Hello everyone and welcome to another great edition of Extraordinary Feats, the single greatest place on the web for brand new feats, straight from the (to put it modestly) creative geniuses here at Necromancers of the Northwest. This week I’ve got yet another fistful of fantastic feats to propel your game from good to great. Naturally, I don’t want to waste too much of your time in this intro paragraph, so I’ll just tell you that this week I’m talking about in-your-face dirty fighting, and get on with it. Here we go!
Ground and Pound
You like to kick a man when he’s down, or better yet, impale him on a spear.
Prerequisite: Base attack bonus +1.
Benefit: You gain an additional +2 bonus on all attack and weapon damage rolls made against opponents who are prone.
Gun to a Knife Fight
You never let your foes get anywhere near close enough for a fair fight.
Prerequisites: Combat Reflexes, Exotic Weapon Proficiency (firearm).
Benefit: When wielding a firearm, you threaten all squares within 10 feet of you, and can make attacks of opportunity with the firearm against creatures within that range.
So called “clean fights” are for fighters who lack the skill to land blows where they really matter.
Prerequisite: Improved Unarmed Strike.
Benefit: Whenever you make a successful unarmed attack against an opponent you are flanking, you can choose to deal only half the normal damage and instead inflict incredible pain on your opponent, causing them to be sickened for 1 round.
You don’t mess about when it comes to hitting your opponents where it hurts.
Prerequisites: Improved Unarmed Strike, base attack bonus +1.
Benefit: Whenever you would make an unarmed strike against an opponent, you may choose instead to attempt to strike a single particularly vulnerable spot, causing the attack to suffer a -2 penalty. If the attack is successful, you deal only half normal damage, and the target must succeed on a Fortitude save (DC 10 + ½ your base attack bonus + your Strength modifier) or be nauseated for 1 round.
Shoot ‘em in the Back
When your foes try to run, you just see a target on their cowardly backs.
Prerequisites: Combat Reflexes, Weapon Focus with any ranged weapon.
Benefit: Whenever a character takes the run action, if his movement begins within one range increment of a ranged weapon you are wielding, you may make a single attack against that creature. If you do, you reduce the number of attacks of opportunity you can make this round by 1. You cannot use this feat if you cannot make any more attacks of opportunity this round
Stab em’ in the Eye
A thumb to the eye is a good way to temporarily blind your foe, but a dagger to the eye is even better.
Prerequisites: Improved Dirty Trick, Weapon Focus with a melee weapon that can do piercing damage.
Benefit: As a full-round action, you can make a single melee attack with a weapon that can do piercing damage. If the attack is successful, you may use the dirty trick combat maneuver (see the Advanced Player’s Guide for more information) in order to blind your opponent. If the maneuver is successful, the duration of the blindness is automatically doubled.