Combat Expertise (Feat): Difference between revisions

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| Benefit=You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, and you must have a legal enemy within your reach. (You cannot use Combat Expertise before a Charge, for example.) This feat operates even if the enemy in your threatened area is currently immune to your attacks, such as being [[Incorporeal]] or having total concealment.  The effects of this feat last until the beginning of your next turn.
| Benefit=You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 [[dodge bonus]] to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, and you must have a legal enemy within your reach. (You cannot use Combat Expertise before a Charge, for example.) This feat operates even if the enemy in your threatened area is currently immune to your attacks, such as being [[Incorporeal]] or having total concealment.  The effects of this feat last until the beginning of your next turn.





Revision as of 17:07, 7 April 2020


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

Prerequisites: Level 1

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

Feral Combat Training (Feat),Gang Up (Feat) ,Invincible Warrior (Feat),

Moonlight Stalker (Feat) ,Scirocco (Feat),

Second Chance (Feat),Second Chance, Improved (Feat),Stalwart (Feat),Team Up (Feat),

Whirlwind Attack (Feat)

Benefit: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, and you must have a legal enemy within your reach. (You cannot use Combat Expertise before a Charge, for example.) This feat operates even if the enemy in your threatened area is currently immune to your attacks, such as being Incorporeal or having total concealment. The effects of this feat last until the beginning of your next turn.