Fizban
2010-06-20, 07:21 AM
Edit: New variants in multiple flavors. There's hitting harder, hitting faster, free critical threats, and just plain extra damage from your special abilities. The old version of One Handed Fighting is in a spoiler at the bottom if you're looking for it. New feats also have a little fluff, emphasis on little.
Edit2: renamed Precise Fighter to Focused Style and removed the melee restriction. It's now usable with one handed ranged weapons, like daggers and hand crossbows. And while I was at it, I decided to write up something for crossbows. It's still a stickler about handedness, but that should keep it from mixing with Focused Style. I don't think the crit mechanic can be abused very easily with ranged weapons, especially crossbows, so I'm not too worried about abuse, but as always I could be wrong so that's why I ask for your help.
Edit3: Person Man pointed out that the last crop of feats were strongly duplicative of each other, and he had a good point, so I've reduced it to one feat line and two standalone feats, and axed the crossbow feats for now. As before, old versions are spoilered at the bottom. While Special Attack Specialization is actually weaker than the last version because you can never use it more than 1/round, it feels like more of a must-have feat, which is usually a bad sign. Since Milskidasith described the old one as powerful but didn't say overpowered I'm going to keep it in the running for now (hopefully I'm not putting words in his mouth :smalleek:).
One Weapon Fighting [General, Fighter]
Prerequisite: Dex 15
Benefit: Once per round when you successfully make an attack with a manufactured weapon wielded in one hand, you gain an extra attack at the same attack bonus. You may not use your other hand (or hands) to make attacks, use a shield (including animated shields), or fire a projectile weapon that requires two hands to fire (such as a bow) in the same round that you use this feat.
Improved One Weapon Fighting [General, Fighter]
Prerequisites: Dex 17, One Weapon Fighting, BAB +6
Benefit: You may gain a second extra attack each round from your One Weapon Fighting feat.
Greater One Weapon Fighting [General, Fighter]
Prerequisites: Dex 19, One Weapon Fighting, Improved One Weapon Fighting, BAB +11
Benefit: You may gain a third extra attack each round from your One Weapon Fighting feat.
Perfect One Weapon Fighting [Epic]
Prerequisites: Dex 25, One Weapon Fighting, Improved One Weapon Fighting, Greater One Weapon Fighting
Benefit: You may use your One Weapon Fighting feat as many times per round as you have attacks (Ex: you have 4 attacks from BAB and 1 attack from a Haste spell, so you gain up to 5 extra attacks from your One Weapon Fighting feat). Each extra attack still requires you to meet the requirements for One Weapon Fighting before you can use it.
One Handed Power Attack
Prerequisites: Str 15, Power Attack
Benefit: When attacking with a weapon wielded in one hand and using your Power Attack feat, you deal extra damage from Power Attack as if you were wielding the weapon in two hands.
Special Attack Specialization
Prerequisites: A source of bonus damage from a class ability.
Benefit: Choose a source of damage you have from a class ability, such as sneak attack or favored enemy. Once per round before making an attack, you may choose to double the damage from your chosen ability for that attack. If the attack misses, the attempt is wasted.
One Handed Fighting [General]
Prerequisites: Dex 15
Benefit: When making a full attack with a single melee weapon wielded in one hand, you can deal extra damage. Once during your full attack after hitting an opponent you can make a second attack roll as a free action using the same bonuses as the attack that just hit. If this second roll hits, you may double any bonus damage from the triggering attack.
Special: bonus damage for this feat must be damage that applies to all attacks in your full attack. It does not include the base damage of the weapon or effects on the weapon, but does include damage from ability modifiers and effects on the user, as well as special attacks and feats. Bonus damage that cannot be applied to a second weapon without additional cost cannot be used with this feat. A Fighter may select One Handed Fighting as one of his bonus feats.
Example: a level 1 rogue with OHF and 12 strength makes a full attack against a foe with a dagger in one hand while flanking with an ally. He hits on his attack and makes a second attack roll with the same bonuses, which also hits. The rogue deals his normal weapon damage and deals double his strength and sneak attack damage, for a total of 1d4+2+2d6.
Example: the same rogue attacks with a +1 flaming dagger. The +1 enhancement bonus applies to both attack rolls, and he hits both times. The extra damage from the dagger's enhancements is not multiplied, so the rogue deals 1d4+2+1+1d6(fire)+2d6(sneak attack).
Example: a level 6 fighter with OHF, Power Attack, and 16 strength threatens three foes. He full attacks with a longsword while wearing a heavy shield and using Power attack for -3/+3. He makes two attacks at +6 and +1. His first roll hits, and he uses OHF as a free action and hits on the second attack roll, dealing 1d8+6+6 total damage, which is enough to kill his first target. His second attack hits his second foe for 1d8+3+3, but this is not enough damage to drop it. On his next turn he makes the same full attack with power attack for -3/+3, and tagets the wounded foe first. He hits on his first attack in the second round and decides not to use OHF, dealing 1d8+3+3, which is enough to drop the second, already wounded foe. Finally, he makes his second attack and hits the third, unwounded foe. He uses OHF and luckily hits on the second attack roll as a free action, doubling his bonus damage for a total of 1d8+6+6, which is enough to drop the third foe in one swing.
Improved One Handed Fighting [General]
Prerequisites: Dex 17, One Handed Fighting, BAB +6
Benefit: you may use the benefit of One Handed Fighting a second time per round. This use must be used after one of your iterative attacks with at least a -5 penalty.
Special: A Fighter may select Improved One Handed Fighting as one of his bonus feats.
Greater One Handed Fighting [General]
Prerequisites: Dex 19, One Handed Fighting, Improved One Handed Fighting, BAB +11
Benefit: you may use the benefit of One Handed Fighting a third time per round. This use must be used after one of your iterative attacks with at least a -10 penalty.
Special: A Fighter may select Greater One Handed Fighting as one of his bonus feats.
So, these feats are supposed to let someone catch up to TWF damage with one weapon. You don't take a penalty, but you don't get your weapon or magic weapon damage more than once and you don't have as many chances to hit your opponent since your "extra attacks" only go off after you hit them in the first place. The improved versions keep the diminishing returns penalty of the normal TWF feats, which isn't really a useful feature, but should keep them in line, and also prevent you from doubling up on bonus attacks from Flurry or Haste. You'll notice that I specifically let this work with Power Attack. Hopefully with a way to double their power attack damage this could let sword and board stand up to THF. Well, at least as well as TWF can stand up to THF, which isn't very well, but it's still better than nothing.
Comments, criticism, suggestions? In particular I could use less ambiguous wordings. I want it to work with pretty much any class ability or feat that could give bonus damage to TWF, but without actually just saying that. And if anyone wants to check my horrible fighter example or write up a better one that'd be fine too. And any name suggestions: I don't want to use Einhander or Fencer because those have been used a ton and I definitely don't know my swordfighting enough to use them properly anyway.
This thread inspired by wanting a one handed sneak attack/other bonus dice user after seeing this (http://www.giantitp.com/forums/showthread.php?t=155012) class by Samm. Thanks for giving me the nudge to get up and homebrew something.
The new feats should hopefully be a bit easier to read. Strong Arm and Doublestrike seem okay: they both take diminishing returns like TWF and may end up being weaker in the end. Surgeon's Strike is the only one that can be wasted before making the second roll, but it's less restrictive and can still be used with various magic and abilities that function on critical hits. Precise Fighter is the most restrictive in terms of what damage you can increase, but the least restrictive in that you don't have to make any extra rolls. The last two are the ones I'm most worried about, but I'll take input on anything. Interactions with other classes, feats, and abilities are important to make them as widely usable as possible. Ideally you should be able to drop Strong Arm or Doublestrike into a TWF or THF build and have it work just as well (aside from displaced feats).
Strong Arm [General, Fighter]
Prerequisite: str 15
Benefit: You have learned how to strike as hard with one arm as most warriors would with two. When making an attack or full attack action with a single melee weapon wielded in one hand, you may double all damage (including bonus dice) from one attack per round by hitting on a second attack roll with the same bonus as a free action. You chose to apply Strong Arm after one of your attacks hits, but before damage is dealt. If you choose not to use this feat on your first hit, you may use it later in your full attack. If you miss with the free action attack roll, or do not use it during your turn, it is wasted. You may also use Strong Arm when throwing a weapon, however when doing so you must choose to use the feat before seeing if your initial attack roll hits. If the attack you choose to use it on misses, the attempt is wasted.
Improved Strong Arm [General, Fighter]
Prerequisites: str 17, BAB 6+, Strong Arm
Benefit: You have the strength to make another push against your foes in each attack. You may use Strong Arm twice per turn, but the second use must be triggered by an iterative attack with at least a -5 penalty.
Greater Strong Arm [General, Fighter]
Prerequisites: str 19, BAB 11+, Strong Arm, Improved Strong Arm
Benefit: Your weapon arm is nearly tireless, smashing foes left and right. You may use Strong Arm a third time per turn, but the third use must be triggered by an iterative attack with at least a -10 penalty.
Perfect Strong Arm [Epic]
Prerequisites: str 25, Strong Arm, Improved Strong Arm, Greater Strong Arm.
Benefit: Though your study of other styles may have suffered, none dispute that you are a master of fighting with a single hand. You may use Strong Arm on all your iterative attacks in a full attack. You may still only use it when fighting with a single weapon in one hand.
Doublestrike [General, Fighter]
Prerequisite: dex 15
Benefit: You see the opening after striking your foe and make a second attack in the time it takes most warriors to finish their first one. When making a full attack with a single melee weapon wielded in one hand you may make one extra attack per round. This attack is made at your full base attack bonus, but cannot be made until after one of your other attacks hits. You must decide to use Doublestrike before attacking, and take a -2 penalty on all attacks in a round that you do so.
Triplestrike [General, Fighter]
Prerequisistes: dex 17, BAB 6+, Doublestrike
Benefit: Each attack you make only leaves your foes open for more. You gain a second extra attack from your Doublestrike feat at your full base attack bonus. The second attack cannot be made until at least two other attacks have hit, and you take a -4 penalty on all attacks in a round that you use Triplestrike.
Quadruplestrike [General, Fighter]
Prerequisistes: dex 19, BAB 11+, Doublestrike, Improved Doublestrike
Benefit: Just one opening can turn the tide of battle in your favor. You gain a third extra attack from your Doublestrike feat at your full base attack bonus. The third attack cannot be made until you hit with three other attacks, and you take a -6 penalty on all attacks in a round that you use Quadruplestrike.
Multistrike [Epic]
Prerequisistes: dex 25, Doublestrike, Improved Doublestrike, Greater Doublestrike
Benefit: You may gain an extra attack each round at your full base attack bonus for every iterative attack you receive. For every extra attack made you take a -2 penalty on all attack rolls made this round, and each extra attack requires another hit before it can be used.
Surgeon's Strike [General, Fighter]
Prerequisites: dex 13, heal 2 ranks
Benefit: Through study of anatomy and a deft hand you can strike your foes' vitals with the proper tool. Once per round you can declare one of your melee attacks will automatically threaten a critical hit. If the attack hits, roll to confirm the critical hit as normal. If the attack misses, the attempt for the round is wasted. You may only use this feat with weapons that have a base critical modifier of x2, and only when wielding them in one hand.
Improved Surgeon's Strike [General, Fighter]
Prerequisistes: dex 15, heal 4 ranks, BAB 6+
Benefit: By identifying multiple weak points and working quickly you can eviscerate foes even faster. You may attempt to use Surgeon's Strike twice per round.
Greater Surgeon's Strike [General, Fighter]
Prerequisites: dex 17, heal 8 ranks, BAB 11+
Benefit: The healers would be ashamed with what you've made of their art. You may attempt to use Surgeon's Strike three times per round.
Focused Style [General, Fighter]
Prerequisites: Concentration 2 ranks, some form of bonus damage from a feat or class ability
Benefit: When focusing on the one hand guiding your wepaon and a single style of combat, you can improve the results you get from that style. Choose a form of bonus damage you have from a feat or class ability, such as the Power Attack feat or the Sneak Attack ability. When making an attack or full attack action with a single weapon wielded in one hand, you may double all damage you deal using the chosen ability on one attack with that weapon. You may choose to use this ability after hitting a target, but before damage is dealt.
Improved Focused Style [General, Fighter]
Prerequisistes: Concentration 4 ranks, Focused Style, BAB 6+
Benefit: With improved concentration comes the ability to focus your meta-style multiple times in an attack. You may use the benefit of Focused Style twice during your full attack.
Greater Focused Style [General, Fighter]
Prerequisites: Concentration 8 ranks, Focused Style, Improved Focused Style, BAB 11+
Benefit: Further refinement makes you a master of your chosen style. You may use the benefit of Focused Style three times during your full attack.
Crossbow Terror [General, Fighter]
Prerequisites: Weapon Focus [any crossbow]
Benefit: When wielding a crossbow with which you have the Weapon Focus feat in two hands you may make your first attack in a round especially deadly. When you take your first attack, instead of rolling once you may roll twice. If both rolls are high enough to hit, the attack counts as a critical hit with a x2 modifier regardless of the weapon's normal threat range and multiplier. If one roll hits, the attack is resolved as normal (and may still threaten a critical hit). If both rolls miss, then the attack misses as normal.
Crossbow Fiend [General, Fighter]
Prerequisites: Weapon Focus [any crossbow], Crossbow Terror, BAB 6+
Benefit: When using the crossbow Terror feat, you may now roll three attacks in place of your first attack. If all three attacks hit, then the attack counts as a critical hit with a x3 modifier, otherwise it functions as the previous feat.
Crossbow Nightmare [General, Fighter]
Prerequisites: Weapon Focus [any crossbow], Crossbow Terror, Crossbow Fiend, BAB 11+
Benefit: You make four rolls when using Crossbow Terror. If all four rolls hit the attack is a critical hit with a x4 modifier, otherwise it functions as the previous feats.
Edit2: renamed Precise Fighter to Focused Style and removed the melee restriction. It's now usable with one handed ranged weapons, like daggers and hand crossbows. And while I was at it, I decided to write up something for crossbows. It's still a stickler about handedness, but that should keep it from mixing with Focused Style. I don't think the crit mechanic can be abused very easily with ranged weapons, especially crossbows, so I'm not too worried about abuse, but as always I could be wrong so that's why I ask for your help.
Edit3: Person Man pointed out that the last crop of feats were strongly duplicative of each other, and he had a good point, so I've reduced it to one feat line and two standalone feats, and axed the crossbow feats for now. As before, old versions are spoilered at the bottom. While Special Attack Specialization is actually weaker than the last version because you can never use it more than 1/round, it feels like more of a must-have feat, which is usually a bad sign. Since Milskidasith described the old one as powerful but didn't say overpowered I'm going to keep it in the running for now (hopefully I'm not putting words in his mouth :smalleek:).
One Weapon Fighting [General, Fighter]
Prerequisite: Dex 15
Benefit: Once per round when you successfully make an attack with a manufactured weapon wielded in one hand, you gain an extra attack at the same attack bonus. You may not use your other hand (or hands) to make attacks, use a shield (including animated shields), or fire a projectile weapon that requires two hands to fire (such as a bow) in the same round that you use this feat.
Improved One Weapon Fighting [General, Fighter]
Prerequisites: Dex 17, One Weapon Fighting, BAB +6
Benefit: You may gain a second extra attack each round from your One Weapon Fighting feat.
Greater One Weapon Fighting [General, Fighter]
Prerequisites: Dex 19, One Weapon Fighting, Improved One Weapon Fighting, BAB +11
Benefit: You may gain a third extra attack each round from your One Weapon Fighting feat.
Perfect One Weapon Fighting [Epic]
Prerequisites: Dex 25, One Weapon Fighting, Improved One Weapon Fighting, Greater One Weapon Fighting
Benefit: You may use your One Weapon Fighting feat as many times per round as you have attacks (Ex: you have 4 attacks from BAB and 1 attack from a Haste spell, so you gain up to 5 extra attacks from your One Weapon Fighting feat). Each extra attack still requires you to meet the requirements for One Weapon Fighting before you can use it.
One Handed Power Attack
Prerequisites: Str 15, Power Attack
Benefit: When attacking with a weapon wielded in one hand and using your Power Attack feat, you deal extra damage from Power Attack as if you were wielding the weapon in two hands.
Special Attack Specialization
Prerequisites: A source of bonus damage from a class ability.
Benefit: Choose a source of damage you have from a class ability, such as sneak attack or favored enemy. Once per round before making an attack, you may choose to double the damage from your chosen ability for that attack. If the attack misses, the attempt is wasted.
One Handed Fighting [General]
Prerequisites: Dex 15
Benefit: When making a full attack with a single melee weapon wielded in one hand, you can deal extra damage. Once during your full attack after hitting an opponent you can make a second attack roll as a free action using the same bonuses as the attack that just hit. If this second roll hits, you may double any bonus damage from the triggering attack.
Special: bonus damage for this feat must be damage that applies to all attacks in your full attack. It does not include the base damage of the weapon or effects on the weapon, but does include damage from ability modifiers and effects on the user, as well as special attacks and feats. Bonus damage that cannot be applied to a second weapon without additional cost cannot be used with this feat. A Fighter may select One Handed Fighting as one of his bonus feats.
Example: a level 1 rogue with OHF and 12 strength makes a full attack against a foe with a dagger in one hand while flanking with an ally. He hits on his attack and makes a second attack roll with the same bonuses, which also hits. The rogue deals his normal weapon damage and deals double his strength and sneak attack damage, for a total of 1d4+2+2d6.
Example: the same rogue attacks with a +1 flaming dagger. The +1 enhancement bonus applies to both attack rolls, and he hits both times. The extra damage from the dagger's enhancements is not multiplied, so the rogue deals 1d4+2+1+1d6(fire)+2d6(sneak attack).
Example: a level 6 fighter with OHF, Power Attack, and 16 strength threatens three foes. He full attacks with a longsword while wearing a heavy shield and using Power attack for -3/+3. He makes two attacks at +6 and +1. His first roll hits, and he uses OHF as a free action and hits on the second attack roll, dealing 1d8+6+6 total damage, which is enough to kill his first target. His second attack hits his second foe for 1d8+3+3, but this is not enough damage to drop it. On his next turn he makes the same full attack with power attack for -3/+3, and tagets the wounded foe first. He hits on his first attack in the second round and decides not to use OHF, dealing 1d8+3+3, which is enough to drop the second, already wounded foe. Finally, he makes his second attack and hits the third, unwounded foe. He uses OHF and luckily hits on the second attack roll as a free action, doubling his bonus damage for a total of 1d8+6+6, which is enough to drop the third foe in one swing.
Improved One Handed Fighting [General]
Prerequisites: Dex 17, One Handed Fighting, BAB +6
Benefit: you may use the benefit of One Handed Fighting a second time per round. This use must be used after one of your iterative attacks with at least a -5 penalty.
Special: A Fighter may select Improved One Handed Fighting as one of his bonus feats.
Greater One Handed Fighting [General]
Prerequisites: Dex 19, One Handed Fighting, Improved One Handed Fighting, BAB +11
Benefit: you may use the benefit of One Handed Fighting a third time per round. This use must be used after one of your iterative attacks with at least a -10 penalty.
Special: A Fighter may select Greater One Handed Fighting as one of his bonus feats.
So, these feats are supposed to let someone catch up to TWF damage with one weapon. You don't take a penalty, but you don't get your weapon or magic weapon damage more than once and you don't have as many chances to hit your opponent since your "extra attacks" only go off after you hit them in the first place. The improved versions keep the diminishing returns penalty of the normal TWF feats, which isn't really a useful feature, but should keep them in line, and also prevent you from doubling up on bonus attacks from Flurry or Haste. You'll notice that I specifically let this work with Power Attack. Hopefully with a way to double their power attack damage this could let sword and board stand up to THF. Well, at least as well as TWF can stand up to THF, which isn't very well, but it's still better than nothing.
Comments, criticism, suggestions? In particular I could use less ambiguous wordings. I want it to work with pretty much any class ability or feat that could give bonus damage to TWF, but without actually just saying that. And if anyone wants to check my horrible fighter example or write up a better one that'd be fine too. And any name suggestions: I don't want to use Einhander or Fencer because those have been used a ton and I definitely don't know my swordfighting enough to use them properly anyway.
This thread inspired by wanting a one handed sneak attack/other bonus dice user after seeing this (http://www.giantitp.com/forums/showthread.php?t=155012) class by Samm. Thanks for giving me the nudge to get up and homebrew something.
The new feats should hopefully be a bit easier to read. Strong Arm and Doublestrike seem okay: they both take diminishing returns like TWF and may end up being weaker in the end. Surgeon's Strike is the only one that can be wasted before making the second roll, but it's less restrictive and can still be used with various magic and abilities that function on critical hits. Precise Fighter is the most restrictive in terms of what damage you can increase, but the least restrictive in that you don't have to make any extra rolls. The last two are the ones I'm most worried about, but I'll take input on anything. Interactions with other classes, feats, and abilities are important to make them as widely usable as possible. Ideally you should be able to drop Strong Arm or Doublestrike into a TWF or THF build and have it work just as well (aside from displaced feats).
Strong Arm [General, Fighter]
Prerequisite: str 15
Benefit: You have learned how to strike as hard with one arm as most warriors would with two. When making an attack or full attack action with a single melee weapon wielded in one hand, you may double all damage (including bonus dice) from one attack per round by hitting on a second attack roll with the same bonus as a free action. You chose to apply Strong Arm after one of your attacks hits, but before damage is dealt. If you choose not to use this feat on your first hit, you may use it later in your full attack. If you miss with the free action attack roll, or do not use it during your turn, it is wasted. You may also use Strong Arm when throwing a weapon, however when doing so you must choose to use the feat before seeing if your initial attack roll hits. If the attack you choose to use it on misses, the attempt is wasted.
Improved Strong Arm [General, Fighter]
Prerequisites: str 17, BAB 6+, Strong Arm
Benefit: You have the strength to make another push against your foes in each attack. You may use Strong Arm twice per turn, but the second use must be triggered by an iterative attack with at least a -5 penalty.
Greater Strong Arm [General, Fighter]
Prerequisites: str 19, BAB 11+, Strong Arm, Improved Strong Arm
Benefit: Your weapon arm is nearly tireless, smashing foes left and right. You may use Strong Arm a third time per turn, but the third use must be triggered by an iterative attack with at least a -10 penalty.
Perfect Strong Arm [Epic]
Prerequisites: str 25, Strong Arm, Improved Strong Arm, Greater Strong Arm.
Benefit: Though your study of other styles may have suffered, none dispute that you are a master of fighting with a single hand. You may use Strong Arm on all your iterative attacks in a full attack. You may still only use it when fighting with a single weapon in one hand.
Doublestrike [General, Fighter]
Prerequisite: dex 15
Benefit: You see the opening after striking your foe and make a second attack in the time it takes most warriors to finish their first one. When making a full attack with a single melee weapon wielded in one hand you may make one extra attack per round. This attack is made at your full base attack bonus, but cannot be made until after one of your other attacks hits. You must decide to use Doublestrike before attacking, and take a -2 penalty on all attacks in a round that you do so.
Triplestrike [General, Fighter]
Prerequisistes: dex 17, BAB 6+, Doublestrike
Benefit: Each attack you make only leaves your foes open for more. You gain a second extra attack from your Doublestrike feat at your full base attack bonus. The second attack cannot be made until at least two other attacks have hit, and you take a -4 penalty on all attacks in a round that you use Triplestrike.
Quadruplestrike [General, Fighter]
Prerequisistes: dex 19, BAB 11+, Doublestrike, Improved Doublestrike
Benefit: Just one opening can turn the tide of battle in your favor. You gain a third extra attack from your Doublestrike feat at your full base attack bonus. The third attack cannot be made until you hit with three other attacks, and you take a -6 penalty on all attacks in a round that you use Quadruplestrike.
Multistrike [Epic]
Prerequisistes: dex 25, Doublestrike, Improved Doublestrike, Greater Doublestrike
Benefit: You may gain an extra attack each round at your full base attack bonus for every iterative attack you receive. For every extra attack made you take a -2 penalty on all attack rolls made this round, and each extra attack requires another hit before it can be used.
Surgeon's Strike [General, Fighter]
Prerequisites: dex 13, heal 2 ranks
Benefit: Through study of anatomy and a deft hand you can strike your foes' vitals with the proper tool. Once per round you can declare one of your melee attacks will automatically threaten a critical hit. If the attack hits, roll to confirm the critical hit as normal. If the attack misses, the attempt for the round is wasted. You may only use this feat with weapons that have a base critical modifier of x2, and only when wielding them in one hand.
Improved Surgeon's Strike [General, Fighter]
Prerequisistes: dex 15, heal 4 ranks, BAB 6+
Benefit: By identifying multiple weak points and working quickly you can eviscerate foes even faster. You may attempt to use Surgeon's Strike twice per round.
Greater Surgeon's Strike [General, Fighter]
Prerequisites: dex 17, heal 8 ranks, BAB 11+
Benefit: The healers would be ashamed with what you've made of their art. You may attempt to use Surgeon's Strike three times per round.
Focused Style [General, Fighter]
Prerequisites: Concentration 2 ranks, some form of bonus damage from a feat or class ability
Benefit: When focusing on the one hand guiding your wepaon and a single style of combat, you can improve the results you get from that style. Choose a form of bonus damage you have from a feat or class ability, such as the Power Attack feat or the Sneak Attack ability. When making an attack or full attack action with a single weapon wielded in one hand, you may double all damage you deal using the chosen ability on one attack with that weapon. You may choose to use this ability after hitting a target, but before damage is dealt.
Improved Focused Style [General, Fighter]
Prerequisistes: Concentration 4 ranks, Focused Style, BAB 6+
Benefit: With improved concentration comes the ability to focus your meta-style multiple times in an attack. You may use the benefit of Focused Style twice during your full attack.
Greater Focused Style [General, Fighter]
Prerequisites: Concentration 8 ranks, Focused Style, Improved Focused Style, BAB 11+
Benefit: Further refinement makes you a master of your chosen style. You may use the benefit of Focused Style three times during your full attack.
Crossbow Terror [General, Fighter]
Prerequisites: Weapon Focus [any crossbow]
Benefit: When wielding a crossbow with which you have the Weapon Focus feat in two hands you may make your first attack in a round especially deadly. When you take your first attack, instead of rolling once you may roll twice. If both rolls are high enough to hit, the attack counts as a critical hit with a x2 modifier regardless of the weapon's normal threat range and multiplier. If one roll hits, the attack is resolved as normal (and may still threaten a critical hit). If both rolls miss, then the attack misses as normal.
Crossbow Fiend [General, Fighter]
Prerequisites: Weapon Focus [any crossbow], Crossbow Terror, BAB 6+
Benefit: When using the crossbow Terror feat, you may now roll three attacks in place of your first attack. If all three attacks hit, then the attack counts as a critical hit with a x3 modifier, otherwise it functions as the previous feat.
Crossbow Nightmare [General, Fighter]
Prerequisites: Weapon Focus [any crossbow], Crossbow Terror, Crossbow Fiend, BAB 11+
Benefit: You make four rolls when using Crossbow Terror. If all four rolls hit the attack is a critical hit with a x4 modifier, otherwise it functions as the previous feats.