Ziegander
2010-12-13, 05:28 AM
About a year back or so on the Brilliant Gameologists forums I went through about 100+ feats from the PHB, PHB2, and the complete series and redesigned them. I wanted to make them a) more interesting, b) more powerful for warrior-types, a c) more fun. It's an okay effort, although I'm not 100% happy with the results I got with many of the feats. I suppose it's time I tried again.
This time my initial goal is to add Fighter-Only benefits to feats that are on the Fighter's list of bonus feats. The goal is to hopefully, with probably some minor tweaking, make the normal "All-I-Get-Is-Feats" Fighter actually playable. After I've done that, who knows?
Any feats below that are not labelled "As SRD" have been altered from the printed feats.
Let's begin!
Change Log
--Made several minor edits to Improved Critical
--Changed to a [Fighter] feat system with explicit rules included for the [Fighter] subtype.
--Changed back to the original idea.
--Made several minor edits to many feats, including Improved Trip, Mounted Combat, Two-Weapon Fighting, etc...
--Altered Weapon Focus, Removed Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization. Added the Original Feats section.
--Added a level 20 Core Fighter sword-and-board build. It's awesome.
--Added new versions of Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.
Player's Handbook 1
Blind-Fight
Benefit: Once per attack when you miss a target because of concealment you may reroll the miss chance. Further, against an invisible attacker you do not lose your Dexterity bonus to AC, nor does the attacker gain any special bonuses. Finally, you suffer no reduction to your speed while you are unable to see.
Special: If you are a Fighter or Monk of at least 2nd level you are immune to the Blinded condition and gain Blindsense out to a number of feat equal to 10ft + 10ft per point of Wisdom bonus you possess (minimum 10ft). Further add Listen to your list of class skills if it wasn't already there.
Combat Expertise
Prerequisites: Int 13, Base Attack +1
Benefit: As SRD, except that you can take a penalty as big as your base attack bonus (no -5 limit), but also you double the dodge bonus granted by this feat if you wield a heavy shield OR a finesseable weapon (you get no special benefit for wielding both).
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, if you are a Fighter of at least 2nd level, whenever an enemy misses you with a melee attack that enemy provokes an attack of opportunity from you.
Improved Disarm
Prerequisites: Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, if you are a Fighter of at least 2nd level, anytime you hit an enemy with an attack you may declare the attack to be a disarming strike. If you do, the enemy makes an attack roll opposing your attack roll that just hit. If the enemy's attack roll is lower than yours it is disarmed.
Improved Feint
Prerequisites: Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, add the Bluff skill to your class skills. Finally, you may make a Bluff check to feint in combat as a swift action, and when you succeed your next attack deals additional damage as per the Sneak Attack class feature of a Rogue of 1/2 your level, rounded up.
Improved Trip
Prerequisites Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, add the Balance skill to your class skills. Finally, if you are a Fighter of at least 4th level, whenever you successfully Trip a foe that foe loses its next move action.
Whirlwind Attack
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: As SRD.
Special: If you are a Fighter of at least 4th level you may ignore the prerequisites of this feat.
Combat Reflexes
UNCHANGED
Dodge
Benefit: You gain a +1 dodge bonus to AC. Further, as a move action, you may designate a single foe within line of sight. If you do, until the beginning of your next turn you gain an additional +1 dodge bonus to AC against that foe.
Special: If you are a Fighter of at least 1st level add the Tumble skill to your list of class skills. You also gain a +1 dodge bonus to your Reflex saves, and an additional +1 dodge bonus to your Reflex saves against a foe you designate. Finally, instead of spending a move action to designate a foe you may spend a swift action if you choose.
Mobility
Prerequisites: Dodge
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Furthermore, if you are a Fighter of at least 2nd level, you may make an additional 5ft step during your turns, but also anytime an enemy misses you with an attack.
Spring Attack
Prerequisites: Dodge, Mobility
Benefit: As SRD, except this includes Ride-By Attack and Shot on the Run.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Furthermore, you do not provoke attacks of opportunity from any creatures while you make a spring attack, and you may use this feat while wearing heavy armor.
Exotic Weapon Proficiency
UNCHANGED
Improved Critical
Prerequisites: Base Attack +8
Benefit: As long as you wield a weapon you are proficient with its threat range is doubled. This does not stack with Keen or other such effects.
Special: If you are a Fighter of at least 10th level, whenever you confirm a critical hit the struck creature must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Staggered for 5 rounds.
Improved Initiative
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level anytime initiative is rolled and you roll highest you gain an extra move action on your first turn.
Improved Shield Bash
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level, whenever you hit an enemy with a Shield Bash attack you may push that foe up to 5ft per point of Strength bonus you possess. This is not a Bull Rush.
Improved Unarmed Strike
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you also benefit as if from the Superior Unarmed Strike feat.
Deflect Arrows
Prerequisites: Dex 13
Benefit: Whenever you are targeted by a ranged weapon attack, if you have a free hand, the attack provokes an attack of opportunity from you. If you choose to take this attack of opportunity, instead of making an attack you divert the projectile entirely so that you take no damage from the attack. You must choose whether to take the attack of opportunity before knowing the result of the attacker's roll.
Special: If you are a Fighter of at least 6th level you need not have a free hand and may even deflect unusual weapons and spells with this feat.
Improved Grapple
(I'm choosing to ignore this for now. Grappling is a whole 'nother monster with problems of its own.)
Snatch Arrows
(I'm choosing to ignore this feat entirely. Ask your DM if you can catch stuff with the Deflect Arrows feat, because that's not worth spending a feat on.)
Stunning Blow
Prerequisites: Improved Unarmed Strike or Weapon Focus, Str 15, Base Attack +6
Benefit: A number of times per day equal to 1/2 your character level you may declare an attack to be a stunning blow before you roll the attack (unarmed attacks only if you possess the Improved Unarmed Strike feat, otherwise the attack must be made with the weapon you chose with the Weapon Focus feat). If the stunning blow hits the struck foe must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Stunned for 1 round.
Special: If you're a Monk or a Fighter of at least 1st level you may ignore the prerequisites of this feat and may declare a stunning blow a number of times per day equal to the total of your Monk and/or Fighter levels + 1/2 your other class levels. Monks may substitute their Wisdom modifier for their Strength modifier for the attack roll and save DC of a stunning blow. Fighters may declare stunning blows with any weapon attacks.
Mounted Combat
Prerequisites: Ride 2 ranks
Benefit: The penalty you take when attacking while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Special: If you're a Fighter, Paladin, Ranger of at least 2nd level you take no penalties to attack rolls while mounted. Further, once per round when your mount hits with an attack you may make an immediate attack against the struck foe as a free action.
Mounted Champion
Prerequisites: Ride 4 ranks, Mounted Combat
Benefit: As the SRD version of Mounted Combat.
Special: If you are a Fighter, Paladin, or Ranger of at least 4th level you may use this feat's benefit any number of times per round. Further, once per round you may roll a special Ride check and use the result in place of your AC against one attack, or in place of any one saving throw that you or you mount would make (but not both).
Spirited Charge
Prerequisites: Mobility
Benefit: When you use the charge action you may move through allies' squares. Additionally, if you're mounted you deal double damage at the end of a charge when using a melee weapon.
Special: If you're a Fighter of at least 4th level you may make up to one 90 degree turn during a charge and if your charge attack hits you gain a +4 morale bonus to AC and a +2 morale bonus to saves until your next turn.
Point-Blank Shot
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level you do not provoke attacks of opportunity for making ranged attacks while threatened.
Far Shot
Prerequisites: None
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level add Spot to your list of class skills. If you are a Fighter of at least 4th level whenever you hit a foe with a ranged weapon during your turn you threaten that foe for the purposes of making attacks of opportunity. That foe never provokes an attack of opportunity for leaving one of your threatened squares unless it would also move beyond your weapon's range increment.
Precise Shot
Prerequisites: None
Benefit: As SRD, but in addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Special: If you are a Fighter of at least 1st level ignore partial cover and concealment of your targets, and reduce any other miss chance they may have by 20%.
Rapid Shot
Prerequisites: Dex 15
Benefit: As SRD.
Special: If you are a Fighter of at least 4th level you may make a full attack with a ranged weapon as a standard action by accepting a -2 penalty to your attack rolls for 1 round.
Power Attack
This is no longer a feat, it is a basic combat option. Anyone can always do it.
Cleave
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter of at least 4th level you may take a 5ft step before the attack and there is no limit to the number of times you may use this feat each round.
Improved Bull Rush
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter or Barbarian of at least 2nd level, whenever you successfully bull rush a foe into a solid surface both the creature and the surface are dealt 2d6 + twice your Strength bonus bludgeoning damage. If you are a Fighter or Barbarian of at least 6th level the bludgeoning damage increases to 4d6 + triple your Strength bonus.
Improved Overrun
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites, and if you are a Fighter or Barbarian of at least 4th level you may attempt to move through opponent's squares during any movement you take during your turn with a successful overrun attempt against those opponents. Further, anytime you or your mount knock a foe prone because of an overrun attempt, that foe provokes an attack of opportunity to whichever of you succeeded on the overrun.
Improved Sunder
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter or Barbarian of at least 1st level you ignore the hardness of objects. If you are a Fighter or Barbarian of at least 4th level you ignore damage reduction.
Quick Draw
(Let's pretend this feat doesn't exist and that everyone could always throw weapons at their full rate of attacks, k?)
Crossbow Focus
Prerequisites: Crossbow proficiency, Base Attack +1
Benefit: As Rapid Reload, but you also gain a +1 bonus to attack rolls with crossbow weapons. This bonus does not stack with the bonus gained from the Weapon Focus feat.
Special: If you are a Fighter of at least 1st level you may reload a Heavy Crossbow as a free action and do not provoke attacks of opportunity for reloading any crossbow weapons.
Two-Weapon Fighting
Prerequisites: Dex 15
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you're a Fighter of at least 2nd level, as a standard action you may make an attack with both your main-hand weapon and your off-hand weapon.
Two-Weapon Defense
Prerequisites: Two-Weapon Fighting
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level, you also gain a Shield bonus to AC equal +2 if your off-hand weapon is light, +1 if your off-hand weapon is one-handed, and +0 if your off-hand weapon is oversized. Furthermore, when you Fight Defensively or use the Combat Expertise feat the penalty you take to attack rolls doesn't apply to attacks of opportunity.
Improved Two-Weapon Fighting
Prerequisites: Dex 17, Two-Weapon Fighting, Base Attack +6
Benefit: As SRD.
Special: If you are a Fighter of at least 6th level you may ignore the ability score requirement of this feat. Further, when making an attack of opportunity or at the end of a charge action, you may make an attack with both your main-hand and off-hand weapons.
Greater Two-Weapon Fighting
Prerequisites: Dex 19, Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack +11
Benefit: As SRD.
Special: If you are a Fighter of at least 12th level you may ignore the ability score requirement of this feat. Further, whenever you hit a foe with both your main-hand and off-hand weapons in the same turn that foe is dealt 8d6 additional damage and must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Nauseated with pain for 1 round.
Weapon Finesse
This is no longer a feat. Any character can elect to use their Dexterity modifier in place of their Strength modifier to determine their attack bonus with any finesseable weapon. Furthermore, a Shield's armor check penalty never applies to attack rolls made in such a way.
Weapon Focus
Prerequisites: Base Attack +1
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Once per encounter when you damage an enemy with an Axe attack you may declare it to be a deep impact. If you do, at the end of the struck creature's next turn it loses a number of hit points equal to the damage your attack dealt.
Bows - Once per encounter when you damage an enemy with a Bow attack you may roll a Spot check and substitute the result for your normal damage roll.
Claws - You may substitute Climb checks for grapple checks as long as you are not attempting to escape a grapple, and once per encounter whenever you damage an enemy with a Claw attack, you may latch onto the enemy as the Attach (http://www.d20srd.org/srd/monsters/weasel.htm) quality. While Attached, as long as the enemy is at least one size category larger than you, you may use the Climb skill to move across the enemy as if it were a wall or incline. You gain partial cover against the enemy, or total cover if the enemy is two or more size categories larger than you.
Swords - Once per encounter you may attack two adjacent enemies with a single Sword attack. Make one attack roll and compare it to the AC of both enemies. The enemies must be adjacent to you and to each other.
Maces/Clubs - Once per encounter when you damage an enemy with a Mace/Club attack the damaged enemy loses its next Move Action.
Picks/Hammers - When you miss an enemy with a Pick/Hammer attack you deal damage to the enemy equal to your Constitution modifier. Once per encounter, when you damage an enemy with a Pick/Hammer attack you gain DR/-- until the start of your next turn equal to half the damage dealt.
Polearms - You may strike adjacent enemies with the blunt end of your Polearm at no penalty to attack rolls dealing 1d4 bludgeoning damage for small characters, 1d6 for medium characters, and 1d8 for large characters. Once per encounter when you damage an enemy with a Polearm attack you may move up to half your speed. This movement provokes attacks of opportunity as normal, but not from the damaged enemy.
Spears/Lances - Once per encounter you may make an attack as an immediate action whenever an enemy enters one of your threatened squares. This attack deals double damage if the enemy is charging.
Weapon Specialization
Prerequisites: Weapon Focus, Base Attack +4
Benefit: As SRD.
Special: If you are a Fighter of at least 6th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Whenever you reduce a foe to 0 or fewer hit points with an Axe attack all allies within 30ft gain a +2 bonus to damage rolls and all enemies within 30ft must succeed on a Will save (DC 10+1/2 your character level+your Strength modifier) or be Shaken for 1 minute.
Bows - Whenever a foe misses you with an attack you gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round.
Claws - While you wield a Claw weapon you may attack while grappled without suffering the -4 penalty for attacking in a grapple, and against a foe at least one size category larger than you you deal +4 damage. Furthermore, if you wield a Claw weapon in both of your hands you benefit as if from the Spider Climb spell.
Swords - Adjacent allies (yourself included) regain 2 hit points each time you hit with a Sword attack. Further, while you wield a Sword, foes' 5ft steps provoke attacks of opportunity against you.
Maces/Clubs - You have a +5 bonus to confirm critical hits with Maces/Clubs, and while you wield a Mace/Club you ignore the critical hit immunity of creatures such as Undead or Constructs. Furthermore, when a critical hit or sneak attack is scored on you, there is a 50% chance that the damage is instead rolled normally.
Picks/Hammers - Your attacks with Picks/Hammers deal an extra 2d6 sneak attack damage and deal damage to foes with Regeneration normally. If you damage a foe with a Pick/Hammer and deal sneak attack damage, that foe loses any Fast Healing it has for 1 round.
Polearms - Whenever a foe misses you with an attack of opportunity, if you're wielding a Polearm, that foe provokes an attack of opportunity from you. You gain a +2 bonus to attack rolls when making attacks of opportunity.
Spears/Lances - You never provoke attacks of opportunity for charging, and whenever you damage a foe with Spear/Lance charge attack you gain temporary hit points equal to the damage dealt which last 1 minute.
Greater Weapon Focus
Prerequisites: Weapon Focus, Base Attack +8
Benefit: As SRD.
Special: If you are a Fighter of at least 8th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Once per encounter when you damage a foe with an Axe attack you may force the damaged foe to succeed on a Will save (DC 10+1/2 your character level+ your Strength modifier) or be Shaken for 1 minute. Foes that succeed on this saving throw are still Shaken for 1 round.
Bows - Once per encounter when making a Bow attack you ignore any concealment the target has, any magical bonuses to AC the target has, invisibility of the target, any ongoing illusion effect within your line of sight, and resolve the attack as a touch attack.
Claws - Once per encounter you may make a full attack at the end of a charge with a Claw weapon. If at least one of these attacks hit you may choose to grapple the opponent and gain a +10 bonus on grapple checks in the next round. If at least two of these attacks hit you may choose to pin the opponent.
Swords - Once per encounter when you damage a foe with a Sword attack you may regain hit points equal to your Fighter level and gain a +5 bonus to saving throws and AC for 2 rounds.
Maces/Clubs - Once per encounter when you damage a foe with a Mace/Club attack you may force the damaged foe to succeed on a Fort save (DC 10+1/2 your character level+ your Strength modifier) or be Dazed for 1d4+1 rounds.
Picks/Hammers - Once per encounter when you damage a foe with a Pick/Hammer attack that foe is also dealt 4 Constitution and 4 Strength damage. If the foe was flat-footed it is also Immobilized for 1 round.
Polearms - Once per encounter when you damage a foe with a Polearm attack that foe is knocked prone, dealt 2d4 Dexterity damage, and has it's speed reduced by 1/2 until it heals at least 1 hit point, but for a minimum of 5 rounds.
Spears/Lances - Once per encounter when you charge a foe with a Spear/Lance all allies within 30ft of you may also make a charge attack as a free action against any foe they are able to reach. These charge attacks, including yours, deal +15 damage and do not provoke attacks of opportunity.
Greater Weapon Specialization
Prerequisites: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Base Attack +12
Benefit: As SRD.
Special: If you are a Fighter of at least 12th level you may use each of the special benefits you gained from your Weapon Focus and Greater Weapon Focus feats twice each encounter. Further, if you're a Fighter of at least 14th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Foes that end their turns within your threatened area are Shaken for 1 round.
Bows - You gain Blindsense out to your Bow's range increment, a +10 bonus on Listen and Spot checks, and automatically succeed on Will disbelief checks against Illusions.
Claws - While wielding a Claw you gain a Burrow speed equal to 1/2 your land speed and deal extra damage to foes you attack after burrowing on your turn equal to +5 damage per two Fighter levels.
Swords - You gain an extra 5ft of reach with Swords, the number of hit points allies regain when you hit with a Sword attack increases to 1/2 your Fighter level, and whenever you drop a foe with a Sword attack all allies within 10ft may make an immediate attack or move up to their speed as a free action.
Maces/Clubs - You gain DR/-- equal to 1/2 your Fighter level and are immune to critical hits and sneak attacks. Further, you are immune to ability damage and drain, death effects, negative levels, as well as the Dazed, Paralyzed, Staggered, and Stunned conditions.
Picks/Hammers - Your sneak attack damage with Picks/Hammers is increased to 6d6. Further, whenever you deal sneak attack damage to a foe with a Pick/Hammer that foe gains 1 negative level.
Polearms - Whenever damage a foe with a Polearm during an attack of opportunity that foe is knocked prone. Further, whenever a foe misses you or whenever you hit with a Polearm attack you may take a 5ft step as a free action.
Spears/Lances - Whenever you charge you ignore difficult terrain, you may walk across the surfaces of liquid (such as water or even lava), you may move through the air as if you had a Fly speed equal to your land speed with perfect maneuverability, and you may move through a number of occupied squares equal to 1/2 your Fighter level. When you charge through occupied squares in this way your charge attack is made against all creatures whose squares you moved through, though they may make a Reflex save (DC 10+1/2 your Fighter level+ your Strength modifier) to take only half damage.
Player's Handbook 2
Acrobatic Strike
Prerequisites: Tumble 9 ranks
Benefit: As printed.
Special: If you're a Fighter of at least 6th level and after avoiding an enemy's AoO using Tumble you hit that enemy with an attack before the end of your turn that enemy must succeed on a Will save (DC 10+1/2 your character level+your Dexterity modifier) or be Confused for 1 round.
Armor Specialization
Prerequisites: Proficiency with the chosen armor, Base Attack +2
Benefit: Choose a type of armor, such as Studded Leather, Banded Mail, or Full Plate. While wearing masterwork armor of the chosen type you gain Damage Reduction 2/--.
Special: You may take this feat multiple times, but it's effects do not necessarily stack. You may not gain more DR in this way than the worn armor's total armor bonus to your AC. Enhancement bonuses to the armor count toward allowing more DR.
Special: If you are a Fighter of at least 8th level you gain temporary hit points at the beginning of each encounter equal to three times your armor bonus to AC.
Brutal Strike
Prerequisites: Str 15, Base Attack +6
Benefit: Whenever you use the Power Attack option and take a penalty to your attack roll of at least -5, if your attack hits and deals damage the struck foe must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Sickened for 1 round.
Special: If you are a Fighter of at least 6th level, you need only take a penalty of at least -2 to trigger this feat's benefit, and if you hit a foe twice in the same round, instead of making a second save it is automatically Nauseated for 1 round instead of Sickened.
Combat Acrobat
Prerequisites: Balance 9 ranks, Tumble 9 ranks
Benefit: When knocked prone you may make an immediate DC 20 Tumble check as a free action to stand back up. As a DC 15 Balance check you may move through difficult terrain at full speed, though you still suffer any adverse effects from such terrain.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Further add the Balance and Tumble skills to your class skill list.
Combat Cloak Expert [Tactical]
Prerequisites: Combat Expertise, Dodge, Dex 15, Int 13, Base Attack +4
Benefit: While you wear any cloak you gain a +1 deflection bonus to AC. Furthermore, against a target you designate with your Dodge feat you gain partial concealment and that foe is always considered flat-footed against the first attack you make each round.
Special: If you're a Fighter of at least 6th level, once per encounter, you may use the Cloaked Strike] maneuver. If you are a Fighter of at least 10th level, once per encounter, you may use the [i]Greater Cloaked Strike maneuver. If you are a Fighter of at least 14th level you benefit from the Cloak and Dagger stance.
Cloaked Strike - If you hit the target of your Dodge feat with an attack and wear a cloak you gain partial concealment against all foes until you miss with an attack.
Greater Cloaked Strike - If you hit a foe while you benefit from concealment and while wearing a cloak you become invisible as the spell.
Cloak and Dagger - Foes you hit while you wear a cloak and have concealment or are invisible must succeed on a Will save (DC 10+1/2 your character level+your Dexterity modifier) or be Confused for 1 round.
Combat Focus [Form]
Prerequisites: Wis 13
Benefit: As printed.
Special: If you are a Fighter of at least 1st level, when you gain your Combat Focus you may choose AC, Fortitude, Reflex, or Will. Instead of gaining the normal +2 (or +4) bonus to Will saves while you are focused you gain the bonus to the value of your choice.
Combat Awareness [Form]
Prerequisites: Blind-Fight, Combat Focus, Wis 15, Base Attack +4
Benefit: As printed.
Special: If you are a Fighter of at least 4th level, while maintaining your combat focus you learn the hitpoint total of any creature you can see as well as any conditions the creature may be suffering from, such as Blinded, Poisoned, or Confused. Additionally, if you have three or more Form feats you gain Blindsight equal to the Blind-Sense you gained from the Blind-Fight feat.
Combat Defense [Form]
Prerequisites: Combat Focus, Dodge, Wis 13, Base Attack +2
Benefit: As printed.
Special: If you are a Fighter of at least 2nd level, instead of gaining the additional +1 dodge bonus against the target of your Dodge feat, while maintaining your combat focus you gain a dodge bonus to AC against a target you designate with your Dodge feat equal to the number of Form feats you possess. Add that number as a competence bonus to resist any Bull Rush, Disarm, Grapple, Overrun, Trip, or Sunder attempts made against you. Against foes you have not designated as the target of your Dodge feat you add only half this number as a dodge bonus to your AC.
Combat Strike [Form]
Prerequisites: Combat Focus, any two other Form feats, Base Attack +8
Benefit: By choosing to end your combat focus as a swift action you gain a bonus to attack rolls equal to the number of Form feats you possess and a bonus to damage rolls equal to your base attack bonus. These bonuses last until your next turn.
Special: If you are a Fighter of at least 8th level, when you end your focus in this way the bonuses you gain last until the end of the encounter.
Combat Vigor [Form]
Prerequisites: Combat Focus, Con 15, Wis 15, Base Attack +6
Benefit: As printed.
Special: If you are a Fighter of at least 6th level, while you maintain your combat focus you are immune to the Fatigued, Exhausted, Immobilized, and Paralyzed conditions. If you are a Fighter of at least 10th level you benefit from a Freedom of Movement effect as the spell.
More to come...
Complete Adventurer
Brutal Throw
This is no longer a feat. Any character can elect to use their Strength modifier in place of their Dexterity modifier to determine their attack bonus with any thrown weapon
Combat Intuition
Prerequisites: Sense Motive 9 ranks, Survival 9 ranks
Benefit: At the start of your turn you may make a Sense Motive check against any creature you threaten as a free action as if you were making a Knowledge check to identify a creature and its special powers or vulnerabilities and at the same DC as the appropriate Knowledge check. Additionally, once per round whenever you are struck by a confirmed critical hit you may make a Survival check (DC 15 + the CR of the creature that confirmed the critical) to negate the critical hit and take only the normal damage.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Further add the Sense Motive and Survival skills to your class skill list.
More to come...
Original Feats
Mental Focus
Prerequisites: Weapon Focus, Concentration 2 ranks, Base Attack +2, Power Point Reserve
Benefit: You may expend your Psionic Focus to reroll an attack roll with the weapon designated by your Weapon Focus feat.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites, you add Concentration to your list of class skills and you gain a single Power Point. Further, when you use this feat's benefit you may reroll any weapon attack. Finally, whenever you gain a Fighter bonus feat you may instead take a [Psionic] feat you qualify for.
Mental Specialization
Prerequisites: Weapon Focus, Mental Focus, Concentration 4 ranks, Base Attack +4
Benefit: While you are Psionically Focused you gain a +4 bonus to damage rolls with the weapon designated by your Weapon Focus feat.
Special: If you are a Fighter of at least 4th level you do not need the Weapon Focus feat to take this feat; you also add the bonus to damage rolls with all weapons and gain a +1 bonus to all saving throws as long as you hold the selected weapon and are Psionically Focused.
Greater Mental Focus
Prerequisites: Weapon Focus, Mental Focus, Concentration 6 ranks, Base Attack +6
Benefit: With the weapon designated by your Weapon Focus feat, whenever your attack roll beats an enemy's AC by 5 or more you may make a Concentration check as a free action to attempt to gain Psionic Focus.
Special: If you are a Fighter of at least 4th level you do not need to have the Weapon Focus feat to take this feat. If you are a Fighter of at least 6th level you may use this feat's benefit with any weapon. If you are a Fighter of at least 8th level you may expend your Psionic Focus to cause any foe you strike with any weapon to be Confused for 1 round.
Greater Mental Specialization
Prerequisites: Weapon Focus, Greater Weapon Focus, Mental Focus, Greater Mental Focus, Concentration 10 ranks, Base Attack +10
Benefit: While you are Psionically Focused you gain a +10 bonus to damage rolls with the weapon designated by your Weapon Focus feat and are immune to Compulsion effects as long as you hold that weapon.
Special: If you are a Fighter of at least 6th level you do not need to have the Weapon Focus or Greater Weapon Focus feats to take this feat. If you are a Fighter of at least 12th level, while you are Psionically Focused you benefit as if from the Weapon Supremacy feat for all weapons you hold and are immune to all Mind-Afflicting effects as long as you hold a weapon.
DISCLAIMER: Also, I'm aware that this series of feats makes the level 1 Fighter dip even more attractive than ever before. I'm planning on going through the other books like I did last time and with the slew of "improved" feats there should be plenty of higher level Fighter-only benefits. I'll probably also go through the stuff below and make some of the Fighter-only benefits require more Fighter levels.
LINK: A "Core-Only" Fighter 20 (http://www.myth-weavers.com/sheetview.php?sheetid=96208) build using very traditional sword and board feats from the list of revised PHB1 feats.
This time my initial goal is to add Fighter-Only benefits to feats that are on the Fighter's list of bonus feats. The goal is to hopefully, with probably some minor tweaking, make the normal "All-I-Get-Is-Feats" Fighter actually playable. After I've done that, who knows?
Any feats below that are not labelled "As SRD" have been altered from the printed feats.
Let's begin!
Change Log
--Made several minor edits to Improved Critical
--Changed to a [Fighter] feat system with explicit rules included for the [Fighter] subtype.
--Changed back to the original idea.
--Made several minor edits to many feats, including Improved Trip, Mounted Combat, Two-Weapon Fighting, etc...
--Altered Weapon Focus, Removed Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization. Added the Original Feats section.
--Added a level 20 Core Fighter sword-and-board build. It's awesome.
--Added new versions of Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.
Player's Handbook 1
Blind-Fight
Benefit: Once per attack when you miss a target because of concealment you may reroll the miss chance. Further, against an invisible attacker you do not lose your Dexterity bonus to AC, nor does the attacker gain any special bonuses. Finally, you suffer no reduction to your speed while you are unable to see.
Special: If you are a Fighter or Monk of at least 2nd level you are immune to the Blinded condition and gain Blindsense out to a number of feat equal to 10ft + 10ft per point of Wisdom bonus you possess (minimum 10ft). Further add Listen to your list of class skills if it wasn't already there.
Combat Expertise
Prerequisites: Int 13, Base Attack +1
Benefit: As SRD, except that you can take a penalty as big as your base attack bonus (no -5 limit), but also you double the dodge bonus granted by this feat if you wield a heavy shield OR a finesseable weapon (you get no special benefit for wielding both).
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, if you are a Fighter of at least 2nd level, whenever an enemy misses you with a melee attack that enemy provokes an attack of opportunity from you.
Improved Disarm
Prerequisites: Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, if you are a Fighter of at least 2nd level, anytime you hit an enemy with an attack you may declare the attack to be a disarming strike. If you do, the enemy makes an attack roll opposing your attack roll that just hit. If the enemy's attack roll is lower than yours it is disarmed.
Improved Feint
Prerequisites: Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, add the Bluff skill to your class skills. Finally, you may make a Bluff check to feint in combat as a swift action, and when you succeed your next attack deals additional damage as per the Sneak Attack class feature of a Rogue of 1/2 your level, rounded up.
Improved Trip
Prerequisites Int 13, Combat Expertise
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore the prerequisites of this feat. Furthermore, add the Balance skill to your class skills. Finally, if you are a Fighter of at least 4th level, whenever you successfully Trip a foe that foe loses its next move action.
Whirlwind Attack
Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: As SRD.
Special: If you are a Fighter of at least 4th level you may ignore the prerequisites of this feat.
Combat Reflexes
UNCHANGED
Dodge
Benefit: You gain a +1 dodge bonus to AC. Further, as a move action, you may designate a single foe within line of sight. If you do, until the beginning of your next turn you gain an additional +1 dodge bonus to AC against that foe.
Special: If you are a Fighter of at least 1st level add the Tumble skill to your list of class skills. You also gain a +1 dodge bonus to your Reflex saves, and an additional +1 dodge bonus to your Reflex saves against a foe you designate. Finally, instead of spending a move action to designate a foe you may spend a swift action if you choose.
Mobility
Prerequisites: Dodge
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Furthermore, if you are a Fighter of at least 2nd level, you may make an additional 5ft step during your turns, but also anytime an enemy misses you with an attack.
Spring Attack
Prerequisites: Dodge, Mobility
Benefit: As SRD, except this includes Ride-By Attack and Shot on the Run.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Furthermore, you do not provoke attacks of opportunity from any creatures while you make a spring attack, and you may use this feat while wearing heavy armor.
Exotic Weapon Proficiency
UNCHANGED
Improved Critical
Prerequisites: Base Attack +8
Benefit: As long as you wield a weapon you are proficient with its threat range is doubled. This does not stack with Keen or other such effects.
Special: If you are a Fighter of at least 10th level, whenever you confirm a critical hit the struck creature must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Staggered for 5 rounds.
Improved Initiative
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level anytime initiative is rolled and you roll highest you gain an extra move action on your first turn.
Improved Shield Bash
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level, whenever you hit an enemy with a Shield Bash attack you may push that foe up to 5ft per point of Strength bonus you possess. This is not a Bull Rush.
Improved Unarmed Strike
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you also benefit as if from the Superior Unarmed Strike feat.
Deflect Arrows
Prerequisites: Dex 13
Benefit: Whenever you are targeted by a ranged weapon attack, if you have a free hand, the attack provokes an attack of opportunity from you. If you choose to take this attack of opportunity, instead of making an attack you divert the projectile entirely so that you take no damage from the attack. You must choose whether to take the attack of opportunity before knowing the result of the attacker's roll.
Special: If you are a Fighter of at least 6th level you need not have a free hand and may even deflect unusual weapons and spells with this feat.
Improved Grapple
(I'm choosing to ignore this for now. Grappling is a whole 'nother monster with problems of its own.)
Snatch Arrows
(I'm choosing to ignore this feat entirely. Ask your DM if you can catch stuff with the Deflect Arrows feat, because that's not worth spending a feat on.)
Stunning Blow
Prerequisites: Improved Unarmed Strike or Weapon Focus, Str 15, Base Attack +6
Benefit: A number of times per day equal to 1/2 your character level you may declare an attack to be a stunning blow before you roll the attack (unarmed attacks only if you possess the Improved Unarmed Strike feat, otherwise the attack must be made with the weapon you chose with the Weapon Focus feat). If the stunning blow hits the struck foe must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Stunned for 1 round.
Special: If you're a Monk or a Fighter of at least 1st level you may ignore the prerequisites of this feat and may declare a stunning blow a number of times per day equal to the total of your Monk and/or Fighter levels + 1/2 your other class levels. Monks may substitute their Wisdom modifier for their Strength modifier for the attack roll and save DC of a stunning blow. Fighters may declare stunning blows with any weapon attacks.
Mounted Combat
Prerequisites: Ride 2 ranks
Benefit: The penalty you take when attacking while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Special: If you're a Fighter, Paladin, Ranger of at least 2nd level you take no penalties to attack rolls while mounted. Further, once per round when your mount hits with an attack you may make an immediate attack against the struck foe as a free action.
Mounted Champion
Prerequisites: Ride 4 ranks, Mounted Combat
Benefit: As the SRD version of Mounted Combat.
Special: If you are a Fighter, Paladin, or Ranger of at least 4th level you may use this feat's benefit any number of times per round. Further, once per round you may roll a special Ride check and use the result in place of your AC against one attack, or in place of any one saving throw that you or you mount would make (but not both).
Spirited Charge
Prerequisites: Mobility
Benefit: When you use the charge action you may move through allies' squares. Additionally, if you're mounted you deal double damage at the end of a charge when using a melee weapon.
Special: If you're a Fighter of at least 4th level you may make up to one 90 degree turn during a charge and if your charge attack hits you gain a +4 morale bonus to AC and a +2 morale bonus to saves until your next turn.
Point-Blank Shot
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level you do not provoke attacks of opportunity for making ranged attacks while threatened.
Far Shot
Prerequisites: None
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level add Spot to your list of class skills. If you are a Fighter of at least 4th level whenever you hit a foe with a ranged weapon during your turn you threaten that foe for the purposes of making attacks of opportunity. That foe never provokes an attack of opportunity for leaving one of your threatened squares unless it would also move beyond your weapon's range increment.
Precise Shot
Prerequisites: None
Benefit: As SRD, but in addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Special: If you are a Fighter of at least 1st level ignore partial cover and concealment of your targets, and reduce any other miss chance they may have by 20%.
Rapid Shot
Prerequisites: Dex 15
Benefit: As SRD.
Special: If you are a Fighter of at least 4th level you may make a full attack with a ranged weapon as a standard action by accepting a -2 penalty to your attack rolls for 1 round.
Power Attack
This is no longer a feat, it is a basic combat option. Anyone can always do it.
Cleave
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter of at least 4th level you may take a 5ft step before the attack and there is no limit to the number of times you may use this feat each round.
Improved Bull Rush
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter or Barbarian of at least 2nd level, whenever you successfully bull rush a foe into a solid surface both the creature and the surface are dealt 2d6 + twice your Strength bonus bludgeoning damage. If you are a Fighter or Barbarian of at least 6th level the bludgeoning damage increases to 4d6 + triple your Strength bonus.
Improved Overrun
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites, and if you are a Fighter or Barbarian of at least 4th level you may attempt to move through opponent's squares during any movement you take during your turn with a successful overrun attempt against those opponents. Further, anytime you or your mount knock a foe prone because of an overrun attempt, that foe provokes an attack of opportunity to whichever of you succeeded on the overrun.
Improved Sunder
Prerequisites: Str 13
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you are a Fighter or Barbarian of at least 1st level you ignore the hardness of objects. If you are a Fighter or Barbarian of at least 4th level you ignore damage reduction.
Quick Draw
(Let's pretend this feat doesn't exist and that everyone could always throw weapons at their full rate of attacks, k?)
Crossbow Focus
Prerequisites: Crossbow proficiency, Base Attack +1
Benefit: As Rapid Reload, but you also gain a +1 bonus to attack rolls with crossbow weapons. This bonus does not stack with the bonus gained from the Weapon Focus feat.
Special: If you are a Fighter of at least 1st level you may reload a Heavy Crossbow as a free action and do not provoke attacks of opportunity for reloading any crossbow weapons.
Two-Weapon Fighting
Prerequisites: Dex 15
Benefit: As SRD.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. If you're a Fighter of at least 2nd level, as a standard action you may make an attack with both your main-hand weapon and your off-hand weapon.
Two-Weapon Defense
Prerequisites: Two-Weapon Fighting
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level, you also gain a Shield bonus to AC equal +2 if your off-hand weapon is light, +1 if your off-hand weapon is one-handed, and +0 if your off-hand weapon is oversized. Furthermore, when you Fight Defensively or use the Combat Expertise feat the penalty you take to attack rolls doesn't apply to attacks of opportunity.
Improved Two-Weapon Fighting
Prerequisites: Dex 17, Two-Weapon Fighting, Base Attack +6
Benefit: As SRD.
Special: If you are a Fighter of at least 6th level you may ignore the ability score requirement of this feat. Further, when making an attack of opportunity or at the end of a charge action, you may make an attack with both your main-hand and off-hand weapons.
Greater Two-Weapon Fighting
Prerequisites: Dex 19, Two-Weapon Fighting, Improved Two-Weapon Fighting, Base Attack +11
Benefit: As SRD.
Special: If you are a Fighter of at least 12th level you may ignore the ability score requirement of this feat. Further, whenever you hit a foe with both your main-hand and off-hand weapons in the same turn that foe is dealt 8d6 additional damage and must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Nauseated with pain for 1 round.
Weapon Finesse
This is no longer a feat. Any character can elect to use their Dexterity modifier in place of their Strength modifier to determine their attack bonus with any finesseable weapon. Furthermore, a Shield's armor check penalty never applies to attack rolls made in such a way.
Weapon Focus
Prerequisites: Base Attack +1
Benefit: As SRD.
Special: If you are a Fighter of at least 2nd level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Once per encounter when you damage an enemy with an Axe attack you may declare it to be a deep impact. If you do, at the end of the struck creature's next turn it loses a number of hit points equal to the damage your attack dealt.
Bows - Once per encounter when you damage an enemy with a Bow attack you may roll a Spot check and substitute the result for your normal damage roll.
Claws - You may substitute Climb checks for grapple checks as long as you are not attempting to escape a grapple, and once per encounter whenever you damage an enemy with a Claw attack, you may latch onto the enemy as the Attach (http://www.d20srd.org/srd/monsters/weasel.htm) quality. While Attached, as long as the enemy is at least one size category larger than you, you may use the Climb skill to move across the enemy as if it were a wall or incline. You gain partial cover against the enemy, or total cover if the enemy is two or more size categories larger than you.
Swords - Once per encounter you may attack two adjacent enemies with a single Sword attack. Make one attack roll and compare it to the AC of both enemies. The enemies must be adjacent to you and to each other.
Maces/Clubs - Once per encounter when you damage an enemy with a Mace/Club attack the damaged enemy loses its next Move Action.
Picks/Hammers - When you miss an enemy with a Pick/Hammer attack you deal damage to the enemy equal to your Constitution modifier. Once per encounter, when you damage an enemy with a Pick/Hammer attack you gain DR/-- until the start of your next turn equal to half the damage dealt.
Polearms - You may strike adjacent enemies with the blunt end of your Polearm at no penalty to attack rolls dealing 1d4 bludgeoning damage for small characters, 1d6 for medium characters, and 1d8 for large characters. Once per encounter when you damage an enemy with a Polearm attack you may move up to half your speed. This movement provokes attacks of opportunity as normal, but not from the damaged enemy.
Spears/Lances - Once per encounter you may make an attack as an immediate action whenever an enemy enters one of your threatened squares. This attack deals double damage if the enemy is charging.
Weapon Specialization
Prerequisites: Weapon Focus, Base Attack +4
Benefit: As SRD.
Special: If you are a Fighter of at least 6th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Whenever you reduce a foe to 0 or fewer hit points with an Axe attack all allies within 30ft gain a +2 bonus to damage rolls and all enemies within 30ft must succeed on a Will save (DC 10+1/2 your character level+your Strength modifier) or be Shaken for 1 minute.
Bows - Whenever a foe misses you with an attack you gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn and is cumulative for the round.
Claws - While you wield a Claw weapon you may attack while grappled without suffering the -4 penalty for attacking in a grapple, and against a foe at least one size category larger than you you deal +4 damage. Furthermore, if you wield a Claw weapon in both of your hands you benefit as if from the Spider Climb spell.
Swords - Adjacent allies (yourself included) regain 2 hit points each time you hit with a Sword attack. Further, while you wield a Sword, foes' 5ft steps provoke attacks of opportunity against you.
Maces/Clubs - You have a +5 bonus to confirm critical hits with Maces/Clubs, and while you wield a Mace/Club you ignore the critical hit immunity of creatures such as Undead or Constructs. Furthermore, when a critical hit or sneak attack is scored on you, there is a 50% chance that the damage is instead rolled normally.
Picks/Hammers - Your attacks with Picks/Hammers deal an extra 2d6 sneak attack damage and deal damage to foes with Regeneration normally. If you damage a foe with a Pick/Hammer and deal sneak attack damage, that foe loses any Fast Healing it has for 1 round.
Polearms - Whenever a foe misses you with an attack of opportunity, if you're wielding a Polearm, that foe provokes an attack of opportunity from you. You gain a +2 bonus to attack rolls when making attacks of opportunity.
Spears/Lances - You never provoke attacks of opportunity for charging, and whenever you damage a foe with Spear/Lance charge attack you gain temporary hit points equal to the damage dealt which last 1 minute.
Greater Weapon Focus
Prerequisites: Weapon Focus, Base Attack +8
Benefit: As SRD.
Special: If you are a Fighter of at least 8th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Once per encounter when you damage a foe with an Axe attack you may force the damaged foe to succeed on a Will save (DC 10+1/2 your character level+ your Strength modifier) or be Shaken for 1 minute. Foes that succeed on this saving throw are still Shaken for 1 round.
Bows - Once per encounter when making a Bow attack you ignore any concealment the target has, any magical bonuses to AC the target has, invisibility of the target, any ongoing illusion effect within your line of sight, and resolve the attack as a touch attack.
Claws - Once per encounter you may make a full attack at the end of a charge with a Claw weapon. If at least one of these attacks hit you may choose to grapple the opponent and gain a +10 bonus on grapple checks in the next round. If at least two of these attacks hit you may choose to pin the opponent.
Swords - Once per encounter when you damage a foe with a Sword attack you may regain hit points equal to your Fighter level and gain a +5 bonus to saving throws and AC for 2 rounds.
Maces/Clubs - Once per encounter when you damage a foe with a Mace/Club attack you may force the damaged foe to succeed on a Fort save (DC 10+1/2 your character level+ your Strength modifier) or be Dazed for 1d4+1 rounds.
Picks/Hammers - Once per encounter when you damage a foe with a Pick/Hammer attack that foe is also dealt 4 Constitution and 4 Strength damage. If the foe was flat-footed it is also Immobilized for 1 round.
Polearms - Once per encounter when you damage a foe with a Polearm attack that foe is knocked prone, dealt 2d4 Dexterity damage, and has it's speed reduced by 1/2 until it heals at least 1 hit point, but for a minimum of 5 rounds.
Spears/Lances - Once per encounter when you charge a foe with a Spear/Lance all allies within 30ft of you may also make a charge attack as a free action against any foe they are able to reach. These charge attacks, including yours, deal +15 damage and do not provoke attacks of opportunity.
Greater Weapon Specialization
Prerequisites: Weapon Focus, Weapon Specialization, Greater Weapon Focus, Base Attack +12
Benefit: As SRD.
Special: If you are a Fighter of at least 12th level you may use each of the special benefits you gained from your Weapon Focus and Greater Weapon Focus feats twice each encounter. Further, if you're a Fighter of at least 14th level you gain a special benefit based on which weapon group the weapon you designated belongs to. These benefits are outlined below:
Axes - Foes that end their turns within your threatened area are Shaken for 1 round.
Bows - You gain Blindsense out to your Bow's range increment, a +10 bonus on Listen and Spot checks, and automatically succeed on Will disbelief checks against Illusions.
Claws - While wielding a Claw you gain a Burrow speed equal to 1/2 your land speed and deal extra damage to foes you attack after burrowing on your turn equal to +5 damage per two Fighter levels.
Swords - You gain an extra 5ft of reach with Swords, the number of hit points allies regain when you hit with a Sword attack increases to 1/2 your Fighter level, and whenever you drop a foe with a Sword attack all allies within 10ft may make an immediate attack or move up to their speed as a free action.
Maces/Clubs - You gain DR/-- equal to 1/2 your Fighter level and are immune to critical hits and sneak attacks. Further, you are immune to ability damage and drain, death effects, negative levels, as well as the Dazed, Paralyzed, Staggered, and Stunned conditions.
Picks/Hammers - Your sneak attack damage with Picks/Hammers is increased to 6d6. Further, whenever you deal sneak attack damage to a foe with a Pick/Hammer that foe gains 1 negative level.
Polearms - Whenever damage a foe with a Polearm during an attack of opportunity that foe is knocked prone. Further, whenever a foe misses you or whenever you hit with a Polearm attack you may take a 5ft step as a free action.
Spears/Lances - Whenever you charge you ignore difficult terrain, you may walk across the surfaces of liquid (such as water or even lava), you may move through the air as if you had a Fly speed equal to your land speed with perfect maneuverability, and you may move through a number of occupied squares equal to 1/2 your Fighter level. When you charge through occupied squares in this way your charge attack is made against all creatures whose squares you moved through, though they may make a Reflex save (DC 10+1/2 your Fighter level+ your Strength modifier) to take only half damage.
Player's Handbook 2
Acrobatic Strike
Prerequisites: Tumble 9 ranks
Benefit: As printed.
Special: If you're a Fighter of at least 6th level and after avoiding an enemy's AoO using Tumble you hit that enemy with an attack before the end of your turn that enemy must succeed on a Will save (DC 10+1/2 your character level+your Dexterity modifier) or be Confused for 1 round.
Armor Specialization
Prerequisites: Proficiency with the chosen armor, Base Attack +2
Benefit: Choose a type of armor, such as Studded Leather, Banded Mail, or Full Plate. While wearing masterwork armor of the chosen type you gain Damage Reduction 2/--.
Special: You may take this feat multiple times, but it's effects do not necessarily stack. You may not gain more DR in this way than the worn armor's total armor bonus to your AC. Enhancement bonuses to the armor count toward allowing more DR.
Special: If you are a Fighter of at least 8th level you gain temporary hit points at the beginning of each encounter equal to three times your armor bonus to AC.
Brutal Strike
Prerequisites: Str 15, Base Attack +6
Benefit: Whenever you use the Power Attack option and take a penalty to your attack roll of at least -5, if your attack hits and deals damage the struck foe must succeed on a Fortitude save (DC 10+1/2 your character level+your Strength modifier) or be Sickened for 1 round.
Special: If you are a Fighter of at least 6th level, you need only take a penalty of at least -2 to trigger this feat's benefit, and if you hit a foe twice in the same round, instead of making a second save it is automatically Nauseated for 1 round instead of Sickened.
Combat Acrobat
Prerequisites: Balance 9 ranks, Tumble 9 ranks
Benefit: When knocked prone you may make an immediate DC 20 Tumble check as a free action to stand back up. As a DC 15 Balance check you may move through difficult terrain at full speed, though you still suffer any adverse effects from such terrain.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Further add the Balance and Tumble skills to your class skill list.
Combat Cloak Expert [Tactical]
Prerequisites: Combat Expertise, Dodge, Dex 15, Int 13, Base Attack +4
Benefit: While you wear any cloak you gain a +1 deflection bonus to AC. Furthermore, against a target you designate with your Dodge feat you gain partial concealment and that foe is always considered flat-footed against the first attack you make each round.
Special: If you're a Fighter of at least 6th level, once per encounter, you may use the Cloaked Strike] maneuver. If you are a Fighter of at least 10th level, once per encounter, you may use the [i]Greater Cloaked Strike maneuver. If you are a Fighter of at least 14th level you benefit from the Cloak and Dagger stance.
Cloaked Strike - If you hit the target of your Dodge feat with an attack and wear a cloak you gain partial concealment against all foes until you miss with an attack.
Greater Cloaked Strike - If you hit a foe while you benefit from concealment and while wearing a cloak you become invisible as the spell.
Cloak and Dagger - Foes you hit while you wear a cloak and have concealment or are invisible must succeed on a Will save (DC 10+1/2 your character level+your Dexterity modifier) or be Confused for 1 round.
Combat Focus [Form]
Prerequisites: Wis 13
Benefit: As printed.
Special: If you are a Fighter of at least 1st level, when you gain your Combat Focus you may choose AC, Fortitude, Reflex, or Will. Instead of gaining the normal +2 (or +4) bonus to Will saves while you are focused you gain the bonus to the value of your choice.
Combat Awareness [Form]
Prerequisites: Blind-Fight, Combat Focus, Wis 15, Base Attack +4
Benefit: As printed.
Special: If you are a Fighter of at least 4th level, while maintaining your combat focus you learn the hitpoint total of any creature you can see as well as any conditions the creature may be suffering from, such as Blinded, Poisoned, or Confused. Additionally, if you have three or more Form feats you gain Blindsight equal to the Blind-Sense you gained from the Blind-Fight feat.
Combat Defense [Form]
Prerequisites: Combat Focus, Dodge, Wis 13, Base Attack +2
Benefit: As printed.
Special: If you are a Fighter of at least 2nd level, instead of gaining the additional +1 dodge bonus against the target of your Dodge feat, while maintaining your combat focus you gain a dodge bonus to AC against a target you designate with your Dodge feat equal to the number of Form feats you possess. Add that number as a competence bonus to resist any Bull Rush, Disarm, Grapple, Overrun, Trip, or Sunder attempts made against you. Against foes you have not designated as the target of your Dodge feat you add only half this number as a dodge bonus to your AC.
Combat Strike [Form]
Prerequisites: Combat Focus, any two other Form feats, Base Attack +8
Benefit: By choosing to end your combat focus as a swift action you gain a bonus to attack rolls equal to the number of Form feats you possess and a bonus to damage rolls equal to your base attack bonus. These bonuses last until your next turn.
Special: If you are a Fighter of at least 8th level, when you end your focus in this way the bonuses you gain last until the end of the encounter.
Combat Vigor [Form]
Prerequisites: Combat Focus, Con 15, Wis 15, Base Attack +6
Benefit: As printed.
Special: If you are a Fighter of at least 6th level, while you maintain your combat focus you are immune to the Fatigued, Exhausted, Immobilized, and Paralyzed conditions. If you are a Fighter of at least 10th level you benefit from a Freedom of Movement effect as the spell.
More to come...
Complete Adventurer
Brutal Throw
This is no longer a feat. Any character can elect to use their Strength modifier in place of their Dexterity modifier to determine their attack bonus with any thrown weapon
Combat Intuition
Prerequisites: Sense Motive 9 ranks, Survival 9 ranks
Benefit: At the start of your turn you may make a Sense Motive check against any creature you threaten as a free action as if you were making a Knowledge check to identify a creature and its special powers or vulnerabilities and at the same DC as the appropriate Knowledge check. Additionally, once per round whenever you are struck by a confirmed critical hit you may make a Survival check (DC 15 + the CR of the creature that confirmed the critical) to negate the critical hit and take only the normal damage.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites. Further add the Sense Motive and Survival skills to your class skill list.
More to come...
Original Feats
Mental Focus
Prerequisites: Weapon Focus, Concentration 2 ranks, Base Attack +2, Power Point Reserve
Benefit: You may expend your Psionic Focus to reroll an attack roll with the weapon designated by your Weapon Focus feat.
Special: If you are a Fighter of at least 1st level you may ignore this feat's prerequisites, you add Concentration to your list of class skills and you gain a single Power Point. Further, when you use this feat's benefit you may reroll any weapon attack. Finally, whenever you gain a Fighter bonus feat you may instead take a [Psionic] feat you qualify for.
Mental Specialization
Prerequisites: Weapon Focus, Mental Focus, Concentration 4 ranks, Base Attack +4
Benefit: While you are Psionically Focused you gain a +4 bonus to damage rolls with the weapon designated by your Weapon Focus feat.
Special: If you are a Fighter of at least 4th level you do not need the Weapon Focus feat to take this feat; you also add the bonus to damage rolls with all weapons and gain a +1 bonus to all saving throws as long as you hold the selected weapon and are Psionically Focused.
Greater Mental Focus
Prerequisites: Weapon Focus, Mental Focus, Concentration 6 ranks, Base Attack +6
Benefit: With the weapon designated by your Weapon Focus feat, whenever your attack roll beats an enemy's AC by 5 or more you may make a Concentration check as a free action to attempt to gain Psionic Focus.
Special: If you are a Fighter of at least 4th level you do not need to have the Weapon Focus feat to take this feat. If you are a Fighter of at least 6th level you may use this feat's benefit with any weapon. If you are a Fighter of at least 8th level you may expend your Psionic Focus to cause any foe you strike with any weapon to be Confused for 1 round.
Greater Mental Specialization
Prerequisites: Weapon Focus, Greater Weapon Focus, Mental Focus, Greater Mental Focus, Concentration 10 ranks, Base Attack +10
Benefit: While you are Psionically Focused you gain a +10 bonus to damage rolls with the weapon designated by your Weapon Focus feat and are immune to Compulsion effects as long as you hold that weapon.
Special: If you are a Fighter of at least 6th level you do not need to have the Weapon Focus or Greater Weapon Focus feats to take this feat. If you are a Fighter of at least 12th level, while you are Psionically Focused you benefit as if from the Weapon Supremacy feat for all weapons you hold and are immune to all Mind-Afflicting effects as long as you hold a weapon.
DISCLAIMER: Also, I'm aware that this series of feats makes the level 1 Fighter dip even more attractive than ever before. I'm planning on going through the other books like I did last time and with the slew of "improved" feats there should be plenty of higher level Fighter-only benefits. I'll probably also go through the stuff below and make some of the Fighter-only benefits require more Fighter levels.
LINK: A "Core-Only" Fighter 20 (http://www.myth-weavers.com/sheetview.php?sheetid=96208) build using very traditional sword and board feats from the list of revised PHB1 feats.