As I’m writing this, I’m just getting back from PaizoCon, where I ran my first convention game to represent Necromancers of the Northwest. The adventure that we ran, Blood in the Water, featured a number of chances for tactical combat, which can make interesting encounters even better! However, some of us are more frustrated by the tactics portion of the game than by anything else. These feats are designed to give you a leg up when the tactics get in the way, and offer you a chance to take advantage of the scene.
Your combat alertness is such that you remain in fighting shape, even under the adverse effects of combat.
Prerequisites: Defensive Combat Training or Improved Grapple.
Benefit: While you have the dazed, grappled, or nauseated condition, you may make attacks of opportunity as normal.
When there is nothing in your way, you can take the time to aim and deliver deadly shots at your foes.
Prerequisites: Point Black Shot, Precise Shot.
Benefit: Whenever you make a ranged attack against a target within the first range increment of your weapon, you gain a +1 bonus on the attack and damage rolls, so long as that target is not benefiting from cover or concealment.
You love to hide from your foes, whether in thick fog or darkness, and make it difficult for your enemies to target you.
Prerequisites: Stealth 1 rank, Blind Fight.
Benefit: Whenever a creature attacks you, if you have miss chance for that attack, the attacker must roll the miss chance twice and take the worse result. You only gain this benefit while you are also benefiting from a dodge bonus to AC resulting from fighting defensively, using the Combat Expertise feat, or from having taken a total defense action.
When you attack a target with a melee weapon through another creature, you can attempt to impale the first target in order to damage both creatures.
Prerequisites: Weapon Focus with any reach weapon, or Lunge.
Benefit: You can attack through an opponent to hit a creature on the other side. In order to use this ability, you must be fighting with a reach weapon that deals piercing damage, or wielding any weapon that deals piercing damage and be using the Lunge feat. Choose two creatures that are adjacent to one another, with one being adjacent to you and the other being 5 feet away from you on the other side of the first creature. Whenever you make an attack against either of those creatures, you may make an additional attack at the same base attack bonus against the other creature. Both attacks suffer a -2 penalty, and the further creature retains any cover granted to it by the nearer creature.
You leap and jump out of the way with amazing skill, allowing you enable certain movements which would otherwise be impossible.
Prerequisite: Acrobatics 1 rank.
Benefit: You do not hamper movement for your allies, who may run or charge through a square you are occupying (provided some other feature of that space would not prevent your ally’s run or charge action). Additionally, you never suffer damage from trample attacks, and gain a +4 bonus on Reflex saves against line attacks and a +4 bonus to your CMD vs. overrun attempts.