BladeofOblivion
2010-09-17, 02:22 AM
These won't let you beat up casters like is fair, but at least you can do more than throw around slashing damage.
Affinity of the Blade [General]
Prerequisites: BAB 5+
Benefit: Choose a type of melee weapon. You gain a +3 bonus to all attack and damage rolls with the chosen weapon. This feat may be chosen as a Fighter Bonus Feat.
Crippling Strike [Fighter]
Prerequisites: BAB 10+, 8th level Fighter
Benefit: When attacking with a Melee weapon, by taking a -6 penalty to your attack roll, you may infict one of the following effects in addition to your weapon's damage:
Kneecap: Affected target must succeed on a Fortitude save equal to 10 + Half your Base attack Bonus + your strength score or have their land speed reduced to 5 ft.
Shoulder: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or suffer a -10 penalty to all melee attack rolls.
Fingers: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or suffer a -10 penalty to all ranged attack rolls.
Eyes: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or become Blind.
Voice Box: Affected target must succeed on a Fortitude save equal to 10 + Half your Base attack Bonus + your strength score or suffer from a Silence effect.
Lung: There is a 20% chance each round that the affected target must succeed on a fortitude save equal to 10 + Half your Base attack Bonus + your strength score or become unable to take any action.
These effects are permanent until cured. Any spell with the [Healing] descriptor will cure one effect of the caster's choice, and the Heal spell will cure all effects at once. Regenerate will heal one effect/round. This feat may be chosen as a Fighter Bonus Feat.
Master of the Blade [General]
Prerequisites: BAB 8+, Affinity of the Blade
Benefit: Choose a type of melee weapon. Gain a +6 bonus to all attack and damage rolls with the chosen weapon. This is not cumulative with the bonus from Affinity of the Blade. This feat may be chosen as a Fighter Bonus Feat.
Strike the Mind [Fighter]
Prerequisites: BAB 12+, Master of the Blade, Crippling Strike
Benefit: You may take a -6 penalty to your attack roll to use this ability. If you do so, your opponent must make a will save with a DC equal to your adjusted attack roll. On a failed save, you deal no hit point damage, but deal one point of Intelligence damage for every ten points hit point damage the attack would have otherwise dealt. This feat may be chosen as a Fighter Bonus Feat.
Reflected Shot [General]
Prerequisites: Dex 13+
Benefit: When using a ranged weapon, you may trace a path from you to a wall or other convienient surface, then from that point to your target. This is the path your attack takes. This can be used to negate the AC bonus an enemy has from cover. You may only bounce off one surface per attack. Hitting a target you cannot see still has the regular 50% miss chance associated with total concealment. Any ranged attack making use of this feat suffers a -2 penalty to hit. This feat may be chosen as a Fighter Bonus Feat.
Shield Defense [General]
Prerequisites: Tower Shield Proficiency, Base Attack Bonus +4
Benefit: If you are fighting with a tower shield, any ally within 5 feet who is not fighting with a shield gains your shield's AC bonus. You do not lose your shield bonus, and this bonus stacks with the ally's armor bonus as per the normal rules. Any ally within 5 feet who is fighting with a shield gains a + 2 circumstance bonus to AC; This bonus does not stack with itself. In addition, you may make an additional shield bash attack as part of a full attack at your full Base attack bonus, regardless of the fact that you cannot normally bash with a tower shield. With this feat, a shield bash with a tower shield deals damage as a Greatclub. This feat may be chosen as a Fighter Bonus Feat.
Do PEACH if at all possible.
Affinity of the Blade [General]
Prerequisites: BAB 5+
Benefit: Choose a type of melee weapon. You gain a +3 bonus to all attack and damage rolls with the chosen weapon. This feat may be chosen as a Fighter Bonus Feat.
Crippling Strike [Fighter]
Prerequisites: BAB 10+, 8th level Fighter
Benefit: When attacking with a Melee weapon, by taking a -6 penalty to your attack roll, you may infict one of the following effects in addition to your weapon's damage:
Kneecap: Affected target must succeed on a Fortitude save equal to 10 + Half your Base attack Bonus + your strength score or have their land speed reduced to 5 ft.
Shoulder: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or suffer a -10 penalty to all melee attack rolls.
Fingers: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or suffer a -10 penalty to all ranged attack rolls.
Eyes: Affected target must succeed on a Reflex save equal to 10 + Half your Base attack Bonus + your strength score or become Blind.
Voice Box: Affected target must succeed on a Fortitude save equal to 10 + Half your Base attack Bonus + your strength score or suffer from a Silence effect.
Lung: There is a 20% chance each round that the affected target must succeed on a fortitude save equal to 10 + Half your Base attack Bonus + your strength score or become unable to take any action.
These effects are permanent until cured. Any spell with the [Healing] descriptor will cure one effect of the caster's choice, and the Heal spell will cure all effects at once. Regenerate will heal one effect/round. This feat may be chosen as a Fighter Bonus Feat.
Master of the Blade [General]
Prerequisites: BAB 8+, Affinity of the Blade
Benefit: Choose a type of melee weapon. Gain a +6 bonus to all attack and damage rolls with the chosen weapon. This is not cumulative with the bonus from Affinity of the Blade. This feat may be chosen as a Fighter Bonus Feat.
Strike the Mind [Fighter]
Prerequisites: BAB 12+, Master of the Blade, Crippling Strike
Benefit: You may take a -6 penalty to your attack roll to use this ability. If you do so, your opponent must make a will save with a DC equal to your adjusted attack roll. On a failed save, you deal no hit point damage, but deal one point of Intelligence damage for every ten points hit point damage the attack would have otherwise dealt. This feat may be chosen as a Fighter Bonus Feat.
Reflected Shot [General]
Prerequisites: Dex 13+
Benefit: When using a ranged weapon, you may trace a path from you to a wall or other convienient surface, then from that point to your target. This is the path your attack takes. This can be used to negate the AC bonus an enemy has from cover. You may only bounce off one surface per attack. Hitting a target you cannot see still has the regular 50% miss chance associated with total concealment. Any ranged attack making use of this feat suffers a -2 penalty to hit. This feat may be chosen as a Fighter Bonus Feat.
Shield Defense [General]
Prerequisites: Tower Shield Proficiency, Base Attack Bonus +4
Benefit: If you are fighting with a tower shield, any ally within 5 feet who is not fighting with a shield gains your shield's AC bonus. You do not lose your shield bonus, and this bonus stacks with the ally's armor bonus as per the normal rules. Any ally within 5 feet who is fighting with a shield gains a + 2 circumstance bonus to AC; This bonus does not stack with itself. In addition, you may make an additional shield bash attack as part of a full attack at your full Base attack bonus, regardless of the fact that you cannot normally bash with a tower shield. With this feat, a shield bash with a tower shield deals damage as a Greatclub. This feat may be chosen as a Fighter Bonus Feat.
Do PEACH if at all possible.