Eldan
2010-04-27, 07:59 AM
So, this partially spawned out of the Fighter Manifesto thread, and is partially something I wanted to do anyway. One of the many problem a fighter has is that there aren't enough feat chains and high level feats to give him anything meaninful at higher levels, and that feats don't scale with level. I'd like and try to at least partially correct that by lengthening existing feat chains and make existing feats scale with level.
Now, these aren't done yet, and it will take a while, but I thought I'd start with one feat chain for now, Two-weapon fighting. It still needs more feats, so suggestions are welcome.
First of all, a suggested class feature for the fighter, though. I'd like to say first that this isn't mean to fix the class all by itself and is instead rather meant as one of several features the fighter in a full fix should get. The name is shamelessly stolen from Fax Celestis' d20r, I hope he doesn't mind too much, otherwise, I'll rename it.
Prowess: For all feats marked with [Prowess], all which have a bonus or ability scaling with character level, fighter levels count double. Therefore, for these feats, a fighter 8 would count as a level 16 character, while a Fighter 2/Rogue 3 would count as level 7.
Parry Bonuses: The parry bonus is a new armour class bonus. It applies to touch AC, but is lost when flat-footed.
The following boni are parry boni:
-the AC bonus from fighting defensively or using the total defense action.
-the AC bonus from a defending weapon
-the boni from several of the feats mentioned below
Rewritten feats:
Two-weapon fighting [General, Prowess]
You can fight with a weapon in each hand.
Prerequisites: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
These penalties are lessened by another 1 for every ten character levels.
Improved Two-weapon fighting
Prerequisites: Dex 15, Two-Weapon Fighting, Base attack bonus +6
Benefit:When your base attack bonus reaches +6, you can make a second attack with your off-hand weapon, at a -5 penalty. When your base attack bonus reaches +11, you can make a third attack with a -10 penalty, and when it reaches +16, you can make a fourth attack with a -15 penalty.
Two-Weapon Defense [General, Prowess]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 parry bonus to your AC. This bonus increases by +1 per four character levels.
When you are fighting defensively or using the total defense action, this parry bonus increases by +2.
Two-Weapon Rend[General, Prowess]
Prerequisites: Str 13, Dex 15, Two-Weapon Fighting, Improved Two-weapon Fighting, BAB 6+
Benefit If the you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus your strength bonus plus one damage per two character levels. Base weapon damage includes an enhancement bonus on damage, if any.
You only rend once per round, regardless of how many successful attacks you make.
Cleave [General, Prowess]
Prerequisites: Str 13, Power Attack
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round, plus an additional time per five character levels.
Dodge [General, Prowess]
Prerequisites: Dex 13.
Benefit During your round , you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. This bonus increases by +1 for every five character levels.
Far Shot [General, Prowess]
Prerequisites Point Blanc Shot
Benefit: When you use a ranged weapon, it's range increment is doubled. For every eight character levels, your range increment multiplier increases by one (to x3 at level 8, x4 at level 16 and so on).
Improved Bull Rush [General, Prowess]
Prerequisites Str 13, Power Attack
Benefit When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. This bonus increases by +1 for every four character levels.
Improved Disarm [General, Prowess]
Prerequisites: Int 13, Combat Expertise.
Benefit You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +2 bonus on the opposed attack roll you make to disarm your opponent, which increases by +1 for every four character levels.
Improved Feint [General, Prowess]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a swift action. You also gain a +1 bonus for every three character levels on your bluff check to feint.
Improved Grapple [General, Prowess]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. This bonus increases by +1 for every four character levels.
Improved Initiative [General, Prowess]
Benefit You get a +4 bonus on initiative checks. This bonus increases by +1 for every six character levels.
Improved Overrun [General, Prowess]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. This bonus increases by +1 for every four character levels.
Improved Trip [General, Prowess]
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. This bonus increases by +1 for every four character levels.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Mobility [General, Prowess]
Prerequisites: Dex 13, Dodge
Benefit:
You get a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This bonus increases by +1 for every three character levels.
Furthermore, for every six character levels, your base land speed increases by 5ft.
Saving Throw Focus: [General]
Benefit: Choose a save type (Fortitude, Reflex or Will).
You get a +2 bonus on all saving throws of that type. This bonus increases by +1 for every five character levels.
Additionally, once per day, and an additional time per day for every six character levels, you may reroll a save of the chosen type.
Skill Focus [General]
Benefit: Choose one skill. You gain a +3 bonus on all checks involving that skill. This bonus increases by +1 for every two character levels.
Additionally, this skill is always treated as a class skill for you.
Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, BAB +6
Benefit: As part of a full attack action, you can move up to your speed, distributing your attacks between each enemy you pass by. However, you can not attack any enemy attacked this way more than once, and you have to move at least five feet between every attack.
Your movement does not provoke attacks of opportunity from any foe you attack this way.
Weapon Focus [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, BAB +1
Benefit: Choose one weapon group. You gain a +1 bonus on attack rolls with all weapons of the chosen weapon group. This bonus increases by +1 every four character levels.
Weapon Specialization [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus with the chosen weapon group. BAB +4
Benefit: You gain a +2 damage bonus with all weapons of the chosen group. This damage bonus increases by +1 every two character levels after the fourth.
Weapon Mastery [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus, Weapon Specialization and Improved Critical with the chosen weapon group, BAB +8
Benefit: For all the feats listed as prerequisites for Weapon Mastery, your character level is considered to be four higher. Furthermore, when you make a full attack with a weapon of the chosen group, all your iterative attacks after the first are made with a +5 bonus to their attack rolls. (So a fighter 20 would attack at +20/+20/+15/+10, plus whatever boni he had.
Weapon Supremacy [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus, Weapon Mastery, Weapon Specialization, Weapon Technique and Improved Critical with the chosen weapon group, BAB +12
Benefit: When fighting with a weapon of the chosen weapon group, you receive the following benefits:
-You can not be disarmed (if you are fighting with two weapons, you may still lose your second weapon to disarming if it is not in the chosen weapon group).
-Once per day for every five class levels you have, you may reroll a single attack roll with a weapon of the chosen group.
-You have a +4 bonus to confirm critical hits with weapons of the chosen group, and your critical hit multiplier increases by +1.
New Feats:
Main Gauche
Prerequisites: Dex 15, Int 13, Two-weapon fighting, Two-weapon Defense, Combat Expertise
Benefit: When fighting defensively, you only apply the attack penalty to your off-hand. Furthermore, you may choose to use combat expertise only with our off-hand, gaining a +1 dodge bonus to AC for every -2 penalty to attack you take, to a maximum bonus of +5.
Multi-weapon Pounce
Prerequisites: Dex 15, Str 13, Power Attack, Two-weapon fighting, Improved Bull rush, BAB +6, Jump 10 ranks
Benefit: You can combine a charge attack with a jump check. If you cover at least 10 feet horizontally with your jump, you may attack once with every weapon you carry, instead of just with one weapon.
Additionally, you can make a single bull rush or trip attack against the enemy you charge. For this attempt, you are treated as being one size category larger than you are, and armed with a two-handed weapon. You also gain a +1 bonus on your strength check to bull rush or trip for every four points your jump check exceeds 10 by.
Synergy: If you have Two-weapon rend, your bonus damage from it is doubled during a pounce.
Two-weapon feint
Prerequisites: Dex 15, Int 13, Combat Expertise, Two-weapon Fighting, Improved Feint
Benefit: As a free action, you can give up an attack with one hand to feint as a free action with the other hand.
(needs better wording, help appreciated, but I hope the intent is clear).
Two-weapon Mastery
Prerequisites: Str 13, Dex 15, Int 13, Combat Expertise, Two-weapon Fighting, Improved Two-weapon fighting, Two-weapon Defence, Two-weapon Rend, Dual Strike, Base attack bonus 12+
You have mastered the art of fighting with one weapon in each hand.
Benefit: As long as you are holding a weapon in each hand, this feat gives you the following benefits:
As long as you retain your dexterity bonus to armour class, you can not be flanked.
Your weapons count as two-handed weapons for calculating your disarm modifier.
Whenever a feat, ability or special attack allows you to make a single attack, you can instead make one attack with each weapon.
You apply your full strength bonus to damage with each weapon.
Synergy: if you have the Dodge feat, you can nominate two targets instead of one and receive a dodge bonus against both of them, as well as any boni which apply to your dodge target from other feats and abilities.
Catch weapon
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, Improved Disarm, Two-weapon fighting, Two-weapon defense
Benefit: Whenever the target of your Dodge feat makes a melee attack you and misses, you can use an attack of opportunity to try and disarm him.
Shield Guard [General, Prowess]
Prerequisities: Shield Proficiency
Benefit: Choose one ally. As long as that ally stays adjacent to you, he profits from your shield bonus as well.
For every five character levels, you may choose one additional ally to profit from your shield bonus, to a maximum of four.
Shield Cover [General]
Prerequisities: Shield Proficiency, Shield Guard
Benefit: Whenever you and ally profiting from your shield bonus via shield guard are both affected by an area effect allowing a reflex save for half damage, you can choose to automatically fail your save, taking the full effect. If you do so, your ally only takes half damage on a failed save or no damage on a successful save.
Weapon Technique [General, Prowess]
Prerequisites: Weapon Focus with the chosen weapon group, base attack bonus +4.
Benefit: You gain a +2 bonus on all disarm, feint and trip checks and a +2 bonus on opposed attack rolls to sunder with weapons of the chosen group. This bonus increases by +1 for every four character levels.
Furthermore, you gain a +1 bonus to your armour class while wielding a weapon of the chosen group. This bonus increases to +2 when fighting defensively.
Weapon Expert: Axes
Prerequisites: STR 13, Weapon Focus and Weapon Technique with the axes group, Power Attack, Improved Sunder, Base Attack bonus +4
Benefit: Whenever you wound an opponent with a weapon of the axe group, the wound continues to bleed, dealing 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Furthermore, whenever you hit an opponent with a weapon of the axe group, you may automatically make attempt to sunder any shield or armour he is wearing.
Weapon Expert: Claw weapons
Prerequisites: Weapon Focus and Weapon Technique with the claw weapon group, base attack bonus +4
Benefit: When attacking with a weapon of the claw weapon group, you may add your unarmed damage to your weapon damage. You may use all abilities which only work while unarmed while wielding a claw weapon.
While wielding a claw weapon, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty on attack rolls, as does each other attack made that round.
Hip shot
Prerequisites: Weapon focus with the crossbow weapon group, rapid reload.
Benefit: As a swift action, you may fire a single shot from a crossbow, but if you do so, you suffer a -5 penalty to your attack roll.
Weapon Expert: Double Weapons
Prerequisites: Dex 15+, Two-weapon fighting, Two-weapon defense, Weapon Focus and Weapon Technique with the double weapon group, base attack bonus +4
Benefit: Your parry bonus from two-weapon defense is doubled while wielding a double weapon.
As a free action, you can change your grip on a double weapon, using it as a two-handed weapon dealing damage like either and of the double weapon. Your reach increases by five feet for attacks made in this way. You may even change your grip during a full attack, mixing the two-attack styles freely.
Weapon Expert: Flails and Chains
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Weapon Focus and Weapon Technique with the Flails and Chains weapon group, BAB +4
Benefit: Your opponent can not add any parry bonus to AC against attacks you make with a weapon of the flails and chains group.
Whenever you hit an opponent with a weapon of this group, you may make a free disarm attempt against him.
Weapon Expert: Heavy Blades [Prowess]
Prerequisites: STR 13, Power Attack, Cleave, Weapon Focus and Weapon Technique with the heavy blade weapon group, BAB +4
Benefit: When wielding a weapon of the heavy blade group, you gain a +1 parry bonus to AC. This bonus increases by +1 for every five character levels.
Whenever you attack an opponent with a weapon of the heavy blade group, you may decide to either deal slashing or piercing damage.
Finally, whenever you make an extra attack from your cleave feat, you can make a five-foot step before taking your cleave attack.
Weapon Expert: Light Blades
Prerequisites: Int 13, Combat Expertise, Improved Feint, Weapon Focus and Weapon Technique with the light blade group
Benefit: While wielding a light blade, you gain a +1 parry bonus to AC and a +1 initiative bonus. These boni both increases by +1 for every five character levels.
Whenever you attack an opponent with a weapon of the light blade group, you may decide to either deal slashing or piercing damage.
While wielding a light blade, may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty on attack rolls, as does each other attack made that round.
Weapon Expert: Maces, Picks and Hammers
Prerequisites: STR 13, Power Attack, Weapon Focus, Weapon Specialization and Weapon Technique with the Maces or the Picks and Hammers group, BAB 4+
Benefit: Whenever you attack an opponent with a weapon of the maces or the picks and hammers group, he only applies one half his armour and natural armour boni to armour class.
Whenever you hit an opponent while taking a penalty of -4 or more to hit from your power attack feat while wielding a weapon of these two groups, your opponent must make a fortitude save of DC 10+1/2 your class level + your strength bonus or be dazed until the end of his next turn.
Weapon Expert: Polearms and Spears
Prerequisites: Int 13, Combat Expertise Weapon Focus and Weapon Technique with the polearm or the spear group, BAB 4+
Benefit: As a free action, you can change your grip on a weapon of the polearms or the spears group, using it either as a reach weapon (even if it normally isn't a reach weapon, such as a halberd) or against adjacent foes.
Furthermore, whenever you take an attack of opportunity with a weapon of the polearms or spears groups against an opponent moving out of one of your threatened squares, you may immediately take a five-foot step after the attack.
Now, these aren't done yet, and it will take a while, but I thought I'd start with one feat chain for now, Two-weapon fighting. It still needs more feats, so suggestions are welcome.
First of all, a suggested class feature for the fighter, though. I'd like to say first that this isn't mean to fix the class all by itself and is instead rather meant as one of several features the fighter in a full fix should get. The name is shamelessly stolen from Fax Celestis' d20r, I hope he doesn't mind too much, otherwise, I'll rename it.
Prowess: For all feats marked with [Prowess], all which have a bonus or ability scaling with character level, fighter levels count double. Therefore, for these feats, a fighter 8 would count as a level 16 character, while a Fighter 2/Rogue 3 would count as level 7.
Parry Bonuses: The parry bonus is a new armour class bonus. It applies to touch AC, but is lost when flat-footed.
The following boni are parry boni:
-the AC bonus from fighting defensively or using the total defense action.
-the AC bonus from a defending weapon
-the boni from several of the feats mentioned below
Rewritten feats:
Two-weapon fighting [General, Prowess]
You can fight with a weapon in each hand.
Prerequisites: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.
These penalties are lessened by another 1 for every ten character levels.
Improved Two-weapon fighting
Prerequisites: Dex 15, Two-Weapon Fighting, Base attack bonus +6
Benefit:When your base attack bonus reaches +6, you can make a second attack with your off-hand weapon, at a -5 penalty. When your base attack bonus reaches +11, you can make a third attack with a -10 penalty, and when it reaches +16, you can make a fourth attack with a -15 penalty.
Two-Weapon Defense [General, Prowess]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 parry bonus to your AC. This bonus increases by +1 per four character levels.
When you are fighting defensively or using the total defense action, this parry bonus increases by +2.
Two-Weapon Rend[General, Prowess]
Prerequisites: Str 13, Dex 15, Two-Weapon Fighting, Improved Two-weapon Fighting, BAB 6+
Benefit If the you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus your strength bonus plus one damage per two character levels. Base weapon damage includes an enhancement bonus on damage, if any.
You only rend once per round, regardless of how many successful attacks you make.
Cleave [General, Prowess]
Prerequisites: Str 13, Power Attack
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round, plus an additional time per five character levels.
Dodge [General, Prowess]
Prerequisites: Dex 13.
Benefit During your round , you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. This bonus increases by +1 for every five character levels.
Far Shot [General, Prowess]
Prerequisites Point Blanc Shot
Benefit: When you use a ranged weapon, it's range increment is doubled. For every eight character levels, your range increment multiplier increases by one (to x3 at level 8, x4 at level 16 and so on).
Improved Bull Rush [General, Prowess]
Prerequisites Str 13, Power Attack
Benefit When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender. This bonus increases by +1 for every four character levels.
Improved Disarm [General, Prowess]
Prerequisites: Int 13, Combat Expertise.
Benefit You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +2 bonus on the opposed attack roll you make to disarm your opponent, which increases by +1 for every four character levels.
Improved Feint [General, Prowess]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a swift action. You also gain a +1 bonus for every three character levels on your bluff check to feint.
Improved Grapple [General, Prowess]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. This bonus increases by +1 for every four character levels.
Improved Initiative [General, Prowess]
Benefit You get a +4 bonus on initiative checks. This bonus increases by +1 for every six character levels.
Improved Overrun [General, Prowess]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent. This bonus increases by +1 for every four character levels.
Improved Trip [General, Prowess]
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. This bonus increases by +1 for every four character levels.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Mobility [General, Prowess]
Prerequisites: Dex 13, Dodge
Benefit:
You get a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. This bonus increases by +1 for every three character levels.
Furthermore, for every six character levels, your base land speed increases by 5ft.
Saving Throw Focus: [General]
Benefit: Choose a save type (Fortitude, Reflex or Will).
You get a +2 bonus on all saving throws of that type. This bonus increases by +1 for every five character levels.
Additionally, once per day, and an additional time per day for every six character levels, you may reroll a save of the chosen type.
Skill Focus [General]
Benefit: Choose one skill. You gain a +3 bonus on all checks involving that skill. This bonus increases by +1 for every two character levels.
Additionally, this skill is always treated as a class skill for you.
Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, BAB +6
Benefit: As part of a full attack action, you can move up to your speed, distributing your attacks between each enemy you pass by. However, you can not attack any enemy attacked this way more than once, and you have to move at least five feet between every attack.
Your movement does not provoke attacks of opportunity from any foe you attack this way.
Weapon Focus [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, BAB +1
Benefit: Choose one weapon group. You gain a +1 bonus on attack rolls with all weapons of the chosen weapon group. This bonus increases by +1 every four character levels.
Weapon Specialization [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus with the chosen weapon group. BAB +4
Benefit: You gain a +2 damage bonus with all weapons of the chosen group. This damage bonus increases by +1 every two character levels after the fourth.
Weapon Mastery [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus, Weapon Specialization and Improved Critical with the chosen weapon group, BAB +8
Benefit: For all the feats listed as prerequisites for Weapon Mastery, your character level is considered to be four higher. Furthermore, when you make a full attack with a weapon of the chosen group, all your iterative attacks after the first are made with a +5 bonus to their attack rolls. (So a fighter 20 would attack at +20/+20/+15/+10, plus whatever boni he had.
Weapon Supremacy [General, Prowess]
Prerequisites: Proficiency with the chosen weapon group, Weapon Focus, Weapon Mastery, Weapon Specialization, Weapon Technique and Improved Critical with the chosen weapon group, BAB +12
Benefit: When fighting with a weapon of the chosen weapon group, you receive the following benefits:
-You can not be disarmed (if you are fighting with two weapons, you may still lose your second weapon to disarming if it is not in the chosen weapon group).
-Once per day for every five class levels you have, you may reroll a single attack roll with a weapon of the chosen group.
-You have a +4 bonus to confirm critical hits with weapons of the chosen group, and your critical hit multiplier increases by +1.
New Feats:
Main Gauche
Prerequisites: Dex 15, Int 13, Two-weapon fighting, Two-weapon Defense, Combat Expertise
Benefit: When fighting defensively, you only apply the attack penalty to your off-hand. Furthermore, you may choose to use combat expertise only with our off-hand, gaining a +1 dodge bonus to AC for every -2 penalty to attack you take, to a maximum bonus of +5.
Multi-weapon Pounce
Prerequisites: Dex 15, Str 13, Power Attack, Two-weapon fighting, Improved Bull rush, BAB +6, Jump 10 ranks
Benefit: You can combine a charge attack with a jump check. If you cover at least 10 feet horizontally with your jump, you may attack once with every weapon you carry, instead of just with one weapon.
Additionally, you can make a single bull rush or trip attack against the enemy you charge. For this attempt, you are treated as being one size category larger than you are, and armed with a two-handed weapon. You also gain a +1 bonus on your strength check to bull rush or trip for every four points your jump check exceeds 10 by.
Synergy: If you have Two-weapon rend, your bonus damage from it is doubled during a pounce.
Two-weapon feint
Prerequisites: Dex 15, Int 13, Combat Expertise, Two-weapon Fighting, Improved Feint
Benefit: As a free action, you can give up an attack with one hand to feint as a free action with the other hand.
(needs better wording, help appreciated, but I hope the intent is clear).
Two-weapon Mastery
Prerequisites: Str 13, Dex 15, Int 13, Combat Expertise, Two-weapon Fighting, Improved Two-weapon fighting, Two-weapon Defence, Two-weapon Rend, Dual Strike, Base attack bonus 12+
You have mastered the art of fighting with one weapon in each hand.
Benefit: As long as you are holding a weapon in each hand, this feat gives you the following benefits:
As long as you retain your dexterity bonus to armour class, you can not be flanked.
Your weapons count as two-handed weapons for calculating your disarm modifier.
Whenever a feat, ability or special attack allows you to make a single attack, you can instead make one attack with each weapon.
You apply your full strength bonus to damage with each weapon.
Synergy: if you have the Dodge feat, you can nominate two targets instead of one and receive a dodge bonus against both of them, as well as any boni which apply to your dodge target from other feats and abilities.
Catch weapon
Prerequisites: Dex 15, Int 13, Combat Expertise, Dodge, Improved Disarm, Two-weapon fighting, Two-weapon defense
Benefit: Whenever the target of your Dodge feat makes a melee attack you and misses, you can use an attack of opportunity to try and disarm him.
Shield Guard [General, Prowess]
Prerequisities: Shield Proficiency
Benefit: Choose one ally. As long as that ally stays adjacent to you, he profits from your shield bonus as well.
For every five character levels, you may choose one additional ally to profit from your shield bonus, to a maximum of four.
Shield Cover [General]
Prerequisities: Shield Proficiency, Shield Guard
Benefit: Whenever you and ally profiting from your shield bonus via shield guard are both affected by an area effect allowing a reflex save for half damage, you can choose to automatically fail your save, taking the full effect. If you do so, your ally only takes half damage on a failed save or no damage on a successful save.
Weapon Technique [General, Prowess]
Prerequisites: Weapon Focus with the chosen weapon group, base attack bonus +4.
Benefit: You gain a +2 bonus on all disarm, feint and trip checks and a +2 bonus on opposed attack rolls to sunder with weapons of the chosen group. This bonus increases by +1 for every four character levels.
Furthermore, you gain a +1 bonus to your armour class while wielding a weapon of the chosen group. This bonus increases to +2 when fighting defensively.
Weapon Expert: Axes
Prerequisites: STR 13, Weapon Focus and Weapon Technique with the axes group, Power Attack, Improved Sunder, Base Attack bonus +4
Benefit: Whenever you wound an opponent with a weapon of the axe group, the wound continues to bleed, dealing 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Furthermore, whenever you hit an opponent with a weapon of the axe group, you may automatically make attempt to sunder any shield or armour he is wearing.
Weapon Expert: Claw weapons
Prerequisites: Weapon Focus and Weapon Technique with the claw weapon group, base attack bonus +4
Benefit: When attacking with a weapon of the claw weapon group, you may add your unarmed damage to your weapon damage. You may use all abilities which only work while unarmed while wielding a claw weapon.
While wielding a claw weapon, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty on attack rolls, as does each other attack made that round.
Hip shot
Prerequisites: Weapon focus with the crossbow weapon group, rapid reload.
Benefit: As a swift action, you may fire a single shot from a crossbow, but if you do so, you suffer a -5 penalty to your attack roll.
Weapon Expert: Double Weapons
Prerequisites: Dex 15+, Two-weapon fighting, Two-weapon defense, Weapon Focus and Weapon Technique with the double weapon group, base attack bonus +4
Benefit: Your parry bonus from two-weapon defense is doubled while wielding a double weapon.
As a free action, you can change your grip on a double weapon, using it as a two-handed weapon dealing damage like either and of the double weapon. Your reach increases by five feet for attacks made in this way. You may even change your grip during a full attack, mixing the two-attack styles freely.
Weapon Expert: Flails and Chains
Prerequisites: Int 13, Combat Expertise, Improved Disarm, Weapon Focus and Weapon Technique with the Flails and Chains weapon group, BAB +4
Benefit: Your opponent can not add any parry bonus to AC against attacks you make with a weapon of the flails and chains group.
Whenever you hit an opponent with a weapon of this group, you may make a free disarm attempt against him.
Weapon Expert: Heavy Blades [Prowess]
Prerequisites: STR 13, Power Attack, Cleave, Weapon Focus and Weapon Technique with the heavy blade weapon group, BAB +4
Benefit: When wielding a weapon of the heavy blade group, you gain a +1 parry bonus to AC. This bonus increases by +1 for every five character levels.
Whenever you attack an opponent with a weapon of the heavy blade group, you may decide to either deal slashing or piercing damage.
Finally, whenever you make an extra attack from your cleave feat, you can make a five-foot step before taking your cleave attack.
Weapon Expert: Light Blades
Prerequisites: Int 13, Combat Expertise, Improved Feint, Weapon Focus and Weapon Technique with the light blade group
Benefit: While wielding a light blade, you gain a +1 parry bonus to AC and a +1 initiative bonus. These boni both increases by +1 for every five character levels.
Whenever you attack an opponent with a weapon of the light blade group, you may decide to either deal slashing or piercing damage.
While wielding a light blade, may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty on attack rolls, as does each other attack made that round.
Weapon Expert: Maces, Picks and Hammers
Prerequisites: STR 13, Power Attack, Weapon Focus, Weapon Specialization and Weapon Technique with the Maces or the Picks and Hammers group, BAB 4+
Benefit: Whenever you attack an opponent with a weapon of the maces or the picks and hammers group, he only applies one half his armour and natural armour boni to armour class.
Whenever you hit an opponent while taking a penalty of -4 or more to hit from your power attack feat while wielding a weapon of these two groups, your opponent must make a fortitude save of DC 10+1/2 your class level + your strength bonus or be dazed until the end of his next turn.
Weapon Expert: Polearms and Spears
Prerequisites: Int 13, Combat Expertise Weapon Focus and Weapon Technique with the polearm or the spear group, BAB 4+
Benefit: As a free action, you can change your grip on a weapon of the polearms or the spears group, using it either as a reach weapon (even if it normally isn't a reach weapon, such as a halberd) or against adjacent foes.
Furthermore, whenever you take an attack of opportunity with a weapon of the polearms or spears groups against an opponent moving out of one of your threatened squares, you may immediately take a five-foot step after the attack.