New Dueling Feats
New Feat: Advanced Dodge: [General]
You are trained to aggressively evade against multiple targets.
Prerequisites: Alertness, Dodge
Benefit: Any person trained with advanced dodge may use their entire dexterity bonus +1 as a dodge bonus against attacks from a single specified opponent, or they may divide this bonus up (if possible) between multiple opponents, selecting how much of a dodge bonus they wish to use on each opponent at the start of a round. Thus, if a person with Advanced Dodge has a +3 dexterity bonus, they may opt to add +4 as a dodge bonus to their Armor Class against a single opponent, or, if faced by opponents A, B, C, and D, they may opt to give themselves a +2 dodge bonus against B, and a +1 dodge bonus against B and D. This bonus may be reapportioned each round.
New Feat: Punch Using Hilt: [General]
You have learned the unorthodox tactic of punching an opponent with your fencing sword.
Benefit: The person who has Mastered Punching with the basket hilt of a weapon may make an unarmed attack doing normal damage without provoking an attack of opportunity. Making this kind of attack allows you to keep your weapon at ready, and allows you to use any other feat or ability normally reserved for an unarmed strike, such as Stunning Fist. Punch Using Hilt may be substituted for Improved Unarmed Strike if one wishes to take the Stunning Fist Feat, if this Feat is purchased in this manner, it may only be used in conjunction with Punch Using Hilt, unless the character later purchases Improved Unarmed Strike.
New Feat: Move Through Punch: [General]
You have learned to use the punch as a prelude to movement
Prerequisites: Dodge, Punch Using Hilt or Improved Unarmed Strike, Dex 13+, Str 13+.
Benefit: A person with Move Through Punch may attempt to move within or out of a threat area by distracting an opponent with a quick jab. A character must declare he is using the Move Through Punch before making any rolls. The character must make a successful hit against the target opponent, either with a Punch Using Hilt or with an Improved Unarmed Strike. If this hit misses, the character may opt to continue with the move anyway, provoking the standard Attack of Opportunity, or the character may abort the move. If the hit is successful, the impact distracts the target (Will save vs DC 15+ damage) enough to allow the character free movement within or out of the threat area. If the character moves into an area that is threatened by an opponent other than the punched opponent, they will provoke an attack of opportunity from the unaffected opponent.
New Feat: Cloak Fighting: [General]
You have learned to use your cloak in your offhand in combat.
Prerequisites: Shield Proficiency
Benefit: A person with Cloak Fighting has learned to use their cloak as a form of defense, much like a shield. A cloak draped over the off arm or wrapped around it grants the person with the Cloak Fighting skill a +1 armor bonus. Someone proficient in Cloak Fighting may also use the cloak to distract, weapon trap, or disarm. The cloak wielder proficient in Cloak Fighting may voluntarily forgo their armor bonus from their cloak to distract their opponent, granting their opponent a –1 to hit anyone. As well, a proficient cloak fighter may attempt to grab their opponent’s weapon, by making an attack to strike the weapon with the cloak hand. If this attack succeeds, the weapon is entangled in the cloak, and may either be trapped or disarmed. Trapping a weapon requires an opposed strength check. Success on the part of the cloak wielder means that the opponent cannot pull his weapon free, or use it to attack for that turn. Failure means that the weapon wielder has extricated his weapon, and may make an attack on the cloak wielder, and the cloak wielder cannot use the armor benefit of the cloak for that turn. If the cloak wielder attempts to disarm, they must roll as normal, adding a +1 to the wielder’s opposed attack roll when attempting to disarm an opponent. This bonus also includes the roll to keep from being disarmed if they fail their disarm attempt. A return disarm will tear the cloak to shreds, making it useless.
New Feat: Lantern Fighting: [General]
You have learned to use a Bull’s Eye lantern in your offhand in combat.
Prerequisites: Shield Proficiency
Benefit: A person with Lantern Fighting has learned to use a Bull’s Eye Lantern as a form of defense at night or in dark places. If someone proficient with Lantern Fighting carries a Bull’s Eye Lantern into combat in a dark place, they may make a free action once a turn to attempt to dazzle your opponent. The opponent must make a fortitude save vs a DC (10 + total character levels of lantern wielder) to withstand the dazzling. Each subsequent lantern attack in a single combat gives the opponent a temporary +1 to their fortitude save vs. dazzling (cumulative) since they’re growing to anticipate the attack. This attack does not work against sightless foes.
New Feat: Off-Hand Parry: [General]
You have learned to use a parrying knife or dueling blade defensively in your off-hand in combat.
Prerequisites: Proficiency with the weapon in the off-hand, Two Weapon Fighting Feat, +7 Base or greater attack bonus
Benefit: A person with Off-Hand Parry has learned to use a parrying knife or dueling blade in their off-hand as a form of defense. The combatant proficient in the Off-Hand Parry feat may add a deflection bonus to their armor class based on the base attack bonus after off-hand weapon and two weapon fighting penalties. Thus a person with a +7 Base attack bonus, after off-hand weapon and two weapon fighting penalties (-6 to hit, with Two Weapon Fighting Feat), gains a +1 deflection bonus to their armor class. The maximum deflection bonus that can be gained from this feat is +5.
New Feat: Cruel Wounding: [General]
You are trained to make strikes with a piercing or slashing weapon that cause intense pain.
Prerequisites: Expertise, Power Attack
Benefit: The Cruel Wounding feat allows an attacker to make a cruel strike, where the blow is intended to distract one’s opponent through pain. An attacker must declare they are attempting a Cruel Wounding before making an attack. The Cruel Wounding strike is resolved as per a normal attack, but with a –2 to hit. If the strike is successful, normal damage is inflicted, and the opponent must make a fortitude save vs 10 + the damage rolled. Failure indicates that the blow inflicted debilitating pain, and the victim is considered shaken for the next turn.