TEXT: undeFEATable
  5: FIGHTERS
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9599
  Written By Simon Rocquette with Reuben Hinman
  NEW FEATS
  ACCIDENTS HAPPEN [FIGHTER] 
  The more opponents you fight, the more likely 
  they are to injure each other. 
  Prerequisites: Dex 13+, Wis 13+, Combat 
  Reflexes, Dodge, Interference, Mobility, base 
  attack bonus +13. 
  Benefit: If the creature to which you have selected 
  to apply the benefits of the Dodge feat attacks you 
  in melee and misses, you may choose to force it to 
  make an immediate extra attack against any other 
  creature of your choice within its reach that also 
  threatens you. This free attack is at the same attack 
  bonus as the one that missed, and any effects that 
  applied to the original attack against you remain 
  in effect. This feat does not apply if the attack that 
  missed was an attempt to disarm, grapple, sunder, 
  or trip you, nor if it was an attack of opportunity 
  you provoked. This attack counts as one of your 
  attacks of opportunity for the round; you may use 
  this feat no more than once per round, even if enti-
  tled to multiple attacks of opportunity per round.  
  ARMOR FOCUS [FIGHTER]
  Choose any specific type of armor, such as chain 
  mail or full plate armor. You are more adept at 
  moving when wearing that armor.
  Prerequisites: Proficiency with selected armor.
  Benefit: When wearing the selected armor type, 
  the armor check penalty applied to your skills 
  is reduced by 1. This reduction stacks with that 
  granted by masterwork armor, but cannot reduce 
  the total armor check penalty to less than 0. The 
  maximum Dexterity bonus for that armor increases 
  by 1 if the armor is medium or heavy armor. 
  These benefits apply both to standard armor and to 
  armors made of special materials, such as mithral 
  or adamantine.
  Special: You may take this feat multiple times; its 
  effects do not stack. Each time you select this feat 
  applies to a different armor type. 
  ARMOR SPECIALIZATION [FIGHTER]
  Choose one type of armor, such as chain mail, for 
  which you have already selected the Armor Focus 
  feat. You are better at using that armor’s natural 
  advantages to protect yourself.
  Prerequisites: Proficiency with selected armor, 
  Armor Focus with selected armor, fighter level 4th.
  Benefit: When wearing the selected armor, the 
  armor bonus granted to your Armor Class is 
  increased by +2. This bonus requires activity on 
  your part, and thus the increase is lost whenever 
  you are denied your Dexterity bonus to Armor 
  Class. Because it is an increase in the armor 
  bonus, it does not apply to incorporeal or touch 
  attacks. You may also sleep in this armor without 
  becoming fatigued or exhausted, regardless of its 
  armor check penalty. This benefit applies both 
  to standard armor and to armors made of special 
  materials, such as mithral or adamantine.
  Special: You may take this feat multiple times; its 
  effects do not stack. Each time you select this feat 
  applies to a different armor type for which you 
  have learned Armor Focus.
  COMBAT MOMENTUM [FIGHTER] 
  Your attacks gain in power the as you cut through 
  your enemies’ ranks. 
  Prerequisites: Str 13+, Cleave, Great Cleave, 
  Power Attack, base attack bonus +12 
  Benefit: If you deal a creature enough damage 
  to drop a creature below 0 hit points in melee 
  combat, you gain a cumulative +1 circumstance 
  bonus to damage for all melee weapon attacks until 
  the end of your current action. 
  
  undeFEATable
  2
  DAZZLING STRIKE
  Your combat expertise with your chosen weapon bedazzles 
  your foes. Their eyes go wide as your steel dances over 
  them, causing their lifeblood to spill to the ground.
  Prerequisite: Fighter Level 4th
  Benefit: When you successfully strike a foe, that foe must 
  immediately make a DC 15 will save or be dazed until the 
  end of your next turn. This feat affects all creatures, save 
  undead.
  DAWN STRIKE
  You truly despise undead, in fact your hatred for them runs 
  so deeply that you’ve attracted the attention of a powerful 
  extra-planar being or a deity. The being whose atten-
  tion you attracted has given you a blessing, causing your 
  strikes to do more damage to those creatures that you truly 
  despise. 
  Prerequisite: Fighter Level 3rd
  Benefit: Your attacks cause more damage to undead. 
  When you successfully strike an undead creature, your 
  attack does an extra d4 holy damage for every three levels 
  of fighter you’ve reached (rounded down). This damage 
  stacks with any other types of damage that you can do with 
  your weapon. All holy damage done to undead bypasses 
  damage resistance.
  DISARMING EXPERT [FIGHTER] 
  You are an expert at disarming. 
  Prerequisites: Int 13+, Combat Expertise, Improved 
  Disarm, base attack bonus +7. 
  Benefit: If you roll a natural 20 during an attempt to 
  disarm a foe, your disarm attempt succeeds, regardless of 
  the final modified attack roll of your foe. 
  FANNING STRIKE
  With your blade you are able to conjure a gale force around 
  yourself, protecting you from your enemies and damaging 
  the ones that are foolish enough to strike you.
  Prerequisite: Fighter Level 6th
  Benefit: Once per day, as a free action, you are able to 
  swing your weapon around in a circle, causing a shell of 
  wind to form around you for a number of combat rounds 
  equal to your fighter level divided by three (rounded 
  down). This shell provides three benefits. First it grants 
  you concealment (20% chance to miss you). Any foe that 
  attempts to strike you is buffeted by the winds and takes d6 
  damage. Also, any foe that strikes you must make a DC 15 
  Fortitude save or fall to the ground. 
  Special: You may take this feat multiple times to use its 
  ability more than once per day. The number of times you 
  may use it equal the number of times you take the feat.
  GREATER MOUNT SPECIALIZATION [FIGHTER]
  Choose one type of mount, such as heavy warhorse 
  or griffon, with which you have learned the Mount 
  Specialization feat. You are specially trained to fight from 
  the back of such a creature.
  Prerequisites: Mounted Combat, Mount Specialization, 
  Ride skill, fighter or paladin level 12th.
  Benefit: You gain a +2 bonus to all weapon damage rolls 
  while mounted on the type of creature chosen. Your mount 
  also gains a +2 bonus to its damage rolls while you are 
  riding it.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different type of creature with which you have learned the 
  Mount Specialization feat. 
  INTERFERENCE [FIGHTER] 
  The more opponents you fight, the more likely they are to 
  get in each other’s way. 
  Prerequisites: Dex 13+, Dodge, Mobility. 
  Benefit: When you are not flat-footed, you gain a +1 
  dodge bonus to your Armor Class for every two opponents 
  within 5 feet that are threatening you (maximum bonus of 
  +4 if you are completely surrounded). 
  MEAT SHIELD
  As a fighter, you see it as your duty to stand between your 
  foes and the weaker members of your party. When the 
  enemy gets close to your other party members, you place 
  yourself in the way, fighting hard to keep the foe at bay.
  Prerequisite: Fighter Level 3rd
  Benefit: When you are within 10 feet of an ally, you get 
  an Armor Class bonus equal to one-third of your fighter 
  level (rounded down). When you’re within 5 feet of an ally 
  the bonus goes to one-half of your fighter level (rounded 
  down).
  MOUNT OF CHOICE [FIGHTER]
  Choose a specific mount, such as “Happy, my pet griffon” 
  or “Solosar, my gold dragon ally.” You have mastered the 
  art of fighting in perfect cooperation with this creature.
  Prerequisites: Mounted Combat, Mount Specialization 
  with the type of creature selected, Greater Mount 
  
  undeFEATable
  3
  Specialization with the type of creature selected, Ride skill, 
  fighter or paladin level 15th.
  Benefit: You gain a +2 bonus to all Ride and Handle 
  Animal skill checks with regards to the specific creature 
  chosen. If you begin combat already mounted, you may 
  roll Initiative twice (adding your Initiative bonus to one 
  roll and that of your mount to the other) and use the higher 
  of the two rolls as your Initiative score.
  Normal: Mounts act on their rider’s Initiative, even if the 
  mount has a higher Initiative modifier.
  Special: After learning this feat, whenever your fighter 
  or paladin level increases, you may choose to switch the 
  benefit to a different creature (you must still meet all the 
  prerequisites for that new mount). You may not select this 
  feat more than once.  
  MOUNT SPECIALIZATION [FIGHTER]
  Choose one type of mount, such as heavy warhorse or 
  griffon. You are specially trained to fight from the back of 
  such a creature. 
  Prerequisites: Mounted Combat, Ride skill, fighter or 
  paladin level 6th. 
  Benefit: You gain a +1 bonus to all weapon attack rolls 
  while mounted on the type of creature chosen. Your mount 
  also gains a +1 bonus to its attack rolls while you are 
  riding it. 
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different type of creature. 
  SHATTER UNDEAD
  With a powerful strike, you are able to crush undead 
  to rubble. With a mighty crash a skeleton shatters into 
  powder, or with a thunderous thrust, you can reduce a 
  vampire to a bleeding pulp. 
  Prerequisite: Fighter Level 4th
  Benefit: Whenever you make an attack roll against an 
  undead creature, if you roll a natural 20, and you have 
  three hit dice more than the creature, then the creature is 
  automatically destroyed.
  SHIELD CHARGE [FIGHTER]
  Choose one type of shield with which you have learned 
  Shield Focus. You have mastered using that shield to 
  protect yourself while charging.
  Prerequisites: Str 13+, Improved Shield Bash, Shield 
  Focus with selected shield, proficiency with selected 
  shield.
  Benefit: You suffer no penalty to your Armor Class when 
  charging while wielding the selected shield. You also gain 
  a +2 increase to the shield bonus granted to your Armor 
  Class against any attacks of opportunity made during your 
  charge by the creature you are charging.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type for which you have learned Shield 
  Focus. 
  SHIELD FOCUS [FIGHTER]
  Choose one type of shield: buckler, light, heavy, or tower. 
  You are more skilled at keeping the shield’s weight from 
  interfering with you movement.
  Prerequisites: Proficiency with selected shield.
  Benefit: While wielding the selected shield, the armor 
  check penalty applied to your skills as a result of that 
  shield is reduced by 1. This reduction stacks with that 
  granted by a masterwork shield, but cannot reduce the 
  total armor check penalty below 0. You may ready a shield 
  for which you have learned Shield Focus as a free action. 
  These benefits apply both to standard shields and to shields 
  made of special materials, such as mithral or darkwood.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type. 
  SHIELD MOUNT [FIGHTER]
  You are adept at protecting the life of your mount with 
  your shield.
  Prerequisites: Mounted Combat, proficient with shields.
  Benefit: While mounted and wielding a shield, your mount 
  gains the same shield bonus to its Armor Class that you do 
  (including increases due to Shield Specialization). 
  SHIELD SPECIALIZATION [FIGHTER]
  Choose one type of shield, such as bucklers, for which you 
  have already selected the Shield Focus feat. You are better 
  at blocking attacks with that type of shield.
  Prerequisites: Proficiency with selected shield, Shield 
  Focus with selected shield, fighter level 4th.
  Benefit: While wielding the selected shield, the shield 
  bonus granted to your Armor Class is increased by +2. This 
  bonus requires activity on your part, and thus the increase 
  is lost whenever you are denied your Dexterity bonus to 
  Armor Class. Because it is an increase in the shield bonus, 
  it does not apply to incorporeal or touch attacks. This 
  
  undeFEATable
  4
  benefit applies both to standard shields and to shields made 
  of special materials, such as mithral or darkwood.
  Special: You may take this feat multiple times; its effects 
  do not stack. Each time you select this feat applies to a 
  different shield type for which you have learned Shield 
  Focus. 
  SLITHERING STRIKE
  You leave your foes in awe with your superior movement 
  in combat. Enemies can only watch in astonishment as you 
  dance around them, readying the strike that’ll end their 
  lives!
  Prerequisite: Fighter Level 4th
  Benefit: Whenever you successfully strike an opponent, 
  as a free action, you may move 5 feet in any direction that 
  you choose, including away from your opponent, without 
  invoking an attack of opportunity.
  TITANIC RIFT
  You’re strength is so great that you can cause great rifts to 
  form in the ground by striking it with your weapon
  Prerequisite: Fighter Level 18th
  Benefit: Once per day, as a standard action, you can strike 
  the ground and cause a titanic rift in the shape of a cone, 
  beginning where your weapon struck the ground. The 
  cone is five feet long at its base and thirty feet long at the 
  other end, and three-hundred feet deep. Any creature that 
  is small enough to fall into the rift falls to its death. The 
  only exception to this rule are very powerful creatures such 
  as Gods, Demons, Devils, or creatures that can fly. Flying 
  creatures will be able to spread their wings before they hit 
  the bottom. Also, creatures that can utilize levitation or 
  flying magic can escape death.
  You are able to cause a rift in any material except adaman-
  tine, mithril, or any material with a higher toughness than 
  these materials.
  TOUCHÉ [FIGHTER] 
  You may attack a foe after disarming him. 
  Prerequisites: Int 13+, Combat Expertise, Disarming 
  Expert, Improved Disarm, base attack bonus +11. 
  Benefit: If you make a successful disarm attempt, you 
  immediately get a melee attack against that opponent as if 
  you hadn’t used your attack for the disarm attempt, using 
  the same attack bonus. This additional attack may not be a 
  trip, disarm, or sunder attempt. 
  TRIPLE STRIKE
  You can focus mental energy into your weapon, causing 
  two golden weapons in its likeness form to your left and 
  right. When you swing at a foe the other weapons swing 
  also, threatening your opponent with three times the attack 
  power.
  Prerequisite: Fighter Level 9th
  Benefit: Once per day, you can focus your energy into 
  your weapon and cause two magical weapons that are 
  golden, non-magical replicas of your own, to form to your 
  left and right. When you strike with your weapon these 
  weapons strike also. Make an attack roll for each of these 
  weapons after you make an attack roll for your own. The 
  golden weapons last until for one combat round. Once 
  the combat round in which you enact this feat is over, the 
  weapons shimmer and disappear. 
  The weapons that are formed using this feat are non-
  magical. Even if you use a magical weapon, the golden 
  weapons that are formed are not. The golden weapons use 
  your attack bonus and strength bonus as a bonus to hit, and 
  your strength bonus as a bonus to damage. When using 
  Cleave or Great Cleave, the weapons attack the target of 
  your Cleave or Great Cleave as well.
  VAMPIRE’S THRUST
  You form a mystic bond with your weapon that is bound 
  in your own blood. Whenever you wound your opponents, 
  your wounds magically heal.
  Prerequisite: Fighter Level 6th
  Benefit: Whenever you damage an opponent, you heal a 
  number of hit points equal to one-fifth of the amount of 
  damage you caused (rounded down) to that opponent.
  
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correc-
  tion, addition, extension, upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environ-
  ments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are 
  used by a Contributor to identify itself or its products or the associated prod-
  ucts contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or distrib-
  uting, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to be unenforce-
  able, such provision shall be reformed only to the extent necessary to make 
  it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Some material copyright 2004-2006 by Rich Burlew.
  Undefeated 5, Copyright 2009, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A 
  Louis Porter Jr. Design, NeoExodus: A House Divided & logos are a trademark owned by Louis Porter Jr. Inc. All rights reserved. All other content is copyright 2007 Louis 
  Porter Jr. Design Inc. 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 compatible 
  with 3rd Edition and Revised 3rd Edition rules. This edition of adventure planner is produced under version 1.0a and/or draft versions of the Open Game License and the System. 
  Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license and document.
  Designation of Open Game Content: All Text
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/UndeFEATable/UndeFEATable 5 - Fighters.pdf