to BAB)

Power Charge Might, Speed Power Attack, Str 13 15th +2d6 points of damage when charging with a melee weapon

Power of the Steed Mounted Combat Mounted Combat 15th +2 damage bonus to adjacent foes

Precise Shot Ranged Combat Point Blank Shot — Ignore –4 penalty for firing into melee

Punishing Blow Fighting Dirty BAB +6 15th +1d6 damage per iterative attack

Quick Draw Ranged Combat, Speed, BAB +1 — Draw a weapon as a free actionWeapon Mastery

Quick Feint Two-Weapon Fighting Two-Weapon Fighting, — Feint as a free action when wielding two Improved Feint, Combat weaponsExpertise, Dex 15, Int 13

Quick Poison Fighting Dirty — — Apply poison as a free action

Ranged Mastery** Ranged Combat Point Blank Shot, Precise — Use melee-oriented feats with ranged attacksShot, Improved Precise Shot

Rapid Reload Ranged Combat Weapon Proficiency 15th Reload crossbow faster than normal(crossbow type chosen)

Rapid Shot Ranged Combat Point Blank Shot, 15th Make one extra ranged attack per round with Dex 13 a full attack action

Rapid Strike Agility Weapon Focus, Dex 15, 13th Make extra melee attack once per day per levelBAB +3

Readied Burst Stalwart Defense Dex 13, BAB +6 — Ready a full attack actionof Blows

Reflective Shield** Weapon and Shield Reflexive Shield, Shield — Use your magic shield to reflect spell back at Fighting Specialization, Shield the caster

Proficiency, Dex 13, BAB +10

Reflexive Shield Weapon and Shield Shield Specialization, 11th +4 bonus to Reflex saves against area attacksFighting Shield Proficiency,

Dex 13, BAB +4

Rejuvenate** Stalwart Defense Revitalize, Stalwart — Spend 1 full round to regain all Grace hit pointsStance

Resist Charge Stalwart Defense BAB +4 11th Foes gain no benefit from charging you; you maymake an attack of opportunity against them

Resist Critical** Stalwart Defense Stalwart Stance, Impact — Resist half of all critical hits dealt to youReduction, Heavy Armor Specialization, BAB +12

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With O–R)

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Chapter Two: Feats of Daring 23

General Feat Domains Prerequisites Bonus Level* Benefit

Revitalize Stalwart Defense — 9th Add your Con bonus to the hit point total you recover from taking a breather

Ride-By Attack Mounted Combat Ride (1 rank), 11th Move before and after a charge attack while Mounted Combat mounted

Run Speed — 5th Move four or five times your normal speed;+4 bonus to Jump after running start

Running Circles Speed — — Draw no attacks of opportunity from adjacent foe for moving through his threatened areas

Shared Shield Weapon and Shield Dex 15, BAB +8 — Share your shield’s AC bonus with adjacent allyFighting

Shield Specialization Weapon and Shield Shield proficiency, — Extra +1 or +2 armor bonus while using a shieldFighting† BAB +4

Shot on the Run Ranged Combat Defensive Move — Move before and after ranged attack(or Defensive Stance), Mobility, Point Blank Shot, Dex 13, BAB +4

Skill Over Luck** Weapon Mastery Weapon Focus, Greater — Use the better of two attack rolls with chosen Weapon Focus, Int 15, weaponfighter level 14th

Small Scrapper Ferocity Size Small or smaller, 15th +1 dodge bonus to AC and +1 bonus to attacks Dex 15, BAB +2 against larger foes

Smash Might Power Attack, Domain 11th Might domain’s basic power grants +1 damage of Might, Str 15, BAB +8 per level

Smash and Grab Ferocity, — — Grab foe after a hit to either grapple or inflictUnarmed Combat a –2 penalty to attacks, saves, and checks

Snatch Arrows Unarmed Combat Deflect Arrows, Improved 11th Catch ranged or thrown weapon used against Unarmed Strike, Dex 15 you; either keep it or send it back at attacker

Spearfighter Weapon Mastery Weapon Focus, BAB +3 11th Make an attack of opportunity with your spear against foe who used full attack action against you

Speed Burst Speed Character level 4th — Extra move action once per day per two levels

Spirited Charge Mounted Combat Ride (1 rank), Mounted 11th Deal double or triple damage on a mounted chargeCombat, Ride-By Attack

Spring Attack Speed Defensive Move — Move before and after melee attack(or Defensive Stance), Mobility, Dex 13, BAB +4

Spur Mount** Mounted Combat Ride (10 ranks), — +30 to mount’s speed plus Pounce or HoverMounted Combat

Stalwart Stance Stalwart Defense† Dex 13, BAB +6 7th +1 dodge bonus to AC and +4 bonus to opposebeing moved or knocked down

Strikes From Two-Weapon Fighting Two-Weapon Fighting, 11th Foe struck by both your weapons must save All Around Improved Two-Weapon or be shaken

Fighting, Dex 17, BAB +6

Stunning Blow Might Power Attack, BAB +9 15th Foe is stunned for 1 round

Stunning Fist Unarmed Combat Improved Unarmed 13th Damaged foe must save or be stunnedStrike, Dex 13, Wis 13,BAB +8

Sudden Attack** Agility Weapon Finesse, — Attack with a light weapon or a rapier duringBAB +11 someone else’s turn

Superior Flanking Intellect Uncanny Dodge, 9th +4 to flanking attacks; foe is considered flanked BAB +5 by all

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With R–S)

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Book of Experimental Might II: Bloody, Bold, and Resolute24

General Feat Domains Prerequisites Bonus Level* Benefit

Swordsman Weapon Mastery Weapon Focus, Combat 13th Follow up a successful sword strike with anExpertise, Improved immediate disarm attempt as a free actionDisarm, Dex 13

Tackle Unarmed Combat Jump (5 ranks), 9th +4 to touch attack and leaping grapple checkImproved Grapple

Taking Advantage — Distraction 9th +1 competence bonus to attack and damage against foes with a detrimental condition

Terrify Ferocity, Berserk Attack, 9th Foe must save or be panicked for 1 round per Mounted Combat Unnerve, BAB +5 level

Throw Unarmed Combat Jump (5 ranks), 13th Immediately attempt to throw a foe you are Improved Grapple grappling

Torchfighting — — 7th Torch attacks deal 1d4 damage + Str modifier + 1d4 fire and may blind/dazzle foes

Toughness — — 13th Get hit points as though you had gained a level

Trample Mounted Combat Ride (1 rank), 9th Target cannot avoid your mounted overrun Mounted Combat attempt; if successful, mount gets an attack

Two-Weapon Two-Weapon Fighting Two-Weapon Fighting, 9th +1/+2 shield bonus to AC when using double Defense Dex 15 weapon or two weapons

Two-Weapon Two-Weapon Fighting† Dex 15 — Penalties for using two weapons reduced by 4Fighting

Two-Weapon Two-Weapon Fighting Two-Weapon Fighting, — Expanded threat range and +1d10 damage after Set-Up** Improved Critical, BAB +9 a hit with one weapon

Unarmed Parry Unarmed Combat Dex 15 9th +1 dodge bonus to AC while unarmed

Uncanny Agility Agility Dex 15 9th +10 bonus to Climb, Tumble, Jump, or Balance check each day

Uncanny Dodge Quick Defense Dex 15 — Retain your Dex bonus to AC while wearing light armor or no armor

Unexpected Blow** Fighting Dirty Base attack bonus +7 — Make extra melee attack at your full attack bonus +2 with +1d6 damage; foe loses Dex bonus to AC

Unexpected Shot** Fighting Dirty, Point Blank Shot, — Make extra ranged attack at your full attack bonusRanged Combat BAB +7 +2 with +1d6 damage; foe loses Dex bonus to AC

Unnerve Ferocity, Mounted Combat Berserk Attack, BAB +3 11th Foes suffer –1 morale penalty to their attacks after you hit

Unsteady Mounted Combat Mounted Combat 11th Foe loses Dex bonus to AC against your mounted melee attack

Using the Intellect, Weapon BAB +10 15th +1d6 damage when you have a combat Advantage Mastery advantage

Weapon Finesse Agility† BAB +1 13th Use Dex instead of Str on attacks with light melee weapons

Weapon Focus Weapon Mastery†, Proficiency with 9th +1 to attack rolls with one specific weaponWeapon and Shield selected weapon, Fighting BAB +1

Weapon Mastery Weapon Mastery Weapon Focus 7th +2 competence bonus to attack rolls against foes who use your selected weapon

Weapon Weapon Mastery, Proficiency with selected 9th +2 bonus to damage rolls with selected weaponSpecialization Weapon and Shield weapon, Weapon Focus

Fighting with selected weapon, fighter level 4th

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

General Feats (Beginning With S–W)

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General Feat Domains Prerequisites Bonus Level* Benefit

Weave and Dodge Quick Defense Defensive Move, — Quick Defense domain grants miss chance of 50% Quick Defense domain, (not just 25%)Dex 15, BAB +8

Whirlwind Attack Speed Combat Expertise, — Make one melee attack against each opponent Defensive Move (or within reachDefensive Stance), Mobility, Spring Attack, Dex 13, Int 13, BAB +4

Wild Swing Ferocity BAB +8 11th All adjacent foes immediately move back 5 feet or risk a +2 attack from you

* “Bonus level” refers to the level at which any fighter bonus feat special abilities take effect.** Indicates a double feat.† Indicates the key feat for the listed fighting domain.

Oblation Feats

Oblation Feat Tracking Benefit

Oblations to the God of Battle 200 points of honest combat damage Free attack at your highest bonus

Oblations to the God of Death 200 points of damage to living creatures +3d6 points of negative energy damage

Oblations to the God of Life 100 points of damage to undead creatures Restore 3d6 hp, 1d4 ability score points, or one negative level

Oblations to the God of Righteous Justice 150 points of damage to evil creatures Declare an attack against you a miss

Oblations to the God of Vile Darkness 150 points of damage to good creatures Declare an attack against you a miss

General Feats (Beginning With W to End)

Chapter Two: Feats of Daring 25

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Book of Experimental Might II: Bloody, Bold, and Resolute26Uberfeats

Uberfeat Domain(s) Prerequisites Cost Benefit

Avatar of Might Might Power Attack, Smash, Knock Down, 4 retired feats, Damage bonus points equal to twice Knock Back, Str 18, BAB +16, Might 1 feat slot your fighter level on full attack actionsdomain

Deadly Sniper Ranged Point Blank Shot, Precise Shot, 4 retired feats, Expanded point blank range, +2d6 Combat Hampering Shot, Improved Precise 1 feat slot damage, foes are shaken and possibly

Shot, Pinning Shot, Dex 18, BAB +18 dazed

Fencing Master Agility Combat Reflexes, Light Weapon 4 retired feats, +2 attack bonus, +2d6 damage, and Mastery, Rapid Strike, Weapon 1 feat slot extra attack with light weapon or rapierFinesse, Dex 18, BAB +18

Ghost Quick Combat Expertise, Defensive Move, 4 retired feats, 50% miss chance under most conditionsDefense Defensive Stance, Can’t Lay a Hand, 1 feat slot

Parry, Dex 19, BAB +18

Honored Master Intellect, Combat Expertise, Outmatched 4 retired feats, Trade –2 attack penalty for max damage Weapon Opponent, Parry, Using the 1 feat slot and automatic confirmation of critical Mastery Advantage,Weapon Focus, Greater threats, dodge bonus to AC; use full

Weapon Focus, Int 17, BAB +16 attack to hit automatically with a critical strike; immune to disarm, trip, and feint

Living Fortress Stalwart Stalwart Stance, Endurance, 4 retired feats, Immune to critical hits; +4 bonus to AC; Defense Diehard,Impact Reduction, Resist 1 feat slot DR 3/—; exempt from various conditions

Critical, Heavy Armor Specialization, Ignore Condition, Con 18, BAB +18

Living Weapon Unarmed Improved Unarmed Attack, Iron Fist, 5 retired feats, Successful attack on foe in a full attackCombat Stunning Fist, Acrobatic, Dex 17, 1 feat slot action actually hits all foes within range

BAB +16 or hits one with all your attacks auto-matically

Master and Leadership Command, Battlefield Tactics, 4 retired feats, Grant generous competence bonuses to Commander Combat Advice, Defensive Advice, 1 feat slot yourself and your allies

Inspiring Presence, Cha 18, BAB +18

Master of the Ferocity Berserk Attack, Endurance, Diehard, 3 retired feats, 1d10 hp per round, +4 attacks, +6d6 Inner Beast Increased Vigor, Greater Increased 1 feat slot damage, and foes may become panicked

Vigor, Terrify, Unnerve, Con 18, while you are disabled or dyingBAB +16

Right Bastard Fighting Dirty Canny Strike, Deafening Strike, 4 retired feats, Foes lose Dex bonus to AC on alternateDebilitating Strike, Distraction, 1 feat slot rounds; you get +7d6 sneak attack Blinding Strike, Punishing Blow, damage and may stun them; +2 bonus BAB +13 to attack stunned foes, plus chance to

blind them

Saddlemaster Mounted Ride (20 ranks), Mounted Combat, 3 retired feats, Bonus points equal to your level to add Combat Animal Affinity, Power of the Steed, 1 feat slot to your (or your mount’s) attacks,

Dex 17, BAB +16 damage, checks, and saves

Speed Demon Speed Fleet of Foot, Moving Strike, Mobility, 4 retired feats, +10 speed; extra move action every Defensive Move, Dodging Charge, 1 feat slot round; never provoke opportunity Spring Attack, Running Circles, attacks by moving; never lose your Dex Dex 18, BAB +18 bonus to AC

Sword and Board Weapon and Shield Specialization, Improved 4 retired feats, Bonus points equal to your fighter level Master Shield Fighting Shield Specialization, Weapon 1 feat slot to add to your attacks, damage, and AC

Focus, Block, Dex 17, BAB +16

Whirling Dervish Two-Weapon Two-Weapon Fighting, Double 4 retired feats, Bonus points equal to up to twice yourFighting Smash, Double Strike, Greater Two- 1 feat slot fighter level to add to your attack or

Weapon Fighting, Improved Two- damage rollsWeapon Fighting, Dex 18, BAB +18

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Feat DescriptionsThis chapter presents 228 feats for you to choose from, available toall characters who qualify. They are designed to work with the vari-ous fighting domains described in Chapter One. You’ll note that,while many feats are new, some of those described here are modifiedversions of core feats. Details are provided in the feat descriptionsbelow. The tables on the previous pages list these feats in brief bycategory.

Accept Attack [General]You allow a foe to hit you in order to gain the advantage over him.

Benefit: You allow an opponent in melee combat to hit you auto-matically. No attack roll is made. The damage is automatic. As a freeaction, you immediately inflict maximum damage (no attack rollneeded) on that opponent. This feat works only against opponentswho can possibly hit you and whom you can possibly hit. For example,a character fighting an incorporeal spirit without a magic weaponcannot use this feat. You cannot use Power Attack to increase thedamage using this feat.

Boosted: You can force your opponent to reroll a single attack roll.

Acrobatic [General]You have excellent body awareness and coordination.

Benefit: You enjoy a +2 bonus on all Jump checks and Tumblechecks.

Fighter Bonus Feat: Starting at 9th level, a fighter who took thisas a fighter bonus feat gains a +4 bonus on Jump checks and Tumblechecks.

Boosted: You can reroll a Jump check or Tumble check.

Acrobatic Charge [General]You can turn as you charge.

Prerequisites: Fleet of Foot, Dexterity 15Benefit: When using a charge action, you can make one turn

rather than moving only in a straight line.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you can make more than one turn during acharge, but you must succeed at a Balance check (DC 15 + number of previous turns) to attempt each turn past the first one.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Acrobatic Run [General]You can turn as you run.

Prerequisites: Fleet of Foot, Dexterity 15Benefit: When using a run action, you can make one turn rather

than moving only in a straight line.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you can make more than one turn during a run,but you must succeed at a Balance check (DC 15 + number of previ-ous turns) to attempt each turn past the first one.

Boosted: You gain a +20 bonus to speed for 1 round while usingthis feat.

Acrobat’s Foe [General]You are experienced in fighting tumblers.

Benefit: When making an attack roll as an opposed check to afoe’s Tumble check, you gain a +10 bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can reroll any opposed check made against afoe’s Tumble check if desired (but you must take the second roll).

Boosted: You can force your opponent to reroll a single attackroll.

Advance Mount [General]You improve your mount.

Prerequisite: Handle Animal (5 ranks)Benefit: After spending one month with your mount, you increase

its Hit Dice by 2. With this increase, you also raise all associated sta-tistics, such as base attack bonus, skills, feats, and so on. You mayspend this month training intensely with your mount before youselect this feat.

If your mount dies, you can apply this feat to a new mount, butonly after you have spent a month training with it.

Special: You can take this feat more than once, applying it eachtime to your mount. You cannot increase your mount’s Hit Dicefaster than your own, however, so you cannot take this feat morethan every other level.

Fighter Bonus Feat: Starting at 5th level, if you took this as afighter bonus feat, you can also increase one of the mount’s abilityscores by +1.

Chapter Two: Feats of Daring 27

Below is an explanation of the format used in the feat descrip-tions in this chapter:

FFeeaatt NNaammee [Type of Feat]

Description of what the feat does or represents in plainlanguage.

PPrreerreeqquuiissiittee:: A minimum ability score, another feat or feats,a minimum base attack bonus, a skill, or a minimum level acharacter must have in order to acquire this feat. This entry isabsent if a feat has no prerequisite. A feat may have morethan one prerequisite.

TTrraacckkiinngg:: Type of damage the character must inflict beforegaining the benefit (applies only to oblation feats).

BBeenneeff ii tt:: What the feat enables the character to do, in gameterms.

SSppeecciiaall:: Additional facts about the feat, if any, including anuberfeat’s special cost.

FFiigghhtteerr BBoonnuuss FFeeaatt:: An additional ability available to fight-ers who take this feat as one of their fighter bonus feats. Thisentry includes the level at which this special ability takeseffect.

BBoooosstteedd:: The special benefits characters gain by spendingone of their daily feat boosts on this feat. (See “Feat Boosts,”page 14.)

DDeessiiggnn NNoottee:: An occasional tactic or suggestion for gettingthe most out of the feat.

Feat Presentation

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Boosted: For 1 round, you give your mount a +4 bonus to all itsattacks and its Armor Class.

Agile [General]You are particularly flexible and poised.

Benefit: You enjoy a +2 bonus on all Balance checks and EscapeArtist checks.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain a +4 bonus on Balance checks andEscape Artist checks.

Boosted: You can reroll a Balance check or Escape Artist check.

Alertness [General]You have finely tuned senses.Benefit: You enjoy a +2 bonus on all Listen checks and Spot

checks.Special: The master of a familiar gains the benefit of the

Alertness feat whenever the familiar is within arm’s reach.Fighter Bonus Feat: Starting at 9th level, if you took this as

a fighter bonus feat, you gain a +4 bonus on Listen checks andSpot checks.

Boosted: You can reroll a Listen check or Spot check.

Anchor Foe [General—Double Feat]You prevent a foe from moving.

Benefit: When you are adjacent to a foe, you can use a moveaction to force him to stay in place with feints and jabs. Everyround you use a move action in this fashion, you keep the foe fromleaving his current square(s) until the beginning of your nextaction. You cannot anchor a foe more than two sizes larger thanyourself.

Boosted: As a free action, you force one foe to whom you areadjacent to remain in the same square until the beginning of yournext turn.

Animal Affinity [General]You are good with animals.Benefit: You enjoy a +2 bonus on all Handle Animal checks and

Ride checks.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain a +4 bonus on Handle Animal checksand Ride checks.

Boosted: You can reroll a Handle Animal check or Ride check.

Armor Spiking [General]You use the spikes on your armor to hurt your opponent.Prerequisite: Base attack bonus +3 Benefit: If you have spikes on your armor and successfully strike

an opponent at least once in melee as a part of a full attack action,you inflict +1d6 points of additional piercing and slashing damageby thrusting the armor’s spikes at the foe. If you hit a single foewith all the attacks of your full attack action, you inflict +1d6 dam-age plus an additional +2 for each attack. Hitting with some but

not all of the attacks merely results in +1d6 points of damage. Thearmor spikes must be capable of hurting the foe in order to providethe additional damage. For example, a foe with DR 10/magic doesnot suffer the bonus damage unless the armor spikes are a magicalweapon.

Do not multiply the bonus damage from this feat in the case of acritical hit.

Boosted: With spikes on your armor, you gain a free additionalattack at your highest attack bonus when using the full attackaction. This attack inflicts 1d6 points of piercing damage pluswhatever damage bonuses are appropriate.

Astounding Dexterity [General]You can call upon impressive dexterity when it matters most.

Prerequisite: Dexterity 13Benefit: Once each day, you can add one-half your level to your

Dexterity bonus for 1 round to benefit your Dexterity checks or skillchecks that use Dexterity as their key ability. (This does not benefityour Armor Class or Reflex saves.) You must declare that you areusing this feat before you make your roll.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can use the benefit three times each day.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Athletic [General]You have a knack for athletic endeavors.

Benefit: You enjoy a +2 bonus on all Climb checks and Swimchecks.

Fighter Bonus Feat: Starting at 9th level, if you took this as a fighter bonus feat, you gain a +4 bonus on Climb checks andSwim checks.

Boosted: You can reroll a Climb check or Swim check.

Avatar of Might [Uberfeat]You are a paragon of strength.

Prerequisites: Power Attack, Smash, Knock Down, Knock Back,Strength 18, base attack bonus +16

Benefit: If you use the full attack action, you have a damagebonus pool equal to twice your fighter level that you can use eachround to supplement your individual damage rolls. Decide how youare going to divide this resource among your attacks before youmake your attack rolls. For example, if you are 16th level and makefour attacks in your round, you could add +8 damage to eachattack, +23 damage to one attack and +3 damage to the other three,+32 damage to one attack and nothing to the others, and so on.

Special: This feat costs four retired feats and one feat slot. It isthe uberfeat for the domain of Might.

Axefighter [General]You know the secrets of the axe and revel in its ability to take downfoes quickly.

Prerequisites: Weapon Focus, Dexterity 13

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Benefit: When you use the Weapon Focus feat with a battleaxe,greataxe, throwing axe, handaxe, double axe, dwarven urgrosh, ordwarven waraxe, you gain a +2 morale bonus to attack and damageeach time you drop a foe (unconscious or dead). This bonus lasts for1 round plus an additional 1 round for every five levels.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain a +3 bonus rather than a +2 bonus.

Boosted: You can reroll one attack roll made with a weapon listedabove.

Battlefield Tactics [General]You instruct your allies in how to position themselves.

Prerequisites: Combat Advice, Charisma 15, base attack bonus +8Benefit: After you spend a move action surveying the area and

issuing orders, all allies within sight and hearing of you gain anadditional 5-foot step until your next turn. This can be combinedwith an existing 5-foot step (allowing a character to make two suchsteps), but not with other movement.

Special: A character cannot receive bonuses from this feat fromtwo different characters in the same day.

Boosted: You can gain this feat’s benefit as a free action for 1 round.

Berserk Attack [General]You attack without regard to your own safety.

Benefit: On your action, before making attack rolls for a round,you may choose to subtract a number from your Armor Class andadd it to all your melee damage rolls for that round. This numbermay not exceed your base attack bonus, nor may it exceed your current Armor Class.

You cannot use this feat in the same round as you use EludeBlows, Power Attack, or Weapon Expertise.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, using this benefit forces one foe struck to attempta Will save (DC 10 + half your fighter level + your Charisma modifi-er). Failing the save renders the foe shaken for 1 round plus an addi-tional 1 round for every five levels.

Boosted: You can reroll one damage roll with a melee weapon.

Blind-Fight [General]You know how to fight in melee without being able to see your foes.

Benefit: In melee combat, every time you miss because of conceal-ment, you can reroll your miss chance percentile roll once to see ifyou hit after all. In addition, an invisible attacker gains no advan-tages related to hitting you in melee. That is, you don’t lose yourDexterity bonus to Armor Class, and the attacker doesn’t enjoy theusual +2 bonus for being invisible. (The invisible attacker’s bonusesdo still apply for ranged attacks, however.) Finally, you take only halfthe usual penalty to speed for being unable to see: Darkness andpoor visibility in general reduce your speed to three-quarters normal,instead of one-half.

Special: The Blind-Fight feat is of no use against a characterunder the effect of a blink spell.

Boosted: You can reroll the miss chance percentile roll twice, notjust once.

Blinding Strike [General]You are skilled at striking at a foe’s eyes.

Prerequisite: Base attack bonus +7Benefit: As a full attack action, you can make a single attack that

inflicts normal damage. If you damage an opponent with discernableeyes, the foe must attempt a Fortitude save (DC 10 + half your level+ your Wisdom bonus). Should he fail the save, the foe is blinded for1 round plus an additional 1 round for every three levels, due eitherto damage to his eyes or to getting blood in them.

Special: Against certain foes with eye-related powers (such as crea-tures with eyebeams or gaze attacks), this benefit may negate a specialability if the DM rules it applicable. On the other hand, this benefit maynot completely blind a creature with many eyes, again, as the DM rules.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can use the benefit as a standard action, orwith an attack that is a part of a full attack action, but only threetimes each day.

Boosted: You can force the target to reroll the saving throw to resist.Design Note: This feat can be used with melee or ranged attacks.

Block [General]You can defend your nearby allies while in combat.

Prerequisites: Combat Expertise, Dexterity 13Benefit: When you are adjacent to an ally and have a weapon or a

shield in hand, subtract any amount of your own Armor Class (up toyour Dexterity bonus) and add it to the AC of your ally.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can give your ally a +2 bonus to Armor Classfor every –1 penalty you take to your own AC.

Boosted: You can force an opponent to reroll an attack roll madeagainst an adjacent ally (not against you).

Bloody Strike [General]You know how to inflict wounds that prove particularly troubling toyour opponents.

Prerequisite: Base attack bonus +5Benefit: You must wield a slashing or piercing weapon to use this

feat. As a full attack action, you can make a single attack that inflictsnormal damage. If you damage your opponent, he must attempt aFortitude saving throw (DC 10 + half your level + your Wisdombonus). An opponent who fails the save bleeds profusely, losing 1 hit

Chapter Two: Feats of Daring 29

For those of you familiar with Arcana Evolved, fighter bonusfeat special abilities are a lot like heightened spell effects.There was no easy way to do a “diminished” version, though.Still, I like the way these special abilities allow feats to scalewith experience level, at least for fighters. And, let’s face it,the fighter really is the “feat guy” in the game.

Design Decisions: Fighter Bonus Feat Abilities

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point per round until he receives magical healing, someone per-forms a Heal check (DC 15) upon him, or he makes a successfulsave (the second save attempt requires a full-round action as henurses the wound himself).

Special: Foes without conventional anatomies might not beaffected by this feat. Certainly any creature immune to critical hitsdue to having no discernable anatomy is also immune to the effectsof this feat.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can use the benefit as a standard action, orwith an attack that is a part of a full attack action, but only threetimes each day.

Boosted: You can force the opponent to reroll the Fortitude sav-ing throw made to resist the effect.

Design Note: This feat can be used with melee or ranged attacks.

Bolstered by Success [General]You feel invigorated when you fell a foe.

Benefit: You gain a +2 morale bonus to attack and damage rollswhen you drop (kill or knock out) a foe. You enjoy this bonus start-ing immediately after the action you used to drop the foe until theend of your next turn. If, during a single round, you drop morethan one foe, the bonus increases by an additional +1 bonus toattack and damage rolls for each dropped foe after the first (to amaximum attack bonus equal to your base attack bonus).

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain a +2 morale bonus to attack rolls and a+4 morale bonus to damage rolls. Each successive dropped foe in asingle round grants an additional +1 bonus to attack rolls and a +2bonus to damage.

Boosted: Once you have dropped a foe in the current encounter,you can reroll one attack roll.

Design Note: This feat works well in the hands of someone withWhirlwind Attack or Great Cleave.

Boost Feat [General]You know how to get the most out of your training.

Benefit: Once per day, you can use the boosted effect of any featyou have. Fighters gain an additional boost in a given day.

Special: You can take this feat up to two more times to get up tothree boosts each day.

Boosted: You cannot boost this feat.

Canny Strike [General]You know just where to strike a foe to inflict the most damage.

Prerequisites: Distraction, Intelligence 15, Wisdom 13Benefit: Three times per day, but no more than once per round,

you can make a sneak attack (like a rogue) against a foe, inflicting+1d6 points of damage. If you can already make sneak attacks (or asimilar attack, such as that granted by the First Strike feat), you canadd this feat’s damage to that which you would normally inflict.You must declare that you are using this feat before you make yourattack roll (thus, a failed attack roll ruins the attempt).

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you can take Canny Strike again to add another+1d6 points of damage to your sneak attacks.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Can’t Lay a Hand [General]You know how to keep foes from so much as touching you.

Benefit: You enjoy a +2 dodge bonus to your touch Armor Class(but only touch AC, not normal AC) as long as you wear lightarmor or no armor. You must be aware of the attack to gain thisfeat’s benefit.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 5th level, if you took this as afighter bonus feat, you gain a +3 dodge bonus to touch Armor Classinstead of just a +2 bonus.

Boosted: You can force an opponent to reroll one touch attackroll.

Careful Eye [General]You note the brief moment when your foe is unprepared.

Prerequisites: Intelligence 13, Wisdom 11Benefit: Three times per day, but no more than once per round, a

foe loses his Dexterity bonus to Armor Class against an attack fromyou. You can make a sneak attack against this foe if you have theability to do so. However, you must declare that you are using thisfeat before you make your attack roll (thus, a failed attack roll ruinsthe attempt).

Fighter Bonus Feat: Starting at 10th level, if you took this as afighter bonus feat, you can share this ability with your allies. Thatmeans that, when you use the feat, the target loses his Dexteritybonus to Armor Class against the attacks of you and all your alliesuntil your next turn. Rogues can make sneak attacks against this foe.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Design Note: Obviously, Careful Eye is a great choice for roguesor for characters with the Canny Strike feat.

Careful Strike [General]You can sacrifice force for precision in your attacks.

Prerequisites: Dexterity 13, Intelligence 13Benefit: On your action, before making attack rolls for a round,

you may choose to subtract a number from all your melee damagerolls and add it to all your melee attack rolls. This number may notexceed your base attack bonus, nor may it exceed your current max-imum damage potential (excluding critical hits). The penalty ondamage and bonus on attacks applies until your next action. Theminimum amount of damage inflicted is 1 point.

You cannot use this feat to increase your attack bonus and thenuse a feat or maneuver that utilizes your attack bonus but does not

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inflict damage (i.e., a grapple, a disarm attempt, the Counterstrokefeat, etc.).

You cannot use this feat in the same round as you use BerserkAttack, Power Attack, or Combat Expertise.

Boosted: You can reroll one attack roll using this feat.

Catch Attack [General—Double Feat]You not only block but grab incoming attacks.

Prerequisites: Improved Unarmed Strike, Improved Grapple,Improved Disarm, Unarmed Parry, Dexterity 15, Strength 13, baseattack bonus +9

Benefit: You initiate a readied action that allows you to try to blockand grab the next melee attack from a chosen foe. When that foeattacks, you oppose his attack roll with your own. If you succeed, youblock the attack, prevent further actions from the foe this turn, andcan make an immediate attack of opportunity against the foe, whohas lost his Dexterity bonus to Armor Class. If the foe’s attack was anunarmed or natural weapon attack, you have him grappled. If it was aweapon attack, he must beat you at an opposed Strength check or bedisarmed. To use this benefit, you must have both hands free.

The attack of opportunity you make counts against your totalnumber of attacks of opportunity each round.

Boosted: You can reroll the opposed attack roll associated withthis feat (your foe does not reroll).

Cleave [General]You can follow through with powerful blows.

Prerequisites: Power Attack, Strength 13Benefit: If you deal a creature enough damage to make it drop (typi-

cally by killing it or knocking it unconscious), you gain an immediate,extra melee attack against another creature within reach. You cannottake a 5-foot step before making this extra attack. Make the extra attackwith the same weapon and at the same bonus as the one that droppedthe previous creature. You can use this benefit once per round.

Boosted: You can take a 5-foot step before making the extraattack.

Close-Quarter Fire [General]You can use ranged attacks up close.

Prerequisites: Point Blank Shot, Dexterity 13Benefit: You do not draw attacks of opportunity for using a

ranged weapon in a threatened area.Fighter Bonus Feat: Starting at 17th level, if you took this as a

fighter bonus feat, you gain a +1 damage bonus for using rangedattacks on adjacent foes.

Boosted: You can reroll one ranged attack roll.

Combat Advice [General]You instruct your allies in the best ways to attack their foes.

Prerequisites: Charisma 15, base attack bonus +6Benefit: When you spend a move action surveying the area and

issuing orders, all allies within sight and hearing of you gain a +1competence bonus to attack and damage rolls until your next turn.

Special: One cannot receive bonuses from this feat from two dif-ferent characters in the same day.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you grant your allies a +2 competence bonusrather than a +1 bonus.

Boosted: You can gain the benefits of this feat for 1 round using afree action rather than a move action.

Combat Expertise [General]You are trained at using your combat skill for defense as well asoffense.

Prerequisite: Intelligence 13Benefit: When you use the attack action or the full attack action

in melee, you can take a penalty of as much as –5 on your attack rolland add the same number (+5 or less) as a dodge bonus to yourArmor Class. This number may not exceed your base attack bonus.The changes to attack rolls and Armor Class last until your nextaction.

You cannot use this feat in the same round as you use BerserkAttack, Power Attack, or Elude Blows.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain an additional +2 dodge bonus to ArmorClass when using this feat.

Boosted: You can force your opponent to reroll his attack madeagainst you.

Combat Reflexes [General]You can respond quickly and repeatedly to opponents who let theirguard down.

Benefit: When foes leave themselves open, you may make a num-ber of additional attacks of opportunity equal to your Dexteritybonus. For example, a fighter with Dexterity 15 can make a total ofthree attacks of opportunity in 1 round—one attack of opportunitythat any character is entitled to, plus two more because of his +2Dexterity bonus. If four goblins move out of the character’s threat-ened squares, he can make one attack of opportunity each againstthree of the four.

You can still make only one attack of opportunity per opportunity.You may also make attacks of opportunity while flat-footed.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain an additional attack of opportunity eachround.

Boosted: You gain a +4 bonus to the attack roll of one attack ofopportunity.

Command [General]You direct your allies efficiently in battle.

Prerequisite: Charisma 13Benefit: You have a pool of command points equal to your level.

Every day, on any round in which you use a move action to directyour comrades, you can spend these points to aid your allies (but notyourself). These points become competence bonuses to individualattack rolls, damage rolls, saving throws, or skill checks. You can

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never add more to a single roll than your Charisma bonus. So, a10th-level character with Charisma 15 can grant ten competencebonuses of +1, five bonuses of +2, or some combination thereof.

If your allies’ actions are a part of a predetermined plan (DM’sdiscretion), the allies need not be within sight or hearing of you toenjoy this aid. If your directions are not part of a set plan, however,allies must be able to see or hear you to gain the bonuses.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you may add 5 points to your command pooland +1 point to the limit on your largest single bonus.

Boosted: Your command pool gains 5 extra points, which youmust use on your next turn.

Commanding Presence [General]People just seem more likely to follow you.

Prerequisites: Command, Charisma 13Benefit: NPC allies within sight and hearing of you obey your

orders. If they wish to disobey, they must first succeed at a Willsave (DC 10 + half your level + your Charisma modifier). If yourorders run counter to those of another character with this feat, youmust make a Charisma check opposed by the other commander.The winner’s orders are obeyed.

Boosted: You can force a target to reroll the Will saving throwmade to resist obeying you.

Compensate for Size [General]You leap up and around when fighting a larger foe, compensatingfor your small size.

Prerequisite: Dexterity 13Benefit: You leap about when fighting a creature larger than

yourself. This tactic grants you an additional +1 dodge bonus toArmor Class, as well as a +1 competence bonus to melee attack rollsfor each difference in size category. To use this feat, you must weareither light armor or no armor. You must be aware of the attack togain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you can use its ability while wearing medium orheavy armor.

Boosted: An adjacent foe larger than you loses his Dexteritybonus to Armor Class for 1 full round of your choosing.

Counterstroke

[General—Double Feat]You know how to counter someone else’s attacks.

Prerequisites: Parry, Dexterity 15, base attack bonus +6Benefit: If you beat an adjacent opponent’s opposed roll (your

attack roll versus his attack roll), you block all of his melee attacksuntil your next turn. This full-round action may be used in the

same round as Anchor Foe (see page 28), despite the fact that thelatter feat normally requires a move action.

Boosted: You can reroll the opposed attack roll associated withthis feat (your foe does not reroll).

Design Note: Like the counterspell action, Counterstroke is agreat option for using your action to render an opponent harmlesswhile your friends slay him.

Covering Fire [General]You use your ranged attacks to worry foes.

Prerequisites: Point Blank Shot, Precise ShotBenefit: Using this feat requires a full-round action and five

arrows, bolts, bullets, daggers, or whatever is appropriate for theranged weapon you use. When you do so, every target within yourfirst range increment or 30 feet (whichever is greater) suffers a –1morale penalty to all attack rolls until your next turn as they dodgeor worry about your attacks. Alternatively, within the range speci-fied above, you can focus your covering fire on a single target. Thattarget suffers a –3 morale penalty to attack rolls until your nextturn.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat and you focus on one target, you can force thattarget to attempt a Will saving throw opposed by your attack roll.Should you succeed, in addition to suffering the morale penalty, thetarget can take only a single action that round (either a standardaction or a move action, but not both).

Boosted: You can gain the benefits of this feat using a standardaction rather than a full-round action.

Crippling Strike [General]Your attacks slice through muscle and tendons.

Prerequisites: Sneak attack, Intelligence 17Benefit: When you damage an opponent with a sneak attack (or

the First Strike feat), the target also suffers 1 point of temporaryStrength damage.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you can use it three times per day on attacksthat are not sneak attacks. You must declare that you are using thisfeat before you make your attack roll (thus, a failed attack roll ruinsthe attempt).

Boosted: You can reroll one melee or ranged damage roll.

Crushing Blow [General]You are adept at destroying objects.

Prerequisites: Power Attack, Improved Sunder, Strength 17,base attack bonus +8

Benefit: You inflict +2d6 points of extra damage against objectsand constructs when making melee strikes.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you inflict an additional +1d6 points of damageagainst objects or constructs.

Boosted: You can reroll one melee or ranged damage roll madeagainst an object or construct.

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Deadly Sniper [Uberfeat]You are deadly at range.

Prerequisites: Point Blank Shot, Precise Shot, Hampering Shot,Improved Precise Shot, Pinning Shot, Dexterity 18, base attackbonus +18

Benefit: All distances up to your maximum range are consideredpoint blank range for you. You can make sneak attacks within thisrange, although targets are no more susceptible to them than usual.Your ranged attacks inflict +2d6 points of damage. Foes struck byyour ranged attacks find themselves shaken for 1 round and mustmake a Will saving throw (DC 10 + half your level + your Dexteritybonus) or be dazed for 1 round. Do not multiply bonus damage fromthis feat in the case of a critical hit.

Special: Deadly Sniper costs four retired feats and one feat slot. Itis the uberfeat for the domain of Ranged Combat.

Deafening Strike [General]You are skilled at striking at a foe’s ears.

Prerequisite: Base attack bonus +6Benefit: As a full attack action, you may make a single attack roll

that inflicts normal damage. If you damage an opponent who hasdiscernable ears, he must attempt a Fortitude save (DC 10 + halfyour level + your Wisdom bonus). Should he fail the save, he is deaf-ened for 1 round plus an additional 1 round for every three levels.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you daze your struck opponents for 1 round inaddition to deafening them.

Boosted: You can force a target to reroll the Fortitude savingthrow associated with this feat.

Debilitating Strike [General]The injuries you inflict hamper your foe.

Benefit: Your successful attack not only inflicts damage as normalbut imposes on the target a –1 penalty to all attack rolls until yournext turn. This penalty does not stack with itself, so multiplestrikes—from you or from others with this feat—do not increase the penalty.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you impose a –2 penalty rather than a –1 penalty.

Boosted: You can reroll one attack roll.Design Note: This feat works with melee and ranged attacks.

Defensive Advice [General]You instruct your allies in the best ways to defend themselves.

Prerequisites: Charisma 15, base attack bonus +6Benefit: You spend a move action surveying the area and issuing

orders. All allies within sight and hearing gain a +1 competencebonus to Armor Class until your next turn.

Special: One cannot receive bonuses from this feat from two dif-ferent characters in the same day.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you grant your allies a +2 competence bonusrather than a +1 bonus.

Boosted: You can gain the benefits of this feat for 1 round usinga free action.

Defensive Move [General]You are trained at avoiding ranged attacks by moving or ducking.

Prerequisite: Dexterity 13Benefit: You enjoy a +4 dodge bonus to Armor Class against all

ranged attacks in a round in which you move at least 10 feet, or in anycircumstance in which you have cover. The Precise Shot feat (see page51) can negate this Armor Class bonus, but it cannot negate both thisbonus and the –4 penalty for firing into melee in a single attack. Thus,a character with this feat fighting in melee against an attacker withPrecise Shot forces the opponent to cope with the +4 dodge bonus butnot the –4 penalty. You must be aware of the attack to gain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 19th level, if you took this as afighter bonus feat, you gain an additional +2 bonus, for a +6 totaldodge bonus to Armor Class.

Boosted: You can use this feat to force an opponent to reroll oneranged attack roll.

Defensive Run [General]You can duck and weave as you move.

Prerequisites: Fleet of Foot, Run, Dexterity 13Benefit: When using a charge or run action, you gain a +2 dodge

bonus to Armor Class. This bonus cancels out the standard ACpenalty you incur when charging. You must be aware of the attack togain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Characters with this feat who have 5 or more ranks in Tumble andwear light armor or no armor gain an additional +1 dodge bonus toArmor Class when running or charging.

A 9th-level fighter who took Dodging Charge as a fighter bonusfeat (see page 35) gains a net +2 bonus to Armor Class. (DodgingCharge cancels the penalty and Defensive Run adds the bonus.)

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you also gain the bonus to Armor Class whenmaking a double move.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feet.

Chapter Two: Feats of Daring 33

Defensive Move and Defensive Stance replace the Dodge feat.Any feat that normally requires Dodge should allow either ofthe other two feats to work in its place.

Design Decisions: Whither Dodge?

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Defensive Stance [General]You are trained at avoiding and blocking blows.

Prerequisite: Dexterity 13Benefit: You enjoy a +1 dodge bonus to Armor Class against all

melee attacks. You must be aware of the attack to gain this bonus.Special: A condition that makes you lose your Dexterity bonus to

Armor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 17th level, if you took this as afighter bonus feat, you gain an additional +1 bonus, for a +2 totaldodge bonus to Armor Class from this feat.

Boosted: You can force an opponent to reroll one melee attackroll using this feat.

Deflect Arrows [General]You can deflect incoming arrows as well as crossbow bolts, spears,and other projectile or thrown weapons.

Prerequisites: Improved Unarmed Strike, Dexterity 13Benefit: You must have at least one hand free (holding nothing)

to use this feat. Once per round, when a ranged weapon normallywould hit you, you may deflect it and take no damage from it. Youmust be aware of the attack and not flat footed. Deflecting aranged weapon is not an action. Unusually massive rangedweapons, such as boulders hurled by giants, can’t be deflected, norcan ranged attacks generated by spell effects.

Boosted: You can deflect two ranged weapon attacks in a singleround.

Deflect Grappler [General]You are trained at avoiding and blocking blows.

Benefit: You gain a +4 dodge bonus to Armor Class against alltouch attacks that initiate a grapple. You also enjoy a +4 bonus tograpple checks to resist being grappled. You must be aware of theattack to gain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you also can make an attack of opportunityagainst a grappler who normally would not provoke attacks ofopportunity when starting a grapple—even one with the ImprovedGrapple feat (see page 41) or the improved grab ability. This countsagainst your total number of attacks of opportunity each round.

Boosted: You can force an opponent to reroll one grapple check.

Demoralize [General]When you take down a foe, his allies become demoralized.

Benefit: When you drop a foe (kill him or knock him uncon-scious), all the foe’s allies within 60 feet suffer a –2 morale penaltyto attack and damage rolls. This effect lasts for 1 round plus anadditional 1 round for every five levels.

Special: One cannot receive this feat’s penalties from two differ-ent characters in the same day.

Boosted: You can reroll one melee or ranged damage roll usingthis feat.

Design Note: This is a great choice for character with the Cleavefeat.

Diehard [General]You can remain conscious after attacks that would fell others.

Prerequisite: EnduranceBenefit: When you reach the dying condition (see The Book of

Experimental Might, Chapter Four), you automatically become stable.You may choose to act as if you were disabled, rather than dying—in other words, you are “disabled-but-dying.” You must make thisdecision as soon as you are reduced to the dying condition (even ifit isn’t your turn). If you do not choose to act as if you were dis-abled, you immediately fall unconscious.

When disabled-but-dying, you can take either a single moveaction or a standard action each turn, but not both, and you cannottake a full-round action. You can take a move action without fur-ther injuring yourself, but if you perform any standard action (orany other action the DM deems equally strenuous, including freeactions like casting a quickened spell), you take 1 point of damageafter completing the act. Should you reach a hit point total equal toyour Constitution score expressed as a negative number, you imme-diately die.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you can take full-round actions as normal whiledisabled-but-dying. However, you still lose 1 hit point per round asyou do so.

Boosted: You gain a +4 bonus to one attack roll, skill check, orsaving throw while disabled-but-dying.

Disrupt Caster

[General—Double Feat]You disrupt a spellcaster attempting to cast a spell.

Prerequisites: Mage Fighter, Dexterity 15, base attack bonus +3Benefit: Three times per day, you may attempt to disrupt the

spell of a caster you are adjacent to. This is a free action that youtake on another character’s turn. Handle the attempt normallyaccording to the Core Rules.

You can use this feat’s benefit against magical disciplines (asdescribed in Chapter One in The Book of Experimental Might) andspellsongs (see Chapter Six in The Complete Book of Eldritch Might)as well as standard spells.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Distraction [General]You use thrown sand, a tossed rock, a feint with your weapon, asurprising outburst, or virtually any similar tactic to distract anopponent.

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Benefit: As a free action, while performing a full attack action, youcan force an adjacent foe to make a Will saving throw (DC 10 + halfyour level + your Dexterity bonus or your Charisma bonus). Foeswho fail this save are dazzled until your next turn.

Boosted: You can force one opponent to reroll the Will savingthrow associated with this feat.

Divided Attention [General]You are skilled at fighting multiple foes with both of your weapons.

Prerequisites: Two-Weapon Fighting, Dexterity 15Benefit: When you attack different foes with your different

weapons, you gain a +2 competence bonus to each attack.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain an additional +1 competence bonus, fora total bonus of +3 from this feat.

Boosted: You can reroll one attack roll while using two weapons.

Dodging Charge [General]You duck and weave as you charge.

Prerequisites: Fleet of Foot, Dexterity 13Benefit: When using a charge action, you draw no attacks of

opportunity as you pass through threatened areas.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you do not suffer the standard Armor Classpenalty when charging.

Boosted: You can force an opponent to reroll one melee attack roll.

Double Effect [General]Your special maneuvers work with both your weapons.

Prerequisites: Two-Weapon Fighting, Improved Two-WeaponFighting, Dexterity 17, base attack bonus +6

Benefit: When using a feat that requires a full attack action tomake a single attack—such as Blinding Strike or Bloody Strike (page29)—you may make a single attack with both your weapons. Eachinflicts damage as normal on a hit. If either attack hits, you mayapply the other feat’s special effect (blindness, and so on).

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat and use it in conjunction with a feat that imposesan effect or condition with a duration, you may double the durationwhen both your primary and off-hand weapons strike the foe.

Boosted: You can reroll one attack roll while using two weapons.

Double Smash [General]You are skilled at fighting single foes with both of your weapons.

Prerequisites: Two-Weapon Fighting, Dexterity 15Benefit: When you use two melee weapons fighting a single foe,

you can add together the damage of each weapon’s primary attack(if they both hit) for any situation in which the total damage ofone attack determines an outcome. Such situations include thefollowing:

• before applying damage reduction• to determine whether you have surpassed the massive damage

threshold

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• to compute the Difficulty Class of a struck caster’sConcentration check

• for the Fortitude save DC of a coup de grace attack• to see whether feats such as Knock Back or Knock Down

(see pages 43–44) take effect

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you can combine the damage from any twoattacks you make in a single round against a single target, as longas you make them with two different weapons.

Boosted: You can reroll one damage roll while using twoweapons.

Double Strike

[General—Double Feat]You are skilled at using both your weapons quickly.

Prerequisites: Two-Weapon Fighting, Improved Two-WeaponFighting, Dexterity 15

Benefit: When you use two melee weapons, you can choose toattack once with both of them during a standard attack action.Both attacks suffer a –2 penalty to attack rolls, in addition to anyother penalties.

Boosted: You can reroll a single attack roll while using twoweapons.

Draw Attack [General]Your unique combat style allows you to draw out attacks to placefoes at a disadvantage.

Prerequisites: Defensive Stance or Defensive Move, Mobility,Dexterity 15

Benefit: When an opponent makes an attack of opportunityagainst you, you may immediately make one against him. Youmay use this benefit three times each day.

Using this feat counts against your total number of attacks ofopportunity each round.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can use it every time an opponent makes anattack of opportunity against you. There is no daily limit, althougheach use of it counts against your total number of attacks of oppor-tunity permitted each round.

Boosted: You can force an opponent to reroll one attack ofopportunity roll.

Driven by Failure [General]Your intensity grows as you watch your allies drop.

Benefit: You gain a +4 morale bonus to attack and damage rollswhen you see an ally fall (killed or knocked unconscious). You gainthis bonus starting on your next turn, and it lasts for 1 round plusan additional 1 round for every five levels. This bonus persists evenif you observe the ally recover. However, the morale bonus does notstack with itself, so seeing multiple allies fall does not grant youhigher bonuses.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you gain the bonus for 1 round plus an addition-al 1 round for every three levels.

Boosted: Once an ally has fallen in the current encounter, youcan reroll one attack roll.

Elude Blows [General]You use your weapon to defend yourself.

Benefit: On your action, before making attack rolls for around, you may choose to subtract a number from all melee dam-age rolls and add it to your Armor Class versus melee attacks.This number may not exceed your base attack bonus, nor may itexceed your current maximum damage potential (not includingcritical hits). The penalty on damage and bonus to Armor Classapplies until your next action. The minimum amount of damageinflicted is 1 point.

You cannot use this feat in the same round as you use CombatExpertise, Power Attack, or Berserk Attack.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 parry bonus to ArmorClass when you subtract at least 1 point from damage using EludeBlows.

Boosted: You can force an opponent to reroll one melee attackroll.

Endurance [General]You are capable of amazing feats of stamina.

Benefit: You gain a +4 bonus on the following checks and saves:• Swim checks made to resist nonlethal damage• Constitution checks made to continue running• Constitution checks made to avoid nonlethal damage from a

forced march• Constitution checks made to hold your breath• Constitution checks made to avoid nonlethal damage from

starvation or thirst• Fortitude saves made to avoid nonlethal damage from hot or

cold environments• Fortitude saves made to resist damage from suffocation

Also, you may sleep in light armor or medium armor withoutbecoming fatigued.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you gain a special damage resistance of DR 3/—that applies only to nonlethal damage.

Boosted: You reroll any check or save modified by this feat.

Far Shot [General]You can get greater distance out of a ranged weapon than mostpeople.

Prerequisite: Point Blank ShotBenefit: When you use a projectile weapon, such as a bow, its

range increment increases by one-half (multiply by 1.5). When youuse a thrown weapon, its range increment doubles.

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Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you suffer no penalty for firing into your secondrange increment.

Boosted: You ignore all range penalties for one ranged attack.

Fast Healer [General]When you rest, you heal faster than others.

Benefit: You heal at double the normal rate. That means an 8th-level character with this feat heals 16 hit points per day rather than 8points. With the help of a healer making a Heal check, the characterheals 32 hit points rather than 16.

A character who pauses for ten minutes to rest during the day toregain Grace gains 20 hit points back.

A character who uses the Take a Breather action gains twice hislevel in hit points rather than just his level.

When you receive magical healing, add a +1 bonus to the hitpoints regained plus an additional 1 point for every five levels.

Boosted: You immediately heal your level in Grace as a free action.

Fencing Master [Uberfeat]You are a master of agile combat.

Prerequisites: Combat Reflexes, Light Weapon Mastery, RapidStrike, Weapon Finesse, Dexterity 18, base attack bonus +18

Benefit: Whenever you use a light weapon or a rapier, you gain a+2 competence bonus to attack rolls, inflict an extra +2d6 points ofdamage, and gain an additional attack each round at your highestattack bonus—even when making only a single attack action. Do notmultiply the bonus damage in the case of a critical hit.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Agility.

First Strike [General]You skillfully make attacks that take out opponents quickly.

Prerequisite: Dexterity 13Benefit: When you strike a flat-footed foe at the beginning of

combat, the attack inflicts +1d6 points of damage. This damagebonus stacks with sneak attack damage and faces the same limita-tions (creatures immune to critical hits and sneak attacks areimmune to this ability). Do not multiply this damage in the case of acritical hit. You can make ranged attacks using First Strike, but onlywhen within 30 feet of the target.

Special: You can take this feat up to three times. Each time, add+1d6 points to the damage inflicted against flat-footed opponents.So, the second time you take the feat, you inflict +2d6 points ofdamage, and the third time you inflict +3d6 points of damage.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you may reroll any 1s you roll for damage in aFirst Strike attack.

Boosted: You may reroll one initiative check.

Flail Defense [General]You can use a flail to disrupt the attacks of your opponent.

Prerequisites: Weapon Focus, Dexterity 13

Benefit: If you wield a light flail, heavy flail, dire flail, nunchaku,or spiked chain while fighting defensively, maintaining full defense,or using the Counterstroke, Parry, or Elude Blows feats, you add a +2 parry bonus to your Armor Class against melee attacks for thatround. Normally a flail is difficult to parry with, but those with special training can use its drawback (its flexible nature) as anadvantage, wrapping the weapon around a foe’s to help foil hisattacks (this adds no extra bonus to grapple or disarm attempts). Togain this benefit, you must have chosen one of the aforementionedweapons for your Weapon Focus feat.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you may add a +3 parry bonus to Armor Classrather than a +2 bonus when using the appropriate weapon.

Boosted: You can reroll one attack roll with a weapon on the listabove.

Fleet of Foot [General]You are much faster than you look.

Benefit: You add +10 to your ground speed.Fighter Bonus Feat: Starting at 19th level, if you took this as a

fighter bonus feat, you increase your ground speed by another +10,for a total of +20.

Boosted: You gain an additional +10 bonus to speed for 1 round.

Foil Readied Action

[General—Double Feat]You know how to anticipate someone else’s surprise.

Prerequisites: Dexterity 17, base attack bonus +3Benefit: Three times per day, but no more than once per round,

you may—as a free action that you take on another character’sturn—block (and prevent) someone else’s readied action or attackof opportunity. You must be adjacent to the character attemptingthe action. This character does not lose the prevented action, so anaction she readies remains readied, a spell she readies stays pre-pared (and readied for the next trigger), and an attack of opportu-nity she readies can go off in the same round, should another beprovoked.

Chapter Two: Feats of Daring 37

When a player rerolls her own roll, she must always decidewhether to reroll before learning the result of the roll. Shemust accept the second roll, even if it is worse than the first.

When a player could force a foe to reroll, the player can betold whether the initial roll resulted in success or failure, butnot the degree of success or failure. For example, if the DMrolled a critical threat, he should not reveal that fact to aplayer who can make him reroll—he should reveal only thatit was a hit. Based only on that information, the playerdecides whether to make the DM reroll. Once the playerknows the attack roll was a critical threat, she can no longerforce the reroll.

Rerolls

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For example, if a character readies a melee attack on anyone thatcomes within 5 feet, this feat stops her from attacking you. However,if another target triggers her readied attack, it is resolved normally.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Full Opportunity [General]Your attacks of opportunity come fast and furious.

Prerequisites: Dexterity 13, base attack bonus +6Benefit: Whenever you make an attack of opportunity, you can use

the full attack action to make all of your attacks. You may use this abili-ty only once per round, regardless of how many attacks of opportunityyou are allowed to make (thanks to Combat Reflexes, for example).

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you add a +2 competence bonus to all opportu-nity attack rolls.

Boosted: You can reroll one opportunity attack roll.

Ghost [Uberfeat]You are very difficult to hit.

Prerequisite: Combat Expertise, Defensive Move, DefensiveStance, Can’t Lay a Hand, Parry, Dexterity 19, base attack bonus +18

Benefit: You have a 50 percent miss chance at all times as longas you wear light armor or no armor, are not flat footed, and areaware of the attack.

Special: This feat costs four retired feats and one feat slot. It isthe uberfeat for the domain of Quick Defense.

Got Your Back [General]You help protect an adjacent ally.

Benefit: You offer a +1 bonus to Armor Class to one adjacent ally.You must be aware of any incoming attack on the ally to providethe bonus, and you must be able to act (not held, bound, etc.). ThisAC bonus does not stack with the bonus provided by Shared Shield(see page 54).

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you grant your ally a +2 bonus to Armor Classrather than a +1 bonus.

Boosted: You can force an opponent to reroll an attack roll madeagainst an adjacent ally (not one made against you).

Great Blow [General]You attack with both of your weapons at once.

Prerequisites: Two-Weapon Fighting, Improved Two-WeaponFighting, Strength 17, Dexterity 17, base attack bonus +6

Benefit: As a full attack action while wielding two weapons, youmake a single attack with both weapons, using your highest attackbonus. If either is a hit, you inflict maximum damage for bothweapons. You cannot use Power Attack or Berserk Attack toincrease the damage from this feat.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can attempt a Great Blow using a standardattack action rather than a full attack action.

Boosted: When using two weapons, you can reroll an attack roll.

Great Cleave [General]You wield a melee weapon with such power that you can strike multiple times when you fell your foes.

Prerequisites: Cleave, Power Attack, Strength 13, base attackbonus +4

Benefit: This feat works like Cleave (see page 31), except thatthere is no limit to the number of times you can use it per round.

Fighter Bonus Feat: Starting at 17th level, if you took this as afighter bonus feat, you can take a single 5-foot step between each ofyour extra attacks, as long as your total movement in the rounddoes not exceed your speed.

Boosted: You gain a +6 damage bonus to all extra attacks madeusing this feat.

Great Fortitude [General]You are tougher than normal.

Benefit: You get a +2 bonus on all Fortitude saving throws.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain an additional +1 bonus to Fortitudesaving throws, for a total bonus of +3 from this feat.

Boosted: You may reroll one Fortitude save.

Greater Ignore Condition [General]You can shrug off detrimental effects for a time through sheer forceof will

Prerequisite: Ignore ConditionBenefit: Once per day, you can ignore all debilitating conditions

affecting you for 1 round per level. Once this benefit lapses, theconditions return for the remainder of their complete durations,as described in Ignore Condition (page 40).

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you ignore the condition for 1 round per level,and that time counts as part of the condition’s duration, asdescribed in Ignore Condition.

Boosted: As a free action, you can immediately attempt a secondsaving throw to shrug off one unwanted condition. The conditionmust have a duration measured in rounds.

Greater Increased Vigor [General]You summon deep reserves of might to make yourself nigh invincible.

Prerequisites: Increased Vigor, base attack bonus +15Benefit: You can grant yourself 40 temporary hit points, regard-

less of your current hit point total. As with all temporary hit points,these are added to your Grace total. (For background on Grace, seethe “Hit Points” section in Chapter Four of The Book ofExperimental Might.)

The temporary hit points last one minute for every level. You canuse this benefit only once per day.

Fighter Bonus Feat: Starting at 19th level, if you took this as afighter bonus feat, Greater Increased Vigor grants you not tempo-rary hit points, but true healing.

Boosted: You immediately heal a number of Grace hit pointsequal to your level as a free action.

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Greater Two-Weapon Fighting

[General]You are a master at fighting two-handed.

Prerequisites: Improved Two-Weapon Fighting, Two-WeaponFighting, Dexterity 19, base attack bonus +11

Benefit: You get a third attack with your off-hand weapon, albeitat a –10 penalty.

Boosted: Your third attack with your off-hand weapon suffers no–10 penalty for one attack.

Greater Weapon Focus [General]Choose one type of weapon, such as greataxe, for which you havealready selected Weapon Focus. You are especially good at using thisweapon.

Prerequisites: Proficiency with selected weapon, Weapon Focuswith selected weapon, fighter level 8th

Benefit: You gain a +1 bonus on all attack rolls you make using theselected weapon. This bonus stacks with other bonuses on attackrolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Itseffects do not stack with each other—each time you take the feat, itapplies to a new type of weapon.

A fighter must have Greater Weapon Focus with a given weaponin order to gain the Greater Weapon Specialization feat for thatweapon.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain an additional +1 bonus on all attackrolls, for a total bonus of +2 from this feat.

Boosted: You can reroll one attack roll using this feat.

Greater Weapon Specialization

[General]Choose one type of weapon, such as greataxe, for which you havealready selected Weapon Specialization. You deal extra damage whenusing this weapon.

Prerequisites: Proficiency with selected weapon, Greater WeaponFocus with selected weapon, Weapon Specialization with selectedweapon, fighter level 12th

Benefit: You gain a +2 bonus on all damage rolls you make usingthe selected weapon. This bonus stacks with other bonuses on dam-age rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multipletimes. Its effects do not stack with each other—each time you takethe feat, it applies to a new type of weapon.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain an additional +1 bonus on all damagerolls, for a total bonus of +3 from this feat.

Boosted: You can reroll one damage roll using this feat.

Hamper Defense [General]Your attack makes it more difficult for your foe to defend himselfagainst others.

Benefit: Your successful attack not only inflicts damage upon a foeas normal, but all other characters (your allies or others) gain a +2circumstance bonus to attack rolls against the foe until your nextturn. This bonus does not stack with itself, so multiple strikes—from you or from others with this feat—do not increase the bonus.You can use this ability once per day per level. You must declare thatyou are using Hamper Defense before you make your attack roll(thus, a failed attack roll ruins the attempt).

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you give others a +4 circumstance bonus to attackrolls rather than a +2 bonus.

Boosted: You can reroll one ally’s attack roll against the targetedfoe.

Hamper Movement [General]The injuries you inflict temporarily hamper your foes’ movement.

Benefit: Your successful attack not only inflicts damage as normal,but targets suffer a penalty to their speed. They move 10 feet slowerfor 1 round plus an additional 1 round for every five levels. A foewhose speed is reduced to 0 or below cannot move. This penaltydoes not stack with itself, so multiple strikes—from you or fromothers with this feat—do not increase the penalty.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you inflict a 20-foot penalty to foes’ speed, ratherthan a 10-foot penalty.

Boosted: As a free action, you force one adjacent foe to remain inthe same square until the beginning of your next turn.

Hampering Shot [General]Your ranged attack makes it harder for your foe to move.

Prerequisites: Point Blank Shot, base attack bonus +6Benefit: When attempting a ranged piercing attack with a weapon

or ammunition at least 3 inches long (a bow, a crossbow, a spear, ajavelin, a dagger, etc.), you can use a full attack action to make a single attack that inflicts normal damage on a hit. If you hit, how-ever, make a second attack roll (as if you were confirming a criticalthreat). A success on this second attack roll means that you havehindered the foe in some way—you’ve pinned his shield to hisarmor, pinned her cloak to her leg, stuck an arrow in its claw, etc. Asa result, for 1d6 rounds, the target can take only a single standardaction or a move action each round (but not both).

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you can use Hampering Shot once per day aspart of a normal attack (an attack action or one of your attacks in afull attack action). You must declare that you are using this featbefore you make the attack roll (thus, a failed attack roll ruins theattempt).

Boosted: The Hampering Shot affects the target for the maximumamount of time (6 rounds).

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Hands as Weapons [General]You hone your body so that it can hold special magical abilities.

Prerequisite: Improved Unarmed StrikeBenefit: You or someone else can add an enhancement bonus or

a weapon special ability (such as flaming or disruption) to yourunarmed attacks. You must add the bonus or abilities normally,such as by enlisting the aid of a character with the Craft MagicArms and Armor feat who pays the gold and XP costs, and so on.Like weapons, these bonuses and abilities can be suppressed, butnot permanently dispelled. Obviously, some weapon special abili-ties, such as dancing, cannot apply to your unarmed attacks.

This feat can modify unarmed attacks with natural weapons,such as claws or a bite attack. Characters with more than oneunarmed or natural attack need not take this feat multiple times.

Boosted: You can reroll an unarmed attack roll.

Heavy Armor Specialization [General]You know how to move your heavily armored body to deal best withincoming attacks.

Prerequisite: Base attack bonus +9Benefit: While wearing heavy armor, you gain a +1 dodge bonus

to Armor Class. You must be aware of the attack to gain this bonus.Special: A condition that makes you lose your Dexterity bonus to

Armor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain an additional +1 dodge bonus, for atotal bonus of +2 from this feat.

Boosted: You ignore your armor’s armor check penalty and maxi-mum Dexterity bonus for 1 round.

Honored Master [Uberfeat]You are truly a warrior’s warrior.

Prerequisite: Combat Expertise, Outmatched Opponent, Parry,Using the Advantage, Weapon Focus, Greater Weapon Focus,Intelligence 17, base attack bonus +16

Benefit: If you take a –2 penalty on your attack rolls, you inflictmaximum damage on your attacks and always confirm your criticalthreats. If you take an additional –2 penalty on your attack rolls ina round, you also gain a +4 dodge bonus to Armor Class.

Alternatively, you can use a full attack action to make a singleattack that automatically hits and inflicts a critical strike (if the tar-get is susceptible to criticals; otherwise, it is normal damage).

You are immune to disarm, trip, and feint attempts. However,you cannot use Power Attack or Berserk Attack to increase the dam-age using this feat.

Special: This feat costs four retired feats and one feat slot. It isthe uberfeat for the domains of Intellect and Weapon Mastery.

Ignore Condition [General]You can shrug off detrimental effects for a time through sheer forceof will.

Benefit: Once per day, you can ignore one debilitating condition(shaken, sickened, paralyzed, and so on) for 1 round per level. Oncethis benefit lapses, the condition returns for the remainder of itscomplete duration. In other words, say a character is sickened for 10rounds but ignores the condition after the third round for 6 rounds.After the 6 rounds have elapsed, he is sickened for 7 more rounds.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can ignore the condition for 1 round perlevel, and that time counts as part of the condition’s duration. So,say a character is shaken for two minutes and uses this abilityimmediately to ignore the condition for 12 rounds. At the end ofthe 12 rounds, the character remains shaken for only 8 rounds.

Boosted: As a free action, you can immediately attempt a secondsaving throw to shrug off one unwanted condition. The conditionmust have a duration measured in rounds.

Impact Reduction [General]You know how to take blows strategically to accept incoming attacks.

Prerequisite: Base attack bonus +8Benefit: You enjoy damage reduction 1/piercing. You must be

wearing heavy armor or using a shield to gain this benefit.Fighter Bonus Feat: Starting at 13th level, if you took this as a

fighter bonus feat, you gain damage reduction 2/piercing instead ofonly DR 1/piercing.

Boosted: For 1 round, you have damage reduction 5/—.

Impressive Cleave

[General—Double Feat]You hit very hard on the follow-through.

Prerequisites: Power Attack, Cleave, Strength 15, base attackbonus +12

Benefit: When you make a Cleave attack after felling a foe, youadd +5d6 points of damage to the attack. Do not multiply thisdamage in the case of a critical hit.

Boosted: You can reroll one melee damage roll.

Improved Bull Rush [General]You know how to push opponents back.

Prerequisites: Power Attack, Strength 13Benefit: When you perform a bull rush, you do not provoke an

attack of opportunity from the defender. You also gain a +4 bonuson the opposed Strength check you make to push back the defender.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, consider yourself one size larger than you actu-ally are when determining the results of a bull rush that you makeor one that is made against you.

Boosted: You can use this feat to reroll the opposed Strengthcheck required to push back the defender (your foe does not reroll).

Improved Critical [General]Choose one type of weapon, such as longsword or greataxe. Withthat weapon, you really know how to hit where it hurts.

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Prerequisites:Proficiency withweapon, base attackbonus +8

Benefit: When usingthe weapon you selected,you double your criticalthreat range. For example,a longsword usually threatensa critical hit on a roll of 19–20 (a range of two numbers). If you use a longsword with ImprovedCritical (longsword), the threat range becomes 17–20 (a range offour numbers).

Special: You can gain Improved Critical multiple times. Theeffects do not stack—each time you take the feat, it applies to a newtype of weapon. This benefit doesn’t stack with any other effect thatexpands a weapon’s threat range (such as the keen edge spell).

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you deal an additional 10 points of damage on acritical strike using the selected weapon.

Boosted: You automatically confirm one threatened critical usingthe selected weapon.

Improved Disarm [General]You know how to disarm opponents in melee combat.

Prerequisites: Combat Expertise, Intelligence 13Benefit: You do not provoke an attack of opportunity when you

attempt to disarm an opponent, nor does he have a chance to disarmyou. You also gain a +4 bonus on the opposed attack roll you maketo disarm your opponent.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain an additional +2 bonus to the opposedattack roll, for a total bonus of +6 from this feat.

Boosted: You can reroll one opposed attack roll when disarming afoe, or when one attempts to disarm you (your foe does not reroll).

Improved Feint [General]You are skilled at misdirecting your opponent’s attention in combat.

Prerequisites: Combat Expertise, Intelligence 13Benefit: You can make a Bluff check to feint in combat as a move

action.Fighter Bonus Feat: Starting at 7th level, if you took this as a

fighter bonus feat, you get a +4 bonus on Bluff checks used to feint.Boosted: You can attempt one feint as a free action.

Improved Grapple [General]You are skilled at grappling opponents.

Prerequisites: Improved Unarmed Strike, Dexterity 13Benefit: You provoke no attack of opportunity when you make a

touch attack to start a grapple. You also gain a +4 bonus on all grapplechecks, regardless of whether you started the grapple.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, consider yourself one size larger than you actuallyare when determining the results of any grapple check.

Boosted: You can reroll one grapple check.

Improved Initiative [General]You can react more quickly than normal in a fight.

Benefit: You enjoy a +4 bonus on initiative checks.Fighter Bonus Feat: Starting at 15th level, if you took this as a

fighter bonus feat, you gain an additional +2 bonus on initiativechecks, for a total bonus of +6 from this feat.

Boosted: You can reroll one initiative check.

Improved Overrun [General]You are skilled at knocking down opponents.

Prerequisites: Power Attack, Strength 13Benefit: When you attempt to overrun an opponent, he may not

choose to avoid you. You also gain a +4 bonus on your Strengthcheck to knock him down.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, consider yourself one size larger than you actuallyare when determining the results of an overrun that you make, orone that is made against you.

Boosted: You can use this feat to reroll the Strength check toknock down your opponent.

Improved Precise Shot [General]Your ranged attacks can ignore the effects of cover or concealment.

Prerequisites: Point Blank Shot, Precise Shot, Dexterity 19, baseattack bonus +11

Benefit: Your ranged attacks ignore the Armor Class bonus grantedto targets by anything less than total cover, and the miss chance grant-ed by anything less than total concealment. Total cover and total con-cealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grapplingopponent, you automatically strike at the opponent you have chosen.

Boosted: You can reroll a single ranged attack roll when usingthis feat.

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Improved Shield Bash [General]You can bash with a shield while retaining its protection.

Prerequisite: Shield proficiencyBenefit: When you perform a shield bash, you may still apply the

shield’s shield bonus to your Armor Class.Fighter Bonus Feat: Starting at 11th level, if you took this as a

fighter bonus feat, you may add your shield’s enhancement bonusto your attack and damage rolls when attempting a shield bashwith a magic shield.

Boosted: You can reroll a shield bash attack roll when using thisfeat.

Improved Shield Specialization

[General]You are incredibly good at using a shield for defense.

Prerequisites: Shield Proficiency, Shield Specialization, baseattack bonus +10

Benefit: You can block one melee attack with your shield if yousucceed at an opposed check using your attack roll against theattacker’s attack roll. This is a free action that you can use once perround on another character’s turn. You must be aware of theincoming attack and not be flat footed.

Boosted: You can reroll the opposed check involved with thisfeat (your foe does not reroll).

Improved Sunder [General]You are skilled at attacking your opponents’ weapons and shields,as well as other objects.

Prerequisites: Power Attack, Strength 13Benefit: When you strike at an object that an opponent holds or

carries (such as a weapon or shield), you do not provoke an attackof opportunity. You also gain a +4 bonus on any attack roll madeagainst an object held or carried by another character.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you may add a +4 bonus to the damage youinflict upon a struck object.

Boosted: You can reroll an attack roll made to strike an objectwhen using this feat.

Improved Trip [General]You are trained not only in tripping opponents safely but also infollowing through with an attack.

Prerequisites: Combat Expertise, Intelligence 13Benefit: You provoke no attack of opportunity when you attempt

to trip an opponent while you are unarmed. You also gain a +4bonus on your Strength check to trip the opponent.

If you trip an opponent in melee combat, you immediately get amelee attack against him, as if you hadn’t used your attack for thetrip attempt. For example, at 11th level, a fighter gets three attacksat bonuses of +11, +6, and +1. In the current round, she attempts totrip her opponent. Her first attempt fails (using up her first attack).Her second attempt succeeds, and she immediately makes a melee

attack against the opponent with a bonus of +6. Finally, she takesher last attack at a bonus of +1.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you inflict +1d6 additional points of damage onany opponent prone from having just been tripped.

Boosted: You can reroll the Strength check tied to this feat.

Improved Two-Weapon Fighting

[General]You are an expert in fighting two handed.

Prerequisites: Two-Weapon Fighting, Dexterity 17, base attackbonus +6

Benefit: In addition to the standard single extra attack you getwith an off-hand weapon, you also get a second attack with it,albeit at a –5 penalty.

Boosted: Your second attack with your off-hand weapon suffersno –5 penalty for one attack.

Improved Unarmed Strike [General]You are skilled at fighting while unarmed.

Benefit: You are considered “armed” even when unarmed—thatis, you do not provoke attacks of opportunity from armed foeswhom you attack while unarmed. However, you still get to make anattack of opportunity against any foe who attempts an unarmedattack on you. In addition, your unarmed strikes can deal lethal ornonlethal damage, at your option.

Boosted: Your can reroll an unarmed attack roll.

Improved Uncanny Dodge [General]You react to danger before your senses would normally allow you to.

Prerequisites: Uncanny Dodge, Dexterity 15Benefit: You cannot be flanked as long as you wear light armor

or no armor—you can react to opponents on opposite sides as easily as you can react to a single attacker. This defense denies a foethe ability to sneak attack by flanking you, unless the attacker hasat least four more rogue levels than you have class levels.

Boosted: You are immune to sneak attacks for 1 round.

Increased Vigor [General]You summon deep reserves of might to continue fighting.

Benefit: If your current hit point total is less than 10, you cangrant yourself 1d8 temporary hit points, plus an additional 1d8 tem-porary hit points for every five levels. As with all temporary hitpoints, these are added to your Grace total. (For more on Grace, see“Hit Points” in Chapter Four of The Book of Experimental Might.)

These temporary hit points last one minute per level. You can usethis benefit only once per day.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, Increased Vigor grants you not temporary hitpoints, but true healing.

Boosted: You immediately heal a number of Grace hit pointsequal to your level as a free action.

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Inspiring Presence [General]You inspire your allies.

Benefit: All allies within 60 feet of you gain a +1 morale bonus toWill saving throws.

Special: One cannot receive bonuses from this feat from two dif-ferent characters in the same day.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you make a ranged or melee attack on a foe afterwhich, if it succeeds, all allies within 60 feet of you gain a +4 moralebonus to Will saves. (This effect is in addition to inflicting damagefrom the successful attack.) This bonus lasts for 1 round plus anadditional 1 round for every five levels. You may use this benefit threetimes each day.

Boosted: You can reroll one of your Will saving throws (or allowan ally to do so).

Iron Fist [General]Your unarmed strikes inflict more damage than normal.

Prerequisites: Improved Unarmed Strike, base attack bonus +8Benefit: You have a –2 penalty to your attack rolls for the round and

a bonus of +1d6 points to the damage you inflict with your unarmedstrikes. Do not multiply this damage in the case of a critical hit.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can take Iron Fist again, gaining an addition-al +1d6 points of damage (and incurring no additional penalties);the damage bonuses stack.

You can take the feat a third time at 16th level.Boosted: You may reroll one unarmed damage roll.

Iron Will [General]You have a stronger than normal will.

Benefit: You enjoy a +2 bonus on all your Will saving throws.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain an additional +1 bonus to Will saves, fora total bonus of +3 from this feat.

Boosted: You may reroll one Will saving throw.

Juggernaut Charge [General]You move like an unstoppable juggernaut.

Prerequisites: Power Attack, Knock Down, Improved Overrun,Power Charge, Strength 18, base attack bonus +16

Benefit: When using the charge action, you can attack and knockdown an opponent using the Knock Down feat (see page 44), thencontinue moving in a straight line to finish the charge by attackinganother foe without drawing attacks of opportunity from the firstone. You cannot move more than twice your speed, and all movementmust be in a straight line.

Fighter Bonus Feat: Starting at 19th level, if you took this as afighter bonus feat, you can attack a total of three opponents if yousuccessfully knock down the first two. You still must move in astraight line and may move no further than twice your speed.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Just a Touch [General]You make such precise strikes that you ignore the protection yourfoes’ armor provides.

Prerequisites: Dexterity 15, base attack bonus +7Benefit: Three times per day, but no more than once per round,

your melee attack becomes a touch attack. You suffer a –2 penalty todamage rolls when making such an attack, however.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain the benefit of Just a Touch with nopenalty to damage rolls.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Knock Back [General]You can strike foes so hard you push them backward.

Prerequisites: Power Attack, Improved Bull Rush, Strength 15,base attack bonus +10

Benefit: If you inflict 20 points of damage or more to a Mediumor smaller creature in a single melee attack, you may try to knock thetarget straight back 5 feet as well. Make a Strength check opposed bythe target’s Strength or Balance check; on a success, you knock backthe target.

You must inflict 30 points of damage in a single blow to attemptto knock back a Large creature, 40 points to attempt to knock back aHuge creature, 50 points to try to knock back a Gargantuan creature,and 60 points to attempt to knock back a Colossal creature.

The target gains a +4 bonus on the opposed check for every sizecategory he is larger than Medium or a –4 penalty for every size cate-gory he is smaller than Medium. The target gains a +4 bonus if hehas more than two legs or is otherwise more stable than a normalhumanoid (such as a dwarf).

If you already have the domain of Might bonus power (see ChapterOne: Fighting Domains), you gain an additional +4 bonus to yourStrength check to determine whether you knock back the target.

Knocking a target back into a solid surface (such as a wall) inflicts1d6 points of damage on the target.

Fighter Bonus Feat: Starting at 18th level, if you took this as afighter bonus feat, you push foes back 5 feet or 10 feet (your choice).

Boosted: You can reroll the opposed check associated with thisfeat (your foe does not reroll).

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Many different feats in this chapter are triggered by making asuccessful attack. Do they all stack? Can you use DebilitatingStrike, Knock Down, Knock Back, and Stunning Blow all inone attack? The short answer is yes. The more complexanswer is: if the DM allows it. But the DM must consider itboth balanced and realistically possible for various feat-related abilities to apply on the same attack.

As a very general rule, a DM would be justified in saying thatno single attack can convey more than four special effects. Ifyou do impose such a limitation, the player gets to decidewhich effects are in play.

Multiple Effects

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Knock Down [General]You can strike foes so hard you knock them down.

Prerequisites: Power Attack, Strength 15, base attack bonus +6Benefit: If you inflict 20 points of damage or more to a Medium

or smaller creature in a single melee attack, you may try to knockthe target prone as well. Make a Strength check opposed by the tar-get’s Strength or Balance check; on a success, you knock down thetarget.

You must inflict 30 points of damage in a single blow to attemptto knock down a Large creature, 40 points to attempt to knockdown a Huge creature, 50 points to try to knock down aGargantuan creature, and 60 points to attempt to knock down aColossal creature.

The target gains a +4 bonus on the opposed check for every sizecategory he is larger than Medium or a –4 penalty for every sizecategory he is smaller than Medium. The target gains a +4 bonus ifhe has more than two legs or is otherwise more stable than a nor-mal humanoid (such as a dwarf).

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain a +4 bonus to your Strength check inthe opposed roll.

Design Note: Unlike the overrun action, the target creaturenever has an opportunity to knock the attacker prone, and theattacker does not need to move.

Boosted: You may reroll the opposed check associated with thisfeat (your foe does not reroll).

Large Bruiser [General]You use your large size and great reach against smaller foes.

Prerequisites: Size Large or larger, Strength 15, base attackbonus +8

Benefit: When fighting foes smaller than you, once per roundyou get to make an attack of opportunity when they take a 5-footstep in your threatened area. This counts against your total numberof attacks of opportunity each round.

Fighter Bonus Feat: Starting at 15th level, if you took LargeBruiser as a fighter bonus feat, you can attempt a special meleeattack against two smaller foes who are adjacent to each other.Make one attack roll: If it strikes the target with the highest ArmorClass, it strikes both foes. This is a single attack.

Boosted: You can reroll an opportunity attack roll.Design Note: This is a great feat for giants and ogres, or any

other Large monster.

Leadership [General]You have a certain quality that encourages others to follow you.

Prerequisite: Character level 6th.Benefit: Having this feat enables you to attract loyal companions

and devoted followers—subordinates who assist you. Consult yourDM to find out what sort of cohort and how many followers youcan recruit.

Boosted: You allow your cohort to reroll one attack, save, orcheck.

Leap Back [General—Double Feat]You leap safely away from danger.

Prerequisites: Defensive Move, Mobility, Spring Attack,Dexterity 13, base attack bonus +4, Jump (5 ranks)

Benefit: Three times each day, you may—as a free action thatyou take on another character’s turn—leap back up to 15 feetaway from a threat. You can use this ability to move away fromsomeone making a melee attack (as the foe announces the attack,but before he makes the attack roll), out of the area of a spell oreffect (before saves or damage are rolled), and so on. This abilitydoes not save you from a target spell (as opposed to an area spell)or a ranged attack, unless your new position takes you out of theline of effect. You must be wearing light armor or no armor toenjoy this benefit.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Leap From the Saddle [General]You can ride into combat with reckless abandon.

Prerequisites: Mounted Combat, Jump (5 ranks), Ride (3 ranks)Benefit: After making a successful charge action while mounted,

you may attempt a Jump check (DC 20). Success indicates that yougain a bonus of +4 on the damage from your charge. A success onthe Jump check also earns you an immediate chance to knock downthe target as if you had the Knock Down feat (see above). If youalready have the Knock Down feat, you gain an additional +2bonus to damage when using this feat.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you may leap from the saddle without sufferingthe Armor Class penalty involved with a charge.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Leap Into the Fray [General]You can throw yourself into combat with reckless abandon.

Benefit: When using the charge action, you may attempt a Jumpcheck (DC 20). Success means you gain an attack bonus of +4rather than one of +2 from the charge. You also gain a damagebonus of +4 for this attack. However, the Armor Class penaltyinvolved in the charge is –4 rather than –2.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain the additional bonuses without suffer-ing the increased Armor Class penalty.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Light Armor Specialization [General]You know how to move your lightly armored body to best avoidincoming attacks.

Prerequisite: Base attack bonus +9Benefit: While wearing light armor, you gain a +1 dodge bonus

to Armor Class. You must be aware of the attack to gain thisbonus.

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Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain an additional +1 dodge bonus to ArmorClass, for a total bonus of +2 from this feat.

Boosted: You ignore your armor’s armor check penalty and maxi-mum Dexterity bonus for 1 round.

Light as a Feather [General]You are skilled at falling so as to minimize the amount of damageyou take.

Prerequisites: Jump (5 ranks), Tumble (5 ranks)Benefit: When you succeed at a Tumble or Jump check to reduce

your amount of falling damage, you reduce the effective distance fall-en by 10 feet plus an additional 10 feet for every three levels.

Boosted: You suffer half damage from one fall.

Light Weapon Mastery [General]You are particularly skilled at using light weapons.

Prerequisites: Weapon Finesse, Dexterity 13Benefit: You increase the damage die of a light melee weapon, a

rapier, a whip, or a spiked chain by one die size. So for a Mediumcreature, a dagger inflicts 1d6 points of damage instead of 1d4, arapier inflicts 1d8 points of damage instead of 1d6, and so on.

Boosted: You can reroll one attack roll made with a lightweapon.

Lightning Reflexes [General]You have faster than normal reflexes.Benefit: You enjoy a +2 bonus on all Reflex saving throws.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain an additional +1 bonus to Reflex saves,for a total bonus of +3 from this feat.

Boosted: You may reroll one Reflex saving throw.

Living Fortress [Uberfeat]You are a titan of iron, almost impossible to harm.

Prerequisites: Stalwart Stance, Endurance, Diehard, ImpactReduction, Resist Critical, Heavy Armor Specialization, IgnoreCondition, Constitution 18, base attack bonus +18

Benefit: When wearing heavy armor, you gain the followingbenefits:

• You are immune to critical hits.• You gain an additional +4 bonus to AC.• You gain DR 3/—.• You cannot be dazzled, dazed, stunned, sickened, nauseated,

fatigued, or exhausted.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Stalwart Defense.

Living Weapon [Uberfeat]Your skill in unarmed combat is unmatched.

Prerequisites: Improved Unarmed Attack, Iron Fist, StunningFist, Acrobatic, Dexterity 17, base attack bonus +16

Benefit: When using a full attack action to make unarmed strikesagainst multiple foes, you may make a single attack roll against thefoe with the highest Armor Class. The foe must be within your reach.If you hit, you strike all foes within reach or within 10 feet (which-ever is greater).

When fighting a single foe using a full attack action, you maymake one attack roll against him. If you hit, all of your attacksagainst that foe automatically hit this round.

Special: This feat costs five retired feats and one feat slot. It is theuberfeat for the domain of Unarmed Combat.

Low Blow [General]You are skilled at striking vital, debilitating areas on a foe.

Benefit: As a full attack action, you may make a single attack rollthat inflicts normal damage. If you damage your humanoid or mon-strous humanoid opponent, he must attempt a Fortitude savingthrow (DC 10 + half your level + your Wisdom bonus). Should hefail the save, he is dazed for 1 round plus an additional 1 round forevery five levels.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you stun your struck opponents rather thandaze them.

Boosted: You can force the target to reroll the Fortitude savingthrow to resist.

Macefighter [General]You know the secrets of the mace and its ability to harm even well-armored foes.

Prerequisites: Weapon Focus, base attack bonus +3Benefit: When you use the Weapon Focus feat with a light mace,

heavy mace, morningstar, light hammer, or warhammer, you canignore part of a foe’s armor bonus to Armor Class. You ignore 1 pointof armor bonus plus an additional 1 point for every five levels.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, Macefighter allows you to ignore an additional 1 point of armor bonus to Armor Class.

Boosted: You can reroll one attack roll you make with a weaponlisted above that you use with Weapon Focus.

Mage Fighter [General]You are experienced in battling spellcasters.

Benefit: When making an attack roll to oppose a spellcaster’sConcentration check, you enjoy a +10 bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can reroll any opposed check made against aspellcaster’s Concentration check, if you desire. However, you musttake the second roll.

Boosted: You can reroll one attack roll made to oppose aConcentration check.

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Magical Parry [General—Double Feat]You draw upon the power in a magic weapon to defend yourself.

Prerequisites: Parry, base attack bonus +9Benefit: When using a magical weapon, you add its enhance-

ment bonus to your Armor Class (against both melee and rangedattacks) and to your Reflex saving throws against spells and allmagical effects. If you use two magical weapons, use the higherenhancement bonus.

Boosted: You can reroll one Reflex saving throw.

Magical Weapon Focus [General]You draw upon the power in a magic weapon to gain additionalabilities.

Prerequisites: Weapon Focus, base attack bonus +6, Spellcraft(1 rank)

Benefit: When you use the Weapon Focus feat with a magicalweapon, you can coax more power from it than normal. You grantit a +1 weapon quality of your choosing for 1 round plus an addi-tional 1 round for every five levels. You can gain this benefit onceper day.

Fighter Bonus Feat: Starting at 13th level, if you took this as a fighter bonus feat, you can use Magical Weapon Focus threetimes per day, but never to grant more than one weapon qualityat a time.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Manyshot [General]You can fire multiple arrows simultaneously against a nearby target.

Prerequisites: Point Blank Shot, Rapid Shot, Dexterity 17, baseattack bonus +6

Benefit: As a standard action, you may fire two arrows at a singleopponent within 30 feet. Both arrows use the same attack roll(with a –4 penalty) to determine success, and they deal damagenormally (but see “Special,” below). For every 5 points of baseattack bonus you have above +6, you may add one additional arrowto this attack, to a maximum of four arrows at a base attack bonusof +16. However, each arrow after the second adds a cumulative –2penalty on the attack roll (for a total penalty of –6 for three arrowsand –8 for four). Damage reduction and other resistances applyseparately against each arrow fired.

Special: Regardless of the number of arrows you fire, you applyprecision-based damage (such as sneak attack damage) only once.If you score a critical hit, only the first arrow fired deals criticaldamage; all others deal regular damage.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you add the damage of all attacks togetherbefore applying damage reduction or to determine other effectsbased on the amount of damage inflicted.

Boosted: You ignore the attack roll penalties from this feat for 1 round.

Massive Two-Weapon Fighting

[General]You can use heavier than normal weapons in each hand.

Prerequisites: Two-Weapon Fighting, Strength 17, Dexterity 15,base attack bonus +7

Benefit: You may use any one-handed weapon in your off handas though it were a light weapon.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can use a two-handed weapon in your pri-mary hand. However, using a double weapon in this way grants noextra attacks.

You must wield a weapon in your off hand to keep your balance(not a shield or other object).

Boosted: You can reroll one attack roll while using two weapons.

Massive Weapon and Shield [General]You can hold a large weapon in one hand and still use a shield.

Prerequisites: Strength 18, base attack bonus +13Benefit: You can use a two-handed weapon in one hand while

using a shield in the other, suffering a –1 penalty to attack rolls.You must use a shield in one hand, not another weapon or object.You cannot make shield bash attacks in the same round as you usethe two-handed weapon. Using a double weapon in this way grantsno extra attacks.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you suffer no penalty to attack rolls while enjoy-ing the Massive Weapon and Shield benefit.

Boosted: You may reroll one attack roll while wielding a shield.

Master and Commander [Uberfeat]You know how to direct your allies efficiently in battle.

Prerequisites: Command, Battlefield Tactics, Combat Advice,Defensive Advice, Inspiring Presence, Charisma 18, base attackbonus +18

Benefit: You have a pool of command points equal to your level.Every round, you can spend these points to aid your allies (includ-ing yourself). These points become competence bonuses to individ-ual attack rolls, damage rolls, saving throws, or skill checks. You cannever add more to a single roll than your Charisma bonus. So, an18th-level character with Charisma 18 can grant eighteen compe-tence bonuses of +1, nine bonuses of +2, a +4 bonus with seven +2 bonuses, or some combination thereof.

Your allies do not need to be within sight or hearing of you togain the bonuses if their actions are a part of some predeterminedplan (DM’s discretion).

The command points granted by this feat are separate from, butstack with, the command points granted by the Command feat (seepage 31). That means an 18th-level character has 18 points perround from this feat, plus an additional pool of 18 points that hecan spend throughout the day (unless he retires Command).

Special: This feat costs four retired feats and one feat slot. It isthe uberfeat for the domain of Leadership.

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Master of the Inner Beast [Uberfeat]The animal within you makes you a demon in battle.

Prerequisite: Berserk Attack, Endurance, Diehard, IncreasedVigor, Greater Increased Vigor, Terrify, Unnerve, Constitution 18,base attack bonus +16

Benefit: When you are disabled or dying you can act normallywithout penalty and you enter what is called the “beast state.”During the beast state you heal at a rate of 1d10 hit points per round.You gain a +4 ferocity attack bonus and a +6d6 damage bonus. Foeswho are within 30 feet of you and who have fewer Hit Dice than youmust make a Will saving throw (DC 10 + half your level + yourCharisma modifier) to avoid becoming panicked for 10 rounds.A given foe need only make his save once per day.

The beast state lasts 1 round per level, and you can achieve it onlyonce per day. Do not multiply the bonus damage in the case of a crit-ical hit.

Special: This feat costs three retired feats and one feat slot. It isthe uberfeat for the domain of Ferocity.

Design Note: Once you enter the beast state, it would be smart touse Increased Vigor and/or Greater Increased Vigor (see pages 42and 38).

Medium Armor Specialization

[General]You know how to move while wearing armor to best avoid or blockincoming attacks.

Prerequisite: Base attack bonus +9Benefit: While wearing medium armor, you gain a +1 dodge bonus

to Armor Class. You must be aware of the attack to gain this bonus.Special: A condition that makes you lose your Dexterity bonus to

Armor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain an additional +1 dodge bonus to ArmorClass for a total bonus of +2 from this feat.

Boosted: You ignore your armor’s armor check penalty and maxi-mum Dexterity bonus for 1 round.

Melee Master [General—Double Feat]When you clearly outclass your opponent, you can dominate him onthe battlefield.

Prerequisites: Weapon Focus, base attack bonus +10Benefit: When you use the Weapon Focus feat on a successful

strike in melee combat and your base attack bonus exceeds youropponent’s by more than 10, you inflict normal damage and the tar-get must make a Fortitude save (DC 10 + damage inflicted). If thefoe fails, he is shaken and, for as long as you threaten him, he cantake only a single standard or move action in the round (but notboth). This effect lasts for the remainder of the encounter.

Boosted: You can force one opponent to reroll the saving throwassociated with this feat.

Mighty Hurl [General]You use thrown weapons more effectively than most people.

Benefit: You ignore the first range increment of thrown weaponsand inflict +1 point of damage when using a thrown weapon.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you ignore the first two range increments ofthrown weapons. You also gain an additional +2 damage bonus withthrown weapons, for a total bonus of +3 from this feat.

Boosted: You can reroll one attack roll made for an attack with athrown weapon.

Mighty Strength [General]You can call upon deep reserves of Strength to perform mighty deeds.

Prerequisites: Power Attack, Strength 13Benefit: Once each day, you can add one-half your level to your

Strength bonus for 1 round for the purpose of making Strength checksand skill checks using Strength (but not for attack or damage rolls).

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can use the benefit three times daily ratherthan once per day.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Mobility [General]You are skilled at dodging past opponents and avoiding blows.

Prerequisites: Defensive Move or Defensive Stance, Dexterity 13Benefit: You enjoy a +4 dodge bonus to Armor Class against

attacks of opportunity caused when you move out of or within athreatened area.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Boosted: You draw no attacks of opportunity for 1 round no mat-ter what actions you take.

Modify Combat Style [General]You can adapt your combat moves to counter an opponent’s style.

Prerequisite: Base attack bonus +7Benefit: After spending a full round in melee with an opponent,

you may make a Spot check (DC = the opponent’s attack bonus) as afree action. If you succeed, you spot a weakness in the foe’s combat

Chapter Two: Feats of Daring 47

Stacking dodge bonuses can get out of hand. As a balancingfactor, you may wish to rule that a character’s total dodgebonus to Armor Class cannot exceed her level plus herDexterity bonus (if any), assuming she gains the bonus frommore than one source. If the bonus comes from just onesource (such as fighting defensively), then you may wish topermit the full bonus.

Dodge Bonuses

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style and modify your own style to take advantage of it. This grantsyou a +2 competence bonus to attack rolls against that foe for therest of that combat session.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, succeeding at the Spot check also grants you a+1 dodge bonus to Armor Class.

Boosted: You may reroll one melee attack roll made against a foeyou have successfully targeted with this feat.

Mounted Archery [General]You are skilled at using ranged weapons while mounted.

Prerequisites: Mounted Combat, Ride (1 rank)Benefit: Cut in half the penalty you take when using a ranged

weapon while mounted: –2 instead of –4 if your mount is takinga double move, and –4 instead of –8 if your mount is running.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you suffer no penalty from using a rangedweapon while mounted.

Boosted: You may ignore the attack roll penalties from this featfor 1 round.

Mounted Combat [General]You are skilled in mounted combat.

Prerequisite: Ride (1 rank)Benefit: Once per round when your mount is hit in combat, you

may attempt a Ride check (as a reaction) to negate the hit. Younegate the hit if your Ride check result exceeds the opponent’sattack roll—essentially, the Ride check result becomes the mount’sArmor Class, if it’s higher than the mount’s regular AC.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you can make multiple Ride checks in a singleround to negate hits on your mount: one check for each attack.Also, you may use your Ride check result in place of the mount’ssaving throws, if the Ride check result is higher.

Boosted: All ranged and melee attacks against a mount you areriding automatically miss for 1 round.

Mounted Defense [General]Your quick thinking and skill protect you and your mount.

Prerequisites: Mounted Combat, Ride-By-Attack, DefensiveMove, Dexterity 15, Ride (3 ranks), base attack bonus +6

Benefit: While you are mounted, you and your mount gain a +2dodge bonus to Armor Class and a +2 bonus to saving throws. Youmust be aware of the attack to gain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you increase both the dodge bonus and thebonus to saves by +1, for total bonuses of +3 from this feat.

Boosted: You can force one opponent to reroll one of his attackrolls while you are mounted.

Moving Strike [General]You can attack while moving.

Benefit: You may move a portion of your speed, make a singleattack, and then move up to the remainder of your speed all in oneturn. Unlike with the Spring Attack feat (page 55), however, youenjoy no special immunity to attacks of opportunity while moving.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you may make a Moving Strike with a doublemove, which allows you to move a total of twice your speed.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Negotiator [General]You are good at gauging opinions and swaying attitudes.

Benefit: You enjoy a +2 bonus on all Diplomacy checks andSense Motive checks.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain a +4 bonus on Diplomacy checks andSense Motive checks, instead of a +2 bonus.

Boosted: You can reroll a Diplomacy or Sense Motive check.

Oblations to the God of Battle

[Oblation]You dedicate your strikes to the God of Battle, and he rewards youwith the power to make even more.

Tracking: You must keep track of all damage you inflict uponcreatures in honest combat through melee or ranged attacks (notspells, spell-like abilities, and so on). Honest combat never resultsin damage inflicted upon objects, helpless foes, or inappropriatefoes like harmless animals.

Benefit: Whenever the total reaches 200 points of damage, yougain the ability to make an additional attack during your turn atyour highest bonus. While you do so, a faint image of the warriorgod surrounds your body.

Starting at 10th level, if you wait until the total is 1,000 pointsof damage, you may take a free turn at any time. This does notchange your original initiative order in the round.

Oblations to the God of Death

[Oblation]You dedicate your strikes to the God of Death, and he rewards youwith death-dealing negative energy.

Tracking: You must keep track of all damage you inflict upon liv-ing creatures through melee or ranged attacks (not spells, spell-likeabilities, and so on).

Benefit: Whenever the total reaches 200 points of damage, yougain the ability to inflict an additional +3d6 points of negativeenergy on a single attack. Do not multiply this damage in the caseof a critical hit.

While you use this benefit, a white shroud of light surroundsyour body and trails off into shadow.

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Starting at 10th level, if you wait until the total is 1,000 points ofdamage, you gain the ability to hit one living creature automaticallywith a melee attack of your choosing and inflict an additional +8d6points of negative energy damage. Do not multiply this damage inthe case of a critical hit.

Oblations to the God of Life

[Oblation]You dedicate your strikes to the God of Life, and he rewards you withpure life energy.

Tracking: You must keep track of all damage you inflict uponundead creatures through melee or ranged attacks (not spells, spell-like abilities, and so on).

Benefit: Whenever the total reaches 100 points of damage, yougain 3d6 points of healing. If you are fully healed, you enjoy arestoration effect that heals 1d4 points of ability score damage. Ifyour ability scores are not damaged, you may remove one negativelevel. If you have no negative levels, you gain 3d6 temporary bonushit points that last ten minutes. You may never have more bonus hitpoints than a number equal to your level.

While you use this benefit, your body is wreathed in pleasant,white light.

Starting at 10th level, if you wait until the total is 1,000 points ofdamage, you gain the ability to hit one undead creature automatical-ly with a melee attack of your choosing and inflict an additional+10d6 points of positive energy damage. Do not multiply this dam-age in the case of a critical hit.

Oblations to the God of Righteous

Justice [Oblation]You dedicate your strikes to the God of Righteous Justice, and herewards you with protection.

Tracking: You must keep track of all damage you inflict upon evilcreatures through melee or ranged attacks (not spells, spell-like abilities, and so on).

Benefit: Whenever the total reaches 150 points of damage, yougain the ability to declare one attack against you a miss before attackrolls are made. When you do so, your face beams with golden light.

Starting at 10th level, if you wait until the total is 1,000 points ofdamage, you can grant yourself and all of your allies within 60 feet a+5 divine bonus to Armor Class for 1 round per level at a time ofyour choosing.

Oblations to the God of Vile Darkness

[Oblation]You dedicate your strikes to the God of Vile Darkness, and herewards you with protection.

Tracking: You must keep track of all damage you inflict upon goodcreatures through melee or ranged attacks (not spells, spell-like abili-ties, and so on).

Benefit: Whenever the total reaches 150 points of damage, yougain the ability to declare one attack against you a miss before attackrolls are made. When you do so, a jagged blood-red halo surroundsyour body.

Starting at 10th level, if you wait until the total is 1,000 points ofdamage, you gain DR 10/magic and holy for 1 round per level at atime of your choosing.

Opportunist [General]You excel at taking advantage of your foes’ weaknesses.

Prerequisite: Intelligence 15Benefit: Once per round, you may make an immediate attack of

opportunity against an opponent whom another character has justdamaged with a melee strike. You make this attack regardless ofwhether the foe has taken an action that normally would provoke anattack of opportunity.

This attack counts as your attack of opportunity for the round.Even if you have the Combat Reflexes feat (page 31), you can’t usethe Opportunist benefit more than once per round.

Boosted: You may reroll an opportunity attack roll.

Outlast Foe [General]You tire your opponents out and then finish them off.

Prerequisite: Constitution 13Benefit: Once a combat has lasted 5 rounds, one of your attacks

has an additional effect in addition to inflicting normal damage. Ifthe strike is a success, you and your foe make opposed Constitutionchecks. Should you succeed, the opponent becomes fatigued.

If the combat lasts more than another 5 rounds, the fatigued foeautomatically becomes exhausted.

Boosted: You may reroll the opposed Constitution check involvedwith this feat (the foe does not reroll).

Outmatched Opponent [General]When you clearly outclass your opponent, you can use your advan-tage to inflict greater blows.

Prerequisites: Weapon Focus, Weapon Specialization, base attackbonus +10

Benefit: If an attack at your highest attack bonus can miss youropponent only on a roll of 1, you may choose to take a –5 penalty to

Chapter Two: Feats of Daring 49

The oblation feats here are just examples—you can createnew ones or tailor these to specific deities in your campaign.There is one balancing factor to keep in mind: The more com-mon the foe, the higher the threshold for a character to earnthe benefit.

For example, the victims of the God of Death are pretty com-mon (living creatures), so the threshold is 200 points of damage. However, the opposite feat’s targets—undead creatures—are less common. That threshold is only 100points of damage.

Making New Oblation Feats

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all your attacks in a round. If any of the attacks hit, they automati-cally inflict maximum damage. You must be wielding a weapon thatyou use with Weapon Focus and Weapon Specialization.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can take a –10 penalty to all attacks in around against an outmatched opponent. All of your attacks that hit are considered confirmed critical hits.

Boosted: You may reroll a melee or ranged attack roll made with a weapon that you use with Weapon Focus and WeaponSpecialization.

Paralyzing Blow [General]You can temporarily paralyze an opponent with a hit.

Prerequisite: Base attack bonus +15Benefit: You must use a bludgeoning weapon or an unarmed

attack to take advantage of this feat. As a full attack action, you maymake a single attack roll that inflicts normal damage. Should youdamage your opponent, he must attempt a Fortitude saving throw(DC 10 + half your level + your Wisdom bonus). Opponents whofail the save become paralyzed and helpless for 1 full round.

Boosted: You can force an opponent to reroll the saving throwassociated with this feat.

Parry [General]You know how to counter someone else’s attacks.

Prerequisite: Base attack bonus +6Benefit: When making a full attack action with a melee weapon,

you may devote one or more of your attacks to defense. You deter-mine which attacks you wish to use for defense, and if someoneattacks you in melee between now and your next turn, use thoseattacks as opposed rolls against your opponent’s attacks. If youbeat an adjacent opponent in the opposed roll (attack roll versusattack roll), you block a melee attack.

For example, say you have three attacks, and you decide todevote the first two (with +19 and +14 attack bonuses, respectively)to parries against your opponent, a roper. The roper makes sixattacks, and you parry the first two, adding +19 and +14 to yourrolls. The roper adds +11 to each of its attack rolls. You manage tobeat it on the first opposed roll, but not on the second. That meansyou block its first attack but not its second; it resolves that attacknormally, as well as its four remaining attacks.

Boosted: You may reroll one opposed check involved with thisfeat (the foe does not reroll).

Pinning Shot [General]You use your ranged attack to pin your opponent to the ground oragainst a wall.

Prerequisites: Point Blank Shot, base attack bonus +6Benefit: When using a ranged piercing attack with a weapon or

ammunition at least 3 inches long (a bow, a crossbow, a spear, ajavelin, a dagger, etc.), you can attempt a single attack as a fullattack action that inflicts normal damage. Should you hit, make asecond attack roll (as if you were confirming a critical threat). If the

second attack roll would also hit the foe, you pin him to an adja-cent wall or other sizable object, or the floor. The target thenspends a full-round action to unpin himself. If he decides not tounpin himself, he cannot move from that spot, he suffers a –2penalty to attack rolls, and he loses his Dexterity bonus to ArmorClass.

Boosted: You may reroll one ranged attack roll.

Point Blank Shot [General]You are skilled at making well-placed shots with ranged weapons atclose range.

Benefit: You enjoy a +1 bonus on attack and damage rolls withranged weapons at ranges of up to 30 feet.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 bonus on attack anddamage rolls, for a total bonus of +2 from this feat.

Boosted: You may reroll one ranged attack roll using this feat.

Power Attack [General]You can make exceptionally powerful melee attacks.

Prerequisite: Strength 13Benefit: On your action, before making attack rolls for a round,

you may choose to subtract a number from all your melee attack rollsand add that same number to all your melee damage rolls. The num-ber you choose may not exceed your base attack bonus. The penaltyon attacks and the bonus on damage apply until your next turn.

You cannot use this feat in the same round as you use BerserkAttack, Careful Strike, or Elude Blows.

Special: If you attack with a two-handed weapon—or with aone-handed weapon wielded in two hands—you may add twice thenumber you subtracted from your attack rolls when rolling damage.You can’t add the Power Attack bonus to the damage dealt with alight weapon (except with unarmed strikes or natural weaponattacks), even though the penalty on attack rolls still applies.(Normally, you treat a double weapon as a one-handed weapon anda light weapon. When you choose to use a double weapon like atwo-handed weapon, attacking with only one end of it in a round,you treat it as a two-handed weapon.)

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you gain an additional +2 bonus to damagewhen Power Attacking.

Boosted: You can reroll one melee damage roll you make usingthis feat.

Power Charge [General]Once you start a charge, you become extremely dangerous.

Prerequisites: Power Attack, Strength 13Benefit: When using the charge action, you deal an additional

+2d6 points of damage with a melee weapon on a successful attack.Do not multiply this damage in the case of a critical hit.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you gain an additional +10 bonus to damagewhen charging.

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Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Power of the Steed [General]You use your mount’s strength, weight, and size to improve yourown attacks.

Prerequisite: Mounted CombatBenefit: You enjoy a +2 damage bonus against a foe adjacent to

your mount.Fighter Bonus Feat: Starting at 15th level, if you took this as a

fighter bonus feat, you add an extra +2 bonus to damage when usingPower of the Steed, for a total bonus of +4 from this feat.

Boosted: You may reroll one of your mount’s damage rolls.

Precise Shot [General]You are skilled at timing and aiming ranged attacks.

Prerequisite: Point Blank ShotBenefit: You can shoot or throw ranged weapons at an opponent

engaged in melee without taking the standard –4 penalty on yourattack roll.

Boosted: You may reroll one ranged attack roll using this feat.

Punishing Blow [General]You really know how to make it hurt.

Prerequisite: Base attack bonus +6Benefit: You use a full attack action to deliver a single melee blow

that inflicts +1d6 additional points of damage for every one of your iter-ative attacks. Do not multiply this damage in the case of a critical hit.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, make an opposed Strength check with your foewhen using this feat’s benefit. If you succeed, your target is alsostunned for 1 round.

Boosted: You may reroll one melee damage roll.Design Note: This feat is useful to high-level fighters who do not

inflict much damage (perhaps because they are size Small).

Quick Draw [General]You can draw weapons with startling speed.

Prerequisite: Base attack bonus +1Benefit: You may draw a weapon as a free action instead of as a

move action. You can draw a hidden weapon as a move action.Selecting this feat allows you to throw weapons at your full normalrate of attacks (much like a character with a bow).

Boosted: Your quick draw catches your foes off guard. They losetheir Dexterity bonus to Armor Class for your first attack.

Quick Feint [General]Your feints in battle are skillful and rapid.

Prerequisites: Two-Weapon Fighting, Improved Feint, CombatExpertise, Dexterity 15, Intelligence 13

Benefit: When using a full attack action and wielding twoweapons, you can forego the attack(s) of one weapon to make a feintattempt as a free action. This feint robs your chosen foe of hisDexterity bonus to Armor Class against your attack(s) with yourother weapon.

Boosted: You can reroll the opposed check involved with a feint(the foe does not reroll).

Quick Poison [General]You can apply poisons very quickly.

Benefit: You may apply poison to a weapon as a free action thatyou can use once per round. Taking the poison out of storage (from apack or a pouch, etc.) is still a move action.

Boosted: Taking the poison out of storage becomes a free action.

Ranged Mastery

[General—Double Feat]You can use ranged attacks to impose effects normally relegated tomelee attacks.

Prerequisites: Point Blank Shot, Precise Shot, Improved PreciseShot

Benefit: You can use the following feats with ranged attacks ratherthan melee attacks: Berserk Attack, Careful Strike, Cleave, GreatCleave, Improved Disarm, Improved Sunder, Improved Trip, Just aTouch, Knock Back, Knock Down, and Punishing Blow.

Boosted: You can reroll any ranged damage roll. (It does not haveto be associated with one of the above feats.)

Rapid Reload [General]Choose a type of crossbow: hand, light, or heavy. You can reload acrossbow of that type more quickly than normal.

Prerequisite: Weapon Proficiency (crossbow type chosen)Benefit: The time required for you to reload your chosen type of

crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow stillprovokes an attack of opportunity.

If you have selected this feat for a hand crossbow or light cross-bow, you may fire that weapon as many times in a full attack actionas you could attack if you were using a bow.

Special: You can gain Rapid Reload multiple times. Each time youtake the feat, it applies to a different type of crossbow.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can reload a heavy crossbow as a free actionand can fire it with the full attack action as if it were a light cross-bow.

Boosted: You can reroll one ranged attack roll made using thisfeat.

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Generally speaking, when a feat described here providesbonus damage dice (e.g. +1d6), you do not double that extradamage with a critical hit—just like with sneak attack dam-age. Bonus damage in the form of a number (e.g. +4 points)is multiplied with a critical hit.

Bonus Damage Dice

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Rapid Shot [General]You can use ranged weapons with exceptional speed.

Prerequisites: Point Blank Shot, Dexterity 13Benefit: You may make one extra attack per round with a ranged

weapon. The attack is at your highest base attack bonus, but eachattack you make in that round—the extra one and the normalones—carries a –2 penalty. You must take a full attack action to usethis feat.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you do not suffer the –2 attack penalty for usingRapid Shot.

Boosted: You can take one extra ranged attack with a –5 penaltyas a part of a full attack, in addition to the extra attack granted byRapid Shot.

Rapid Strike [General]You can make an extra, blindingly fast melee strike.

Prerequisites: Weapon Focus, Dexterity 15, base attack bonus +3Benefit: Select a melee weapon that you are proficient with and

that you wield with the Weapon Focus feat. Once per day per level,as part of a full attack action, you can use this weapon to make oneadditional attack, with a base attack bonus of one-half your highestnormal base attack bonus. Even if you wield more than oneweapon, however, no more than one Rapid Strike is possible ina single round.

Special: You may take this feat multiple times, each time select-ing a different weapon.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you make your additional attack at your highestnormal base attack bonus.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Readied Burst of Blows [General]You can ready more than one attack.

Prerequisites: Dexterity 13, base attack bonus +6Benefit: If you do not move at all—not even a 5-foot step—you

can ready a full attack action rather than just a standard action.Boosted: You may reroll any readied attack roll (it does not have

to be a readied attack you made with this feat).

Reflective Shield

[General—Double Feat]You can use your shield to reflect spells back at their casters.

Prerequisites: Reflexive Shield, Shield Specialization, ShieldProficiency, Dexterity 13, base attack bonus +10

Benefit: If you wield a magical shield, three times each day youcan choose to send a single-target or ranged touch spell (includingall rays) back at the caster. You must decide to do so before attackrolls or saving throws (if any) are resolved. If a saving throw isneeded, use the spell’s original Difficulty Class. If an attack roll isneeded, use the caster’s original bonus and make the roll.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Reflexive Shield [General]You can use your shield to protect against area attacks.

Prerequisites: Shield Specialization, Shield Proficiency,Dexterity 13, base attack bonus +4

Benefit: While holding a shield, you gain a +4 bonus to Reflexsaving throws against area attacks, such as fireball, breath weapons,and so on.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can ready a standard action to block incom-ing area attacks. If you succeed at your Reflex save for such anattempt, you suffer no damage, even if the effect normally wouldindicate that you suffer half damage.

Boosted: You can reroll any Reflex saving throw (it does nothave to be one you made with this feat).

Rejuvenate [General—Double Feat]With just a few moments of concentration, you restore yourself forfurther punishment.

Prerequisites: Revitalize, Stalwart StanceBenefit: Once per day you can spend 1 full round to regain all

lost Grace* hit points.Boosted: You immediately heal up to your Constitution bonus

(if any) in Health* hit points as a free action.* See “Hit Points” in The Book of Experimental Might, Chapter Four.

Resist Charge [General]You know how to ready yourself for an opponent’s charge

Prerequisite: Base attack bonus +4Benefit: If you are not flat footed, foes gain no benefit from

using the charge action against you. Further, you get to make anattack of opportunity against any foe charging you. This countsagainst your total number of attacks of opportunity each round.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you gain a +2 bonus to attack foes who arecharging you.

Boosted: You can force one opponent to reroll one of his chargeattack rolls against you.

Resist Critical

[General—Double Feat]Your armor helps you fend off the worst attacks.

Prerequisites: Stalwart Stance, Impact Reduction, Heavy ArmorSpecialization, base attack bonus +12

Benefit: If you are wearing heavy armor, you resist 50 percent ofall confirmed critical hits dealt to you. Critical hits that you resistbecome normal hits.

Boosted: You can force one opponent to reroll his critical confir-mation roll in an attack against you.

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Revitalize [General]You gain more when you take a breather.

Benefit: Whenever you use the Take a Breather action (seeChapter Four in The Book of Experimental Might) to heal damage, youmay add your Constitution bonus to the total number of hit pointsyou recover. If your Constitution score does not warrant a bonus,you gain nothing from this feat.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you add your Constitution score to the numberof hit points healed, rather than adding your Constitution bonus.

Boosted: You can take a second breather in a single encounter.

Ride-By Attack [General]You are skilled at making fast attacks from your mount.

Prerequisites: Ride (1 rank), Mounted CombatBenefit: When you are mounted and use the charge action, you

may move and attack as if with a standard charge and then moveagain (continuing the straight line of the charge). Your total move-ment for the round can’t exceed double your mounted speed. Youand your mount do not provoke an attack of opportunity from theopponent that you attack.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you gain a +4 bonus to Armor Class for yourselfand your mount against any attack of opportunity. This does notstack with Mobility (see page 47).

Boosted: Your mount can take an additional move up to its speedfor 1 round.

Right Bastard [Uberfeat]You display no scruples or honor in a fight. Your unexpected anddevious techniques give you a huge advantage.

Prerequisites: Canny Strike, Deafening Strike, Debilitating Strike,Distraction, Blinding Strike, Punishing Blow, base attack bonus +13

Benefit: Every other round, starting with the first round of com-bat, your foes lose their Dexterity bonus to Armor Class against yourattacks. On these rounds, you may make a single attack as a fullattack action, inflicting +7d6 points of sneak attack damage if youhit and stunning your foe for 1 round plus an additional 1 round forevery five levels. Further, you gain an additional +2 competencebonus to attack rolls against stunned foes, and any successful strikeagainst a stunned foe forces him to attempt a Fortitude save (DC 10+ half your level + your Wisdom bonus). Should the foe fail the save,he is blinded for 1 round plus an additional 1 round for every threelevels.

Do not multiply the bonus damage gained from this feat in thecase of a critical hit.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Fighting Dirty.

Run [General]You are fleet of foot.

Benefit: When running, you move five times your normal speed(if wearing light or no armor and carrying no more than a light load)or four times your normal speed (if wearing medium or heavy armoror carrying a medium or heavy load). If you make a jump after a run-ning start, you gain a +4 bonus on your Jump check. While running,you retain your Dexterity bonus to Armor Class.

Fighter Bonus Feat: Starting at 5th level, if you took this as afighter bonus feat, you need not slow your speed when moving overdifficult terrain, up stairs, and so on. The DM may still require youto make a Balance check, however, depending on the situation.

Boosted: You can take an additional move up to your speed for 1 round.

Running Circles [General]You can move very fast around a single enemy.

Benefit: If you start your turn within a foe’s threatened area, youno longer draw attacks of opportunity from that foe for movingthrough his threatened areas. Thus, once you are adjacent to an orc,you can move around that orc without drawing attacks of opportuni-ty. Likewise, once you are within a cloud giant’s reach, you can moveall the way up to it without drawing any attacks.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

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Saddlemaster [Uberfeat]Your mounted combat skills improve every aspect of your combatabilities, as well as those of your mount.

Prerequisites: Ride (20 ranks), Mounted Combat, AnimalAffinity, Power of the Steed, Dexterity 17, base attack bonus +16

Benefit: While mounted, you have a pool of points equal to yourlevel that you can use each round to add to your (or your mount’s)attack rolls, damage rolls, skill checks, or saving throws. You cannotadd more than +5 to any single roll.

Special: This feat costs three retired feats and one feat slot. It isthe uberfeat for the domain of Mounted Combat.

Shared Shield [General]You can use your shield to protect others.

Prerequisites: Dexterity 15, base attack bonus +8Benefit: You can share the Armor Class bonus gained from your

shield with one adjacent ally who does not have a shield, startingon the round after you became adjacent (if you remain adjacent).Neither you nor the ally can move more than 5 feet, or the sharedshield bonus is lost (even if you end your turn adjacent).

This AC bonus does not stack with the bonus provided with GotYour Back (see page 38), nor does it stack with itself, so two charac-ters with this feat cannot both protect a third character.

Boosted: You can force one opponent to reroll one of his attackrolls made against an ally who is covered by this feat’s benefit.

Shield Specialization [General]You are especially good at using a shield for defense.

Prerequisites: Shield proficiency, base attack bonus +4Benefit: You know just how to angle a shield against incoming

attacks to more easily deflect the force of the blow or to encourage aranged weapon to slide off the shield rather than strike it directly.You may add a +1 bonus to the shield’s armor bonus for meleeattacks and a +2 bonus for ranged attacks. You must be aware ofthe incoming attack and not be flat footed.

Boosted: You can force one opponent to reroll one of his attackrolls while you are using a shield.

Shot on the Run [General]You are highly trained in skirmish ranged weapon tactics.

Prerequisites: Defensive Move (or Defensive Stance), Mobility,Point Blank Shot, Dexterity 13, base attack bonus +4

Benefit: When using the attack action with a ranged weapon,you can move both before and after the attack, provided that yourtotal distance moved is not greater than your speed.

Boosted: You gain a +10 bonus to speed for 1 round while usingthis feat.

Skill Over Luck

[General—Double Feat]You do not rely on luck when fighting with your preferred weapon.

Prerequisites: Weapon Focus, Greater Weapon Focus,Intelligence 15, fighter level 14th

Benefit: Once per round, when you make an attack roll with yourchosen weapon, you can roll twice and take the better of the tworolls.

Special: You may take this feat multiple times, each time select-ing a different weapon.

Boosted: You can use this ability twice in a round for 1 round.

Small Scrapper [General]You use your small size and nimble reflexes as an advantage againstlarger, slower foes.

Prerequisites: Size Small or smaller, Dexterity 15, base attackbonus +2

Benefit: You gain a +1 dodge bonus to Armor Class and a +1bonus to attack rolls when fighting foes larger than you. You mustbe aware of the attack to gain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 15th level, if you took this as a fighter bonus feat, you gain additional +1 bonuses, for a totalbonus of +2 to Armor Class and +2 to attack rolls from this feat.

Boosted: You can force one opponent to reroll one of his attackrolls against you if he is larger than you.

Smash [General]You can summon forth extra power to deliver extremely powerfulblows.

Prerequisites: Power Attack, domain of Might, Strength 15, baseattack bonus +8

Benefit: The damage bonus you gain from the basic power of thedomain of Might becomes +1 per level (rather than +1 plus an addi-tional +1 per two levels.)

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can use this ability five times each day ratherthan just three times (see “Domain of Might” in Chapter One).

Boosted: You gain an additional use of this ability that does notcount as one of your daily uses.

Smash and Grab [General]You can grab a foe as a part of your attack.

Benefit: You must have one hand free to gain this benefit; iffighting unarmed, two free hands are needed. When your attack(either with a weapon or an unarmed attack) hits and inflicts dam-age, you may use your free hand to try to grab the damaged oppo-nent. Make a touch attack immediately; on a hit, you can attemptone of two things:

1. Attempt a grapple check with a –5 penalty to initiate a grappleimmediately. Use the normal grapple rules.

2. Hinder the foe with a grab, a shake, or a push. The foe suffersa –2 penalty to attacks, saves, and checks until the beginningof your next turn. You do not keep your grip on him, however.

Boosted: You can reroll your grapple check.

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Snatch Arrows [General]You are adept at grabbing incoming arrows, as well as crossbowbolts, spears, and other projectile or thrown weapons.

Prerequisites: Deflect Arrows, Improved Unarmed Strike,Dexterity 15

Benefit: When using the Deflect Arrows feat (see page 34), you maycatch the weapon instead of just deflecting it. You may send thrownweapons, such as spears or axes, back at the original attacker immedi-ately (even though it isn’t your turn) or keep them for later use.

You must have at least one hand free (holding nothing) to use thisfeat.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you gain a +2 attack and damage bonus whenthrowing weapons back at the original attacker. You can also throwthem at any other viable target (even though it isn’t your turn).

Boosted: A foe whom you target with a returned thrown weaponloses his Dexterity bonus to Armor Class against that attack.

Spearfighter [General]You know the secrets of using a spear’s constant jabsto keep your foes on the defensive.

Prerequisites: Weapon Focus, base attack bonus +3

Benefit: When you use the Weapon Focus featwith a spear, longspear, shortspear, javelin, trident,or dwarven urgrosh as a melee weapon, you cankeep a foe at bay. A foe within reach who uses a fullattack action against you provokes an attack ofopportunity by doing so. This counts against yourtotal number of attacks of opportunity each round.

Fighter Bonus Feat: Starting at 11th level, if youtook this as a fighter bonus feat, you can also subtract–2 from your attack rolls with the weapon to put allfoes within reach at a –1 attack penalty—even attacksagainst other characters.

Boosted: For 1 round, if a foe makes any attack upon you at allwhile you wield one of the weapons listed above, you can make anattack of opportunity against him.

Speed Burst [General]You can move very fast in short bursts.

Prerequisite: Character level 4thBenefit: Once per day per two character levels, you can take an

extra move action in a single round. You cannot use this benefitmore than once per round.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Speed Demon [Uberfeat]You are shockingly fast and maneuverable.

Prerequisites: Fleet of Foot, Moving Strike, Mobility, DefensiveMove, Dodging Charge, Spring Attack, Running Circles, Dexterity18, base attack bonus +18

Benefit: You enjoy a bonus to your ground speed of +10. You gainan extra move action every round, but it must be used for moving.You can even use this bonus action to move, take a standard action,and then move again. You never provoke attacks of opportunity bymoving. You never lose your Dexterity bonus to Armor Class for anyreason.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Speed. Note that, if you have both thisfeat and Speed Burst, you cannot use two extra move actions in asingle round. You may use Speed Burst to perform additional moveactions in which you do not actually move.

Spirited Charge [General]You are trained at making a devastating mounted charge.

Prerequisites: Ride (1 rank), Mounted Combat, Ride-By AttackBenefit: When using the charge action while mounted, you deal

double damage with a melee weapon (or triple damage with alance).

Fighter Bonus Feat: Starting at 11th level, if you tookthis as a fighter bonus feat, you can move through

allies and still make a mounted charge.Boosted: Neither you nor your mount draws

attacks of opportunity from anyone, for any rea-son, on the round in which you make a mountedcharge.

Spring Attack [General]You are trained in fast melee attacks and fancyfootwork.

Prerequisites: Defensive Move (or DefensiveStance), Mobility, Dexterity 13, base attack bonus +4

Benefit: When using the attack action with amelee weapon, you can move both before and after the

attack, provided that your total distance moved is notgreater than your speed. Moving in this way does not pro-

voke an attack of opportunity from the defender, though it mightprovoke attacks of opportunity from other creatures, if appropriate.You can’t use this feat if you are wearing heavy armor. You must moveat least 5 feet both before and after you make your attack in order toutilize the benefit of Spring Attack.

Boosted: For 1 round when using this feat, you draw no attacks ofopportunity from anyone for moving.

Spur Mount [General—Double Feat]Your skill in riding improves any mount you ride.

Prerequisites: Ride (10 ranks), Mounted CombatBenefit: Whatever mount you ride gains a +30 bonus to its fastest

speed. A nonflying mount gains the Pounce ability, and a flyingmount gains the Hover ability. Mounts that already have one of thesegranted abilities gain a +2 competence bonus to attack and damagerolls instead.

Boosted: You can reroll one of your mount’s attack rolls.

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Stalwart Stance [General]You are difficult to affect once you are in position and ready.

Prerequisites: Dexterity 13, base attack bonus +6Benefit: If you are not flat footed and if you stand in place for

1 full round, you gain a +1 dodge bonus to Armor Class and a +4 bonus to resist bull rushes, overrun attempts, trip attempts,knock down attempts, grapple checks, and any other effect thatallows you to make a check to oppose being moved or knockeddown against your will. You must be aware of the attack to gainthis bonus. You lose this bonus once you move, other than tak-ing a 5-foot step.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you gain a +4 bonus to saving throws againstmagical effects (like telekinesis) that would move or knock youdown against your will.

Boosted: You can force one opponent to reroll one of his attackrolls against you.

Strikes From All Around [General]You attack with both your weapons in wide strokes, intimidatingyour foe.

Prerequisites: Two-Weapon Fighting, Improved Two-WeaponFighting, Dexterity 17, base attack bonus +6

Benefit: When you strike a foe with your main and off-handedweapons in the same round, he must make a Will saving throw (DC 10 + half your level + your Dexterity bonus) or become shakenfor 1 round for every two levels.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can also use it once per day to limit a foeshaken by this feat to a single action (a standard action or a moveaction, but not both). This limit applies on every round of theshaken effect’s duration in which you end your turn adjacent tothe foe.

Boosted: You can force your opponent to reroll the Will savingthrow associated with this feat.

Stunning Blow [General]You can strike foes so hard you stun them.

Prerequisites: Power Attack, base attack bonus +9Benefit: Three times each day, you can make a single attack roll

that inflicts normal damage and may stun your opponent. Thestruck foe must attempt a Fortitude saving throw (DC 10 + halfyour level + your Strength bonus). Should he fail the save, hebecomes stunned until your next action.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you can use this benefit five times each dayrather than just three.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Stunning Fist [General]You know how to strike opponents in vulnerable areas.

Prerequisites: Improved Unarmed Strike, Dexterity 13, Wisdom13, base attack bonus +8

Benefit: You must declare that you are using this feat before youmake your attack roll (thus, a failed attack roll ruins the attempt).Stunning Fist forces a foe damaged by your unarmed attack toattempt a Fortitude saving throw (DC 10 + half your level + yourWisdom modifier), in addition to dealing damage normally. Adefender who fails this saving throw is stunned until your nextaction. You may attempt a stunning attack once per day for everyfour levels you have attained (but see Special), and no more thanonce per round.

Special: Monks may select Stunning Fist as a bonus feat at 1stlevel, even if they do not meet the prerequisites. Monks who selectthis feat may attempt a stunning attack a number of times per dayequal to their monk level, plus one additional time per day for everyfour levels they have in classes other than monk.

Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you add a bonus of +3 to the Difficulty Class ofthe Fortitude save associated with this feat.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Sudden Attack

[General—Double Feat]You can strike foes with sudden quickness.

Prerequisites: Weapon Finesse, base attack bonus +11Benefit: Three times each day, you can make a single attack

with a light weapon or a rapier during someone else’s turn, evenif it means that you interrupt the other character’s action in themiddle. For example, you could attack a foe who tumbles by you(and thus evades your attack of opportunity) in the middle of hismove.

If the other character is able, he can continue his turn after youhave resolved your attack.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Superior Flanking [General]By distracting flanked foes, you make them easier to attack.

Prerequisites: Uncanny Dodge, base attack bonus +5Benefit: When you flank a foe, both you and the other flanker

gain a +4 bonus to attack rolls rather than a +2 bonus. Further, theflanked foe is treated as flanked (e.g. +2 bonus to attack rolls) byeveryone involved in the combat. This means that rogues who arenot flanking the foe can still make sneak attacks with meleeattacks.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you so distract your flanked opponents thateven ranged attacks from rogues are considered sneak attacks.

Boosted: You can reroll one of your attack rolls while flanking.

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Sword and Board Master [Uberfeat]You are a master with a weapon and shield.

Prerequisites: Shield Specialization, Improved ShieldSpecialization, Weapon Focus, Block, Dexterity 17, base attackbonus +16

Benefit: When you make a full attack action equipped with aweapon and a shield, you gain a pool of points equal to your fighterlevel that you can add to your individual attack rolls, damage rolls,and Armor Class. No more than half your pool can be devoted toyour weapon or your shield. That means, if you are 16th level, youcould devote up to 8 points to your shield using one of the optionslisted below:

• +4 bonus to Armor Class and +4 bonus for your shield bashattack roll;

• +2 bonus to Armor Class, +3 bonus to shield bash attack roll,and +3 bonus to shield bash damage;

• or simply a +8 bonus to Armor Class.

Likewise, you can divide your other 8 points to your weapon’s various attack and/or damage rolls.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Weapon and Shield Fighting.

Swordsman [General]You know the secrets of the sword, and you can use it to disarm foes.

Prerequisites: Weapon Focus, Combat Expertise, ImprovedDisarm, Dexterity 13

Benefit: When you use the Weapon Focus feat with a longsword,short sword, greatsword, bastard sword, double-bladed sword, scim-itar, falchion, rapier, kukri, punching dagger, or dagger, you maymake a regular attack that, if it strikes the opponent, allows you tomake an immediate disarm attempt as a free action. You may use thisbenefit once per day, plus one additional time for every five levels,but never more than once per round. You must declare that you areusing this feat before making your attack roll (thus, a failed attackroll ruins the attempt).

Fighter Bonus Feat: Starting at 13th level, if you took this as a fighter bonus feat, you can use its benefit one additional time each day.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Tackle [General]You can make a leaping grapple attack.

Prerequisites: Jump (5 ranks), Improved GrappleBenefit: You may move up to your speed, followed by a grapple

attack to tackle a foe. For this maneuver, you get a +4 bonus to yourtouch attack and grapple check. If you succeed at the grapple check,both you and the target are prone, unless your target is more than onesize category larger than you (in which case, he remains standing).

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you can choose whether or not you and the foeare prone after the Tackle.

Boosted: You can reroll any grapple check (it does not have to beon a tackle attempt).

Taking Advantage [General]You gain bonuses to attack disadvantaged foes.

Prerequisite: DistractionBenefit: You enjoy a +1 competence bonus to attack and damage

rolls against an opponent with a detrimental condition (dazed,stunned, blinded, deafened, sickened, nauseated, and so on).

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 competence bonus toattack and damage rolls, for a total bonus of +2 from this feat.

Boosted: You can reroll any one melee or ranged damage roll (notjust one made against a foe with a detrimental condition).

Terrify [General]You use your ferocity to frighten others.

Prerequisites: Berserk Attack, Unnerve, base attack bonus +5Benefit: As a full attack action, you can make a single attack that

inflicts normal damage. If you damage your foe, he must attempt aWill saving throw (DC 10 + half your level + your Charisma modifi-er). Failure means the foe is panicked for 1 round per level.

Fighter Bonus Feat: Starting at 9th level, if you took Terrify as afighter bonus feat, you can use the benefit as a standard action, orwith an attack that is a part of a full attack action, but only threetimes each day.

Boosted: You can force your opponent to reroll the saving throwassociated with this feat.

Throw [General]You can grab a foe and throw him.

Prerequisites: Jump (5 ranks), Improved GrappleBenefit: You initiate a grapple and, if you succeed at the grapple

check, you may immediately attempt to throw your foe. Make aStrength check (DC 10). For every 5 points by which you succeed,you immediately throw the target up to 5 feet. Your check gains a +4bonus for every size category that you are larger than the target orsuffers a –4 penalty for every size category that he is larger than you.(Normally, throwing a foe would be a separate standard action, andyou could not throw him more than 5 feet.)

The opponent you wish to throw must weigh less than your heavyload. Once thrown, the foe is prone.

Chapter Two: Feats of Daring 57

Superior Flanking is one of those weird feats with a benefitthat helps others more than it helps you. I suspect the rogueplayer will be begging his fighter-playing friend to take thisfeat, particularly as a fighter bonus feat. Like the very conceptof flanking itself, Superior Flanking encourages party cooper-ation, and I’ve always liked that.

Design Decisions: Superior Flanking

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Fighter Bonus Feat: Starting at 13th level, if you took this as afighter bonus feat, you gain a +4 bonus on the touch attack andgrapple check when beginning a Throw maneuver.

Boosted: You may reroll the Strength check tied to this feat.

Torchfighting [General]You can use a torch as a dangerous weapon.

Benefit: You can use a torch as a light club, inflicting with it 1d4points of damage (plus Strength modifier as a normal bludgeoningweapon) and 1d4 points of fire damage. Further, any creature witheyes whom you strike with the torch must attempt a Fortitude save(DC 10 + half your level + your Dexterity modifier) or be blindedfor 1 round and dazzled for 1d4 rounds after that. After 1d6 suc-cessful strikes, the torch is destroyed.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you inflict 1d6 points of normal damage and1d6 points of fire damage; the torch lasts for 1d6 + 2 hits.

Boosted: You can force your opponent to reroll the Fortitudesaving throw associated with this feat.

Toughness [General]You are tougher than normal.

Benefit: You receive additional hit points just as if you hadgained a level (that is, you gain hit points equal to your Hit Dice +your Constitution modifier; see Chapter Four of The Book ofExperimental Might). You always gain at least 3 hp, no matter what.

Special: You may gain this feat multiple times. Its effects stack.Fighter Bonus Feat: Starting at 13th level, if you took this as a

fighter bonus feat, Toughnes grants you an additional 10 hit points.Boosted: You may reroll one Fortitude save.Design Note: This feat differs from the version in the Core Rules

to make it attractive to characters of any level.

Trample [General]You are trained in using your mount to knock down opponents.

Prerequisites: Ride (1 rank), Mounted CombatBenefit: When you attempt to overrun an opponent while

mounted, your target may not choose to avoid you. Your mountmay make one hoof attack (or claw attack, as appropriate) againstany target you knock down, gaining the standard +4 bonus onattack rolls against prone targets.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you grant your mount a +4 damage bonus onthe attacks made against trampled foes.

Boosted: You can reroll any one of your mount’s attack rolls.(not just one made against a foe knocked down with Trample).

Two-Weapon Defense [General]Your two-weapon fighting style bolsters your defense as well asyour offense.

Prerequisites: Two-Weapon Fighting, Dexterity 15Benefit: When wielding a double weapon or two weapons (not

including natural weapons or unarmed strikes), you enjoy a +1

shield bonus to your Armor Class. When you fight defensively oruse the total defense action, this shield bonus increases to +2.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 shield bonus to ArmorClass, for a total bonus of +2 (or +3) from this feat.

Boosted: You can force one opponent to reroll one of his attackrolls when you wield two weapons.

Two-Weapon Fighting [General]You can fight with a weapon in each hand. You can make one extraattack each round with the second weapon.

Prerequisite: Dexterity 15Benefit: Your penalties on attack rolls for fighting with two

weapons are less severe than normal. The penalty for your primaryhand is reduced by 2, and the one for your off hand is reduced by 6.

Boosted: You can reroll one attack roll while using two weapons.

Two-Weapon Set-Up

[General—Double Feat]You use one weapon to set up a devastating attack with your otherweapon.

Prerequisites: Two-Weapon Fighting, Improved Critical, baseattack bonus +9

Benefit: If you hit a foe with one of your weapons, the threatrange of your other weapon increases by 5 for that round. Any criti-cal confirmed by the second weapon adds +1d10 damage (but donot multiply this additional damage for the critical hit).

Boosted: You can reroll one critical confirmation roll.

Unarmed Parry [General]You use your hands, arms, and even feet to block blows.

Prerequisite: Dexterity 15Benefit: When you are unarmed, you gain a +1 dodge bonus to

Armor Class. You do not need a weapon or a shield to use the Blockor Parry feats. You must be aware of an attack to gain this bonus.

Special: A condition that makes you lose your Dexterity bonus toArmor Class (if any) also makes you lose dodge bonuses like thisone. Also, note that dodge bonuses stack with each other, unlikemost other types of bonus.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 dodge bonus to ArmorClass, for a total bonus of +2 from this feat.

Boosted: You can force one opponent to reroll one of his attackrolls against you while you are unarmed.

Uncanny Agility [General]You can perform acts of amazing agility.

Prerequisite: Dexterity 15Benefit: You can add a +10 bonus to a single Balance, Climb,

Jump, or Tumble check each day.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you can use this benefit three times each day.

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Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Uncanny Dodge [General]You react to danger before your senses normally would allow you todo so.

Prerequisite: Dexterity 15Benefit: You retain your Dexterity bonus to Armor Class (if any),

even if you are caught flat footed or struck by an invisible attacker, aslong as you wear light armor or no armor. However, you still loseyour Dexterity bonus to AC if immobilized.

Boosted: You can force one opponent to reroll any one of hisattack rolls against you (not just one made while you are wearinglight armor or no armor).

Unexpected Blow

[General—Double Feat]You trick your foe and render him unprepared.

Prerequisite: Base attack bonus +7Benefit: Three times per day, but only once in a given round, you

can make an additional melee attack against a foe at your full attackbonus with an additional +2 bonus. The foe loses his Dexteritybonus to Armor Class for this attack. You inflict upon the foe +1d6points of damage, which is treated as sneak attack damage (thuscreatures immune to such damage are immune to this as well). If youhave the sneak attack ability, this bonus adds to the damage. Youcannot use this benefit in a round in which you use Rapid Strike. Donot multiply this bonus damage in the case of a critical hit.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Unexpected Shot

[General—Double Feat]Your speed renders your target unprepared.

Prerequisites: Point Blank Shot, base attack bonus +7Benefit: Three times per day, but only once in a given round, you

can make an additional ranged attack against a foe at your full attackbonus with an additional +2 bonus. The foe loses his Dexteritybonus to Armor Class for this attack. You inflict upon the foe +1d6points of damage, which is treated as sneak attack damage (thuscreatures immune to such damage are immune to this as well). If youhave the sneak attack ability, this bonus adds to the damage. Youcannot use this benefit in a round in which you use Rapid Shot. Donot multiply this bonus damage in the case of a critical hit.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Unnerve [General]You use your ferocity to scare those around you.

Prerequisites: Berserk Attack, base attack bonus +3Benefit: When you successfully strike a foe, all foes within 30 feet

of you suffer a –1 morale penalty to their attacks against you whileyou howl and seethe or rear up and show your size and might. Thepenalty lasts until your next action. You can use this benefit once perday plus one additional time for every five levels. You may never useit more than once per round, however.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can extend the benefit’s duration. If, on theround following a round in which you used this benefit, you success-fully strike a foe, all foes affected last round continue to be affected.This goes on until a round in which you do not strike a foe or untilthe original victims are no longer involved in the combat (dead, fled,unconscious, etc.). Even if you stretch the duration of this effect overmultiple rounds, it counts only as a single use of the benefit.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

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Unsteady [General]You use your mount’s strength, weight, and size to knock foes offbalance.

Prerequisite: Mounted CombatBenefit: When you make a melee attack against a foe adjacent to

your mount, the foe loses his Dexterity bonus to Armor Class. Youcan use this benefit once per day plus an additional one time forevery two levels. You cannot use it more than once per round, how-ever.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you may add a +2 bonus to your melee attackwhen using this ability.

Boosted: You gain an additional use of this feat that does notcount as one of your daily uses.

Using the Advantage [General]You know how to maximize any advantage.

Prerequisite: Base attack bonus +10Benefit: If you gain a bonus to attack an opponent due to certain

combat advantages, you inflict an additional +1d6 points of dam-age on that foe. The advantages are: your flanking, higher ground,or invisibility; the defender sitting, kneeling, or being prone; thedefender cowering, climbing, or being stunned; the defender beingoff balance or helpless; or any time the defender loses his Dexteritybonus to Armor Class. Do not multiply this bonus damage in thecase of a critical hit.

Fighter Bonus Feat: Starting at 15th level, if you took this as afighter bonus feat, you inflict maximum damage (excluding bonusdice, such as from a sneak attack) against foes over whom you have

a combat advantage. You cannot use Power Attack or BerserkAttack to increase the damage using this benefit.

Boosted: You can reroll any one of your attack rolls (it does nothave to be one you made when you had an advantage over the foe).

Design Note: This is a great feat for a fighter who frequentlyflanks with his rogue ally.

Weapon Finesse [General]You are especially skilled at using weapons that utilize Dexterity asmuch as Strength.

Prerequisite: Base attack bonus +1Benefit: With a light weapon, rapier, whip, or spiked chain made

for a creature of your size category, you may use your Dexteritymodifier instead of your Strength modifier on attack rolls. If youcarry a shield, its armor check penalty applies to your attack rolls.

Natural weapons are always considered light weapons.Fighter Bonus Feat: Starting at 13th level, if you took this as a

fighter bonus feat, you gain a bonus to damage with any of theseweapons. The bonus is equal to your Intelligence modifier (ifany).

Boosted: You can reroll one attack roll you made with a weaponfrom the above list.

Weapon Focus [General]Choose one type of weapon, such as greataxe. (You can also chooseunarmed strike or grapple—or ray, if you are a spellcaster—as yourweapon for purposes of this feat.) You are especially good at usingthis weapon. (If you have chosen “ray,” you are especially good withrays, such as the one produced by the ray of frost spell.)

Book of Experimental Might II: Bloody, Bold, and Resolute60

Some of the feats in this book seem almost tailor made for monsters: Can’t Lay a Hand, Knock Back, Knock Down, Large Bruiser, andso on. It just depends on whether the monster is a massive engine of destruction, a quick, defensive combatant, or a dirty fighter.Really, you could add any of these feats to monsters to make them more interesting and unique.

Here are a few suggestions for using the new feats introduced in this chapter with monsters:

Using the Feats for Monsters

GGiiaannttss,, DDrraaggoonnss,, oorr OOtthheerr HHuuggee BBeeaassttss

Anchor FoeIncreased VigorKnock BackKnock DownLarge BruiserOutlast FoePower ChargeResist ChargeResist Critical (double feat)SmashStunning Blow

QQuuiicckk,, AAggiillee MMoonnsstteerrss**

Acrobatic ChargeAcrobatic RunBlockCanny StrikeCan’t Lay a HandElude BlowsFleet of FootFull OpportunityLeap Into the FrayRapid StrikeSmash and GrabSpeed BurstWeave and Dodge

* Serpents, fey, certain fiends, etc.

DDiirrttyy FFiigghhtteerrss**

Blinding StrikeCanny StrikeCareful EyeDeafening StrikeDebilitating StrikeDemoralizeHamper DefenseHamper Movement

* Goblinoids, intelligent undead, demons, etc.

UUnnddeeaadd

DemoralizeIron FistOblations to the God of DeathOutlast FoeTerrifyUnnerve

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Prerequisites: Proficiency with chosen weapon, base attack bonus +1Benefit: You gain a +1 bonus on all attack rolls you make using the

selected weapon.Special: You can gain this feat multiple times. Its effects do not

stack—each time you take the feat, it applies to a different weapon.Fighter Bonus Feat: Starting at 9th level, if you took this as a

fighter bonus feat, you gain an additional +1 bonus on attack rolls,for a total bonus of +2 from this feat.

Boosted: You can reroll one attack roll you made while using theweapon selected for this feat.

Weapon Mastery [General]You are extra skilled at fighting foes who use your favored weapon.

Prerequisite: Weapon Focus Benefit: You enjoy a +2 competence bonus to attack rolls made

against a foe who uses a weapon that you have selected to use withyour Weapon Focus feat.

Fighter Bonus Feat: Starting at 7th level, if you took this as afighter bonus feat, you gain an additional +2 competence bonus, fora total bonus of +4 to affected attack rolls.

Boosted: You can reroll one of your attack rolls made against a foethat is using your favored weapon.

Weapon Specialization [General]Choose one type of weapon, such as greataxe, for which you havealready selected the Weapon Focus feat. (You can also chooseunarmed strike or grapple as your weapon for purposes of this feat.)You deal extra damage when you wield this weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focuswith selected weapon, fighter level 4th

Benefit: You enjoy a +2 bonus on all the damage rolls you makeusing the selected weapon.

Special: You can gain this feat multiple times. Its effects do notstack—each time you take the feat, it applies to a different weapon.

Fighter Bonus Feat: Starting at 9th level, if you took this as afighter bonus feat, you gain an additional +1 damage bonus, for atotal bonus of +3 from this feat.

Boosted: You can reroll one damage roll made while using theweapon selected for this feat.

Weave and Dodge [General]You are particularly hard to hit.

Prerequisites: Defensive Move, Domain of Quick Defense,Dexterity 15, base attack bonus +8

Benefit: The miss chance provided by the bonus power of the QuickDefense domain becomes 50 percent, rather than only 25 percent.

Boosted: You can force one opponent to reroll one of his attack rolls.

Whirling Dervish [Uberfeat]You make deadly attacks with your two weapons.

Prerequisites: Two-Weapon Fighting, Double Smash, DoubleStrike, Greater Two-Weapon Fighting, Improved Two-WeaponFighting, Dexterity 18, base attack bonus +18

Benefit: While fighting with two weapons and using a singleattack action, you gain a pool of points equal to your fighter levelthat you can use each round to add to your individual attack or damage rolls. You cannot add more than half of the pool to theattack/damage of a single weapon. For example, if you are 18th level,you can add +9 to one attack of one weapon, and +5 to one attackand +4 to one damage roll of the other weapon.

While fighting with two weapons and using a full attack action,your pool doubles in size, and you can spread out the bonuses to dif-ferent attacks and damage rolls with the same weapon, although youstill cannot add more than half the pool to a single weapon, nor canyou add more than one quarter of your total pool to one die roll. So,say you are 18th level and have four attacks with your primaryweapon and three attacks with your off-handed weapon. Your poolwould contain 36 points, and you could add +18 worth of bonuses toeach weapon, but never more than +9 to a single roll.

Special: This feat costs four retired feats and one feat slot. It is theuberfeat for the domain of Two-Weapon Fighting. Because this featrelies on your ability to attack with both weapons using just a stan-dard action, you may not retire Double Strike (page 36) when choos-ing this feat.

Whirlwind Attack [General]You can strike nearby opponents in an amazing spinning attack.

Prerequisites: Combat Expertise, Defensive Move (or DefensiveStance), Mobility, Spring Attack, Dexterity 13, Intelligence 13, baseattack bonus +4

Benefit: When you use the full attack action, you can give up yourregular attacks and instead make a single melee attack at your fullbase attack bonus against each opponent within reach. When youuse the Whirlwind Attack feat, you also forfeit any bonus or extraattacks granted by other feats or abilities (such as the Cleave feat orthe haste spell).

Boosted: You can reroll any one attack roll (it does not have to beone made using Whirlwind Attack).

Wild Swing [General]You swing your melee weapon around wildly and force foes back.

Prerequisite: Base attack bonus +8Benefit: With a standard action, you force all adjacent foes to

move back 5 feet immediately. Foes that do not wish to move back donot have to, but if they fail a Reflex save (DC 15), you make an auto-matic attack on them with a +2 attack bonus. Foes that cannot moveback (such as those up against a wall) automatically fail the savingthrow.

Fighter Bonus Feat: Starting at 11th level, if you took this as afighter bonus feat, you can use a reach weapon to force foes back10 feet; the Reflex save associated with this feat becomes DC 20.

Boosted: You can force your opponent to reroll the Reflex savingthrow associated with this feat.

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Very Optional RulesThis book is, as the name would imply, very experimental. A long time ago, I thought it might be fun to put out a series ofgame supplements labeled: “Warning: This material could DESTROY your campaign!” These books would be filled withcrazy, experimental ideas that took the game in bold new directions. In a way, they would do real damage to the core system.That’s the idea—fun concepts you might want to try, but perhaps not carefully balanced.

In a way, that’s what the two Experimental Might books are.The first book was just my campaign house rules, and thisone is a direct response to gamers who said, “Hey, what

about fighters?” I’ve now introduced this material into mycampaign, too (so I believe it matches up with the contents ofthe first book nicely). But this chapter is perhaps the mostexperimental of all. It’s called “Very Optional Rules” becausethese ideas really stretch the boundaries of the game system inways it was not intended to go. You may find them unbalancingin your game. Or, they might be just what your campaign need-ed. Most likely, you’ll find them to be a little bit of each.

Maneuver OptionsSome of the maneuvers introduced through feats in ChapterTwo: Feats of Daring could have a place in the game even if thefeats themselves are not in play. A character might attempt oneof these combat options even without the relevant feat.

The descriptions in this section are simply the standard ver-sions of certain maneuvers, for those who do not have access tothe feat of the same name. And, as you can see, having the featmakes them much better options.

Crazy Legs ChargeA character using the charge action can move farther by takinga penalty to his attack roll. A character can move up to hisspeed in additional movement during the charge, but eachextra 5 feet requires him to suffer a cumulative –2 penalty onhis attack roll.

Knock DownA character can attempt to knock down a foe with a particularlyhard strike, but he must take a –4 penalty on his attack roll.The resulting attack, if it hits, must inflict 20 points of damageor more in a single melee attack against a Medium or smallercreature before the character can try to knock down the foe. (Itmust inflict 30 points of damage in a single blow to knockdown a Large creature, 40 points to knock down a Huge crea-ture, 50 points to knock down a Gargantuan creature, and 60points to knock down a Colossal creature.)

To knock down the foe, the attacker makes an immediateStrength check opposed by the foe’s Strength or Balance check;on a success, he knocks down the foe. The foe gains a +4 bonusfor every size category he is larger than Medium or suffers a –4penalty for every size category he is smaller than Medium. The

foe gains a +4 bonus if he has more than two legs or is other-wise more stable than a normal humanoid (such as a dwarf).

A knocked-down foe stays in the same square but fallsprone. To knock down a foe without making an attack, use thestandard trip rules.

ThrowIf a character has an opponent grappled, he can use a standardaction to attempt to throw his opponent into an adjacentsquare, where he will land prone. The opponent must weighless than the character’s heavy load. The character and hisopponent make opposed grapple checks, and if the charactersucceeds, he throws the opponent. If the opponent wins, how-ever, he breaks the grapple, is not prone, and can immediatelyreadjust to any adjacent square he wishes (or stay in the samesquare).

Turning ChargeA character using the charge action can make one turn duringthe charge (rather than just moving in a straight line).However, he must make a Balance check (DC 12) or, at thepoint of the turn, he falls prone and his turn ends. Further, theprone character suffers a –4 penalty on his attack roll (with the+2 bonus for charging, the net is –2) and a further –2 to hisArmor Class (for a total of –4 with the charge).

Using the Acrobatic Charge feat (see page 27) negates theBalance check and the penalties.

Hit PointsThe first Book of Experimental Might introduced the concept ofHealth and Grace, as well as a change to starting hit points.The optional rules below offer a number of new wrinkles togame play.

Spending GraceAs described in Chapter Four of The Book of Experimental Might,Grace hit points represent your ability to dodge blows, move toreact to damage better, and generally avoid getting hurt. If youlook at Grace in this fashion as a finite resource—a pool ofphysical energy or stamina, for example—then perhaps thereare other ways to expend that energy for a character’s benefit.

The danger, of course, is that you are in a literal sense trad-ing in your survivability—your very life energy—to accomplishsomething.

Chapter Three

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Chapter Three: Very Optional Rules 63The DM should be very aware of how this option intersects

and interacts with things like barbarian rage, bonus hit pointsfrom spells, and temporary magical increases to Constitution.The hit points gained from the latter would be Health, notGrace, but it’s still extra hit points in the pool to spend—robbing Peter to pay Paul, after a fashion.

Grace Cost Benefit 2 Move an extra 5 feet as a part of a single

move or double move, once in a round5 Gain a +2 bonus to a movement-related

check (Climb, Jump, Balance) or a Strength check

10 Take an extra move action, once in a round20 Reroll a movement-related check or any

Strength check20/level Recall a spell that had been prepared for

the day, but was already cast, usable only once per day

Grace and Nonlethal DamageIf you use the Grace and Health rules, you may wish to have envi-ronmental effects and similar nonlethal sources of damage simplyinflict normal Grace damage. Special rules for nonlethal damageapply only when the character is out of Grace and has only Healthhit points left. This includes the fact that one recovers nonlethaldamage more quickly than normal damage, that one regains it inconjunction with normal damage through magical healing, andthat it knocks a character unconscious rather than killing him.

Grace and Forced RestCharacters who have been physically exerting themselves over aperiod of time might take Grace damage to represent the toll theactivity has had on them. When the characters reach the top of asummit, for instance, they should not be at their physical best.However, a short rest—or some immediate magical healing—will put them to rights.

In other words, this kind of Grace damage forces the realityof needing to rest after a period of exertion. One point of Gracedamage per ten minutes of intense activity is appropriate. Or, toput it another way, six minutes of rest is needed for every fullhour of exertion. Exertion, in this case, is moving at a hustle,climbing, carrying a heavy load, swimming, etc.

Characters who are out of Grace but suffer more Grace dam-age from exertion translate the effect into nonlethal damage.They are fatigued until they recover this nonlethal damage.

The advantage to using Grace hit point damage rather thanjust enforcing rest is that it gives the player characters theoption of not resting—but then paying the consequence, orusing magic in lieu of rest.

Minimum Hit PointsIt’s frustrating as a DM, and a little disappointing as a player, toencounter a creature that is size Huge but has only a small hitpoint total. When you encounter a Huge viper or a Huge mon-strous centipede, you’re expecting a titanic fight. But instead,the monster is dead before you know it.

A quick solution (as opposed to re-statting all the problemmonsters) is to maintain a general rule about minimum hitpoints based on size. Using the following chart, creaturesalways have at least the number of hit points shown due to theirsize. In other words, either use the number provided in thecreature’s stats, or the number below, whichever is greater.

Size Minimum Hit PointsLarge 30Huge 60Gargantuan 90Colossal 120

This rule primarily affects monstrous vermin and giant ani-mals, but it has a slight effect on a handful of other monsters aswell (like the five-headed hydra). Some creatures, such as incor-poreal undead, should not be subject to this rule.

You’ll see players spending Grace more at the end of battles,when they suspect that they won’t be needing it as hitpoints and could really use an extra move action or a bit ofhelp on a check. They know that they likely can rest afterthe fight is done to recover the points they’ve spent.

Grace as a Commodity

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Book of Experimental Might II: Bloody, Bold, and Resolute64OPEN GAME LICENSE

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12. INABILITY TO COMPLY: If it is impossible for You tocomply with any of the terms of this License with respect tosome or all of the Open Game Content due to statute, judi-cial order, or governmental regulation then You may notUse any Open Game Material so affected.

13. TERMINATION: This License will terminate automati-cally if You fail to comply with all terms herein and fail tocure such breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of thisLicense.

14. REFORMATION: If any provision of this License isheld to be unenforceable, such provision shall be reformedonly to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000–2008,Wizards of the Coast, Inc.d20 System Reference Document Copyright 2000–2008,Wizards of the Coast, Inc.; authors Jonathan Tweet, MonteCook, Skip Williams, Rich Baker, Andy Collins, DavidNoonan, Rich Redman, and Bruce R. Cordell, based onoriginal material by E. Gary Gygax and Dave Arneson.

Book of Experimental Might II: Bloody, Bold, andResolute Copyright 2008 Monte J. Cook. All rightsreserved.

The Book of Experimental Might Copyright 2008Monte J. Cook. All rights reserved.

Monte Cook’s Arcana Evolved Copyright 2005 MonteJ. Cook. All rights reserved.

The Complete Book of Eldritch Might Copyright2004 Monte J. Cook. All rights reserved.

Billy Watford (order #980648) 24.178.87.14

Page 66: Book of XM2 - Martial Part

®

®

Requires use of the Third Edition rules.

©2008 Monte J. Cook

IIt’s back—and more experimental than ever! This book

exists because you loved The Book of Experimental Might

and demanded new options for nonspellcasting classes. In

response, Monte shares more creative rules from his own

campaign. Here you’ll find . . .

• New rules for fighting domains: areas of specialization like

Two-Weapon Fighting, Mounted Combat, and Fighting Dirty,

as well as techniques based on agility, speed, strength, and

intellect. The 15 domains provide new abilities to fighter

types willing to devote themselves to a focused path .

• A retooling of the feat system, with three new concepts—

double feats, oblation feats, and uberfeats—and dozens of

new choices.

• Special benefits for choosing a feat as a fighter bonus feat—

reinstating the fighter class as the king of feats.

• Optional rules including more combat choices, a method

for “boosting” feats for extra benefits, new uses for the

Grace/Health system introduced in the first Book of

Experimental Might, and more.

Like its predecessor, Book of Experimental Might II keeps your

characters adventuring longer, enhances existing classes for

greater playability, and expands your game options to add to

the fun. Continue the experiment!

Bonus material at WWW.MONTECOOK.COM

PDF Version 2

October 2008

Billy Watford (order #980648) 24.178.87.14