A lot of homebrew feats for fighters. [Archive] - Wizards Community

Post/Author/DateTimePost
Ghenesh

05-22-07, 12:58 PM
This was posted on the thread "Post fighter only feats" about a month ago, i collected most of them but missed the last two pages, so the latest posted feats are not here. Too bad the discussion on the feats and the ideas were not saved, but the feats themselves are a good resource to homebrew material, for anyone who's interested here they are. All feats are grouped by poster/author.



General Fighter feats:


---------- blindcynic

Step Lively (Fighter)
Prerequisites: Fighter level 4, Endurance, Diehard, toughness
Benefit: A character with this feat is so used to pushing himself beyond normal physical limits that he gains DR 5 against non-lethal damage. He also gains +6 hp.
(This feat may be selected multiple times, it's effects stack)

Motivated
Prerequisites: Fighter level 6, Endurance, Diehard, Step Lively, toughness
Benefit: A character with this feat has unheard of endurance. The bonus gained from Endurance against Swim, running, forced march, holding breath, starvation and thirst, hot or cold environments, and to resist damage from suffocation rises to +6. Plus the character gains +12 hp permanently to reflect exactly how tough he has become. He also gains gains DR 2/- which stacks with other Damage reductions of this type.

Magical Defenses
Prerequisites: Fighter level 6, Iron Will
Benefit: This feat provides the fighter a +2 bonus against any spells that require a reflex or will save. Note: The Fighter would lose these benefits any time he would lose his Dex bonus to AC or is considered flat-footed.

Pressing the Attack
Prerequisites: Fighter level 6, multiple attacks per melee.
Benefit: A fighter can forgo one of his attacks per melee to force an opponent whom he has already damaged that round, to concentrate on him. That opponent makes a will save (DC against fighter's level plus 1/2 the damage of his first attack) or loses his Dex bonus against all others for the round. (He retains it against the fighter.) The opponent also loses any shield or dodge bonuses to AC against other opponents for the round. (He retains it against the fighter) The fighter can perform this ability multiple times per round, being able to press attacks against multiple opponents simultaneously if he has enough attacks to do so. Note: He can also expend attacks of opportunity, bonus attacks from cleave and similar feats in this manner.

Ready and Waiting
Prerequisites: Fighter level 8, Improved initiative, Combat Reflexes
Benefit: If a character with this feat rolls the highest initiative for the round, he gains a +2 bonus to his attack rolls for that round.

Rampaging Nightmare
Prerequisites: Fighter level 2, Intimidate 5 ranks, Power attack
Benefit: The fighter gains a +1 bonus to his intimidate checks and deals +1 damage, against any foe he has dealt damage to in the encounter. (This ability stacks with itself, each time you damage the same opponent the effects of this feat rise by +1, the maximum bonus is +5)

Superb Critical
Prerequisites: improved Critical, Fighter level 10
Benefit: Whenever a fighter scores a confirmed critical hit, he adds 2 bonus damage per fighter level, to the already multiplied total. (This bonus damage is not multiplied)

A Lucky Blow
Prerequisites: Fighter level 10, Improved Initiative, Power Attack and Cleave.
Benefit: If the fighter ever deals over 20 damage, on one attack that is not a critical hit, he adds 1 bonus damage per fighter level, to his damage total.

Trained Reflexes
Prerequisites: Fighter level 4, Dodge, Mobility, Combat Reflexes, Lightning Reflexes
Benefit: If a fighter chooses to fight defensively for the round he gains a +1 dodge bonus to AC/2 levels of fighter for the round, rounded down for odd numbers. (Maximum +6 deflection bonus from this feat) This feat's dodge bonus stacks with any other dodge bonus the fighter might have. This is in addition to the +2 dodge bonus already gained from fighting defensively.


---------- JLaurHughes

Focused Blow [Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefit: After a successful bull rush attempt the fighter deals an immediate 4 points of damage to an opponent pushed back during the bull rush, plus 1 point for every 5 feet the fighter pushes the enemy. The use of this feat, like power attack, must be declared at the beginning of the turn before the bull rush attempt is made.
Special: A fighter with this feat and the Knock Back Feat doubles this damage and adds +2 for every 5 feet the fighter pushes the enemy.

Forced Blow [Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefit: After a successful bull rush attempt the fighter earns an extra attack that deals damage based on the weapon that the bull rusher is using, plus 1 point for every 5 feet the fighter pushes the enemy. The use of this feat, like power attack, must be declared at the beginning of the turn before the bull rush attempt is made.
Special: A fighter with this feat and the Knock Back Feat doubles this damage(as though rolling critical damage for their weapon) and adds +2 for every 5 feet the fighter pushes the enemy.

Style Specialization [Fighter]
You've become so specialized in a style of fighting that you know just where to strike.
Prerequisites: Weapon Style Feat, Fighter level 12, Int 15+
Benefit: Add +1 to any bonuses, add 2 to Save DC's or +4 to Disarm/Grapple attempts provided by the weapon Style Feat that the specialization has been applied to. Example: The lightning mace style gains an additional attack at the same bonus, with style specialization, add a second additional attack at the same attack modifier.
Special: This feat can be taken multiple times, each time applying to a different Weapon Style.

Whirlwind Trip [Fighter]
Your attacks can fell opponents quickly and hurt them in a swift move.
Prerequisites: Whirlwind Attack, Dodge, Mobility, Spring Attack, Combat Expertise, Improved Trip, Combat Reflexes, Improved Unarmed Attack, Fighter Lvl 12 or Base Attack +12.
Benefit: By giving up all extra melee attacks, as with a whirlwind attack, you may trip an opponent then deal immediate damage with an additional attack at the same attack modifier.
Normal: Without this feat you are still able to trip an opponent with your whirlwind attack, but without the additional follow-up attack.
Special: As long as you have at least one fighter level you may take this feat, provided you meet all the pre-requisites.

Battlefield Competence
Your presence inspires many.
Prerequisites: Cha 15, Battlefield Inspiration.
Benefit: You can now inspire everyone who can see you with the battlefield inspiration feat.
Special: If the fighter has two or more Battlefield Inspiration Feats taken Battlefield Competence has an added effect. This provides a +2 competence bonus to Skill checks, Initiative rolls, and Attacks to everyone within a 30ft. range.


---------- MagusBlack

Bend-Bow Double
Prerequisites: Strength 15+, Power Attack
Benefit: When using a bow and making a full-attack action, an archer sacrifices all their additional attacks (if any) for a single powerful shot. A ranged attack with a bow using ‘bend-bow double’ does normal weapon damage (plus any additional modifiers) plus their strength modifier times 2; for each additional attack lost increase the multiplier by 1 (1 attack=x3; 2 attacks=x4, 3 attacks=x5). In addition increase the range of the bow by 10 ft by the number of attacks lost (or +10ftxN, where N is the number of attacks lost).

Hazokun
Prerequisites: Wisdom 13+, Fighter 10th level
Benefit: Producing a highly concentrated wave of force to strike at enemies from a distance. Using a full-attack action, make a range-touch attack against a target (10ft+5ft per point of Strength or Dexterity modifier, use which ever is higher) if successful this attack deals 5d4 + Charisma Modifier (if positive) in damage. A fighter can use this ability a number of times equal to 3+Wisdom Modifier.
Special: This ability is considered Extraordinary and can be used to attack objects and sunder equipment.


---------- StalkerEntreri

Are You Dead Yet [Fighter]
Massive damage dealt by a fighter is much more dangerous than by those less specialized
Prerequisites: Weapon Focus, Weapon Specialization, Fighter Lvl 12,
Benefit: Whenever a Fighter deals enough damage to an opponent to cause it to make a Fortitude save or die instantly from massive damage, the DC is 15+Fighter lvl + STR Bonus


---------- Shlohloh

Tricky Fighting [Fighter] (edited by JLaurHughes)
Prerequisites: Improved Two-Weapon Fighting, Lightning Reflexes, Base Attack +8, Light off-hand weapon.
Benefit: When rolling to confirm a critical threat with your off hand weapon you may forgo the confirmation thus treating the attack as standard confirmed hit and make an immediate extra attack with the same weapon at a +4 circumstance bonus to hit.


---------- Bhaal006

Rushing Wall: [Style]
Prerequisites: Shield Slam, and Improved Bull Rush
Benefit: If you hit with your shield as part of a charge you may make an immediate Bullrush attempt, if you succeed you may make an additional attack with the weapon in your main hand at your highest base attack bonus.

Reckless Assault:
Prerequisites: Weapon Specialization(Any)
Benefit: Declare a number to be subtrated from your AC, this number may not exceed the number of attacks you can make in a single round, If you take no action other than a 5-foot step this turn, on your next turn you may make a number of attacks equal to the declared AC penalty as a swift action, with the weapon of your Specialization, the AC penalty lasts until you unleash the assault.

Explosive Motion:[Elite]
Prerequisite: BAB +4
Benefit: You need only move 5ft to charge, Also if you move at least 5 feet before attempting a jump the DC is calculated as if you had a 20ft running start.
Normal: You must move at least 10ft to gain the benifits of a charge.

Warrior Instinct:[Elite]
Prerequisite: BAB +8, Wis +13
Benefit: A number of times per day equal to your wisdom modifier you may automatically act during a suprise round. You may also act first in any suprise round, and you now add your wisom modifier to your initiative roll in addition to your dexterity modifier.

Mighty Strike:[Elite]
Prerequisites: Weapon focus, greater weapon focus, Weapon specialization, Greater weapon specialization, Improved Critical
Benefit: Once per an encounter with any weapon that you have all the prerequisite feats for you may declare a critcal strike as a standard action, If you hit the target all damage is multiplied as if you had confimed a critical hit.

Improved Mighty Strike:[Elite]
Prerequisite: Mighty Strike, BAB +18
Benefit: You may now preform a Mighty Strike a number of times per an encounter equal to your fighter level divided by 4 rounded down.

Maximum Potential:[Elite]
Prerequisites: BAB +5
Benefit: 3/day as a free action all of your attacks made in a single round deal maximum damage.
Special: This feat may be used in conjunction with the Martial Power feat.

Martial Power:[Elite]
Prerequisite: BAB +5
Benefit: 3/day as a free action all atttacks made in a single round deal 50% more damage.
Special: This feat may be used in conjunction with the Maximum Potential feat.

Tactical Advantage:[Elite]
Benefit: When attempting to Trip, Bullrush, or Disarm an opponent you may add your Intelligence modifier to the result. You may also add your intelligence modifier to your result when opposing a Trip, Bullrush, or Disarm attempt.

Master Martial Craftsman:
Prerequisite: Craft(Armorsmithing) or Craft(Weaponsmithing) 13 ranks
Benefit: By paying the full cost of the masterwork Item to be crafted times 2, you can add 2 AC and DR 2/- to any masterwork armor you craft, and a +2 bonus on attack and damage rolls to any masterwork weapon you craft.
Special: These bonuses stack with those granted by special materials and magical enhancments.


---------- Ghenesh

Uncanny Resilience (based on blindcynic's Motivated feat)
Some fighters achieve unheard endurance and stamina through combat training.
Prerequisites: Con 15+, Fighter level 8th, Endurance, Diehard, Toughness.
Benefit: The bonus granted by Endurance improves to +6. For every 3 fighter levels the character's dying hit points increase in 1 (thus, a 13th level fighter with this feat dies at -14). The character gains a number of hit points equal to his fighter level, each time the character gain a new fighter level he gains another hit point. The character gains DR 1/-, this stacks with any existing DR not gained by magical effects.
Special: A fighter may select Uncanny Resilience as one of his fighter bonus feats.

Improved Dodge
To master combat defenses a fighter must focus on his own movement.
Prerequisites: Dex 15+, Fighter level 8th, Dodge, Mobility, Combat Reflexes.
Benefit: The fighter may select a second opponent to benefit from the dodge bonus granted by the dodge feat. The dodge bonus granted by the Mobility feat increase to +6. The fighter gains another attack of opportunity per round for every 6 fighter levels.
When attacked by an opponent selected with the dodge feat, the fighter may spend one attack of opportunity for the round as an immediate action to gain a +2 dodge bonus to AC against that attack, this can be used only once per attack, but any number of times during the round until all attacks of opportunity for that round are spent.
Special: A fighter may select Improved Dodge as one of his fighter bonus feats.

Battle Awareness
Your concentration in combat is complete, nothing can surprise an expert combatant.
Prerequisites: Wis 13+, Fighter level 6th, Alertness, Blind-Fight.
Benefit: The fighter gains a +1 bonus on Listen and Spot checks for every 3 fighter levels the character has, the fighter also gains a circumstance bonus to Listen and Spot checks equal to half his fighter level to determine the whereabouts of an invisible enemy. The character gains the Uncanny Dodge feature, if the character has (or gain) 9 fighter levels he also obtain the Improved Uncanny Dodge feature as if it were granted as a class feature by the fighter class. The fighter can now benefit of the Blind-Fight feat even blinded and against ranged attacks.
Special: A fighter may select Battle Awareness as one of his fighter bonus feats.

Elemental Resistance (based on Qube's Warrior Resilience feat)
You have learned to resist the hazards of the elements.
Prerequisites: Character level 6th, Endurance, Con 13+
Benefit: You gain energy resistance 3 vs all types of energy damage (fire, cold, electricity, acid and sonic) and force resistance 1. The character gains a +2 bonus to Fortitude Saves made to resist the dangers of inhaled acid fumes (acid poisons), cold and heat environments, this bonus stacks with the one granted by the Endurance feat.
Special: A fighter may select Elemental Resistance as one of his fighter bonus feats.

Improved Elemental Resistance (based on Qube's Improved Warrior Resilience feat)
You have an uncanny resistance to elemental hazards.
Prerequisites: Character level 12th, Endurance, Elemental Resistance, Con 15+
Benefit: You gain energy resistance 6 vs all types of energy damage (fire, cold, electricity, acid and sonic) and force resistance 2. The character gains a +2 bonus to Fortitude Saves made to resist the dangers of inhaled acid fumes (acid poisons), cold and heat environments, this bonus stacks with the ones granted by the Endurance and Elemental Resistance feats.
Special: A fighter may select Improved Elemental Resistance as one of his fighter bonus feats.

Uncanny Resistance
Prerequisites: Character level 9th, Great Fortitude, Iron Will and Lightning Reflexes.
Benefit: You gain a +2 bonus to all saving throws. This bonus stacks with the bonus provided by the Great Fortitude, Iron Will and Lightning Reflexes feats.
Special: A fighter may select Uncanny Resistance as one of his fighter bonus feats.

Greater Rapid Shot
You can shot arrows with an uncanny speed.
Prerequisites: BAB +12, Dex 15+, Manyshot, Point Blank Shot, Rapid Shot, Improved Rapid Shot*, Weapon Focus (any bow).
Benefit: When using rapid shot during a full round action using a bow you have focus with, you may shot another extra arrow with a -5 penalty on the attack roll.
Special: A fighter may select Greater Rapid Shot as one of his fighter bonus feats.

Tower Shield Combatant
You can protect yourself from almost any attack with a tower shield.
Prerequisites: BAB +4, Str +13, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency.
Benefit: While wearing a Tower shield you can now take total cover with the shield as a standard action rather than a full round action. You can now attack with a tower shield, a Tower Shield is considered a one handed weapon that deals 1d8 damage, and can be used two handedly. The penalty for attacking while wearing a Tower Shield decrease to -1. The cover provided from the Tower Shield now applies to all kind of attacks, including touch, ranged touch and attack spells.
Special: A fighter may select Tower Shield Combatant as one of his fighter bonus feats. A fighter is considered to have Proficiency with all type of shields.

Improved Tower Shield Combatant
You only need a tower shield to win a battle.
Prerequisites: BAB +8, Str +15, Shield Proficiency, Improved Shield Bash, Tower Shield Proficiency, Tower Shield Combatant.
Benefit: While wearing a Tower Shield you can now take cover with the shield as a move action. You have no penalty for attacking while wearing a Tower Shield. You can grant total cover to an ally next to you as standard action, the ally must be the same size of you or smaller, when doing so you may not apply the Shield Bonus from the Tower Shield to your AC.
Special: A fighter may select Improved Tower Shield Combatant as one of his fighter bonus feats. A fighter is considered to have Proficiency with all type of shields.

Armor Focus
Your defensive expertise is based on the use of armor.
Prerequisites: Proficiency with a selected type of armor (light, medium or heavy), base attack bonus +1, Endurance.
Benefit: You gain a +1 bonus (unnamed) to your AC when wearing the selected type of armor, you also reduce its Armor Check Penalty by 1 and increase the Maximum Dexterity Bonus to AC by 1.
Special: A fighter may select Armor Focus as one of his fighter bonus feats. You can gain this feat multiple times, but its effects do not stack, each time you take the feat it applies to a new type of armor.


---------- Qube

Weapon Defence
Prerequisites: Dex 13, weapon focus, fighter lvl 4
Benefit: While you have your dex to AC, You fight with a weapon you have weapon focus in, and you choose to, any melee attack made against you has a 10% chance to become a sunder attempt on the weapon instead. this sunder attempt does not provoke an AoO and has a -4 penalty in the opposed sunder check. add your dex-mod to the hardness of your weapon to determine damage.

Practiced Warrior
You have trained to fight certain creatures and know some of their weaknesses
Prerequisites: fighter 6, Int 10
Benefit: Choose a type/subtype from the ranger's favorite enemy's table. once per day you can smite a creature from that type (smite: see destruction domain)
Special: you can take this feat multiple times

Warrior Resilience
Prerequisites: fighter or barbarian 1, con 13+
Benefit: You gain energy resistance 2 vs all types of energy (fire, cold, electricity, acid, sonic)

Improved Warrior Resilience
Prerequisites: fighter or barbarian 8, con 13+, warrior resilience, 1 month of uninterrupted training.
Benefit: You gain energy resistance 5 vs all types of energy (fire, cold, electricity, acid, sonic) and force resistance 1

Greater Warrior Resilience
Prerequisites: Fighter or barbarian 15, con 13+, warrior resilience, improved warrior resilience, 1 month of uninterrupted training
Benefit: You gain energy resistance 10 vs all types of energy (fire, cold, electricity, acid, sonic) and force resistance 3

Spell Resilience
Prerequisites: character level 10, con 15+, iron will or base will save +7, lightning reflexes or base reflex save+7, great fortitude or base fortitude save+7, you must have been attack by a spell or spell like ability that required a save.
Benefit: You gain an additional +2 on saves vs all spells and spell like effects

Grim Reaper
Prerequisites: Fighter 16+, must have killed a creature by coup the grace, Weapon focus(chosen weapon), Improved critical (chosen weapon), must own a vorpal variant of the chosen weapon.
Benefit: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 19 or a 20
Normal: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 20

Greater Grim Reaper
Prerequisites: Grim Reaper, Fighter 18+, Greater Weapon focus(chosen weapon), Must have killed a creature with a vorpal weapon by normal means (not coup the grace) by making use of the vorpal quality.
Benefit: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 18 or a 20.
Normal: a scythe has a thead range of 19-20 if the owner has improved critical. When rolling an 18, greater grim reaper does not activate, since the wielder does not score a critical.

Ultimate Grim Reaper
Prerequisites: Greater Grim Reaper, Fighter 20+
Benefit: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 17 or a 20

Epic Grim Reaper [epic]
Prerequisites: Ultimate Grim Reaper, Fighter 21+
Benefit: add 1 to the range for vorpal to affect
Special: you can take this feat multiple times


---------- CryoSilver

Duelist (general, fighter)
You are trained in fighting techniques emphasizing nimble, quick movements and light weapons.
Prerequisites: Combat Expertise, fighter level 1+, Int 13+, Dex 13+
Benefit: Add Balance, Bluff, Climb, Sense Motive and Tumble to your class skills. You gain 1 additional skill point at each new level of fighter, or four if you take this feat at first level. These skills and skill points are gained immediately, even though skills are normally chosen before feats.
Special: A fighter may trade Heavy Armor Proficiency for Duelist

Evasion (general, fighter)
You have evasion.
Prerequisites: Combat Expertise, Dodge, Duelist, Lightning Reflexes, Mobility, fighter level 6+, Dex 16+, Int 13+.
Benefit: You gain evasion (as the ability). You lose this benefit if in medium or heavy armor, or carrying more than a light load.

Focused Blow (general, fighter)
You can concentrate all of your power into one devastating strike.
Prerequisites: Weapon Focus (weapon to be chosen), Weapon Specialization (weapon to be chosen)
Benefit: When you gain this feat, choose a weapon in which you have both Weapon Focus and Weapon Specialization. As a special use of the full attack action, you may make a single attack with this weapon. This attack is made at your full base attack bonus plus modifiers and gains an additional bonus to attack and damage equal to one half your fighter level (round down).

Mettle (general, fighter)
You have mettle.
Prerequisites: Diehard, Endurance, Great Fortitude, Iron Will, Tank, fighter level 6+, Con 16+, Wis 13+
Benefit: You have mettle (as the ability).

Implacable Blow (general, fighter)
Your mighty attacks shear through armor and strike blindingly fast.
Prerequisites: Power Attack, Cleave, Str 15+, BAB 6+
Benefit: You may apply 1.5x your Str modifier to attacks with two handed melee weapons.

Smashing Blow (general, fighter)
Your attacks can drive your foes back.
Prerequisites: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Implacable Blow, Unstoppable Blow, Str 20+, BAB 12+
Benefit: If you score a critical hit or roll maximum damage with a two handed melee weapon your opponent must make a Fortitude save (DC=10+1/2 your BAB+Str modifier) or be forced to move back in a straight line out of your reach (this does not grant you an attack of opportunity). If it cannot reach this distance, it falls prone in the last square before its movement is impeded. If moving back would prove directly perilous (such as a cliff or pool of acid behind it) it gains a +2 bonus on its save.

Sniper (general, fighter)
You are trained as a precision archer.
Prerequisites: Point Blank Shot, fighter level 1+, Dex 13+
Benefit: Add Hide and Spot to your class skills; you gain a +1 bonus to each. Reduce range penalties with projectile weapons by 2.
Special: A fighter may trade proficiency with two handed melee martial weapons for Sniper

Tank (general, fighter)
You are a heavy melee bruiser.
Prerequisites: Endurance, fighter level 1+, Str 13+, Con 13+
Benefit: Add +1 to the armor bonus of any heavy armor you wear. You gain 3 hit points.
Special: a fighter may trade projectile weapon proficiency for Tank

Unstoppable Blow (general, fighter)
Your awesome attacks deal horrendous damage.
Prerequisites: Power Attack, Cleave, Great Cleave, Implacable Blow, Str 17+, BAB 8+
Benefit: You may apply 2x your Str modifier to attacks with two handed melee weapons

Weapon Master (general, fighter)
Your connection to the weapon of your choice is almost mystical.
Prerequisites: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization all in the weapon to be chosen, fighter level 16+
Benefit: When you gain this feat, choose a weapon with which you have all the prerequisite feats. When wielding this weapon, you gain a bonus on attacks and damage equal to one quarter of your fighter level (round down). Once per day as a full round action, you may use a Greater Magic Weapon effect on your weapon of choice with a caster level equal to your fighter level.


---------- Darklich528

Silencing Strike (Weapon):
Prerequisites: Base Attack Bonus + 6, Weapon Focus(Weapon), Weapon Specialization(Weapon).
Benefit: You strike with such precision and knowledge with a specified weapon that it impedes and hampers spellcasting ability. Any time you make a successful attack against a target, that target much succeed with a Fortitude save DC 10 + Your level + Str modifier or become silenced, as per the silence spell. This ability has no effect on spells without verbal components.

Expeditious Cleave
Prerequisites: Str 17+, Power Attack, Cleave, Great Cleave, Base Attack Bonus +10.
Benefit: This ability functions exactly like Great Cleave, except you may take a 5-foot step before you attack.


---------- JonnySpaz

Weapon Perfection
You are a world ahead of other masters of your chosen weapon.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Improved Critical with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, Weapon Mastery with damage type of selected weapon, Weapon Supremacy with selected weapon, Fighter level 20th.
Benefit: You no longer have to roll to confirm critical hits. You automatically confirm every critical threat. Critical threats that are not 20 still need to actually hit the target, however.

Superior Two-Weapon Fighting
You are a grand master of two-weapon fighting.
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-weapon Fighting, Two-weapon fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a -15 penalty.


---------- Nadaka

Fighters Reflex [fighter only, fighter bonus]
Prerequisites: fighter level 1
Benefits: When calculating your reflex save, treat your fighter levels as if they had a good reflex save (like a rogue).
Note: this essentially gives the fighter a good reflex save.

Fighters Will [fighter only, fighter bonus]
Prerequisites: fighter level 1
Benefits: When calculating your will save, treat your fighter levels as if they had a good will save (like a wizard).
Note: this essentially gives the fighter a good will save.


---------- ravidubey

Parrying Blow: You can use your own melee attacks to deflect melee attacks directed at you.
Prerequisites: Combat Expertise, Combat Reflexes, Weapon Focus, Weapon Specialization
Benefit: When fighting defensively with a weapon you are specialized in, you can use your melee attacks to deflect incoming melee attacks you are aware of. When a melee opponent makes an attack roll, you chose to make an opposed roll using an available melee attack at the appropriate attack bonus (ie. first attack at full bonus, and subsequent attacks at -5 cumulative; all accounting for penalties for fighting defensively).
In some cases, such as with a standard sunder attempt or unarmed attack, this attack can be in place of an attack of opportunity (in which case you roll using your full attack bonus, again with applicable defensive fighting penalty).
If you strike the same or higher AC as your opponent's roll, your weapon makes contact with your opponents melee weapon, making an appropriate noise. After contact, you then make a damage roll opposing your opponent's damage roll (if any).
If the opponent would have struck your AC, subtract your damage total from his total (before applying any other defenses such as damage reduction) and if the result is 0 or less you have succeeded in completely deflecting the attack.
Otherwise, the deflection was partially successful, and you suffer less damage as a result. If the opponent would have missed your AC altogether and you met or won the opposed roll, there is still noise from your blade making contact with the opposing melee weapon.
Special: If you roll a natural 1 on a parrying blow attack, you have been successfully disarmed if possible. If you fall short of your opposed attack roll by 20 or more, your opponent gains a free sunder attempt against your weapon in addition to his standard strike. In either case, you lose any additional attacks for the round (including attacks of opportunity), regardless if the disarm was impossible (i.e vs grafted or natural weapon) or the sunder was impossible or failed.


---------- ZocckCastlestorm

Hammerskip
Type: Fighter Bonus/Standard Action
Prerequisites: STR 13+, DEX 13+, Fighter 6+, Weapon Focus(Any Hammer), Weapon Specialization(Any Hammer), Throw Anything, and Point Blank Shot.
Benefits: This Feat allows a Fighter to thow a Hammer (Any you have Specialization with) at one Target within 30'. If the Hammer Hits the Target by 5 or more than is needed to hit, the Hammer bounces off(still doing full Damage) and the throwing Fighter makes an Immediate Attack Roll against any other Target within 10 feet of the First. Any hit against the second target is only half of normal Damage.


---------- Snipafist

Intimidating Combatant
Prerequisites: Charisma 13+, Intimidate 4 ranks .
Some bullies are all talk. And then there are people like you.
Benefit: Once per combat, when you make an attack that drops an enemy, you may immediately make an Intimidate check to demoralize an opponent that you threaten. Unlike a usual Intimidate check made to demoralize an enemy, the target remains shaken until it can no longer see you at the end of its turn.
Special: Intimidating Combatant may be selected as a Fighter bonus feat.

Terrifying Warrior
Prerequisites: Charisma 15+, Intimidating Combatant, Intimidate 9 ranks.
Your strike terror into the hearts of your enemies.
Benefit: Once per combat when you make an attack that drops an enemy, you may immediately make a single Intimidate check to demoralize all opponents that you threaten. Unlike a usual Intimidate check made to demoralize an enemy, shaken targets remain so until they can no longer see you at the end of their turn. This feat supersedes Intimidating Warrior.
Special: Terrifying Warrior may be selected as a Fighter bonus feat.

Parry
Prerequisites: Dodge, Combat Expertise, Combat Reflexes.
You have accelerated your mastery of defensive fighting, incorporating your considerable finesse into a defensive routine.
Benefit: After being told that you are the target of an attack, but before the attack roll is made, you may sacrifice one of your attacks of opportunity for the round. If you do so, you double your bonus to armor class from Combat Expertise against that one attack. Subsequent attacks function normally, but you may use this feat as often as you have attacks of opportunity left to spend. You may not use Parry if you are denied your Dexterity bonus to armor class against an attack or if you are unarmed (you still count as being armed while wielding no weapons if you have Improved Unarmed Strike).
Special: Parry may be selected as a Fighter bonus feat.

Riposte
Prerequisites: Parry.
You are, able to effortlessly turn a parried blow into a counterattack against an unwitting foe.
Benefit: If you used Parry to augment your AC against a foe’s attack and that attack missed by 10 or more, you may sacrifice an additional attack of opportunity to make an immediate attack against that foe. Do not forget to subtract your penalty to hit from using Combat Expertise when doing so.
Special: Riposte may be selected as a Fighter bonus feat.

Flourish
Prerequisites: Charisma 13+, Combat Expertise.
You are able to further motivate yourself by demonstrating how little you respect your opponents. By adding unnecessary flourishes into your actions, it is clear that you feel no need to take your opponents seriously and enjoy showing off at their expense.
Benefit: You may willingly apply a -5 penalty to d20 rolls made in combat. The following types of rolls are eligible for this feat: attack rolls, saving throws, grapple checks, and opposed attribute rolls (like an opposed roll in a Trip attempt). For each of these rolls that succeed despite the -5 penalty imposed, you gain a +1 bonus on all your rolls to hit, damage, and save for the length of that combat. These bonuses are cumulative, but may not exceed your Charisma modifier. For example, a character with a Charisma score of 16 could have up to +3 on all their rolls to hit, damage, and saving throw rolls if they completed three successful flourishes, but that would be their limit. These bonuses only apply for one combat, and after the combat has ended, all the bonuses are lost.
Special: Flourish may be selected as a Fighter bonus feat.

Greater Mounted Combat
Prerequisites: Mounted Combat, 14 ranks in Ride.
You are able to guide your mount out of seemingly impossible situations.
Benefit: Once per round if your mount fails a save of any sort, you may attempt a Ride check instead, replacing the saving throw roll with your Ride check result.
Special: Greater Mounted Combat may be selected as a Fighter bonus feat.

Superior Combat Training
Prerequisites: Mounted Combat, 9 ranks in Handle Animal and 9 ranks in Ride.
Your considerable experience with battle mounts is evident in how well your mounts weather combat dangers, often surviving where others would not.
Benefit: If you are riding a mount that you have succeeded in training for a purpose or taught a trick against a Handle Animal DC of 20 (the combat-related tricks and purposes), it gains benefits while you ride it. For every two hit dice you possess in excess of the animal’s hit dice, it gains one temporary hit dice worth of hit points, as well as the corresponding bonus to attack from gaining those hit dice. All other traits are unaffected. For example, if a 10th level Human Fighter (10 hit dice) was riding a heavy warhorse he had trained (4 hit dice), the heavy warhorse would gain 3 temporary hit dice, giving the animal 27 temporary hit points and increasing its base attack bonus to +5. This feat has no affect on Paladin special mounts or Druid and Ranger animal companions, who already gain significant benefits. It only applies to otherwise normal mounts.
Special: Superior Combat Training may be selected as a Fighter bonus feat.

Duelist
Prerequisites: Dodge, Weapon Finesse.
You are adept at fighting with one hand free, wielding a weapon in one hand and nothing in the other.
Benefit: While fighting with a weapon that can be affected by Weapon Finesse in one hand and nothing in the other hand, you gain several benefits. You only gain the benefits of this feat under those conditions – as soon as you are disarmed of your weapon or grasp an object in your other hand or use your off-handed arm (to block with a buckler, for instance) the feat’s bonuses are moot for that combat round. By turning your body sideways against the foe you have selected to Dodge, you are a narrower target. Your Dodge bonus to AC increases by 2. You can use your off-hand to balance yourself, and gain a +2 bonus on all Balance and Tumble checks. Furthermore, you gain an additional attack of opportunity every round due to the relative freedom of response you gain by having a free hand.
Special: Duelist may be taken as a Fighter bonus feat.

Greater Critical
Prerequisite: Improved Critical with the selected weapon group
You have mastered using your weapons of choice to inflict a gruesome degree of damage to enemies on critical hits.
Benefit: When you gain Greater Critical, select a weapon group that you have Improved Critical in. Those weapons’ critical multiplier increases by one. You may select Greater Critical more than once. Each time it is selected, it applies to a different weapons group.
Special: Greater Critical may be selected as a Fighter bonus feat.

Improved Ride-By Attack
Prerequisite: Ride-By Attack, Base Attack Bonus +11.
Your jousting skills have improved to the point where you can engage two opponents on a single run.
Benefit: Your Ride-By Attack feat may select a second opponent past the first to make an attack against. This second opponent is treated identically to the first except that the second attack is made at a -10 penalty. Alternatively, you may direct both attacks against one opponent.
Special: Improved Ride-By Attack may be taken as a Fighter bonus feat.

Improved Shot on the Run
Prerequisites: Shot on the Run, Base Attack Bonus +11.
Your mobile shooting ability has improved to the point where you can shoot twice while moving.
Benefit: While using Shot on the Run you may fire a second time at any point in your movement at -10 to hit.
Special: Improved Shot on the Run may be taken as a Fighter bonus feat.

Improved Spring Attack
Prerequisites: Spring Attack, Base Attack Bonus +11.
You can engage two enemies while springing about the battlefield.
Benefit: Your Spring Attack feat may select a second opponent past the first to make an attack against. This second opponent is treated identically to the first except that the second attack is made at a -10 penalty. Alternatively, you may direct both attacks against one opponent.
Special: Improved Spring Attack may be taken as a Fighter bonus feat.

Improved Whirlwind Attack
Prerequisites: Whirlwind Attack, Dexterity 15, Base Attack Bonus +11.
You have mastered the Whirlwind Attack technique.
Benefit: You may Whirlwind Attack as a move-equivalent action rather than a full-round action. This means you may move and then Whirlwind Attack or Whirlwind Attack twice in one round if you only move up to one five-foot step.
Special: Improved Whirlwind Attack may be taken as a Fighter bonus feat.

Juggernaut
Prerequisites: Strength 15, Improved Bull Rush, Improved Overrun, Great Cleave, Base Attack Bonus +11.
You harness your charge into an unstoppable force, battering foes aside and proceeding to the next.
Benefit: You may declare that you are making an unstoppable charge as a full-round action. If you do so, make a charge as normal. If the enemy you contact is dropped due to damage, forced prone by overrun or knocked back by a bull rush, you may continue along your current trajectory, attacking any enemy that gets in your way (whether you attack them, bull rush them, or overrun them is your decision). Your unstoppable charge ends once you run out of charge distance, voluntarily end your charge, hit an obstacle you cannot pass through, or encounter an enemy that you do not drop, bull rush, or overrun out of the way. You may not use any other means of gaining free attacks while making an unstoppable charge (such as from Cleave or an extra standard action due to haste, etc.) – you are too busy smashing aside enemies immediately in front of you.
Special: Juggernaut may be taken as a Fighter bonus feat.

Tower Shield Mastery
Prerequisite: Tower Shield Proficiency.
You have trained enough with the tower shield to compensate for its considerable burden in combat.
Benefit: While wielding a tower shield, attacks made with light weapons do not incur the -2 penalty to hit. You may shield bash with your tower shield. It counts as a large bludgeoning weapon (it does not physically require both hands to use, but will preclude any attacks from other weapons that round and gain relevant damage bonuses from a high Strength score and Power Attack) that deals d6 damage. Tower shields cannot make effective use of shield spikes. The armor check penalty of tower shields you wield decreases by 3.
Special: Tower Shield Mastery may be taken as a Fighter bonus feat.

Pavise Combat
Prerequisites: Weapon Focus in a crossbow, Tower Shield Proficiency.
You have mastered the art of using a pavise in ranged combat, giving you a significant advantage against other ranged foes at the cost of mobility.
Benefit: You may plant your tower shield in the ground as a standard action that provokes an attack of opportunity (the same is true of dislodging it). Choose one of the sides of your square to plant it in. It now counts as cover for all attacks that target you through it. Due to its height, you may only fire over a pavise with a crossbow, in which case its flat trajectory and method of firing allow it to shoot over the top with little difficulty whereas a bow or thrown weapon would be extremely awkward. If you end your turn by taking a full-round or move-equivalent action to reload your crossbow, you count as being in total cover until your next turn as you crouch behind your pavise to reload.
Special: Note that your enemies may hold their actions to shoot at you once you emerge from reloading, however! Pavise Combat may be taken as a Fighter bonus feat.


---------- Haruspex

Stunning Weapon
You can stun your opponents using your weapons instead of your bare hands.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Focus, base attack bonus +10.
Benefits: You may use your Stunning Fist feat with any manufactured weapon which you have Weapon Focus in. Furthermore, your fighter levels count as monk levels for the purpose of determining how many stunning attacks per day you get.
Special: A fighter may select Stunning Weapon as a fighter bonus feat.

Scything Whirlwind
Your skill at arms enables you to attack multiple opponents with two weapons.
Prerequisites: Dex 15, Int 13, Two-Weapon Fighting, Whirlwind Attack, base attack bonus +8.
Benefits: When you use Whirlwind Attack, you may make one attack against each opponent within reach with each weapon you are holding. Each attack made in this way suffers a -2 penalty. For example, a fighter wielding a longsword and a dagger may make one attack with his longsword and one attack with his dagger against each opponent within his reach, taking a -2 penalty on all such attacks.
Special: A fighter may select Scything Whirlwind as a fighter bonus feat.
Ghenesh

05-22-07, 12:59 PM
Tactical Fighter Feats:


---------- blindcynic

Two hands are better than one
Prerequisites: Fighter level 12, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Power attack, Cleave and Great Cleave.
Benefit: When wielding a weapon with two hands, (whether it requires or not) you may perform any of the following tactical maneuvers:
Big Swing: Whenever you perform a power attack and take a -2 penalty or more penalty on your to hit bonus you double your strength bonus rather than 1.5 times-ing it as normal for wielding a weapon two handed.
Swing Through: Whenever you perform a power attack and slay your opponent with that attack, you use the same attack roll as you used to hit that opponent against any opponent who is also within your reach, each time you perform a successful hit continue the swing Through effect; You use the same attack roll as you used the first time to hit the next opponent against any opponent within your reach. When rolling damage total it then 1/2 it to reflect the loss of momentum. Note: You still gain the bonus attack(s) accrued by cleave and make it following your swing through attack.
Overhand Chop: When wielding a weapon with two hands he may sacrifice an attack for the round (from his BAB) and increase his critical threat range by one (note: this doesn't stack with other effects that increase the critical range such as the keen spell or the Improved Critical feat).


---------- Leress

Basic Training [Tactical]
You have a bit of martial training.
Prerequisites: BAB +1
Benefit: You gain the use of the three options
Accumulate: As a standard action you can accumulate your latent energy in your body, and gain a +2 Competence bonus to normal damage rolls. This bonus last up to a number of rounds equal to your Constitution modifier +1 per day to a minimum of 1. You cannot gain the benefit from multiple accumulation attempts.
On even ground: Your opponents don't gain the +1 to hit for attacking from a higher elevation than you.
Weapon and Buckler familiarity: You reduce the penalty for using weapons that you are not proficient with by 2. You also remove the to hit penalty from the buckler's weight.
Special: Fighters automatically get this ability at level 1.


---------- JLaurHughes

Forcing Wind [Fighter, Tactical] (Hazokun by Magus Black)
This feat provides a way for the fighter to make a powerful swing into a wave of energy.
Prerequisites: Weapon Focus, Weapon Specialization, Fighter Lvl 8, Wis/Cha 13+
Benefit: The fighter can use one of the following tactical moves as a full round attack move.
Hazokun: Using a full-attack action, make single ranged touch attack against a target, this has a range equal to 10ft. per point of Wis or Cha modifier, whichever is higher and deals 1d4 per 3 levels of fighter +Str Modifier damage to target.
Scar of the Wind: By focusing all his strength into a single attack, this counts as a full round action, the fighter can slice the wind and strike an opponent using a ranged touch attack of 10ft. per point of Wis or Cha modifier whichever is higher, against a single opponent with his melee weapon, the opponent must be at least one size category larger. Damage dealt is as an enlarged weapon of the same kind and strikes with an automatic critical modifier of x5. The opponent must make a special Fortitude saving throw against mass damage, this Save DC is equal to 10+1/2Fighter HD + 1.5xStr mod, half damage on a successful saving throw. This is usable only once per combat.
Dancing on the Air: By taking a full round action to refocus, a fighter can choose to forgo the increased initiative and keep his original initiative in exchange for a 10ft. per point of wisdom or charisma modifier whichever is higher, bonus to his movement. This works only in light or medium armor, and is a ?? bonus to base speed. This is usable once per combat and lasts until the fighter's next full attack action.


---------- Bhaal006

Centurion: [Tactical]
Prerequisites: Improved Shield Bash, Two-Weapon Figtingh, Base Attack Bonus +6.
Benefit: Centurion enable the use of three tactical Maneuvers
Redoubt: To make use of this Maneuver you must be using a shield in your off-hand, you may make an opposed attack roll with your shield against the attack made by you target, if the attack succeeds your opponent misses, apply half the amount of damage dealt by the attack to the shield. this action counts against the number of attacks that can be made with your off-hand and the penalty for wielding two weapons also apply to this roll, this is an immediate action.
Buffer Defense: To make use of this maneuver you must be using a shield in your off-hand, you may apply your shields AC bonus to you reflex saves. If you fail your save you lose your shield bonus to AC the following round. this maneuver does not apply to bucklers.
Quick-step: To make use of this maneuver you must be using a shield in your off-hand, If you succeed on an opposed attack roll against attacks made by a reach weapon (including attacks of opportunity) through the use of Redoubt, you may immediately make a 5-foot step into a square adjacent to the wielder and make a free attack at your highest base attack bonus.

Elite Centurion: [Tactical][Elite]
Prerequisites: Centurion, Combat Reflexes, Improved Two Weapon Fighting, BAB +12
Benefit: Elite Centurion enable the use of three tactical maneuvers
Deflect: To make use of this maneuver you must be using a shield in your off-hand, whenever an opponent misses due to your Redoubt, they provoke an attack of opportunity, these attacks count against the normal attacks of opportunity you are allowed, however you may attack the same opponent as long as you keep deflecting his attacks, also your shield no longer takes damage when you use your redoubt maneuver.
Hidden Threat: To make use of this Maneuver you must be using a shield in your off-hand, if you strike an opponent with your shield twice in the same round he is considered flat footed.
Follow-Up: To make use of this maneuver you must be wielding a shield in your off-hand, if you hit your opponent at least three times in the same round you get an additional attack on the following round at your highest base attack Bonus.

Furious Berserker: [Tactical][Elite]
Prerequisites: Improved Critical, Power Critical, Power attack, BAB +8
Benefit: Furious Berserker enables the use of two tactical Maneuvers
Mortal Strike: To gain the benefit of this maneuver you must take at least a -5 penalty on your power attack, on a confirmed critical the opponent takes 4 points of constitutuion damage.
Bloodlust: Whenever you confirm a critical strike against an opponent you gain a Cumulative +4 to Str and Con and fast healing 2, these bonuses last a number of rounds equal to your constittion modifier, the duration refreshes after each confirmed critical.


---------- Ghenesh

Improved Dodge [Tactical]
To master combat defenses a fighter must focus on his own movement.
Prerequisites: BAB +6, Dex 13+, Combat Reflexes, Dodge.
Benefit: This feat enables the use of three combat maneuvers:
Defensive Awareness: To use this maneuver you must have designated as opponent to benefit from the dodge feat the same opponent you designated the round before. You may select a second opponent to benefit from the dodge feat.
Opportune Dodge: To use this maneuver you must be attacked by an opponent you have selected to benefit from the dodge feat (you may use this maneuver before the attack is resolved). As an immediate action you may forgo one attack of opportunity chance for this round, if you do so the dodge bonus granted by the dodge feat improves by 1 against that opponent until your next turn. You may only use this maneuver once per attack, but any number of times during a round until all your attack of opportunity chances are spent.
Reactive Advantage: To use this maneuver an opponent selected to benefit from the dodge feat must miss his first attack in this round against you. You may take an attack of opportunity against that opponent.
Special: A fighter may select Improved Dodge as one of his fighter bonus feats.


---------- Haruspex

Killer's Eyes [Tactical, Fighter]
Using your mind instead of your muscles, you can end battles without even drawing your weapon.
Prerequisites: At least one mental ability score 13+, Intimidate 8 ranks, Fighter level 5th, Skill Focus (Intimidate).
Benefits: The Killer's Eyes feat grants the use of three maneuvers.
Witch Hunter's Gaze: As a standard action you may make a special opposed check against a creature that can see and hear you. Your check is d20 + Intimidate modifier + Base Attack Bonus. Your opponent's check is d20 + Sense Motive modifier + caster level for highest spellcasting class. If you win, your opponent may not cast spells or use spell-like abilities for the remainder of the encounter.
Steel and Silk: Before an ally makes a Diplomacy check to influence another creature's behaviour, you may make a special Intimidate check to improve your chances. Make the Intimidate check, but compare the result to the table for NPC attitudes under the Diplomacy skill. If your check would have been enough to make the target friendly, your ally gets a +2 bonus on his Diplomacy check. If your check would have been enough to make the target helpful, your ally gets a +4 bonus on his Diplomacy check. If your check would have made the target unfriendly, your ally gets a -2 penalty instead. If the check would have made the targets hostile, your ally gets a -4 penalty on his Diplomacy check.
Weak Knees: If you succeed on an Intimidate check to demoralize an opponent in combat, that opponent must make a Balance check with a DC equal to your Intimidate check or fall prone.
Ghenesh

05-24-07, 11:34 AM
Well the idea of the thread is to continue receiving more and more Fighter Feats.
Orenmir

05-24-07, 02:20 PM
Are any of these legit? I don't think my DM allows anything not published in an official source.
Screams_of_the_Oak

05-24-07, 06:41 PM
Are any of these legit? I don't think my DM allows anything not published in an official source.
Of course they aren't, that's why they are being posted. Alot of these feats are overpowered, and almost none of them have been used in an actual game to check for balance. However, if one of these feats catches your eye, talk it over with your DM. If it's not too powerfull, I don't see why he wouldn't let you sacrifice a whole feat slot for it.
Nat_20

05-24-07, 06:49 PM
Shield Combat
Prerequisites: Shield Proficiency, Improved shield bash, Two Weapon Fighting, BAB +1.
Benefit: When wielding a shield in each hand, you may add 1/2 the shield bonus from your off hand shield to your armor class. These bonus's stack.
Normal: Only the greater of the bonus apply, they do not stack.

Improved Shield Combat
Prerequisites: Shield Proficiency, Improved shield bash, Two Weapon Fighting, Shield Combat, BAB +5.
Benefit: You may add your full Shield bonus from your off hand Shield to your Armor Class. Both bonus's stack.

Reckless Two Weapon Fighting
Prerequisites : Two Weapon Fighting, Improved Two Weapon Fighting
You rely on hitting hard in combat, at the same time letting down your defense.
Special: You may add your full STR to off had attacks when using two weapons, but you take a -2 penalty to AC. You must declare using this feat before attacks rolls and lasts until the beginning of your next turn.
Normal: You only add 1/2 of your STR bonus with your off hand.

There are some from me :D
ragoftag

05-31-07, 12:31 AM
It'll be interesting to see if any of these become RAW. That said, I see a few I might allow in some form.