Fighter's need some more feats, Post Fighter only feats here! [Archive] - Wizards Community

Post/Author/DateTimePost
blindcynic

03-28-07, 06:20 PM
Tragically I have been reading some of the fighters suck threads and concluded that though I love the fighter, it needs some more feats that aren't eight feat trees long, before they really matter and only useful some of the time. Fighters should be able to do high damage and make many attacks a round and use both of those to do MORE than any other melee warrior style character. To that end here are some feats.
Please note that I enjoy fighter and think they are a great class, I also enjoy all of the new material printed by WoTC. The thing is what it has done is kind of put the fighter on the back burner. Currently I haven't played DnD with anyone who has played a pure fighter in 3.5 (Ever).

I really enjoyed the skill love feats posted on this site as well, I copied them ALL. I feel the fighter is a great class especially if you give him feat choices others can't have. Personally I think even the warblade can't catch a fighter for feat selection and utility if the right feats are selected.

So here goes, PEACH the 'ell out of it please
All of these are fighter only feats and can be selected as fighter bonus feats.

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 simaltaneously 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.

Tactical Feats:

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 if you a keen weapon or improved critical this increase is NOT doubled)
Tim4488

03-28-07, 06:34 PM
Several of your feats include flavor text where there should only be rules text. Put the flavorful explanation between the name and prerequisites (for example, "After all he reacted first..." in Ready and Waiting.)

Pressing The Attack shouldn't include Deflection bonuses.

Not sure about Ready and Waiting. Do you mean in the first round of combat, or during the entire encounter? If it's the latter, it may be a bit overpowered, but I'm not sure.

Rampaging Nightmare is cool. They're all cool, that one just stood out to me.

Superb Critical Should require a higher level, especially since a 6th level fighter can't even get Imp. Crit. Maybe 9th or 12th.

A Lucky Blow should probably be moved up to 12th or 15th level as well.

Make Trained Reflexes a dodge bonus, since all dodge bonuses automatically stack with themselves and a stacking deflection bonus is sort of cheesy.

Make Overhand Chop simply a full-round action for +5 to hit and an increased threat range on one attack.

For simplicity's sake, Swing Through should just say "you deal half damage on this second attack." Although I'm not sure if that isn't too much of a penalty for what's basically an alternate form of Cleave... maybe -5 damage instead? Not sure.

All in all, cool stuff. Very cool. I made a set of "Fighters need love" feats on here recently too, though for skills instead of combat, if you'd like to take a look.
Leress

03-29-07, 01:38 AM
Tragically I have been reading some of the fighters suck threads and concluded that though I love the fighter, it needs some more feats that aren't eight feat trees long, before they really matter and only useful some of the time. Fighters should be able to do high damage and make many attacks a round and use both of those to do MORE than any other melee warrior style character. To that end here are some feats.
Please note that I enjoy fighter and think they are a great class, I also enjoy all of the new material printed by WoTC. The thing is what it has done is kind of put the fighter on the back burner. Currently I haven't played DnD with anyone who has played a pure fighter in 3.5 (Ever).

I really enjoyed the skill love feats posted on this site as well, I copied them ALL. I feel the fighter is a great class especially if you give him feat choices others can't have. Personally I think even the warblade can't catch a fighter for feat selection and utility if the right feats are selected.

So here goes, PEACH the 'ell out of it please
All of these are fighter only feats and can be selected as fighter bonus feats.
Okay I will keep that in mind

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 2 against non-lethal damage.
(This feat may be selected multiple times, it's effects stack)

Very very few creatures deal non lethal damage. So few in fact that having this is really a waste of a feat. Why would I waste a fourth of my feats to get something that a barbarian gets a better version of albeit later level.

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 +10 hp permanently to reflect exactly how tough he has become.
This is not really level appropriate ability. It's nice but you need to sink in too many feats to get so little of a benefit.

Magical Defenses
Prerequisites: Fighter level 6, Lightning Reflexes, 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.
It would be easier to play a dwarf and you get the same thing (actually better) without the drawbacks.

Pressing the Attack
Prerequisites: Fighter level 6, multiple attacks per melee.
Benefit: A fighter has multiple attacks in a round and should gain more than just the benefit of added strikes and damage from so many attacks a round. He can press his opponents with his melee attacks; That is to say if he hits an opponent with his first attack of the round he can forgo his next attack against that opponent to force that opponent to focus on him. That opponent makes a will save (DC against fighter's level plus 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, armour specialization, and deflection 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 simaltaneously if he has enough attacks to do so.
Why would this ability take away deflection bonuses ,which is a passive type of bonus; but not dodge, which is active? The DC would be ridiculously high since fighter have a high damage output. The fighter at best could only do this to two opponents a round, since you have to forgo two attacks to get it to work.

Ready and Waiting
Prerequisites: Fighter level 8, Improved initiative, Combat Reflexes
Benefit: This feat allows a fighter who acts "first" in the round, that is who has the highest initiative over all, a +2 bonus to his attack rolls for the round. After all he reacted first, before his opponents could defend themselves as they usually would and he maintains that advantage throughout the round.
What??? Woah, you always act first every round??? He also gets +2 to attacks. As written this ability is broken.

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 does not stack with itself, you may only gain a +1 bonus to intimidate and damage against a foe once per encounter. At the end of the encounter this ability is lost until the above conditions are met again.)

This ability is very weak. +1 bonus to intimidate and +1 to damage is not worth a feat. The bonuses are so small that you will not remember that you even get those. Weapon Spec isn't even that great and it's +2 to damage.

Superb Critical
Prerequisites: improved Critical, Fighter level 6
Benefit: Whenever a fighter scores a confirmed critical hit, he adds 1 bonus damage per fighter level, to the already multiplied total. (This bonus damage is not multiplied)
The most I can do is 20 points of damage. This is very weak feat and not really level appropriate. The added damage really won't make much of a difference because enemy hit die will increase more than 1 per level.

A Lucky Blow
Prerequisites: Fighter level 10, Improved Initiative, Power Attack and Cleave.
Benefit: If the fighter ever deals over 30 damage, on one attack that is not a critical hit, he adds 1 bonus damage per fighter level, to his damage total.
Is it a luck blow if it happens after every hit? After level 10 doing 30 points of damage is very easy to get without getting a critical. This has the same problem as Superb Critical.

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 deflection 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 deflection bonus stacks with any other deflection bonus the fighter might have. Please notice that this is a deflection bonus not a dodge bonus, so when you fight defensively using this feat you still gain the +2 dodge bonus to AC granted by fighting defensively.
Deflection bonuses don't stack. It should be a dodge bonus since that stack naturally. As it is, it's not very good since you have to put a lot of feats (1/3 of their feats) to get a bonus that doesn't stack with rings of protection.

Tactical Feats:

Two hands are better than one
Prerequisites: Fighter level 10, 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.
Okay

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. If it is a hit you roll up damage as normal and then 1/2 it, to reflect the loss of momentum. Note: You still gain the bonus attack accrued by cleave and make it following your swing through attack. If you dropped (Brought to below 0 hp) the next opponent with swing through you do not gain an attack from either great cleave or swing through for doing so.
Why are you weakening my attacks? 1/2 damage?? No that is not cool.

Overhand Chop: Though the name may seem to mean only blades and axes can use this ability spears can be stabbed forward extra hard and staves swung with fury etc. (It's just a name) The warrior sacrifices his first attack of the round to prepare the overhand chop maneuver. He makes his next attack of the round at +5 to hit bonus and increases his critical threat range by 1. (Longsword wielding fighter using this maneuver has a threat range of 18-20 instead of 19-20, with improved critical he would have 16-20 etc.)
Wait you sacrifice you first attack, but you get it back with an increased threat range... You made this very word heavy to do something simple.

May of these feat are either broken or nowhere near powerful for their level. In the benefits section there is the mix of flavor of the feat that make too word heavy, that is what the description is for on feats.
JLaurHughes

03-29-07, 02:36 AM
What??? Woah, you always act first every round??? He also gets +2 to attacks. As written this ability is broken.


This is the only assessment of the feats that I slightly disagree with. I think with the right wording the feat this above comment refers to can be very useful.

I think this is what the OP meant to write for this feat is this

Ready and Waiting[Fighter]
Prerequisites: Fighter level 8, Improved initiative, Combat Reflexes
Benefit: This feat allows the fighter, with the highest initiative, to add a +2 bonus to all attacks the entire combat, the moment he loses highest initiative, in other words if another character refocuses to a higher initiative(20+initiative modifier is greater than the fighter's) then the fighter loses this +2 bonus.

Now onto a feat I was thinking of introducing to one of my games.

Focused Blow[Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefits: 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 chooses to push 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.I know the feat needs a little work.
Tim4488

03-29-07, 07:31 AM
Make Step Lively more powerful. Perhaps DR 5, or even 10? Leress is right, it's a rare attack form.

For Magical Defenses, take Lightning Reflexes off the prerequisites and it's better.

Rampaging Nightmare... make it stack, but put a cap. Say you can get a maximum of +5.

P'raps Superb Critical and A Lucky Blow could be 2/fighter level? Charging Smite does it at 5th level for Paladins (when charging and smiting), after all.
Leress

03-29-07, 10:17 PM
This is the only assessment of the feats that I slightly disagree with. I think with the right wording the feat this above comment refers to can be very useful.

I think this is what the OP meant to write for this feat is this

Ready and Waiting[Fighter]
Prerequisites: Fighter level 8, Improved initiative, Combat Reflexes
Benefit: This feat allows the fighter, with the highest initiative, to add a +2 bonus to all attacks the entire combat, the moment he loses highest initiative, in other words if another character refocuses to a higher initiative(20+initiative modifier is greater than the fighter's) then the fighter loses this +2 bonus.

That's why put "as written" I figured that is not what the OP wanted. I said that to point towards the text being worded wrong

Now onto a feat I was thinking of introducing to one of my games.

Focused Blow[Fighter]
Prerequisites: Fighter Level 12th, Power Attack, Improved Bull Rush, Str 18.
Benefits: After a successful bull rush attempt the fighter can add 4 points to damage dealt to an opponent pushed back during the bull rush.
Special: A fighter with this feat and the Knock Back Feat doubles this additional damage in addition to the damage dealt by the knock back.I know the feat needs a little work.

There only one problem bull rush doesn't deal damage.
MagusBlack

03-29-07, 10:31 PM
Post a few feats for fighters...tear these two up then:

+Bend-Bow Double
Prerequisite: 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
Prerequisite: Wisdom 13+, Fighter 10th level

Benefits: 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.
JLaurHughes

03-29-07, 10:44 PM
There only one problem bull rush doesn't deal damage.

This I am aware of, that's why the text states that it adds 4 points of damage dealt. So instead of 0 damage on the bull rush it becomes 4 damage dealt on a bull rush, and with knock back(I can't remember where I saw the feat) the extra damage is 8+whatever damage knock back deals.

I'll edit to add the additional statement that this must be declared prior to making a bull rush attempt.
Leress

03-29-07, 11:22 PM
This I am aware of, that's why the text states that it adds 4 points of damage dealt. So instead of 0 damage on the bull rush it becomes 4 damage dealt on a bull rush, and with knock back(I can't remember where I saw the feat) the extra damage is 8+whatever damage knock back deals.

I'll edit to add the additional statement that this must be declared prior to making a bull rush attempt.

Bullrushes done don't do damage they happen instead of damage


Bull Rush

You can make a bull rush as a standard action (an attack) or as part of a charge. When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.
Initiating a Bull Rush


Knock back is from Races of stone...It also doesn't deal damage.
http://realmshelps.dandello.net/cgi-bin/feats.pl?Knockback,all

Now you can word it so now you can deal damage with a bull rush that would be alright except your damage would very weak for the level you get the feat.
Leress

03-29-07, 11:32 PM
Post a few feats for fighters...tear these two up then:
Okay

+Bend-Bow Double
Prerequisite: 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).
Only composite bows add strength to damage, so this would be useless to anyone with a non composite bow.

+Hazokun
Prerequisite: Wisdom 13+, Fighter 10th level

Benefits: 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.

So at 10th level you give the fighter a ranged attack that deals on average 13 +cha damage. You are better off with a bow than this ability. Adding charisma to damage doesn't need to be there since that is usually a dump stat for fighters. I think you mean how times a day the fighter can use the ability.
It would be nice to have this ability scale like 1d4 per fighter level. (yes, 20d4 may seem like a lot but it's only 50 points on average and 80 at the most)
PhaedrusXY

03-29-07, 11:36 PM
I have gathered quite a few in the House Rules in my sig. I don't have time to copy and paste them to here, but feel free if you want to.
JLaurHughes

03-29-07, 11:46 PM
Now you can word it so now you can deal damage with a bull rush that would be alright except your damage would very weak for the level you get the feat.

There, I have fixed the feat, twice actually.

And so you don't have to go back to my first post, I'll just repost it.Focused Blow[Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefits: 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 chooses to push 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.


So at 10th level you give the fighter a ranged attack that deals on average 13 +cha damage. You are better off with a bow than this ability. Adding charisma to damage doesn't need to be there since that is usually a dump stat for fighters. I think you mean how times a day the fighter can use the ability.
It would be nice to have this ability scale like 1d4 per fighter level. (yes, 20d4 may seem like a lot but it's only 50 points on average and 80 at the most)

I agree, Yes the fighter's usual dump stat is charisma but it doesn't have to be. Those players who want to create a different kind of fighter aren't afraid to use other stats as dump stats.
Leress

03-30-07, 12:15 AM
I agree, Yes the fighter's usual dump stat is charisma but it doesn't have to be. Those players who want to create a different kind of fighter aren't afraid to use other stats as dump stats.

Even if it isn't the dump stat the damage is still too small for the level you can get the feat.
MagusBlack

03-30-07, 12:19 AM
Okay
Only composite bows add strength to damage, so this would be useless to anyone with a non composite bow.

hmm Looking back your right on that. That's stupid! A person using a longbow with Strength 16 puts more power into it than a person with Strength 10. It would seem it was to nerf (is that the right word?) fighters and archers in general, bah! Screw criticals and never fix archery...those fools.

I'll have to think on that...perhaps a feat to simply allow a fighter to use their above-average strength with any bow perhaps:thinks:...?

So at 10th level you give the fighter a ranged attack that deals on average 13 +cha damage. You are better off with a bow than this ability. Adding charisma to damage doesn't need to be there since that is usually a dump stat for fighters. I think you mean how times a day the fighter can use the ability.
It would be nice to have this ability scale like 1d4 per fighter level. (yes, 20d4 may seem like a lot but it's only 50 points on average and 80 at the most)

Charisma is considered 'the strength of ones personality' and I think it would more appropriate considering its nature. And I chose Wisdom Mod+3 times a day. Dump stats are only in point-buy games I.M.O. (is that how you do it?) and perhaps this would encourage out-of-box thinking.

But perhaps damage 'should' be higher...like

"BABd4+Cha mod"

I'm not trying to steal the thunder of the spellcaster (not that there's a short supply:rolleyes: ) I mean for it to be an option for style and situation, you might not have a bow available...plus its a ranged touch attack and may not be blockable by Wind Wall [DM's choice].
Leress

03-30-07, 12:33 AM
Charisma is considered 'the strength of ones personality' and I think it would more appropriate considering its nature. And I chose Wisdom Mod+3 times a day. Dump stats are only in point-buy games I.M.O. (is that how you do it?) and perhaps this would encourage out-of-box thinking.
No I don't do point buy, when I say dump stat I mean one that is lowest in priority.

But perhaps damage 'should' be higher...like

"BABd4+Cha mod"

I'm not trying to steal the thunder of the spellcaster (not that there's a short supply:rolleyes: ) I mean for it to be an option for style and situation, you might not have a bow available...plus its a ranged touch attack and may not be blockable by Wind Wall [DM's choice].

Well it you go that route with using BAB than it should be able to be obtained by other melee classes.

Here is mine from my sig

Basic Training
[Tactical]

You have a bit of martial training.

Prerequisites: BAB +1

Benefits: 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

03-30-07, 12:57 AM
Maybe the Hazoken can be a part of an entire combat style/tactical feat.

Another feat for the fighter. A work in progress. 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 ?, 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 additonal 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.
Tim4488

03-30-07, 07:34 AM
Hazokun reminds me too much of Ki Blast, a monk feat from PHBII I believe. IMHO, Fighters should be solid conventional combatants, not mystical. (Conventional does not mean weak.) Stylistically and taste-wise, I just don't like it - but hey, that's just me. Maybe other people like it. *shrug*

Style Specialization is an interesting idea, but definitely needs some fleshing out. Do you mean the weapon style feats a la CW and RoS?

Strength 18 for Focused Blow? Eesh. I'd say 15, 17 if you really want to make it tough. I think 15 is more fair though, the ability isn't all that powerful.
JLaurHughes

03-30-07, 06:38 PM
Hazokun reminds me too much of Ki Blast, a monk feat from PHBII I believe. IMHO, Fighters should be solid conventional combatants, not mystical. (Conventional does not mean weak.) Stylistically and taste-wise, I just don't like it - but hey, that's just me. Maybe other people like it. *shrug*

Style Specialization is an interesting idea, but definitely needs some fleshing out. Do you mean the weapon style feats a la CW and RoS?

Strength 18 for Focused Blow? Eesh. I'd say 15, 17 if you really want to make it tough. I think 15 is more fair though, the ability isn't all that powerful.

There is a reason for the 18 in Focused Blow, the feat allows you to bull rush for damage, and that's the modifier on an 18, made sense to me to set it at Str 18, which most people who create fighters will put their high stat into anyway. And I mean any Weapon Style Feat currently available, RoS, CW, or wherever they are published.
MagusBlack

03-30-07, 09:23 PM
[QUOTE=Tim4488;11933270]Hazokun reminds me too much of Ki Blast, a monk feat from PHBII I believe. IMHO, Fighters should be solid conventional combatants, not mystical. (Conventional does not mean weak.) Stylistically and taste-wise, I just don't like it - but hey, that's just me. Maybe other people like it. *shrug*QUOTE]

Never heard of Ki Blast, I don’t own PHII so pardon me for being in the dark on that. It used "Ring the Golden Bell" feat from Dragon Compendium as a sort of template.

I've read on some page of the DMG that level 5 is considered a veteran in their field while level 10 is the highest most people ever attain, with those of 11th and higher being considered legendary. Really after 10th the Fighter should be starting to attain some extraordinary and near-supernatural powers, because no one takes extreme training in simple tricks when their foes become truly potent with otherworldly powers (which is why they have prestige classes).

...Though 'that' is an idea, perhaps I should brainstorm in making this a prestige class for martial class--particularly one in which the fighter gets their easier than others.

Oh and Hazokun is the sword technique used by Dias Flac in Star Ocean EX (Disclaimer I don’t not own, Property of Tri-Ace).
JLaurHughes

03-31-07, 01:25 AM
Oh and Hazokun is the sword technique used by Dias Flac in Star Ocean EX (Disclaimer I don’t not own, Property of Tri-Ace).

Since I think it's more of a tactical move anyway, here's the deal, we work together making three different moves that can be performed based on the original feat, and of course, the tactical feat would need prereq's.

Forcing Wind[Fighter, Tactical]
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 ??,
Benefit: The fighter can use one of the following tactical moves.
Hazokun: Using a full-attack action, make single ranged touch attack against a target, this has a range equal to 10ft/ 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 the fighter can slice the wind and strike an opponent using a ranged touch attack against a single opponent with his sword, the opponent must be at least one size category larger. Damage dealt is as a critical strike with an x2d4 modifier. Save DC for this is equal to 10+1/2Fighter HD + 3xStr mod. This is usable only once per combat.
In the works. Hope you like the change to the Hazoken.

Forcing Wind[Fighter, Tactical]
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 the fighter can slice the wind and strike an opponent using a ranged touch attack against a single opponent with his sword, the opponent must be at least one size category larger. Damage dealt is as an enlarges weapon of the same kind and strikes with an automatic critical a modifier of x2d4. The opponent must make a special Fortitude saving throw against mass damage, this Save DC is equal to 10+1/2Fighter HD + 3xStr mod, half damage on a successful saving throw. This is usable only once per combat.
StalkerEntreri

03-31-07, 07:58 AM
Are You Dead Yet[Fighter, Tactical]
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

03-31-07, 10:51 AM
Tricky Fighting
Prerec Improved 2 weapon fighting, Lightning reflex's, BaB +8,
And off hand weapon light
Benefit: When rolling a critical hit chance with off hand light weapon the fighter may
forgo threat conformation and make an immediate extra attack with that weapon with a +4 to
current attack bonus


WE use this in our campaign it came from the idea of hitting some one in the gut with the dagger and then as you pull it out upstriking them in the chin with the pommel, and many other simalerideas
JLaurHughes

03-31-07, 02:22 PM
Are You Dead Yet[Fighter, Tactical]
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

Unfathomable, this looks more like an Epic Feat because the only creatures that have a chance are Epic. Even then the save is more than difficult, practically impossible to save from.
Tricky Fighting
Prerec Improved 2 weapon fighting, Lightning reflex's, BaB +8,
And off hand weapon light
Benefit: When rolling a critical hit chance with off hand light weapon the fighter may
forgo threat conformation and make an immediate extra attack with that weapon with a +4 to
current attack bonus
This one I like, needs a bit better wording though.
Shlohloh

03-31-07, 08:18 PM
please feel free to advise wording
StalkerEntreri

03-31-07, 11:39 PM
Unfathomable, this looks more like an Epic Feat because the only creatures that have a chance are Epic. Even then the save is more than difficult, practically impossible to save from.



You could always lower the DC; and you also have to think that at higher levels there are less and less creatures that can be killed by massive damage threshold anyway
JLaurHughes

04-01-07, 02:35 AM
please feel free to advise wording
Hope this means I can re-write a little.
Tricky Fighting[Fighter]
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.
Shlohloh

04-01-07, 09:34 AM
yes it does i was orginaly going to hire a pitfeind lawyer to do it but the retainer was a bit high
JLaurHughes

04-01-07, 12:20 PM
yes it does i was orginaly going to hire a pitfeind lawyer to do it but the retainer was a bit high

You sure my retainer isn't as high as that pitfiend Lawyer? Anyway it's been re-written, kept the same general idea just worded it differently.

MagusBlack, where did ya disappear to?
MagusBlack

04-02-07, 12:16 AM
MagusBlack, where did ya disappear to?

Thinking on various results and ideas if Hazokun was either a ability for a 5-level prestige class or was a tactical feat, and of course what both might entail.

...Any suggestions?
JLaurHughes

04-02-07, 01:17 AM
Thinking on various results and ideas if Hazokun was either a ability for a 5-level prestige class or was a tactical feat, and of course what both might entail.

...Any suggestions?

The feat is within this link Post#20 (http://boards1.wizards.com/showpost.php?p=11941677&postcount=20). At least the one suggestion I have.
Tim4488

04-02-07, 06:54 PM
The other problem with Are You Dead Yet is that it's not a tactical feat. I certainly like the idea of Fighters having an edge on massive damage yet.

Hazokun certainly works with some tweaking, its original inception just bugged me a bit. And IMHO some of the "simple tricks" a high level Fighter can pull off (disarming an opponent, attacking same opponent, tripping same opponent, attacking again, attacking again, killing opponent and cleaving nearby opponent - a total of 6 attacks and that's not even using Speed or Haste) are pretty above-natural. Not blantantly magical, granted, but combat prowess of an 11th level Fighter or above has probably never been achieved by any real human being. Probably, anyway... and 16th or above I don't think is even arguable.

Eh. Just my feel. I don't believe the game is worse off for a class that doesn't have to resort to the supernatural for its abilities, however, that's just me. (and my groups tend to have good experiences with fighters... my friend Jason laughed when I told him people think they're underpowered. Probably just the result of our play style.)
JLaurHughes

04-02-07, 09:10 PM
Eh. Just my feel. I don't believe the game is worse off for a class that doesn't have to resort to the supernatural for its abilities, however, that's just me. (and my groups tend to have good experiences with fighters... my friend Jason laughed when I told him people think they're underpowered. Probably just the result of our play style.)

And I actually agree here, fighters = Underpowered? Right....:rolleyes: :rolleyes: :rolleyes: :rolleyes: <<<<A bit of sarcasm.

Anyway, with my take on the Hazuken and the added feature of the tactical feat instead of having the ability as a seperate feat, I think it works a little better, not too overpowered at least, but certainly useful. Wonder if the feat itself has been viewed in post#20.:confused:
MagusBlack

04-02-07, 09:37 PM
Sorry it was late when I posted that and I had missed it somehow:doh:. So let me try and see what it might do, with a example: the feat you gave will be Fighter 6th level since that would be the soonest one could take it.

This based on an NPC (think of it as a DM point-of-view) without any magical items/weapons. Magical items are excluded because they may not always have them, and fighters need to learn not to rely too heavily on magical items all the time.

Human Fighter Lv: 6

Str 16
Dex 12
Con 14
Int 10
Wis 13
Cha 8

BAB: +6
Bonus Feats: 9
Cost of Feats: 3
Remaining free feats: 6

Hazokun:
Range: 10 ft
Damage: 2d4+3 (average damage: 7)


Scar of the Wind…If it uses the damage of the weapon, so lets go longsword
Range: (Same as Hazokun, right?) 10ft
Damage: 2d8-8d8+(2-8x3=6-24) [Average Damage: 13-56]

---
Scar of the Wind…If it uses the damage based off the Hazokun
Range: (Same as Hazokun, right?) 10ft
Damage: 4-16d4+(6-24) [Average Damage: 11-56]
===


Analysis: A question to consider is whether Weapon Focus and Weapon Specialization garner any bonus to the attack itself if used with a selected weapon, as well as any addition modifiers (Enhancement Bonuses, Point-blank Shot, other class modifiers--Sneak attack, smite, etc.). All ranged attacks don’t allow saves unless there is a secondary effect to hitting them (strength damage, catch fire…death) so the last part of ‘Scar of the Wind’ is pointless.

And from what I’ve seen, tactical feats come is sets of three, so any ideas of a third ability?

To Tim4488: I do agree most fighters don’t need any extreme supernatural powers, but I don’t think there could be any 20th level fighters from a role-playing point of view. You can only generalize so much before you find some niche to fill whether it be: commanding/training troops, diplomacy, treasure hunting, or suicidal one-on-ones or one-man army-stomping. The only concept I could see work for a master generalist is the Combat Trainer who spends a lot of time teaching younger fighters the ropes and which ones they should be grabbing . I personally love fighters to death (along with the Death Master and Savant) and the only way it could be underpowered is if the DM isn’t thinking straight or doesn’t have a decent world created.

Plus Fighters beyond 10 should be able to perform some seriously-strange stuff if one can turn the tide of an entire war.
Tim4488

04-02-07, 09:39 PM
Just reread Forcing Wind. Perhaps make Wis or Cha 13 a requirement? Not sure about Weapon Specialization, and I'd say Fighter Level 8 or 12 depending on how the balance ends up.

I like the new Hazokun.

Scar of the Winds needs some rewording. There's a saving throw? The crit modifier is *2d4? Did you mean that the attack is an automatic critical hit? Huh? I think the idea is cool, but I'm not sure what the idea is.

Tricky Fighting is a very cool idea. Though light off-hand weapon doesn't make sense as a pre-req, needs to be somewhere else. Here's my opinion, hope no one minds me rewriting it a little. Not sure about Lightning Reflexes but I'll leave it.

Tricky Fighting [Fighter]
Prerequisites: Improved Two-Weapon Fighting, Lightning Reflexes, Base Attack +8
Benefit: When rolling to confirm a critical threat with a light off-hand weapon, you may forgo the confirmation roll and immediately make an extra attack with the same weapon with a +4 circumstance bonus to hit.
JLaurHughes

04-02-07, 09:51 PM
Analysis: A question to consider is whether Weapon Focus and Weapon Specialization garner any bonus to the attack itself if used with a selected weapon, as well as any addition modifiers (Enhancement Bonuses, Point-blank Shot, other class modifiers--Sneak attack, smite, etc.). All ranged attacks don’t allow saves unless there is a secondary effect to hitting them (strength damage, catch fire…death) so the last part of ‘Scar of the Wind’ is pointless.

I see your point, I forgot to mention that the save is a save against death and that the secondary effect is 1/2 damage. Also I neglected to mention that it is as a weapon 1 size category larger - increased damage dice - Example Greatsword is treated as an enlarged greatsword for the purpose of this effect. The range increment is the same as the hazoken. I know the scar of the wind ability needs a little work for wording, I was sort of in a rush when I wrote it. I'll make the appropriate edits.

And from what I’ve seen, tactical feats come is sets of three, so any ideas of a third ability?

As of yet I haven't an idea of what to give for the third tactical ability with the forcing wind feat.

Tim4488 - The *2d4 crit modifer does mean it is an automatic critical hit, and the save as mentioned above is a save against death. The Scar of the Wind ability is based off of an anime I've seen and have been trying to figure out the ability.

Working on the re-wording right now.
Tim4488

04-03-07, 07:19 AM
Recently more tactical feats have been showing up with two options, granted that the two options were good enough to make the feat worth it. Not that I couldn't see this one with a third.
Bhaal006

04-03-07, 12:54 PM
These ar some feats I've posted before that a couple of people seemed to like.


Centurion: [Tactical]
Prerequisites:Improved Shield Bash, Two-Weapon Figting,
Base Attack Bonus +6
Benefit:Centurian 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 oppnent 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 useing 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 oppertunity) 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, ITWF, BAB +12
Benefits: 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-hane, whenever an opponent misses due to your Redoubt, they provoke an attack of oppertunity, these attacks count against the normal attacks of oppertunity 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 additonal attack on the following round at your highest base attack Bonus

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.

The names are just fluff, I couldn't think of anything better.
Tim4488

04-03-07, 04:08 PM
Ooooh. Bhaal, I like your feats. I have an urge to create an evil group of sword-and-board mercenaries, just to show my PC's that shields have so many more uses than they tend to see...

The wording maybe could use a little work, but they're not impossible to understand. Very neat stuff. It's Centurion, as a humble fyi.
Bhaal006

04-03-07, 04:19 PM
I deigned these first on the "Improved Fighter" thread I started but soon after it died, later I posted them on a thread about the effectivness of using a shield, that thread also died soon after, It seems every time I post these feats the thread dies.

BTW, the [Elite] tag means that this feat may ONLY be taken by fighters, NOT by classes with "effective" fighter levels such as the Warblade.

thanks Tim, I thought the word looked wrong but I couldn't quite place my finger on it.
Tim4488

04-03-07, 06:52 PM
Oh, and what's Redoubt? Is it an old name for the feat? It's mentioned two or three times in the feat descriptions.
JLaurHughes

04-03-07, 11:09 PM
My feats so far.


Focused Blow[Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefits: 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.

OR

Forced Blow[Fighter]
Prerequisites: Fighter Level 6th, Power Attack, Improved Bull Rush, Str 18.
Benefits: 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.

Forcing Wind[Fighter, Tactical]
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.

This one is based off a disagreement I was having with someone on another thread. Linked here (http://boards1.wizards.com/showthread.php?t=819274)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.


These include edits. I am still trying to think up a third form in the tactical feat, though might just leave it at two. I reposted them all just so I can find them easier when I go to edit them.

And I'm working on another feat which I have yet to even begin...go me.

I like the Centurion feats, I like the Rushing Wall Feat better.
Tim4488

04-04-07, 07:17 AM
I'm almost wondering if Focused Blow shouldn't just let you have a free attack at your highest base attack bonus at the end of the bull rush. Simpler and probably more balanced than odd numbers...

Make it Fighter level 12 for Style Specialization. Most of those feats are pretty high level anyway, and adding those numbers can make them extremely powerful, methinks.

I like the new Forcing Wind better. Make sure it says Wis or Cha 13, as it is, it could be read "and." Unless you meant it that way. Scar of the Wind should be a full round action, and I'm not too sure about a *2d4 crit modifier (There's a 1/8 chance of getting a *8), but I now understand the intention of the ability much better (and I'm not opposed to the idea, just the specific number).
JLaurHughes

04-04-07, 10:24 AM
I'm almost wondering if Focused Blow shouldn't just let you have a free attack at your highest base attack bonus at the end of the bull rush. Simpler and probably more balanced than odd numbers...
How is it odd numbers?

Make it Fighter level 12 for Style Specialization. Most of those feats are pretty high level anyway, and adding those numbers can make them extremely powerful, methinks.
Thanks, I was thinking somewhere around that level.

I like the new Forcing Wind better. Make sure it says Wis or Cha 13, as it is, it could be read "and." Unless you meant it that way. Scar of the Wind should be a full round action, and I'm not too sure about a *2d4 crit modifier (There's a 1/8 chance of getting a *8), but I now understand the intention of the ability much better (and I'm not opposed to the idea, just the specific number).
It's meant as both Wis and Cha 13+ each. I think I'm going to make it a standard x5 modifier(the average of 2d4) instead. The "single attack" is my shorthand way of saying "Full round action."
MagusBlack

04-04-07, 01:35 PM
I seem to have stubled onto a flaw with "scar of the wind". Take a look (I've modifed it based on your recent changes).

This is using the example from the Monster Manuel: Frost Giant, Jarl. With the change of class from Blackguard to Fighter (again no magic items) and moving 1 point from Charisma to Wisdom.

Frost Giant Fighter 8th level- CR 17
14d8+64 plus 8d10+48 (231)
BAB: +18
Fort save: +25
Str 32
Dex 12
Con 22
Int 10
Wis 13
Cha 15
Equiptment: Huge Great Axe 3d6
With Scar of the Wind he would do:

Damage: 15d8+90-(Average Damage: 150)

This in and of itself is nothing too drastic...but look at this.

Fort Save Against Death effect: 10+4+(16x3)= 62

Fort Save of a Great Wyrm Gold Dragon +33

See the problem. And another question is whether wielding a weapon in two hands has any effect on the damage output. This will require great thought:thinks:.
JLaurHughes

04-04-07, 02:03 PM
I seem to have stubled onto a flaw with "scar of the wind". Take a look (I've modifed it based on your recent changes).

This is using the example from the Monster Manuel: Frost Giant, Jarl. With the change of class from Blackguard to Fighter (again no magic items) and moving 1 point from Charisma to Wisdom.

Frost Giant Fighter 8th level- CR 17
14d8+64 plus 8d10+48 (231)
BAB: +18
Fort save: +25
Str 32
Dex 12
Con 22
Int 10
Wis 13
Cha 15
Equiptment: Huge Great Axe 3d6
With Scar of the Wind he would do:

Damage: 15d8+90-(Average Damage: 150)

This in and of itself is nothing too drastic...but look at this.

Fort Save Against Death effect: 10+4+(16x3)= 62

Fort Save of a Great Wyrm Gold Dragon +33

See the problem. And another question is whether wielding a weapon in two hands has any effect on the damage output. This will require great thought:thinks:.I knew there were going to be problems with the damage/save, I could change the save to str modifier only, And of course it is still counted as a mass damage fort save. I'm wondering if keeping the weapon damage as weapon with only the x5 crit modifier would work out better. It's supposed to be a high damage move since it is meant to actually kill a single opponent of at least one size category larger.

I will make the modifications when I have more time. At work right now so not much time for alterations on anything. With the proposed modifications the Dragon has a chance for the save, because the DC is 10+4+16=30 Or if I change it to 1.5 times str mod it becomes 10+4+24=38.
Bhaal006

04-04-07, 03:35 PM
Oh, and what's Redoubt? Is it an old name for the feat? It's mentioned two or three times in the feat descriptions.

Redoubt is the name of the first tactical maneuver in the description of Centurion


Centurion: [Tactical]
Prerequisites:Improved Shield Bash, Two-Weapon Figting,
Base Attack Bonus +6
Benefit:Centurian 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 oppnent 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 counts as a swift action
Buffer Defense:to make use of this maneuver you must be useing 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 oppertunity) 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.
Tim4488

04-04-07, 03:59 PM
My apologies to Bhaal. I thought I reread all of it... obviously my eyes are stupid.

Hughes - odd as in abnormal, funny, unusual. A free attack, you KNOW the scaling works. An assigned number could be more or less balanced, you don't know without extensive playtesting. Plus a free attack is easier to handle, IMHO.

If "single attack" means "full round action"... make sure you say full round action. Just for rules goodness.
Bhaal006

04-04-07, 04:28 PM
That's cool, sometimes my eyes get brain cancer
JLaurHughes

04-04-07, 06:35 PM
Posted some changes to the feats Focused Blow and Forcing Wind: Scar of the Wind. Enjoy.
Ghenesh

04-04-07, 06:41 PM
Most feats posted so far are related to attack, i think there should be more (and better) defensive feats. Besides i really like the idea of feats improving with fighter levels (like scaling spells).

I really liked the second one the OP posted (Motivated), but i think it's a bit underpowered so i will be blunt and simply improve it. By the way i've never understand why Endurance, Diehard or Toughness are not fighter bonus feats.

Uncanny Resilience
Some fighters achieve unheard endurance and stamina through combat training.
Prerequisites: Con 15+, Fighter level 8th, Endurance, Diehard, Thoughness.
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 Resilence 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 inmediate 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.

Combat 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 Combat Awareness as one of his fighter bonus feats.


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 oppnent 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 counts as a swift actionHi again Bhaal006, do you realize that swift actions can only be used during the character's round? i don't know if your intention was to use Redoubt only when provoking attacks of opportunity or it's just weirdly worded, cause i understand it that way.
Tim4488

04-04-07, 07:28 PM
Liking the new versions. Range on Scar of the Wind?

Uncanny Resilience is neat. I'd say raise Improved Dodge to 8th level and make Mobility grant +6 instead of +5, otherwise, awesome.

Does the enhancement of the dodge ability total +3, or does it simply increase your normal dodge to +2?
Ghenesh

04-04-07, 08:16 PM
Uncanny Resilience is neat. I'd say raise Improved Dodge to 8th level and make Mobility grant +6 instead of +5, otherwise, awesome.

Does the enhancement of the dodge ability total +3, or does it simply increase your normal dodge to +2?
It's not an enhancement of the dodge feat, it's another +2 dodge bonus, so yeah, the idea is that it stacks and net a +3 dodge bonus total (Dodge feat + AoO spent).

I guess the feat is quite strong, so you're right about making it for 8th level fighters, I will also change the bonus on the mobility feat to +6.
JLaurHughes

04-04-07, 10:08 PM
Yet another change to Forcing Wind: Scar of the Wind, and I think I have finally thought of a third maneuver for the tactical feat, however it is useless unless someone else has the same feat.
Bhaal006

04-05-07, 01:01 AM
Hey Ghenesh, haven't seen you around much.

the swift action was a type-O from the original draft of the feat, and was corrected in a later version, I just copied it from the wrong file.
Tim4488

04-05-07, 07:42 AM
Thanks for clearing that up, Ghenesh. I really, really like that feat though. I think I'm going to start tacking that on to a high level NPC or two just to mess with the PC's, heehee...

Hughes, thanks for adding a range. Liking that feat more and more as you work on it.
Qube

04-05-07, 07:56 AM
I posted these in an other thread (their not all [fighter] feats, some can be used by barbarians or other classes, but were all designed to improve the fighter )

Weapon Defence
Prereq: 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 agains 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.

edit: perhaps, instead of 10%, something like the deflect arrow


Practiced warrior
you have trained to fight certain creatures and know some of their weaknesses
preq: fighter 6, Int 10
effect: 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
preq: fighter or barbarian 1, con 13+
effect: you gain energy resistance 2 vs all types of enery (fire, cold, electricity, acid, sonic)

Impr warrior resilience
preq: fighter or barbarian 8, con 13+, warrior resilience, 1 month of uninterupted training
effect: you gain energy resistance 5 vs all types of enery (fire, cold, electricity, acid, sonic) and force resistance 1

Greater warrior resilience
preq: fighter or barbarian 15, con 13+, warrior resilience, Impr warrior resilience, 1 month of uninterupted training
effect: you gain energy resistance 10 vs all types of enery (fire, cold, electricity, acid, sonic) and force resistance 3

Spell resilience
preq: 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.
effect: you gain an additional +2 on saves vs all spells and spell like effects
JLaurHughes

04-05-07, 11:00 AM
Practiced warrior
you have trained to fight certain creatures and know some of their weaknesses
preq: fighter 6, Int 10
effect: 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
This one I have a bit of an issue with, Change the Int to 13+ as with Combat Expertise, and if I know smite well enough it's a Supernatural ability that the paladin is given by his deity. If the bonus is more like the ranger's Favored enemy bonus, without stacking, it might be a better feat.

I like the special on this, because now the fighter of level 6 can have 2x Practiced Warrior, one for each of two different types of enemies. And gain bonuses on the attack against either of them.

Weapon Defence
Prereq: 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 agains 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.

edit: perhaps, instead of 10%, something like the deflect arrow
The wording is a little off, I am curious if you lose this if you lose your Dex to AC, such as when flat-footed. I rather like the %10 to become a sunder. I'm wondering if you mean it to be similar to Two-Weapon Defense, in the respect that you are using a defensive action to gain a bonus to your AC. Maybe a bit of editing for the wording would be appropriate. And adding a special may be appropriate here as well.

I'm not going to look at the other 4 until I have more time.
Ghenesh

04-05-07, 11:01 AM
Qube, Weapon Defence seems a bit weird, maybe it should require Power Attack and Improved Sunder as prerequisites and be based on Strength rather than Dexterity, anyway it's a weird feat (even the name is a bit off). I don't like Practiced Warrior, sounds like usurpating other classes features, namely ranger's favored enemy and paladin's/cleric's smite.

The Warrior Resilience feat tree and Spell Resilience are just great, i think the Fighter could really use those kind of feats to improve, and a lot. Maybe improving them a bit but making them more feat hungry (heavy prerequisites), i'll give it a try and you tell me if it's ok:

Elemental Resistance (Warrior Resilience)
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 (Improved Warrior Resilience)
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.
CryoSilver

04-05-07, 11:11 AM
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+
Benefits: 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.
Prereqs: 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.
Ghenesh

04-05-07, 11:49 AM
CryoSilver, some of your feats are awesome, but somewhat too prereq intensive.

I had the same idea when converting some class features into feats (Evasion, Uncanny Dodge, Uncanny Blow, Mettle) but limit the prerequisites to core only resources:

Class Feature: Prerequisites - [effect]

Evasion: Dex 15+, Dodge, Mobility, Lightning Reflexes, Reflex Save Bonus +2 - [Gain Evasion].

Improved Evasion: Dex 17+, Dodge, Evasion, Mobility, Lightning Reflexes, Reflex Save Bonus +4 - [Gain Improved Evasion].

Uncanny Dodge: Wis 13+, Dodge, Blind-Fight, Alertness, Character level 6th - [Gain Uncanny Dodge].

Improved Uncanny Dodge: Wis 15+, Alertness, Blind-Fight, Dodge, Uncanny Dodge, Character level 9th - [Gain Improved Uncanny Dodge, level dependant of the single higher class].

Uncanny Blow: Str 15+, Power Attack, Weapon Focus (any), Weapon Specialization (any), Fighter level 6th - [Str x2 to damage with two handed attacks]

Mettle: Con 13+, Wis 13+, Endurance, Great Fortitude, Iron Will - [Gain Mettle].

Unarmed Strike: BAB +6, Improved Unarmed Strike, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike) - [Gain unarmed strike damage of a monk 5 levels lower].

I think you should be careful with the bonus on attack rolls, some of your feats can get to really nasty numbers.
Qube

04-05-07, 12:04 PM
the meaning of weapon defence was as followed: in many movies/cartoons warriors block attacks with their sword. why shouldn't the fighter be able to?

but now that you mention it, it would perhaps be better yust giving +1 AC if you fight with a two handed weapon.
JLaurHughes

04-05-07, 02:15 PM
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).
The name of this feat is the same as one that I've created. The feat is posted in post#41 on the previous page.

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.
You already gain this benefit while using a 2 handed weapon. Other than that I would say that instead of 1.5xStr it should read 2xStr modifier. Also how does this feat work when initiating a power attack?
Darklich528

04-05-07, 02:46 PM
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.
Ghenesh

04-05-07, 03:27 PM
You already gain this benefit while using a 2 handed weapon. Other than that I would say that instead of 1.5xStr it should read 2xStr modifier. Also how does this feat work when initiating a power attack?
Read the feat again, the bonus is on attacks, not damage, although it's misworded because it should say the bonus is on attack rolls rather than simply attacks.

I didn't like the feats that mimic spell effects, such as Darklich528's Silencing Strike and CryoSilver's Weapon Master.
JonnySpaz

04-05-07, 03:34 PM
Here are some feats that I have been working on:
These are fighter bonus feats

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.
Darklich528

04-05-07, 04:27 PM
Expiditious Cleave
Prerequisites:
Str 18
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.
Tim4488

04-05-07, 10:14 PM
Ghenesh, I was going to do very similar things with Qube's, well done.

Weapon Defence is a neat idea but I'm not sure on the execution.

Duelist and Sniper are too powerful, see Guerilla Warrior. Tank is also just another form of Heavy Armor Specialization.

I disapprove of giving class skills like Evasion and Mettle as feats on general principle, but that's my game, not your's.

Focused Blow and Smashing Blow are neat.

Silencing Strike, see Whisper Gnomes.

Weapon Perfection and Sup. TWF are neat. I think Sup. TWF exists somewhere, but that's fine.

Expeditious Cleave is cool, though I might add a dex 13 requirement, considering the mobility aspect involved. And drop Str to 17 or 15... in my game, anyway.
JLaurHughes

04-05-07, 10:57 PM
I've finally added to the Forcing wind Tactical Feat in post #41 (http://boards1.wizards.com/showpost.php?p=11979465&postcount=41). The third portion is Dancing on the Air. And I haven't figured out what type of bonus it lends to the fighter's base speed yet so bear with me.
Ghenesh

04-09-07, 01:18 PM
This are the feats posted in this thread. They are divided by General feats and Tactical feats, then grouped by poster.

Posted Fighter Feats Compendium:



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.


---------- 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.


---------- 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.

Combat 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 Combat 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.


---------- 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


---------- 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.



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.
Bhaal006

04-09-07, 03:36 PM
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.
Bhaal006

04-10-07, 02:20 AM
Furious Berserker: [Tactical][Elite]
Prerequisite: 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

04-10-07, 12:11 PM
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.
Bhaal006

04-10-07, 02:05 PM
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.
Nadaka

04-10-07, 02:09 PM
Fighters Reflex [fighter only, fighter bonus]
Prerequisites: fighter level 1
Benifits: 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
Benifits: 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.
Bhaal006

04-10-07, 02:16 PM
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.
Bhaal006

04-10-07, 02:32 PM
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
Benifit: You may now preform a Mighty Strike a number of times per an encounter equal to your fighter level divided by 4 rounded down.
Bhaal006

04-10-07, 03:11 PM
Maximum Potential:[Elite]
Prerequisites: BAB +5
Benifit: 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


Note* Some of the feats I have posted recently may seem unbalanced, this was my intention, as long as casters are overpowered I will attempt to make feats that approach the power level of spells without creating something overtly supernatrural.

Note* In the case that some of you are confused, the [Elite] tag next to most of my feats automatically indicates that it is a fighter bonus feat as well as indicating that this feat may only be taken by characters with at least 4 actual fighter levels, not classes with effective fighter levels such as the warblade
JLaurHughes

04-10-07, 09:51 PM
Fighters Reflex [fighter only, fighter bonus]
Pre: fighter level 1
Ben: you gain a +2 bonus to reflex saves. This bonus increases by +1 for every 6 fighter levels.

Note: this essentially gives the fighter a good reflex save.

Fighters Will
Pre: fighter Level 1
Ben: you gain a +2 bonus to reflex saves. This bonus increases by +1 for every 6 fighter levels.

Note: this essentially gives the fighter a good will save.

Aside from a small gramatical error in the second feat, reflex should be changed to will, these seem ok. Waste of a feat is what some people would possibly say without knowing the actual benefits through 20 levels. If I'm reading these right this becomes +2 at the level taken +6 at level 20, +1 for every 6 levels providing +3 by 20th level. this is +11 at 20th with the feat vs. +6 without. This calculates to 1 less than what a rogue gets as a reflex or wizard gets as a will save at 20th. Pretty close here which is something that may benefit depending on the person and the build.

Maximum Potential:[Elite]
Prerequisites: BAB +5
Benifit: 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


Note* Some of the feats I have posted recently may seem unbalanced, this was my intention, as long as casters are overpowered I will attempt to make feats that approach the power level of spells without creating something overtly supernatrural.

Note* In the case that some of you are confused, the [Elite] tag next to most of my feats automatically indicates that it is a fighter bonus feat as well as indicating that this feat may only be taken by characters with at least 4 actual fighter levels, not classes with effective fighter levels such as the warblade

These ones seem much like Maximize spell, and empower spell from the caster metamagic feats. Not a bad idea. I quite like this. These both essentially give you max damage(Longsword 8+Str; Greatsword 12+1.5Str) and 1.5 damage for your fighter weapon(Longsword 1.5*1d8; Greatsword 1.5*2d6) if I read correctly, and can be used together providing a total 1.5*maxdamage. I would like to know if strength is included or not included with the 1.5x calculation.
Bhaal006

04-11-07, 07:19 AM
They are exactly like the metamagic feats(as was my intention), of course strength in included as well as magical enhancements, I thought it was self explanatory, 50% more damage, no qualifier.

You are reading it right they can be used together.
Nadaka

04-11-07, 07:51 AM
ah, you are right, fixed the error:

Now the question is: should I change the progression to:
+2 at fighter 1, increasing by +1 at fighter level 2 and every six levels therearfter?

The final result would be that it is different from a good save at only 3 of 20 levels vs the 10 of 20 levels that the previous version was different and the total save bonus at level 20 would be +6.

Or should I just reword the feat to state:
When calculating your will/reflex save, count your fighter levels as if they had a good save?
JLaurHughes

04-11-07, 10:29 AM
Or should I just reword the feat to state:
When calculating your will/reflex save, count your fighter levels as if they had a good save?

Go with this, it is what the feat essentially does anyway.

Ghenesh please give partial credit for the Forced Wind feat to MagusBlack, he did come up with the hazokun, and I just added to it.
Ghenesh

04-11-07, 04:02 PM
Ghenesh please give partial credit or the Forced Wind feat to MagusBlack, he did come up with the hazokun, and I just added to it.
Done.

Bhaal006, again your ideas seem a little harcore to me.

Reckless Assault is quite overpowered, it should concede only 1 attack as a swift action and penalize all attacks for that round, maybe a -2 will sufice, sort of a flurry. Explosive Motion is simply great, maybe should also benefit jumping runs. Warrior Instinct is good too. Mighty Strike and it's improved version are simply abusable, Scythe and that's it. I have never liked feats with usage per day... anyhow imitating Maximize and Empower sounds like a nice idea.

Nadaka, messing with saving throws is kinda hard, those are part of the supposed balance that exists within the classes design, that's why Lightning Reflexes, Great Fortitude and Iron Will exist and give such as small bonus to saves, maybe you should consider making an improved version of each, cause your feats seem to lack prerequisites.


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.

* from Complete Warrior.
Bhaal006

04-11-07, 09:46 PM
Mighty strikes is only useable as a standard action, and even then it doesn't do as much damage as a full attack and can only be used against mobs that aren't immune to critical hits, and to use reckless assault you have to do nothing for an entire round, and the more attacks you want to make the higher the AC penalty has to be.

Before responding consider this, are any of those feats as good as a 7th level spell.
Bhaal006

04-11-07, 09:51 PM
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.
ravidubey

04-11-07, 10:53 PM
Parrying Blow: You can use your own melee attacks to deflect melee attacks directed at you.
Prerequisite: 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.
Nadaka

04-12-07, 12:49 AM
I'm going to explain my reasoning on my "good save" feats.

If you were to compare two similar classes where one has an increased hit die, and the other has an extra good save, would most people consider them more or less balanced? I believe the answer is yes.

If the feat improved toughness is balanced and can effectively compensate for the average hp difference between those two classes. Then a feat that corrects the save disparity between those two classes would also be a balanced feat.

I don't even think I am going to get into the issue that the 11 fighter class features pale in comparison the the 20+ features that every other class gains.
Bhaal006

04-12-07, 02:51 AM
Master Martial Craftsman:
Prerequisite: Craft(Armorsmithing) or Craft(Weaponsmithing) 13 ranks
Benifit: 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.
Bhaal006

04-13-07, 12:39 PM
Dang yous!, post more feats, you couldn't have possibly run out of ideas.
JLaurHughes

04-13-07, 01:12 PM
I'm working on ideas, but they're being shuffled around with other ideas, I'll post one more in time, as soon as I free my mind of the current work.

Since the fighter can take almost any feat that he/she meets prerequisites, I think I'm going to look over some of the other feats. Like Battlefield Inspiration for example, and see what I can come up with.

For now, I give it a name: Battlefield Competence.

I also read over Maser Martial Craftsman, looks similar to an item creation feat, except non magical arms & armors.

EDIT: Here's the Feat that I have mentioned above.
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.
Shlohloh

04-15-07, 05:27 PM
[QUOTE=Shlohloh;11943361]Tricky Fighting
Prerec Improved 2 weapon fighting, Lightning reflex's, BaB +8,
And off hand weapon light
Benefit: When rolling a critical hit chance with off hand light weapon the fighter may
forgo threat conformation and make an immediate extra attack with that weapon with a +4 to
current attack bonus

Well this one just blew up in our face with a rouge build that was a basicaly getting around the fact that crits dont multiply senak attacks som in our campaign we changed the ruling to also require greater weapon spec.
ZocckCastlestorm

04-15-07, 06:27 PM
Hello, try this one!

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.

I don't normally play Dwarves, but I have often Gamed with those who do, so I thought of this from an old,old,old 1st Ed. Campaign where our Dwarf-Lovin' Player tried this sort of thing with the DM's House Rules.:D
Haruspex

04-16-07, 10:14 AM
Is it too late to join in?

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.
JLaurHughes

04-17-07, 12:59 AM
I've Edited my post #89 (http://boards1.wizards.com/showpost.php?p=12084810&postcount=89) that one definitely needs a bit of play testing...The Battlefield Inspiration Feat is in Miniatures Handbook.
Ghenesh

04-17-07, 12:51 PM
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.
Ghenesh

04-17-07, 02:48 PM
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.


It's such a simple feat... so i don't know if this was already created. Anyway i know this is a bit better than "Heavy Armor Optimization" from "Races of Stone", but hey, this stacks with it and has heavier prerequisites, so i think it's ok.
ZocckCastlestorm

04-17-07, 06:28 PM
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.

These I really like, Ghenesh! :cool: I'll ask others to P.E.A.C.H these two, as I'd love to get them as my Fighter's next Feats!:D
Ghenesh

04-18-07, 08:36 AM
Glad you like it. I'll post some more later on.
JLaurHughes

04-18-07, 10:33 AM
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.


It's such a simple feat... so i don't know if this was already created. Anyway i know this is a bit better than "Heavy Armor Optimization" from "Races of Stone", but hey, this stacks with it and has heavier prerequisites, so i think it's ok.

The Feat was actually created in a different book, however I like your version better since it basically asks to provide a specific armor, not just a type. Make that unnamed bonus a Competence bonus.
Bhaal006

04-18-07, 02:24 PM
No, keep the bonus unnamed, that way it stacks with everything.
Snipafist

04-18-07, 04:46 PM
I've got to say, I dislike most of what's been posted already. Not very inventive or quickly devolves into trying to create bad anime attacks. Anyways, I've got some from my own house rules that I'm sure you won't like now that I've told you I don't like most of what's been posted ;).

Intimidating Combatant
Prerequisites: Charisma 13+, Intimidate 4 ranks .
Some bullies are all talk. And then there are people like you.
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. Intimidating Combatant may be selected as a Fighter bonus feat.

Terrifying Warrior
Prerequisite: Charisma 15+, Intimidating Combatant, Intimidate 9 ranks.
Your strike terror into the hearts of your enemies.
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. Terrifying Warrior may be selected as a Fighter bonus feat.

Parry:
Prerequisite: Dodge, Combat Expertise, Combat Reflexes.
You have accelerated your mastery of defensive fighting, incorporating your considerable finesse into a defensive routine.
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). Parry may be selected as a Fighter bonus feat.

Riposte:
Prerequisite: Parry.
You are, able to effortlessly turn a parried blow into a counterattack against an unwitting foe.
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. Riposte may be selected as a Fighter bonus feat.

Flourish
Prerequisite: 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.
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. Flourish may be selected as a Fighter bonus feat.

Greater Mounted Combat
Prerequisite: Mounted Combat, 14 ranks in Ride.
You are able to guide your mount out of seemingly impossible situations.
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. Greater Mounted Combat may be selected as a Fighter bonus feat.

Superior Combat Training
Prerequisite: 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.
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. Superior Combat Training may be selected as a Fighter bonus feat.

Duelist:
Prerequisite: Dodge, Weapon Finesse.
You are adept at fighting with one hand free, wielding a weapon in one hand and nothing in the other.
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. 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.
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. 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.
Your Ride-By 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. 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.
While using Shot on the Run you may fire a second time at any point in your movement at -10 to hit. 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.
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. 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.
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. 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.
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. 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.
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. 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.
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. 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.
ZocckCastlestorm

04-18-07, 05:03 PM
Snipafist, I like several of your creations, especially these;
[QUOTE][Greater Mounted Combat
Prerequisite: Mounted Combat, 14 ranks in Ride.
You are able to guide your mount out of seemingly impossible situations.
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. Greater Mounted Combat may be selected as a Fighter bonus feat.
/QUOTE]
I like this, and I think it's long overdue. Bravo.

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.
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. Greater Critical may be selected as a Fighter bonus feat.

Another one that is welcome, although I ask: What do you mean "weapon groups"? By Damage Type(Blugeoning/Piercing/Slashing)?

Tower Shield Mastery
Prerequisite: Tower Shield Proficiency.
You have trained enough with the tower shield to compensate for its considerable burden in combat.
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. Tower Shield Mastery may be taken as a Fighter bonus feat.

I loved Tower Shields, and see no reason why this would not be an acceptable Feat. Well done.
Snipafist

04-18-07, 06:14 PM
Sorry for the confusion regarding weapon groups - I use the Unearthed Arcana system of weapon proficiencies (found here: http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm) for both determining proficiency and for applying weapon focus/specialization feats towards (makes them more useful, I'd say), so the language needed a small modification for Greater Critical.
JLaurHughes

04-18-07, 06:29 PM
No, keep the bonus unnamed, that way it stacks with everything.

I don't really see a point in keeping it unnamed when other bonuses stack with the Competence bonus anyway and you can't use the same feat to add an additional unnamed bonus to the armor you've chosen anyway. There is no other way to get a competence bonus for armor use that I am aware of, if there is point it out to me, and inform me of which book it is in.

Snapfist, I don't much care if you think that the feats already posted turn into bad anime reflections. I do applaud you for noting that some of these feats posted here are somewhat based on Anime.

I haven't read all the feats you posted so I wont comment on any of them until I have read them through.
Tim4488

04-18-07, 07:54 PM
Snipa, nice work. Very cool stuff. One idea and one comment:

Have parry also double shield bonus to AC, not just Combat Expertise? Maybe just the base shield bonus, not the enhancement bonus. Just makes sense in my mind.

For Duelist, take a look at Einhander, I think PHBII? Similar idea, though it's a Tactical feat. Not criticizing, simply saying you might like it.
Haruspex

04-18-07, 07:58 PM
Snipa, I really like your Pavise Combat feat. It reminds me of something I saw in a history book (French history maybe?).

EDIT: In order to say that I had to ignore your opening paragraph, which really was unneccessary.
Snipafist

04-18-07, 11:57 PM
Snipa, I really like your Pavise Combat feat. It reminds me of something I saw in a history book (French history maybe?).

Yeah, lots of medieval nations had their better-trained crossbowmen use pavises (the French and the Italians in particular), especially in siege warfare. It's why I figured that fighting style deserved entry into D&D. It also gives Fighters who choose a ranged attack style an incentive to choose crossbows rather than the typical longbow, which is always a good thing.

EDIT: In order to say that I had to ignore your opening paragraph, which really was unneccessary.
I'm allowed to have an opinion, and I feel I could've been a lot more cruel in how I phrased it. What I should have done is better explain myself - disagreement is worth little without a constructive element. It's not that every single suggestion I've seen I've disliked, I just find my perceptions as to what kinds of feats Fighters need to be competitive are drastically different from those others have.

I think fighters need more high-level combat tricks. Nobody argues that fun tricks like disarming and tripping and whirlwind attacking are no good at lower levels. But by higher levels, they simply aren't that useful anymore compared to the more boring full attack option (this is gone into by numerous posters on numerous threads and I don't feel the need to repeat them). But a lot of the "fixes" I find have to do with simply making the Fighter something he's not really intended to be - a character with more skill points and/or class skills, a character with good Will and/or Reflex saves, a character who throws fireballs/makes ranged attacks with melee weapons, etc.

Other fixes seem to just add a lot of flat damage to the Fighter, but this is also a poor idea. The Barbarian class already exists to this end, and by trying to "even the score" in terms of raw damage output, you're creating a conflict that cannot be resolved successfully. Either you make Fighters better than Barbarians (thus obsoleting Barbarians), or Fighters remain inferior to Barbarians but attempt to play similarly (if you want to see the futility of trying to have two different options attempt to fill the same niche simply compare Humans to Half-Elves). What Fighters get are feats - and feats should do cool tricks that open tactical options in combat, allowing a fighter to excel through skill and training where a Barbarian succeeds mostly through clubbing things to death.

I might make another character comparison to communicate my point: an evocation-heavy sorcerer is the party's heavy artillery. He lays down AoE spells left and right and generally causes damage. A more subtle enchanter, illusionist, or transmuter wizard can benefit a party just as much (if not more) by his presence because his spell options are more tactical than the sorcerer's options. A maximized fireball is certainly going to put the hurt on a boss monster, but Improved Invisibility on the party's Rogue will do the job just as well, if not better. Ideally, Fighters should succeed in a similar manner. This is somewhat of a let-down in the basic set of rules, obviously (although some of the expansion books present options that ameliorate this problem somewhat). I have tried to present higher-level "upgrades" of earlier fighter combat feats to keep them competitive against the basic full attack option, as well as presenting some new feats that further encourage Fighters to invest into their Charisma and Dexterity scores.

Anyways, that's where I'm coming from. Hope it's been educational ;).
JLaurHughes

04-19-07, 01:08 AM
Feats mentioned, don't want to reprint here.

I have to mention that i know I've seen Duelist, maybe not as the feat, but definitely seen it. I have seen Parry in a non WotC book, which I mention in passing, it's an AEG single word title book named FEATS. Which is still under the OGC(Open Game Content) domain.
Haruspex

04-19-07, 01:43 AM
Come to think of it, Improved Spring Attack looks a lot like Bounding Assault from PHB II.

Anyhow, time for a seemingly unpopular fighter choice.

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.
The_sleeper1

04-19-07, 08:04 AM
Just thinking out loud, the improved crit feat should for fighters only stack with keen to give tripple the crit range.

so a weapon that normaly crits on 19-20 with keen and improved crit for a fighter would crit on 15-20 while only critting in a non fighters hands for 17-20 even if they have improved crit.
Qube

04-19-07, 08:09 AM
Just thinking out loud, the improved crit feat should for fighters only stack with keen to give tripple the crit range.

so a weapon that normaly crits on 19-20 with keen and improved crit for a fighter would crit on 15-20 while only critting in a non fighters hands for 17-20 even if they have improved crit.
how about not stacking but adding 1
normal thread size: 2
keen OR impr crit: 4
keen AND impr crit: 5

(this limits that crit size 9 things (from 6-> 7 instead 6-9))
The_sleeper1

04-19-07, 10:37 AM
adding one to a bow is a 100% increase while a scimitar with +1 range reaily does not gain nearly as much. Weapons with a small crit range will gain a lot more and weapons with a large one will gain little.

increasing the crit range does not reaily increase the damage that much and it gived FIGHTERS a special ability.

If you needed to spend 1 feat to increase the crit range one for most swords it would just not be worth it.

--------------------------------

Another feat that would be nice is a feat that lets you get a roll of 20 on a save once a day useable once per save type Fort/Ref/Will with the option to get another feat that lets you change it to any 4 saves of any type total not per type. mabey useable only once per round.

That would go a long way to makeing fighters not totaly gimp versus saves and give some safty.
Qube

04-20-07, 03:58 AM
Grim Reaper
Preq: 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.
effect: 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
Preq: 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.
effect: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 18 or a 20
note: 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
Preq: Greater Grim Reaper, Fighter 20+
effect: a vorpal weapon instantly kills an opponent of het wielder scores a critical on a 17 or a 20

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

IMO if wizards can time stop, gate, and shapechange ... fighters may reak havoc using keen vorpal kukri's
Ghenesh

04-21-07, 01:05 AM
Posted General Fighter Feats - 2nd Compendium:



---------- 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

04-21-07, 01:06 AM
Posted Tactical Fighter Feats - 2nd Compendium



---------- 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.
Nadaka

04-21-07, 01:58 AM
Its not a fighter only feat, but here is one that I made years ago in 3.0...

Force Breaker (by nadaka) [GENERAL, FIGHTER BONUS]
Prereq: BAB 10+, Str 15+, Power Attack, Sunder
Benefit: Your blows are so powerful and focused that you can attempt to sunder a magical force effect. While force effects are normally immutable, you can damage force as if it were an object. Against your attacks, force effects have a hardness of 30 and 100 hp.
Normal: Force effects are immune to physical damage.

And here is a slightly modified version that PhaedrusXY has adapted to his 3.5 game. I can only assume that he intended it to be a fighter bonus feat as well.

Force Breaker (modified by PhaerdrusXY)
Prereq: BAB 10+, Str 15+, Power Attack, Improved Sunder
Benefit: Your blows are so powerful and focused that you can attempt to sunder a magical force effect. While force effects are normally immutable, you can damage force as if it were an object. Against your attacks, Force Effects have a hardness of 30 and 10 hp/caster level.
Normal: Force effects are immune to physical damage.
ZocckCastlestorm

04-21-07, 03:11 PM
I have a new concept for Fighter Feats: Meta-Fighter Feats.

Imagine Meta-Magic Style effects for Feats!

Maximize Attack = No Die rolls for Damage, just the maximum, but may only be used as a Full Round Action.

Extended Defense = Keep AC Bonuses from Feats for an Extra Round after they would have faded(Like Combat Expertise), but must have some sort of balance/cost for this effect. Not sure what, but we'll think of something.

Widen Threatened Area = Add 1 Square Reach for 1 Attack, as a Full Round Action.

Empower Bull Rush/Sunder = Add + 50% of Die Roll to Bull Rush Contested Strength/Sunder Damage, as an Action that causes Fatigue(or something).

Well? What do you think? Help me flesh-out this idea, please as a Forum Activity. All help is welcome.
Bhaal006

04-21-07, 05:02 PM
My Martial Power and Maximum Potential feats apply empower and maximize to attack rolls, I especially like the empowerd trip and bullrush Idea.
Ghenesh

04-24-07, 12:04 AM
I like the idea of meta-combat feats, but having some issues determining balance for its implementation. I think the idea is to spend iterative attacks just like spellcasters spend higher spell levels.

Maximize Attack
You can concentrate all your strenght in your attacks to deal maximum damage.
Prerequisites: BAB +6, Str 13+, Power Attack, Weapon Focus (any weapon).
Benefit: While attacking as a full round action with a weapon you benefit from the Weapon Focus feat, you can discard your last iterative attack for this round to maximize the weapon damage roll of one attack. In a critical hit all weapon damage rolls are maximized. If you have 4 iterative attacks you can discard your last 2 attacks to maximize the first 2.
Special: A fighter may select Maximize Attack as one of his fighter bonus feats.

What do you think?
Qube

04-24-07, 08:16 AM
Maximize Attack
You can concentrate all your strenght in your attacks to deal maximum damage.
Prerequisites: BAB +6, Str 13+, Power Attack, Weapon Focus (any weapon).
Benefit: While attacking as a full round action with a weapon you benefit from the Weapon Focus feat, you can discard your last iterative attack for this round to maximize the weapon damage roll of one attack. In a critical hit all weapon damage rolls are maximized. If you have 4 iterative attacks you can discard your last 2 attacks to maximize the first 2.
Special: A fighter may select Maximize Attack as one of his fighter bonus feats.
I like it. after a little bit thinking, since giving up an lesser attack to do double damage would be the same as +10/+5 -> +10/+10. But since MAX < 2*average; this feat isn't that overpowered.

perhaps I'dd change the preq to BAB 11+, allowing room for a empower feat ... lets think ...

Empowered Attack
You can concentrate all your strenght in your attacks to deal more damage.
Prerequisites: BAB +6, Str 13+, Power Attack, Weapon Focus (any weapon).
Benefit: when charging, or making a full attack, you may give up all other attacks in this round (including AoO's) to deal more damage: every roll deals x1.5 times damage (rounded down)
Special: A fighter may select Maximize Attack as one of his fighter bonus feats.

Math: d4 (2.5 -> 3.5), d6 (3.5 -> 5), d8 (4.5 -> 6.5), d10 (5.5 -> 8), d12 (6.5 -> 9.5). this feat would add an average of 3 damage for a greatsword or a greataxe; or 6 damage for a flaming shocking greatsword. it is dampened by the fact that AoO aren't possible

restricted from any movement to charging or full attack only (reason: rogue's sneak + spring attack)
Ghenesh

04-25-07, 10:17 AM
Empowered Attack
You can concentrate all your strenght in your attacks to deal more damage.
Prerequisites: BAB +6, Str 13+, Power Attack, Weapon Focus (any weapon).
Benefit: when charging, or making a full attack, you may give up all other attacks in this round (including AoO's) to deal more damage: every roll deals x1.5 times damage (rounded down)
Special: A fighter may select Maximize Attack as one of his fighter bonus feats.
I think discarding all your attacks for this round is too much (iterative attacks and AoOs), i would only make it part of a full round attack (no charging) and discard 1 iterative attack (the lowest). This way it can be combined with the Maximized Attack idea given before, when reaching BAB +11.
JLaurHughes

04-25-07, 10:38 AM
Just thinking out loud, the improved crit feat should for fighters only stack with keen to give tripple the crit range.

so a weapon that normaly crits on 19-20 with keen and improved crit for a fighter would crit on 15-20 while only critting in a non fighters hands for 17-20 even if they have improved crit.

I just need to mention, Keen enhancement and Keen Edge spell don't stack with Improved Crit, They all improve the threat range by one step, and the text definitely states that the feat and effects from magical enhancements/spells do not stack with each other. Otherwise it would be uber broken(as it was in 3rd ed.)

Improved Critical [General]
Choose one type of weapon.
Prerequisite
Proficient with weapon, base attack bonus +8.
Benefit
When using the weapon you selected, your threat range is doubled.
Special
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.

A fighter may select Improved Critical as one of his fighter bonus feats.
Highlighted text.
Tim4488

04-25-07, 08:07 PM
I believe Sleeper was saying it should, but only for fighters.

But, as you pointed out Hughes, that would be brokenation to the max. Honestly.
JLaurHughes

06-30-07, 10:08 PM
After reading some of the weather related materials, Severe wind, rain, etc, I came up with this feat.

Weather Fighter[Fighter, General]
Your fighting skill has grown to a point where you're able to fight in any conditions
Prerequisites: Blind-Fight, Alertness, Listen 8 ranks, Spot 8 ranks, Search 8 ranks, Base Attack Bonus +10.
Benefit: In any weather condition that would normally affect your ranged combat or Listen, Search or Spot checks the penalties are reduced by 2 points less.
Normal: In any weather condition that you find yourself in combat the penalties are normal.
Special: Fighters can take this feat as one of their fighter bonus feats.
Qube

07-01-07, 07:52 AM
Weather Fighter[Fighter, General]
Your fighting skill has grown to a point where you're able to fight in any conditions
Prerequisites: Blind-Fight, Alertness, Listen 8 ranks, Spot 8 ranks, Search 8 ranks, Base Attack Bonus +10.
Benefit: In any weather condition that would normally affect your ranged combat or Listen, Search or Spot checks the penalties are reduced by 2 points less.
Normal: In any weather condition that you find yourself in combat the penalties are normal.
Special: Fighters can take this feat as one of their fighter bonus feats.

such heavy skill requirements ... this is more of a ranger feat
The_sleeper1

07-01-07, 09:54 AM
I believe Sleeper was saying it should, but only for fighters.

But, as you pointed out Hughes, that would be brokenation to the max. Honestly.

On second thought it may be broken to permit them to stack for other non damage purposes like vorpals. I think though for the purpose of just stright base weapon damage its not that bad.

A weapon with no imp crit that crits on 18-20X2 if you presume every roll 8+ hits and 1/2 of every crit confirms then over 20 swing average (1D8 weapon with 4 elemental damage + no bonus melee damage)

reg: 129.625
imp crit: 148.75 (+14.754%)
stacked crits 167.875 (+29.508% over base) (+12.857% over imp crit) = 12-20X2

for a bow:
reg: 121.125 (20X3)
imp crit: 131.75 (+8.771%) (19-20X3
stacked crits 142.375 (+17.543% over base) (+8.064% over imp crit) (18-20X3)

Theres MANY abilitys out there that will increase your base damage 2-3 times or more that don't have any stacking requirement. Creatures that are immune to it are still immune.

I also want to point out that you would need a weapon with imp crit then 2 feats beyond that, one for imp crit and one for fighter ability to stack them.

Weapon specizalation: average 2D6 (to make it less important) = 28.571% increase in damage and haveing both of them = 57.142% increase in damage.

If you use a weapon that is base 1D8 then it changes to 44.444% and 88.888% increase in damage, stacks with anything and no ability like fortifaction makes it useless.
Werral

07-01-07, 11:33 AM
Magical Defence - why does the fighter lose the Will save bonus if flat-footed? If it's a resistance to magic it should be a flat +2 bonus regardless of whether you're flat-footed or not.

How about a second feat that grants Spell Resistance providing you have NO spellcasting levels? Fighter Lv 15?

I put some feats that require Weapon Spec. as a prerequisite so fighter levels by default - see the link in my sig.
Qube

07-02-07, 02:31 AM
pierce immunity
Preq: fighter 16+, impr critical, power attack
Effect: When a fighter attacks, concider the damage reduction of the opponent against that attack 2 less.
Also creatures with immunity, or partial immunity, are now partially to not immune to them: substract 25% of there immunity
(constructs, oozes, ... are now only 75% change on immune to criticals from a fighter with the pierce immunity feat, creatures with light fortification loose it)

epic pierce immunity (epic)
Preq: fighter 21+, pierce immunity
Effect: substract 3 from the DR, and substract 20% from the critical immunity
Special: you can take this feat multiple times. its effects stack.
JLaurHughes

07-02-07, 01:52 PM
Werral, I can see some of those finding their way into Tactical feats, separately though I don't know. Some of what you've put on that thread have already got a way to be done. Dual weilding rapiers for example can be done with TWF and Oversized TWF, treat all one handed weapons as light weapons with oversized TWF. And right now I don't exactly remember where that one can be found.

Also, Qube, Thank you for pointing that out on the feat I wrote, it was just something I had thought of when looking over weather effects...as I noted in the earlier post.