Sinfire Titan
2010-03-20, 06:35 PM
These feats are designed to be used with my Weapons Fix. (http://brilliantgameologists.com/boards/index.php?topic=7145.0)
Base Feats Explanation
Base Feats
In addition to the normal combat options, these feats can be used without actually having the feat. These feats will list the rules for doing so after the Special section of the feat itself. Doing this is rather risky; any attempt to use a Base Feat without the actual feat provokes an attack of opportunity from the target of the feat (but only the target). If no target is specified, you must choose an enemy who currently threatens you to use the Base feat’s effect.
Power Attack Line
Power Attack
Prerequisites: Str 13, Con 13
Benefit: You may add your Constitution modifier to melee damage rolls with One Handed or Two Handed melee weapons.
Special: If your type is Undead or Construct (and you do not have the Living Construct subtype), you may substitute your Charisma score for your Constitution score.
Base: Using this feat applies a penalty to your attack rolls equal to half of the extra damage. Using this Base feat does not provoke an attack of opportunity.
Cleave
Prerequisite: Power Attack
Benefit: Any weapon you wield gains the Cleaving special ability (see Weapon Fix) in addition to its other abilities. If the weapon all ready has the ability, you gain no additional benefits when using it.
[b]Great Cleave
Prerequisite: Cleave, Power Attack
Benefit: You no longer need to spend an Immediate action to take the extra attack granted by the Cleaving ability. You may now use that ability multiple times each round, but only once per critical hit scored.
Improved Bull Rush
Prerequisite: Power Attack
Benefit: You do not provoke an attack of opportunity for initiating a Bull Rush. You receive a bonus to all Bull Rush attempts equal to 2+your Constitution modifier.
Special: If you have the Dungeoncrasher alternate class feature, the creature you Bull Rush provokes an attack of opportunity from your allies if your Bull Rush attempt moves the enemy through an ally’s melee reach.
Base: Using this feat functions as the normal Bull Rush attempt, as outlined in the Player’s Handbook.
Notes: Shock Trooper will be getting redesigned. Leap Attack and Battle Leap are going to become Skill Tricks (Jump), and other PA-based abilities are going to be altered to be compatible these changes.
I'm not trying to Nerf Chargers, so the damage output is going to be similar. The increased MAD is a side-effect of removing the penalty to attack rolls. The loss of the 50% extra damage for using a 2-Handed weapon is to encourage One-Handers, but 2-Handers still get 1.5*Str to damage (not much consolation, I know).
Combat Expertise Line
Combat Expertise
Prerequisite: Int 13, proficient with Light Steel Shields
Benefit: When wearing a shield, you may take the Fighting Defensively action at no penalty to your offensive capabilities. Additionally, the bonus to AC from using that action increase to 2+your Int modifier. Additionally, you may take the Fighting Defensively action as part of the Attack action or Full Attack action, allowing you to take your full attack unhindered.
Normal: Using a shield does not negate the penalties imposed by the Fighting Defensively action. The bonus to AC from the Fighting Defensively action is only +2.
Special: You must be holding the shield in hand or have it attached to your body in some way (shield gauntlet or buckler). Dancing Shields cannot be used with this feat unless you forgo the enhancement’s ability.
Improved Combat Expertise
Prerequisite: Combat Expertise
Benefit: While wearing a shield, you may take the Full Attack action and declare you are taking the Total Defense action simultaneously. At any point during this round, you may take an Immediate action to intercept an opponent's attack with your shield, granting you a Deflection bonus to AC equal to 4+your Int modifier against that attack.
This feat's benefits and requirements replace the Total Defense action, including the penalties associated with that action (allowing you to make attacks of opportunity when using the Total Defense action). You still cannot combine the Total Defense action with the Fighting Defensively action.
Normal: Total Defense is a standard action that grants a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t make attacks of opportunity while using total defense.
Special: As with Combat Expertise, you must be holding the shield to use this feat.
Improved Disarm [Base]
Prerequisite: Combat Expertise
Benefit: You receive a bonus to the opposed attack roll for Disarm attempts equal to 2+your Int modifier (minimum +2 bonus to Disarm attempts). You no longer provoke an attack of opportunity for making a Disarm attempt, nor can your opponent Disarm you if you would fail the attempt.
Shields you wield as weapons gain the Disarming ability (see Weapons Fix). If you successfully disarm someone using such a shield, you may roll damage against them as though you had attacked them normally.
Base: Using this feat functions as the normal Disarm attempt, as outlined in the Player’s Handbook. No special action is needed, you merely need to replace one of your attacks with a Disarm attempt (taking the attack may require an action).
Improved Trip [Base]
Prerequisite: Combat Expertise
Benefit: You do not provoke an attack of opportunity when you make a trip attempt while unarmed. You also receive a bonus on the opposed Strength check equal to 2+your Int modifier (minimum +2 bonus to the opposed Strength check). If you successfully trip the opponent, you may roll damage as though you had struck them normally instead of tripping them.
Base: Using this feat functions as the normal Trip attempt, as outlined in the Player’s Handbook. No special action is needed, you merely need to replace one of your attacks with a Trip attempt (taking the attack may require an action).
Improved Feint
Prerequisite: Combat Expertise
Benefit: Feinting in combat is a Swift action, and the target adds only half of his Base Attack Bonus to his Sense Motive check to the opposed roll. If your Bluff check result exceeds the target’s Sense Motive result by 5 or more, they are denied their Dexterity to their Armor Class until the end of your current turn, allowing you to attack their Flat Footed AC with all attacks you make with your next full attack action.
Normal: Feinting in combat is a standard action, and the opponent is denied their Dexterity to AC against your next attack only.
The change to Improved Trip/Disarm means MAD is coming into play again, but at least it rewards you for it instead of just sucking up PB. The good news is that you no longer need another attack roll when tripping, making the last Iterative attack somewhat useful.
Improved Feint is now useful.
Combat Reflexes, Karmic Strike
Combat Reflexes
Prerequisites: None
Benefit: You may make a number of attacks of opportunity equal to 1+your Dexterity modifier. Additionally, you may take attacks of opportunity while flat-footed.
Karmic Strike
Prerequisite: Combat Reflexes
Benefit: At will, as part of an Attack action or Full Attack action, you may voluntarily deny yourself your Dexterity modifier to your armor class. If you do, any enemies within your melee reach who successfully hits you with a melee attack or a melee touch attack provokes an attack of opportunity.
Special: If you have the Combat Expertise feat and are wielding a shield, or if you have the Dodge feat and have not declared a target for that feat, you instead take a penalty to your armor class equal to half of your Dexterity modifier (allowing you to avoid granting enemies Sneak Attack against you). If you have both, you take no penalty to your armor class and this feat’s benefits are always active.
No change to Combat Reflexes, but Karmic Strike was given an overhaul.
Dodge line (not the car)
Dodge
Prerequisite: Dex 13
Benefit: As an immediate action, select an opponent currently threatening you in melee. Against this opponent, you receive a Dodge bonus to Armor Class equal to 1+Your Dex modifier. This bonus lasts until you take another immediate action to reassign it.
Special: If you are not currently threatened in melee, you receive a constant +1 Dodge bonus to Armor class.
Mobility
Prerequisite: Dodge
Benefit: As long as you have declared a target for your Dodge feat, you do not provoke attacks of opportunity from that creature for taking actions. If it has a feat or ability that grants it an attack of opportunity in a situation where it normally would not receive one (for example, a Fighter with the Karmic Strike feat), that feat overrides this benefit.
Special: You receive a +4 Dodge bonus to Armor Class against attacks of opportunity, even ones that Mobility’s normal benefit wouldn't protect you from.
Spring Attack [Base]
Prerequisite: Dodge, Base Attack Bonus +2.
Benefit: At will, as a Standard action, you may move up to your speed. At any point during this movement, you may take a Move action to make a melee attack at your highest Base Attack Bonus (plus any modifiers that would normally apply). This movement does not provoke an attack of opportunity from the creature you attack (if you attack a creature), unless another ability specifies otherwise (see Mobility, above).
Special: If your Base Attack Bonus is +6, you may make a second attack with the same Move action at your second iterative attack bonus. If your Base Attack Bonus is +11, you can make a third attack with the same Move action at your third iterative attack bonus.
Spring Attack is now viable from 1st level onward. Mobility is now semi-useful, and Dodge doesn't suck as much.
Improved Init
Improved Initiative
Prerequisite: None
Benefit: When rolling initative, you may choose to roll 2d6+8 instead of 1d20. You still add other bonuses (such as your Dexterity modifier) to this roll; the 2d6+8 merely replaces your 1d20 for the purpose of determining your initiative count.
Biggest change to any of the feats I made. It still helps Init, but by making it less random and more likely to provide a higher Init roll.
Improved Unarmed Strike line
[b]Improved Unarmed Strike
Prerequisite: None
Benefit: You are considered armed while using your Unarmed Strike natural weapon, thus you do not provoke attacks of opportunity for attacking with your Unarmed Strikes and can take attacks of opportunity with your Unarmed Strike. You can change between Lethal and Nonlethal damage with your Unarmed Strikes at will at no penalty. Finally, your Unarmed Strike damage improves as you gain levels:
1st-3rd: 1d4
4th-7th: 1d6
8th-11th: 1d8
12th-15th: 1d10
16th-19th: 2d6
20th: 2d8
Special: Monks receive this feat as a bonus feat at 1st level, but they use their own progression (see the Monk class in the PHB for details on a Monk’s Unarmed Strike class feature).
Deflect Arrows
Prerequisite: Improved Unarmed Strike
Benefit: You must have at least one free hand to use this feat. Once per round, when you would be targeted by a ranged attack (but not ranged touch attacks) from a creature who’s size category is within one step of your own (for example, a Medium character could deflect an arrow fired by a Halfling or a rock thrown by a Hill Giant), you may make an opposed attack roll using your highest iterative Unarmed Strike attack bonus. If you succeed, the ranged attack misses you.
Base: Using this feat as a Base feat requires an Immediate action. The opposed roll is a Reflex save, not an attack roll.
Improved Grapple [Base]
Prerequisite: Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity for initiating a grapple. You are considered either one size category larger or smaller for the purposes of determining what you can grapple and what can grapple you. In addition, you gain a bonus to all Grapple checks equal to 2+1/2 your Base Attack Bonus.
Base: Using this feat functions as the normal Grapple attempt, as outlined in the Player’s Handbook.
Stunning Fist
Prerequisite: Improved Unarmed Strike, Wis 13, Base Attack Bonus +2
Benefit: Before making an Unarmed Strike attack, you may declare that attack to be a Stunning attack. If you hit, the target must make a Fortitude save or be Stunned in addition to taking the damage from the Unarmed Strike. The save DC is 10+1/2 your Character Level+your Wisdom modifier. You may use this feat a number of times per day equal to your Base Attack Bonus plus your Wisdom modifier.
Special: A 1st level Monk may select this feat as a bonus feat without meeting the Base Attack Bonus or Wisdom requirements. If you have this feat and have levels in Monk, add your Monk class level to the number of Stunning attempts/day you may make with this feat.
Superior Unarmed Strike is going to become a TWFing variant for Unarmed Strikes (to end those arguments about TWFing), as I mentioned in the Weapons Redesign thread. Snap Kick is going to become a Skill Trick. Other Stunning Fist feats are going to be getting overhauled.
MAD Reducers
Great Fortitude
Prerequisite: None
Benefit: You gain a +3 competence bonus to Fortitude saves. Once per encounter, you may spend an immediate action to reroll a failed Fortitude save, and take the better result.
[b]Reflexive Absorption
Prerequisite: Great Fortitude, Dex 13
Benefit: You may substitute your Dexterity modifier for your Constitution modifier on Fortitude saving throws. You do not automatically fail a Reflex save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Lightning Reflexes
Prerequisite: None
Benefit: You gain a +3 competence bonus to Reflex saving throws. Once per encounter, you may spend an immediate action to reroll a failed Reflex save, and take the better result.
Perceptive Evasion
Prerequisite: Lightning Reflexes, Wis 13
Benefit: You may substitute your Wisdom modifier for your Dexterity modifier on Reflex saving throws. You do not automatically fail a Will save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Iron Will
Prerequisite: None
Benefit: You gain a +3 competence bonus to Will saving throws. Once per encounter, you may spend an immediate action to reroll a failed Will save, and take the better result.
Steadfast Determination
Prerequisite: Iron Will, Con 13
Benefit: You may substitute your Constitution modifier for your Wisdom modifier on Will saving throws. You do not automatically fail a Fortitude save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Weapon Finesse [Base]
Prerequisite: Dex 13
Benefit: When making a melee attack with a Light weapon or a weapon with the Finesse ability, you may substitute your Dexterity modifier for your Strength modifier on the attack rolls and damage rolls.
Base: You may opt to use your Dexterity modifier in place of your Strength modifier on melee attack rolls made with a Light, Simple weapon you are proficient with. Doing so does not provoke an attack of opportunity.
I know the Save Boosters somewhat break Verisimilitude, but I don't care. Variants of the O. Hole are going to be made, so Steadfast Determination isn't going to be the best by default (well, at least not in terms of cost).
Weapon Finesse works now.
Base Feats Explanation
Base Feats
In addition to the normal combat options, these feats can be used without actually having the feat. These feats will list the rules for doing so after the Special section of the feat itself. Doing this is rather risky; any attempt to use a Base Feat without the actual feat provokes an attack of opportunity from the target of the feat (but only the target). If no target is specified, you must choose an enemy who currently threatens you to use the Base feat’s effect.
Power Attack Line
Power Attack
Prerequisites: Str 13, Con 13
Benefit: You may add your Constitution modifier to melee damage rolls with One Handed or Two Handed melee weapons.
Special: If your type is Undead or Construct (and you do not have the Living Construct subtype), you may substitute your Charisma score for your Constitution score.
Base: Using this feat applies a penalty to your attack rolls equal to half of the extra damage. Using this Base feat does not provoke an attack of opportunity.
Cleave
Prerequisite: Power Attack
Benefit: Any weapon you wield gains the Cleaving special ability (see Weapon Fix) in addition to its other abilities. If the weapon all ready has the ability, you gain no additional benefits when using it.
[b]Great Cleave
Prerequisite: Cleave, Power Attack
Benefit: You no longer need to spend an Immediate action to take the extra attack granted by the Cleaving ability. You may now use that ability multiple times each round, but only once per critical hit scored.
Improved Bull Rush
Prerequisite: Power Attack
Benefit: You do not provoke an attack of opportunity for initiating a Bull Rush. You receive a bonus to all Bull Rush attempts equal to 2+your Constitution modifier.
Special: If you have the Dungeoncrasher alternate class feature, the creature you Bull Rush provokes an attack of opportunity from your allies if your Bull Rush attempt moves the enemy through an ally’s melee reach.
Base: Using this feat functions as the normal Bull Rush attempt, as outlined in the Player’s Handbook.
Notes: Shock Trooper will be getting redesigned. Leap Attack and Battle Leap are going to become Skill Tricks (Jump), and other PA-based abilities are going to be altered to be compatible these changes.
I'm not trying to Nerf Chargers, so the damage output is going to be similar. The increased MAD is a side-effect of removing the penalty to attack rolls. The loss of the 50% extra damage for using a 2-Handed weapon is to encourage One-Handers, but 2-Handers still get 1.5*Str to damage (not much consolation, I know).
Combat Expertise Line
Combat Expertise
Prerequisite: Int 13, proficient with Light Steel Shields
Benefit: When wearing a shield, you may take the Fighting Defensively action at no penalty to your offensive capabilities. Additionally, the bonus to AC from using that action increase to 2+your Int modifier. Additionally, you may take the Fighting Defensively action as part of the Attack action or Full Attack action, allowing you to take your full attack unhindered.
Normal: Using a shield does not negate the penalties imposed by the Fighting Defensively action. The bonus to AC from the Fighting Defensively action is only +2.
Special: You must be holding the shield in hand or have it attached to your body in some way (shield gauntlet or buckler). Dancing Shields cannot be used with this feat unless you forgo the enhancement’s ability.
Improved Combat Expertise
Prerequisite: Combat Expertise
Benefit: While wearing a shield, you may take the Full Attack action and declare you are taking the Total Defense action simultaneously. At any point during this round, you may take an Immediate action to intercept an opponent's attack with your shield, granting you a Deflection bonus to AC equal to 4+your Int modifier against that attack.
This feat's benefits and requirements replace the Total Defense action, including the penalties associated with that action (allowing you to make attacks of opportunity when using the Total Defense action). You still cannot combine the Total Defense action with the Fighting Defensively action.
Normal: Total Defense is a standard action that grants a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t make attacks of opportunity while using total defense.
Special: As with Combat Expertise, you must be holding the shield to use this feat.
Improved Disarm [Base]
Prerequisite: Combat Expertise
Benefit: You receive a bonus to the opposed attack roll for Disarm attempts equal to 2+your Int modifier (minimum +2 bonus to Disarm attempts). You no longer provoke an attack of opportunity for making a Disarm attempt, nor can your opponent Disarm you if you would fail the attempt.
Shields you wield as weapons gain the Disarming ability (see Weapons Fix). If you successfully disarm someone using such a shield, you may roll damage against them as though you had attacked them normally.
Base: Using this feat functions as the normal Disarm attempt, as outlined in the Player’s Handbook. No special action is needed, you merely need to replace one of your attacks with a Disarm attempt (taking the attack may require an action).
Improved Trip [Base]
Prerequisite: Combat Expertise
Benefit: You do not provoke an attack of opportunity when you make a trip attempt while unarmed. You also receive a bonus on the opposed Strength check equal to 2+your Int modifier (minimum +2 bonus to the opposed Strength check). If you successfully trip the opponent, you may roll damage as though you had struck them normally instead of tripping them.
Base: Using this feat functions as the normal Trip attempt, as outlined in the Player’s Handbook. No special action is needed, you merely need to replace one of your attacks with a Trip attempt (taking the attack may require an action).
Improved Feint
Prerequisite: Combat Expertise
Benefit: Feinting in combat is a Swift action, and the target adds only half of his Base Attack Bonus to his Sense Motive check to the opposed roll. If your Bluff check result exceeds the target’s Sense Motive result by 5 or more, they are denied their Dexterity to their Armor Class until the end of your current turn, allowing you to attack their Flat Footed AC with all attacks you make with your next full attack action.
Normal: Feinting in combat is a standard action, and the opponent is denied their Dexterity to AC against your next attack only.
The change to Improved Trip/Disarm means MAD is coming into play again, but at least it rewards you for it instead of just sucking up PB. The good news is that you no longer need another attack roll when tripping, making the last Iterative attack somewhat useful.
Improved Feint is now useful.
Combat Reflexes, Karmic Strike
Combat Reflexes
Prerequisites: None
Benefit: You may make a number of attacks of opportunity equal to 1+your Dexterity modifier. Additionally, you may take attacks of opportunity while flat-footed.
Karmic Strike
Prerequisite: Combat Reflexes
Benefit: At will, as part of an Attack action or Full Attack action, you may voluntarily deny yourself your Dexterity modifier to your armor class. If you do, any enemies within your melee reach who successfully hits you with a melee attack or a melee touch attack provokes an attack of opportunity.
Special: If you have the Combat Expertise feat and are wielding a shield, or if you have the Dodge feat and have not declared a target for that feat, you instead take a penalty to your armor class equal to half of your Dexterity modifier (allowing you to avoid granting enemies Sneak Attack against you). If you have both, you take no penalty to your armor class and this feat’s benefits are always active.
No change to Combat Reflexes, but Karmic Strike was given an overhaul.
Dodge line (not the car)
Dodge
Prerequisite: Dex 13
Benefit: As an immediate action, select an opponent currently threatening you in melee. Against this opponent, you receive a Dodge bonus to Armor Class equal to 1+Your Dex modifier. This bonus lasts until you take another immediate action to reassign it.
Special: If you are not currently threatened in melee, you receive a constant +1 Dodge bonus to Armor class.
Mobility
Prerequisite: Dodge
Benefit: As long as you have declared a target for your Dodge feat, you do not provoke attacks of opportunity from that creature for taking actions. If it has a feat or ability that grants it an attack of opportunity in a situation where it normally would not receive one (for example, a Fighter with the Karmic Strike feat), that feat overrides this benefit.
Special: You receive a +4 Dodge bonus to Armor Class against attacks of opportunity, even ones that Mobility’s normal benefit wouldn't protect you from.
Spring Attack [Base]
Prerequisite: Dodge, Base Attack Bonus +2.
Benefit: At will, as a Standard action, you may move up to your speed. At any point during this movement, you may take a Move action to make a melee attack at your highest Base Attack Bonus (plus any modifiers that would normally apply). This movement does not provoke an attack of opportunity from the creature you attack (if you attack a creature), unless another ability specifies otherwise (see Mobility, above).
Special: If your Base Attack Bonus is +6, you may make a second attack with the same Move action at your second iterative attack bonus. If your Base Attack Bonus is +11, you can make a third attack with the same Move action at your third iterative attack bonus.
Spring Attack is now viable from 1st level onward. Mobility is now semi-useful, and Dodge doesn't suck as much.
Improved Init
Improved Initiative
Prerequisite: None
Benefit: When rolling initative, you may choose to roll 2d6+8 instead of 1d20. You still add other bonuses (such as your Dexterity modifier) to this roll; the 2d6+8 merely replaces your 1d20 for the purpose of determining your initiative count.
Biggest change to any of the feats I made. It still helps Init, but by making it less random and more likely to provide a higher Init roll.
Improved Unarmed Strike line
[b]Improved Unarmed Strike
Prerequisite: None
Benefit: You are considered armed while using your Unarmed Strike natural weapon, thus you do not provoke attacks of opportunity for attacking with your Unarmed Strikes and can take attacks of opportunity with your Unarmed Strike. You can change between Lethal and Nonlethal damage with your Unarmed Strikes at will at no penalty. Finally, your Unarmed Strike damage improves as you gain levels:
1st-3rd: 1d4
4th-7th: 1d6
8th-11th: 1d8
12th-15th: 1d10
16th-19th: 2d6
20th: 2d8
Special: Monks receive this feat as a bonus feat at 1st level, but they use their own progression (see the Monk class in the PHB for details on a Monk’s Unarmed Strike class feature).
Deflect Arrows
Prerequisite: Improved Unarmed Strike
Benefit: You must have at least one free hand to use this feat. Once per round, when you would be targeted by a ranged attack (but not ranged touch attacks) from a creature who’s size category is within one step of your own (for example, a Medium character could deflect an arrow fired by a Halfling or a rock thrown by a Hill Giant), you may make an opposed attack roll using your highest iterative Unarmed Strike attack bonus. If you succeed, the ranged attack misses you.
Base: Using this feat as a Base feat requires an Immediate action. The opposed roll is a Reflex save, not an attack roll.
Improved Grapple [Base]
Prerequisite: Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity for initiating a grapple. You are considered either one size category larger or smaller for the purposes of determining what you can grapple and what can grapple you. In addition, you gain a bonus to all Grapple checks equal to 2+1/2 your Base Attack Bonus.
Base: Using this feat functions as the normal Grapple attempt, as outlined in the Player’s Handbook.
Stunning Fist
Prerequisite: Improved Unarmed Strike, Wis 13, Base Attack Bonus +2
Benefit: Before making an Unarmed Strike attack, you may declare that attack to be a Stunning attack. If you hit, the target must make a Fortitude save or be Stunned in addition to taking the damage from the Unarmed Strike. The save DC is 10+1/2 your Character Level+your Wisdom modifier. You may use this feat a number of times per day equal to your Base Attack Bonus plus your Wisdom modifier.
Special: A 1st level Monk may select this feat as a bonus feat without meeting the Base Attack Bonus or Wisdom requirements. If you have this feat and have levels in Monk, add your Monk class level to the number of Stunning attempts/day you may make with this feat.
Superior Unarmed Strike is going to become a TWFing variant for Unarmed Strikes (to end those arguments about TWFing), as I mentioned in the Weapons Redesign thread. Snap Kick is going to become a Skill Trick. Other Stunning Fist feats are going to be getting overhauled.
MAD Reducers
Great Fortitude
Prerequisite: None
Benefit: You gain a +3 competence bonus to Fortitude saves. Once per encounter, you may spend an immediate action to reroll a failed Fortitude save, and take the better result.
[b]Reflexive Absorption
Prerequisite: Great Fortitude, Dex 13
Benefit: You may substitute your Dexterity modifier for your Constitution modifier on Fortitude saving throws. You do not automatically fail a Reflex save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Lightning Reflexes
Prerequisite: None
Benefit: You gain a +3 competence bonus to Reflex saving throws. Once per encounter, you may spend an immediate action to reroll a failed Reflex save, and take the better result.
Perceptive Evasion
Prerequisite: Lightning Reflexes, Wis 13
Benefit: You may substitute your Wisdom modifier for your Dexterity modifier on Reflex saving throws. You do not automatically fail a Will save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Iron Will
Prerequisite: None
Benefit: You gain a +3 competence bonus to Will saving throws. Once per encounter, you may spend an immediate action to reroll a failed Will save, and take the better result.
Steadfast Determination
Prerequisite: Iron Will, Con 13
Benefit: You may substitute your Constitution modifier for your Wisdom modifier on Will saving throws. You do not automatically fail a Fortitude save on a roll of a natural 1 (though you may still fail the saving throw if your roll is not high enough).
Weapon Finesse [Base]
Prerequisite: Dex 13
Benefit: When making a melee attack with a Light weapon or a weapon with the Finesse ability, you may substitute your Dexterity modifier for your Strength modifier on the attack rolls and damage rolls.
Base: You may opt to use your Dexterity modifier in place of your Strength modifier on melee attack rolls made with a Light, Simple weapon you are proficient with. Doing so does not provoke an attack of opportunity.
I know the Save Boosters somewhat break Verisimilitude, but I don't care. Variants of the O. Hole are going to be made, so Steadfast Determination isn't going to be the best by default (well, at least not in terms of cost).
Weapon Finesse works now.