lunar2
2012-06-21, 12:41 PM
I need a benefit for shield specialization. i wanted the armor focus, shield focus, and weapon focus lines to follow the same general pattern, so i need a shield specialization, but i don't know what to do for it.
Weapon Focus (General, Fighter)
Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.)
Prerequisites: Fighter 2, proficiency with weapon
Benefit: you gain a +1 bonus to attack rolls with the selected weapon. Once you reach fighter level 6, you gain an additional +1 to attack rolls with the selected weapon. When you attain fighter level 10, you gain a third +1 to attack rolls with the selected weapon.
Special: you can take this feat multiple times. Its effects do not stack. Each time you gain this feat, choose a different weapon that you are proficient with.
A fighter can take this feat as one of her fighter bonus feats.
Weapon Specialization (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Fighter 4, Weapon Focus with weapon
Benefit: You gain a +2 bonus to damage rolls with the selected weapon. At fighter level 12, you gain an additional +2 to damage, and at fighter level 16, you gain a final +2 to damage with the selected weapon
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.
Improved Critical (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You threaten critical hits more often with this weapon
Prerequisites: Fighter 8, Weapon Focus with weapon
Benefit: Your critical threat range with the chosen weapon is doubled. At fighter level 18, it is tripled instead. This feat stacks with other effects that increase critical threat range, even if those effects wouldn’t normally stack with others.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.
Weapon Supremacy (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus, Weapon Specialization, and Improved Critical feats. Your skill with this weapon is unmatched.
Prerequisites: Fighter 14, Weapon focus, Weapon Specialization, and Improved Critical with the selected weapon
Benefit: You gain +2 to attack rolls, +4 to damage rolls, and double the base critical threat range of the selected weapon. At fighter level 20, these bonuses increase to +4 attack, +8 damage, and triple critical threat range. These effects stack with Weapon Focus, Weapon Specialization, and Improved Critical.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you meet the prerequisites for.
A fighter can take this feat as one of her fighter bonus feats.
Multiple Weapon Fighting (General, Fighter)
You’ve learned to fight with a weapon in each hand.
Prerequisites: Dexterity 13, BAB+1
Benefits: The penalty you take for fighting with two or more weapons is reduced to -4 with all weapons, or -2 if the weapons in your off hands are light weapons. You can make as many attacks with your off hand weapons in an attack or full attack action as you can with your main weapon.
Special: A fighter can take this feat as one of her fighter bonus feats.
Multiple Weapon Defense (General, Fighter)
Your multiple weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Multiple Weapon Fighting, BAB +3, Dexterity 15
Benefit: When wielding 2 or more weapons, and not wielding a shield, you gain a +1 shield bonus to AC. When your BAB reaches 9, this shield bonus increases to +2, and at BAB +15, it increases to +3. In addition, you can apply the average of the enhancement bonuses of all your wielded weapons as an enhancement bonus to this shield bonus (round down). You don’t gain the benefit of this feat if one of your weapons is a shield.
Special: A fighter can take this feat as one of her fighter bonus feats.
Dodge (General, Fighter)
You have nearly supernatural reflexes.
Prerequisites: Dexterity 13, base reflex save +2
Benefit: You gain a +1 dodge bonus to AC. This bonus improves to +2 when you reach BAB +6, and +3 when you reach BAB +12.
You gain a +2 bonus to reflex saves.
Special: A fighter can take this feat as one of her fighter bonus feats.
Mobility (General, Fighter)
You are skilled at dodging past opponents and avoiding blows.
Prerequisites: Dodge, Dexterity 13
Benefit: When you provoke an attack of opportunity by moving, multiply any dodge bonus to your AC by 4.
Special: A fighter can take this feat as one of her fighter bonus feats.
Spring Attack (General, Fighter)
You are trained in fast melee attacks and fancy footwork.
Prerequisites: Dodge, Mobility, Dexterity 13, BAB +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender(s) you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. When your BAB reaches 12, you can make an extra attack at your highest BAB -5 as part of a spring attack. When your BAB reaches 18, you can make a second extra attack at BAB -10.
Special: A fighter can take this feat as one of her fighter bonus feats.
Toughness (General, Fighter)
Prerequisites: Base fortitude save +2, Constitution 13
Benefit: You gain 3 bonus hit points, plus 1 additional hit point per HD per point of constitution bonus (minimum +1).
You gain a +2 bonus to fortitude saves.
Special: A fighter can take this feat as one of her fighter bonus feats.
Die Hard (General, Fighter)
You are too stubborn to die.
Prerequisites: Wisdom 13, Endurance, base will save +2
Benefit: You are not considered disabled when you reach 0 hit points or less. You are not considered dying when your hit points are negative. You are not dead until your hit points are equal to or more than your HD x your Wisdom bonus (minimum 1) below 0 or at -10, whichever is less.
You gain a +2 bonus to will saves
Special: A fighter can take this feat as one of her fighter bonus feats.
Armor Focus (General, Fighter)
Choose one type of armor, such as chain shirt, that you are proficient with. You are harder to hit in this armor.
Prerequisites: Fighter 2, proficiency with selected armor
Benefit: The armor bonus of your selected armor increases by +1 when you wear it. At fighter level 6, this increases by +1, and at fighter 10, an additional +1.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you are proficient with.
Armor Specialization (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You are more maneuverable in this armor.
Prerequisites: Fighter 4, Armor focus with selected armor
Benefit: Treat the maximum dexterity bonus of the armor you select as 1 higher than it actually is. Additionally, subtract 1 from the armor check penalty of the selected armor. These benefits increase by 1 at fighter level 12, and an additional +1 at fighter level 16.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor focus for.
Improved Defense (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You learn to take blows on the strongest parts of the armor, and you adjust to the weight of the armor.
Prerequisites: Fighter 8, Armor Focus with selected armor
Benefit: while wearing the selected armor, you gain DR 1/-. Treat the armor type as one lighter than it actually is whenever this would be beneficial to you. At fighter 18, the damage reduction increases to 2/-, and you can treat the armor as 2 types lighter (all armor still counts as at least light armor).
The damage reduction from this feat stacks with similar damage reduction from the armor (such as for adamantine armor), as well as permanent damage reduction (such as from a feat or the barbarian class feature), but not temporary damage reduction, such as from a spell or magic item.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor Focus for.
Armor Supremacy (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus, Armor Specialization, and Improved Defense feats. Your skill with this armor is unsurpassed.
Prerequisites: Fighter 14, Armor Focus, Armor Specialization, and Improved Defense for the selected armor
Benefit: Treat the armor bonus of the selected armor as 2 higher than it actually is, the maximum dexterity bonus as 2 higher than it actually is, the armor check penalty as 2 lower than it actually is, and increase the DR granted by Improved Defense by 2/-. At fighter level 20, all these benefits are increased to 4. These effects stack with those granted by Armor Focus, Armor Specialization, and Improved Defense.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you meet the prerequisites for.
Weapon Finesse (General, Fighter)
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Prerequisites: BAB +1
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.
Intuitive Attack (General, Fighter)
You’ve learned to let instinct guide your strikes.
Prerequisites: Base attack bonus +1.
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls and damage rolls.
Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.
Shield Focus (General, Fighter)
Choose one type of shield, such as a light shield. You are better at blocking attacks with the selected shield.
Prerequisites: Fighter 2, proficiency with selected shield
Benefit: The shield bonus you gain from wielding the shield increases by 1 at fighter level 2, 2 at fighter level 6, and 3 at fighter level 10. In addition, you maintain your shield bonus to AC even when you bash with your shield.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you are proficient with. A fighter can select this feat as one of her bonus feats.
Shield Specialization (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield focus for.
Prerequisites: fighter 4, Shield Focus with selected shield.
Benefit:You gain resistance 1 to acid, cold, electricity, fire force, and sonic damage. At fighter level 12, this resistance improves to 2, and at level 16, it improves to 3. This resistance stacks with resistance granted by the shield, or with permanent resistance, such as that granted by levels in the favored soul class, or racial resistance to certain energy types, but not with resistance granted by other items, or from temporary effects such as spells.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield Focus for. A fighter can select this feat as one of her bonus feats.
Improved Blocking (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus for. You are able to use your shield to deflect attacks, rather than simply block them.
Prerequisites: Fighter 8, Shield focus with selected shield.
Benefit: you can apply ¼ of your shield bonus from the selected shield (round down, minimum 1) as a cover bonus to touch AC and reflex saves. At level 18, the cover bonus increases to ½. You do not gain this benefit if you are flat-footed.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have shield focus for. A fighter can select this feat as one of her bonus feats.
Shield Supremacy (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus, Shield Specialization, and Improved Blocking for. You are unsurpassed in your skill with the selected shield.
Prerequisites: Fighter 14, Shield Focus, Shield Specialization, and Improved Blocking with selected shield.
Benefit: You gain +2 AC, +2 energy resistance, and you increase the cover bonus that improved blocking grants by ¼ your shield bonus (round down, minimum 1). At level twenty, these benefits are doubled.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield focus, Shield Specialization, and Improved Blocking for. A fighter can select this feat as one of her bonus feats.
Craft Masterwork Arms and Armor (Item Creation, Fighter)
You have learned to create weapons, armor, and shields beyond the ability of normal craftsmen.
Prerequisites: BAB +5, Craft (armorsmithing, bowmaking, or weaponsmithing) 8 ranks
Benefit: you can create enhanced versions of normal weapons, armor, and shields. You can add an enhancement bonus to a masterwork weapon as you craft it (but an already crafted item can‘t be improved using this feat). The price of the item is the same as that of an equivalent magic item, but the costs to create are the standard for the craft skill, not magic item creation. Crafting an enhanced masterwork item follows the normal rules for crafting items, but add +5 to the craft DC per point of enhancement bonus. the masterwork component always counts as being worth 300 gp to determine crafting time, no matter what the value actually is. With your DM’s permission, you can add certain special abilities to your weapon, as long as they aren’t inherently magical (Keen or Vorpal may be appropriate, but Flaming Burst would not be). Masterwork enhancement bonuses do not stack with magical enhancement bonuses.
Special: A fighter can select this feat as one of her fighter bonus feats.
So, that’s it for now. It’s definitely an improvement from the baseline feats, hopefully enough to get fighter to tier 4.
---------
Crossbow Sniper (General, Fighter)
Prerequisites: Weapon Focus (hand, heavy, or light crossbow)
Benefit: When wielding a crossbow that you have weapon focus with, you can add ½ your dexterity bonus as a competence bonus on damage rolls out to the first range increment. You can add precision damage such as sneak attack out to the first range increment or 60 ft., whichever is greater.
Normal: you can add precision damage on ranged attacks within 30 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.
Grenadier (General, Fighter)
Benefit: You are an expert with splash weapons, and attacks that function as splash weapons. When you use a splash weapon or similar effect, gain a +1 bonus on attack and damage rolls (including splash damage). This bonus is increased to +2 at level 10. Increase the range increment of splash weapons by 10 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.
Fiery Fist (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 of your daily uses of stunning fist to wreathe your fists and feet in flames for 1 round. These flames do not harm you or any of your equipment. Your unarmed strikes deal 1d6 extra fire damage per point of wisdom bonus (minimum 1d6).
You gain a number of extra stunning fist uses equal to your wisdom bonus (minimum 1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist can take this feat as her second level bonus feat without meeting the other prerequisites.
Fiery Ki Defense (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 use of your stunning fist to wreath your body in flame for 1 round. This fire does no damage to you or your equipment. Anyone striking you with a non-reach melee weapon takes 1d6 points of fire damage pe point of wisdom bonus (minimum 1d6). You gain extra uses of your stunning fist equal to your wisdom bonus (minimum 1).
Special: A fighter can select this feat as one of her fighter bonus feats. A monk who took stunning fist can select this feat as her second level bonus feat without meeting the other prerequisites.
Ki Blast (General, Fighter)
Prerequisites: Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: As an attack action, you expend a use of your stunning fist to form and throw a ball of pure ki. This is a medium range force effect that deals 3d6 + Wis (x3 crit). If you use your Fiery Fist in the same round that you use this feat, you can add the fire damage to your Ki Blast. You gain extra uses of your stunning fist equal to your wisdom bonus (minimum +1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist and fiery fist can select this feat as her 6th level bonus feat even if she doesn’t meet the other prerequisites.
Penetrating Shot (General, Fighter)
Prerequisites: Point Blank Shot, BAB +10
Benefit: When you make a projectile attack, you can take a standard action to release a mighty shot. This shot takes the form of a 60 ft. line. Make a single attack roll, and compare it to the AC of each creature in the line. Each creature hit by the attack roll takes damage from the attack as normal, including extra damage, such as sneak attack, if applicable. Only the first target hit takes damage from substances such as poison.
Special: a fighter can select this feat as one of her fighter bonus feats.
Short Haft (General, Fighter)
Prerequisites: Weapon Focus with a reach weapon besides whip or spiked chain, BAB +3
Benefit: You threaten, and can attack into, spaces adjacent to you when wielding a reach weapon that you have weapon focus with.
Special: a fighter can select this feat as one of her fighter bonus feats
Weapon Focus (General, Fighter)
Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You are especially good at using this weapon. (If you have chosen ray, you are especially good with rays, such as the one produced by the ray of frost spell.)
Prerequisites: Fighter 2, proficiency with weapon
Benefit: you gain a +1 bonus to attack rolls with the selected weapon. Once you reach fighter level 6, you gain an additional +1 to attack rolls with the selected weapon. When you attain fighter level 10, you gain a third +1 to attack rolls with the selected weapon.
Special: you can take this feat multiple times. Its effects do not stack. Each time you gain this feat, choose a different weapon that you are proficient with.
A fighter can take this feat as one of her fighter bonus feats.
Weapon Specialization (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Fighter 4, Weapon Focus with weapon
Benefit: You gain a +2 bonus to damage rolls with the selected weapon. At fighter level 12, you gain an additional +2 to damage, and at fighter level 16, you gain a final +2 to damage with the selected weapon
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.
Improved Critical (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus feat. You threaten critical hits more often with this weapon
Prerequisites: Fighter 8, Weapon Focus with weapon
Benefit: Your critical threat range with the chosen weapon is doubled. At fighter level 18, it is tripled instead. This feat stacks with other effects that increase critical threat range, even if those effects wouldn’t normally stack with others.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you have Weapon Focus for.
A fighter can take this feat as one of her fighter bonus feats.
Weapon Supremacy (General, Fighter)
Choose one type of weapon, such as greataxe, for which you have already selected the Weapon Focus, Weapon Specialization, and Improved Critical feats. Your skill with this weapon is unmatched.
Prerequisites: Fighter 14, Weapon focus, Weapon Specialization, and Improved Critical with the selected weapon
Benefit: You gain +2 to attack rolls, +4 to damage rolls, and double the base critical threat range of the selected weapon. At fighter level 20, these bonuses increase to +4 attack, +8 damage, and triple critical threat range. These effects stack with Weapon Focus, Weapon Specialization, and Improved Critical.
Special: You can take this feat multiple times. Its effects do not stack, each time you gain this feat, choose a different weapon that you meet the prerequisites for.
A fighter can take this feat as one of her fighter bonus feats.
Multiple Weapon Fighting (General, Fighter)
You’ve learned to fight with a weapon in each hand.
Prerequisites: Dexterity 13, BAB+1
Benefits: The penalty you take for fighting with two or more weapons is reduced to -4 with all weapons, or -2 if the weapons in your off hands are light weapons. You can make as many attacks with your off hand weapons in an attack or full attack action as you can with your main weapon.
Special: A fighter can take this feat as one of her fighter bonus feats.
Multiple Weapon Defense (General, Fighter)
Your multiple weapon fighting style bolsters your defense as well as your offense.
Prerequisites: Multiple Weapon Fighting, BAB +3, Dexterity 15
Benefit: When wielding 2 or more weapons, and not wielding a shield, you gain a +1 shield bonus to AC. When your BAB reaches 9, this shield bonus increases to +2, and at BAB +15, it increases to +3. In addition, you can apply the average of the enhancement bonuses of all your wielded weapons as an enhancement bonus to this shield bonus (round down). You don’t gain the benefit of this feat if one of your weapons is a shield.
Special: A fighter can take this feat as one of her fighter bonus feats.
Dodge (General, Fighter)
You have nearly supernatural reflexes.
Prerequisites: Dexterity 13, base reflex save +2
Benefit: You gain a +1 dodge bonus to AC. This bonus improves to +2 when you reach BAB +6, and +3 when you reach BAB +12.
You gain a +2 bonus to reflex saves.
Special: A fighter can take this feat as one of her fighter bonus feats.
Mobility (General, Fighter)
You are skilled at dodging past opponents and avoiding blows.
Prerequisites: Dodge, Dexterity 13
Benefit: When you provoke an attack of opportunity by moving, multiply any dodge bonus to your AC by 4.
Special: A fighter can take this feat as one of her fighter bonus feats.
Spring Attack (General, Fighter)
You are trained in fast melee attacks and fancy footwork.
Prerequisites: Dodge, Mobility, Dexterity 13, BAB +4
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender(s) you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. When your BAB reaches 12, you can make an extra attack at your highest BAB -5 as part of a spring attack. When your BAB reaches 18, you can make a second extra attack at BAB -10.
Special: A fighter can take this feat as one of her fighter bonus feats.
Toughness (General, Fighter)
Prerequisites: Base fortitude save +2, Constitution 13
Benefit: You gain 3 bonus hit points, plus 1 additional hit point per HD per point of constitution bonus (minimum +1).
You gain a +2 bonus to fortitude saves.
Special: A fighter can take this feat as one of her fighter bonus feats.
Die Hard (General, Fighter)
You are too stubborn to die.
Prerequisites: Wisdom 13, Endurance, base will save +2
Benefit: You are not considered disabled when you reach 0 hit points or less. You are not considered dying when your hit points are negative. You are not dead until your hit points are equal to or more than your HD x your Wisdom bonus (minimum 1) below 0 or at -10, whichever is less.
You gain a +2 bonus to will saves
Special: A fighter can take this feat as one of her fighter bonus feats.
Armor Focus (General, Fighter)
Choose one type of armor, such as chain shirt, that you are proficient with. You are harder to hit in this armor.
Prerequisites: Fighter 2, proficiency with selected armor
Benefit: The armor bonus of your selected armor increases by +1 when you wear it. At fighter level 6, this increases by +1, and at fighter 10, an additional +1.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you are proficient with.
Armor Specialization (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You are more maneuverable in this armor.
Prerequisites: Fighter 4, Armor focus with selected armor
Benefit: Treat the maximum dexterity bonus of the armor you select as 1 higher than it actually is. Additionally, subtract 1 from the armor check penalty of the selected armor. These benefits increase by 1 at fighter level 12, and an additional +1 at fighter level 16.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor focus for.
Improved Defense (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus feat. You learn to take blows on the strongest parts of the armor, and you adjust to the weight of the armor.
Prerequisites: Fighter 8, Armor Focus with selected armor
Benefit: while wearing the selected armor, you gain DR 1/-. Treat the armor type as one lighter than it actually is whenever this would be beneficial to you. At fighter 18, the damage reduction increases to 2/-, and you can treat the armor as 2 types lighter (all armor still counts as at least light armor).
The damage reduction from this feat stacks with similar damage reduction from the armor (such as for adamantine armor), as well as permanent damage reduction (such as from a feat or the barbarian class feature), but not temporary damage reduction, such as from a spell or magic item.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you have Armor Focus for.
Armor Supremacy (General, Fighter)
Choose one type of armor, such as chain shirt, for which you have already selected the Armor Focus, Armor Specialization, and Improved Defense feats. Your skill with this armor is unsurpassed.
Prerequisites: Fighter 14, Armor Focus, Armor Specialization, and Improved Defense for the selected armor
Benefit: Treat the armor bonus of the selected armor as 2 higher than it actually is, the maximum dexterity bonus as 2 higher than it actually is, the armor check penalty as 2 lower than it actually is, and increase the DR granted by Improved Defense by 2/-. At fighter level 20, all these benefits are increased to 4. These effects stack with those granted by Armor Focus, Armor Specialization, and Improved Defense.
Special: A fighter can take this feat as one of her fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different armor you meet the prerequisites for.
Weapon Finesse (General, Fighter)
You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.
Prerequisites: BAB +1
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.
Intuitive Attack (General, Fighter)
You’ve learned to let instinct guide your strikes.
Prerequisites: Base attack bonus +1.
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls and damage rolls.
Special: A fighter may select Intuitive Attack as one of his fighter bonus feats.
Shield Focus (General, Fighter)
Choose one type of shield, such as a light shield. You are better at blocking attacks with the selected shield.
Prerequisites: Fighter 2, proficiency with selected shield
Benefit: The shield bonus you gain from wielding the shield increases by 1 at fighter level 2, 2 at fighter level 6, and 3 at fighter level 10. In addition, you maintain your shield bonus to AC even when you bash with your shield.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you are proficient with. A fighter can select this feat as one of her bonus feats.
Shield Specialization (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield focus for.
Prerequisites: fighter 4, Shield Focus with selected shield.
Benefit:You gain resistance 1 to acid, cold, electricity, fire force, and sonic damage. At fighter level 12, this resistance improves to 2, and at level 16, it improves to 3. This resistance stacks with resistance granted by the shield, or with permanent resistance, such as that granted by levels in the favored soul class, or racial resistance to certain energy types, but not with resistance granted by other items, or from temporary effects such as spells.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield Focus for. A fighter can select this feat as one of her bonus feats.
Improved Blocking (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus for. You are able to use your shield to deflect attacks, rather than simply block them.
Prerequisites: Fighter 8, Shield focus with selected shield.
Benefit: you can apply ¼ of your shield bonus from the selected shield (round down, minimum 1) as a cover bonus to touch AC and reflex saves. At level 18, the cover bonus increases to ½. You do not gain this benefit if you are flat-footed.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have shield focus for. A fighter can select this feat as one of her bonus feats.
Shield Supremacy (General, Fighter)
Choose one type of shield, such as light shield, that you have Shield Focus, Shield Specialization, and Improved Blocking for. You are unsurpassed in your skill with the selected shield.
Prerequisites: Fighter 14, Shield Focus, Shield Specialization, and Improved Blocking with selected shield.
Benefit: You gain +2 AC, +2 energy resistance, and you increase the cover bonus that improved blocking grants by ¼ your shield bonus (round down, minimum 1). At level twenty, these benefits are doubled.
Special: you can select this feat multiple times. Its effects do not stack. Each time you take this feat, choose a different type of shield that you have Shield focus, Shield Specialization, and Improved Blocking for. A fighter can select this feat as one of her bonus feats.
Craft Masterwork Arms and Armor (Item Creation, Fighter)
You have learned to create weapons, armor, and shields beyond the ability of normal craftsmen.
Prerequisites: BAB +5, Craft (armorsmithing, bowmaking, or weaponsmithing) 8 ranks
Benefit: you can create enhanced versions of normal weapons, armor, and shields. You can add an enhancement bonus to a masterwork weapon as you craft it (but an already crafted item can‘t be improved using this feat). The price of the item is the same as that of an equivalent magic item, but the costs to create are the standard for the craft skill, not magic item creation. Crafting an enhanced masterwork item follows the normal rules for crafting items, but add +5 to the craft DC per point of enhancement bonus. the masterwork component always counts as being worth 300 gp to determine crafting time, no matter what the value actually is. With your DM’s permission, you can add certain special abilities to your weapon, as long as they aren’t inherently magical (Keen or Vorpal may be appropriate, but Flaming Burst would not be). Masterwork enhancement bonuses do not stack with magical enhancement bonuses.
Special: A fighter can select this feat as one of her fighter bonus feats.
So, that’s it for now. It’s definitely an improvement from the baseline feats, hopefully enough to get fighter to tier 4.
---------
Crossbow Sniper (General, Fighter)
Prerequisites: Weapon Focus (hand, heavy, or light crossbow)
Benefit: When wielding a crossbow that you have weapon focus with, you can add ½ your dexterity bonus as a competence bonus on damage rolls out to the first range increment. You can add precision damage such as sneak attack out to the first range increment or 60 ft., whichever is greater.
Normal: you can add precision damage on ranged attacks within 30 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.
Grenadier (General, Fighter)
Benefit: You are an expert with splash weapons, and attacks that function as splash weapons. When you use a splash weapon or similar effect, gain a +1 bonus on attack and damage rolls (including splash damage). This bonus is increased to +2 at level 10. Increase the range increment of splash weapons by 10 ft.
Special: a fighter can select this feat as one of her fighter bonus feats.
Fiery Fist (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 of your daily uses of stunning fist to wreathe your fists and feet in flames for 1 round. These flames do not harm you or any of your equipment. Your unarmed strikes deal 1d6 extra fire damage per point of wisdom bonus (minimum 1d6).
You gain a number of extra stunning fist uses equal to your wisdom bonus (minimum 1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist can take this feat as her second level bonus feat without meeting the other prerequisites.
Fiery Ki Defense (General, Fighter)
Prerequisites: Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: as a swift action, you can expend 1 use of your stunning fist to wreath your body in flame for 1 round. This fire does no damage to you or your equipment. Anyone striking you with a non-reach melee weapon takes 1d6 points of fire damage pe point of wisdom bonus (minimum 1d6). You gain extra uses of your stunning fist equal to your wisdom bonus (minimum 1).
Special: A fighter can select this feat as one of her fighter bonus feats. A monk who took stunning fist can select this feat as her second level bonus feat without meeting the other prerequisites.
Ki Blast (General, Fighter)
Prerequisites: Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: As an attack action, you expend a use of your stunning fist to form and throw a ball of pure ki. This is a medium range force effect that deals 3d6 + Wis (x3 crit). If you use your Fiery Fist in the same round that you use this feat, you can add the fire damage to your Ki Blast. You gain extra uses of your stunning fist equal to your wisdom bonus (minimum +1).
Special: a fighter can select this feat as one of her fighter bonus feats. A monk who has stunning fist and fiery fist can select this feat as her 6th level bonus feat even if she doesn’t meet the other prerequisites.
Penetrating Shot (General, Fighter)
Prerequisites: Point Blank Shot, BAB +10
Benefit: When you make a projectile attack, you can take a standard action to release a mighty shot. This shot takes the form of a 60 ft. line. Make a single attack roll, and compare it to the AC of each creature in the line. Each creature hit by the attack roll takes damage from the attack as normal, including extra damage, such as sneak attack, if applicable. Only the first target hit takes damage from substances such as poison.
Special: a fighter can select this feat as one of her fighter bonus feats.
Short Haft (General, Fighter)
Prerequisites: Weapon Focus with a reach weapon besides whip or spiked chain, BAB +3
Benefit: You threaten, and can attack into, spaces adjacent to you when wielding a reach weapon that you have weapon focus with.
Special: a fighter can select this feat as one of her fighter bonus feats