Level |
Feat |
Feat Desciption |
1 |
Two Handed Fighting |
While fighting with a two-handed weapon you gain a +2 Combat Style bonus to Melee Power and +60% Strikethrough chance. While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 2x the Ability Score you use for damage. Bastard Swords and Dwarven Axes increase to 1.1x instead. |
3 |
Power Attack |
This feat exchanges part of your attack bonus for extra melee damage. It reduces your hit bonus by 5, or your Base Attack Bonus, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus. (Unarmed strikes count as one-handed.) Typically, this means one-handed weapons get +5 and two-handed get +10 to damage.
This feat is a stance. It may be toggled on and left active indefinitely. When deactivated, there is a 10 second cooldown before it can be used again. |
6 |
Improved Two Handed Fighting |
+30% additional Strikethrough chance while two-handed fighting. Your Combat Style bonus to Melee Power is increased by +2 to a total of +4.
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 2.5x the Ability Score you use for damage. Bastard Swords and Dwarven Axes increase to 1.35x instead.
|
9 |
Improved Critical: Slashing |
This feat adds 1, 2, or 3 to critical threat range based on the weapon type's unmodified threat range. |
12 |
Greater Two Handed Fighting |
+30% additional Strikethrough chance. Your Combat Style bonus to Melee Power is increased by +2 to a total of +6.
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 3x the Ability Score you use for damage. Bastard Swords and Dwarven Axes increase to 1.6x instead. |
15 |
Quicken Spell |
|
18 |
Empower Healing Spell (maybe not) |
|
21 Epic |
Overwhelming Critical |
|
21 Auto |
Epic Defensive Fighting |
Adds a 5% Competence Bonus to maximum Hit Points, with an additional 5% for every combat fighting style feat you have, to a maximum of 25%. |
24 Epic |
Combat Expertise |
Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Combat Expertise dispels and wards against all Rage effects. |
26 Destiny |
Perfect Two Handed Fighting |
While two-handed fighting: You gain +30% Strikethrough chance (total 170%). You also gain a +10 Combat Style bonus to Melee Power while two-handed fighting. |
27 Epic |
Blinding Speed |
You are permanently hasted. |
28 Destiny |
Perfect Two Weapon Fighting |
+5% Doublestrike, +10% Offhand Doublestrike |
29 Destiny |
Dire Charge |
Charge forward at the targeted foe. That foe and all nearby foes are subject to +2[w] damage and have a chance to be stunned. Stun DC is (20 + highest ability modifier + bonus to stun attacks). |
30 Epic |
Shield Deflection (maybe not) |
|
30 Legend |
Scion of: Celestia |
+20 Positive, Light, & Alignment Spell Power
+20 Universal Spell Power
+30% Crit Damage with Positive, Light, & Alignment spells
+150 Maximum Hit Points
+4 to Will Saves |
1 Dragon : Draconic Ancestry: Blue
1 Deity : Follower of: Sovereign Host
6 Deity : Unyielding Sovereignty
Spells
1. Cure Light Wounds (4), Divine Favor (6), Virtue (14), Lionheart (18)
2. Angelskin (8), Righteous Command (10), Remove Paralysis (16), Resist Energy (19)
3. Cure Moderate Wounds (11), Magic Circle Against Evil (12), Remove Blindness (19), Remove Curse (19)
4. Holy Sword (14), Zeal (15), Cure Serious Wounds (19), Death Ward (20)
Level |
Feat |
Feat Desciption |
Slayer of Evil |
Core 1 |
Slayer of Evil I: You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 200% Melee Power. |
Courage of Heaven |
Core 2 |
Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage. |
Slayer of Evil II |
Core 3 |
Improved Courage of Heaven: You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target. |
Slayer of Evil II |
Core 4 |
Improved Courage of Heaven: Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage. Gain Sealed Life: Immunity to Energy Drain. |
Slayer of Evil III |
Core 5 |
Slayer of Evil III: You now gain +4 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage. |
Champion of Good |
Core 6 |
Champion of Good: You gain +4 Charisma, +10 Melee Power, +10 Ranged Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. Your Aura of Courage now grants allies a +3% Sacred Bonus to melee and ranged damage. Blessed Purpose now stacks up to 25 times. |
Knight of the Chalice (41 AP)
• Slayer of Evil, Courage of Heaven, Slayer of Evil II, Improved Courage of Heaven, Slayer of Evil III, Champion of Good
1. Holy Combatant, Improved Second Strikes III
2. Action Boost: Power III
3. Holy Combatant, Divine Sacrifice III, Lead the Charge, Exalted Smite III, Strength
4. Knight's Training, Censure Demons, Vigor of Life
5. Ascendency, Censure Outsiders, Vigor of Life, Holy Retribution, Avenging Cleave
Sacred Defender (31 AP)
• Holy Bastion, Sacred Defense, Divine Righteousness, Redemption, Glorious Stand
1. Extra Lay On Hands III, Durable Defense III, Sacred Armor Mastery III
2. Bulwark Aura III
3. Tenacious Defense III, Constitution
4. Reinforced Armor III, Swift Defense, Hardy Defense III, Constitution
Dragonborn (8 AP)
• Hardy, Strength, Hardy II, Strength
1. (none)
2. Dragon Breath
Destiny (11 of 24 AP)
Divine Crusader
1. Endless Turning III, Purge the Wicked
2. Confront Any Foe, Consecration III
3. Sacred Ground
Twists of Fate (3 fate points)
1. Imp. Combat Expertise (Tier 2 Dreadnought)