Table of Feats
- Swim 5 ranks
- Jump 5 ranks
- Wis 14
- Base attack bonus +5
- Targets who are swimming, floating, or treading water on the surface, or wading in water at least chest deep do not gain improved cover against you when you attack them from land. A completely submerged creature gains soft cover instead of total cover against you.
- The penalty for ranged attacks from you that pass through water is -1 for every five feet of water passed instead of -2. As a full-round action, you may make a single thrown weapon attack that is effective underwater. The attack roll penalty for passing water is -1 for every five feet.
- Kingfisher Dive: To use this maneuver, you must jump down on your target from at least 10 feet up, and the target must be submerged. Make a Jump check (DC 20) as a free action immediately before your next attack. If successful, you may attack your target as if you had freedom of movement; the penalties for underwater combat are negated for the attack after you jump. In addition, any piercing weapon deals double damage if used in this way.