ngilop
2013-01-20, 09:55 PM
Unstoppable [Combat]
Prerequisite: Fighter level 3rd
Benefit: The Fighter can concentrate his power, turning himself into an unstoppable force once per day, plus one additional time per day every third levels thereafter (6th, 9th, 12th, and so on). This ability grants the character a bonus on his Strength check equal to his levels in the Fighter class to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the Fighter can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the Fighter can apply the bonus to a single attack roll.
War-Worn Presence [Combat]
Prerequisite: Fighter Level 2nd
Benefit: When wearing armor, a Fighter gains a +4 on Intimidate checks against any opponent that can see him. In addition, as a swift action the Fighter can use an Intimidate check to demoralize his opponents, the opponent is shaken for 1d4 rounds plus 1 round per point of the Fighter’s Charisma modifier.
WHAT BRUTAL STRIKE IS!!!!!
If a character's attack roll succeeds by 5 more more he deals an extra 1d4 damage this damage increases by 1d4 every 4th level. ( 2d4 at 4th 3d4 at 8th and so on to a max of 6d4 at 20th), Fighters on the other hand deal 1d8 extra damage)
Brutality [Combat]
Prerequisite: Fighter Level 2nd
Benefit:
Fightesr who get a successful Brutal Strike on a target, may select one from the following effects to add on to the damage he deals on that particular attack depending on how many Brutal Strike dice he is able to use.
1d8:
The target also is shaken for 1d4 rounds. This ability does not stack with itself or any other form of shaken, frightened or panicked.
The target takes Brutal strike damage for the next 3 rounds.
2d8:
The target is immobilized for 1 round.
The target also takes 2 Strength, Dexterity, or Constitution damage.
The target is sickened for 1d4 rounds. This ability does not stack with itself or any other form of sickened or nauseated.
3d8:
The target is Staggered for 1 round, and suffers -2 to AC and reflex saves for 2 rounds.
The target also takes 2 Intelligence, Wisdom or Charisma damage.
The Fighter gives himself a deflection bonus to AC equal to the number of dice used for Brutal Attack for a full round.
4d8:
The target is knocked back 5 feet. This movement provokes attacks of opportunity.
The Fighter instead of dealing the extra damage to the target, heals himself for the Brutal Attack amount.
The target is confused for 1d3 rounds.
5d8:
The target also takes 4 Strength, Dexterity, or Constitution damage.
The target is Dazed for 2 rounds.
The target is blinded for 1d4 rounds.
6d8:
The target also takes 4 Intelligence, Wisdom, or Charisma damage.
The target is also paralyzed for 1d3 rounds.
Interpose [Combat]
Prerequisite: Fighter level 3rd
Benefit: Fighter gains this ability, usable a number of times per day equal to his wisdom modifer plus 3, increasing by one additional time for every 3rd level afterwards. When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, the Fighter may take the damage (and other effects) of the blow as if he had been hit instead
Unmovable [Combat]
Prerequisite: Fighter Level 3rd
Benefit: the Fighter can concentrate his power, making himself unmovable once per day per Constitution modifier, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). This power grants the character a bonus on any one of the following equal to his levels in the Fighter class:
• A grapple check made to avoid being grabbed with the
improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip
attempt, or similar effect.
• A Strength check against any effect that would move
the character either physically or magically.
• Any one saving throw.
If an effect that would move the character either physically or magically does not normally allow a saving throw, the Fighter can use this ability to
gain a Will saving throw. He still gains half the bonus on the saving throw in such a case.
Shrug off Punishment [Combat]
Prerequisite: Fighter Level 4th
Benefit: Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged
Second Wind [Combat]
Prerequisite: Fighter Level 2nd
Benefit: Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2 times his Con modifier plus his levels in fighter, as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.
Delayed Cleave [Combat]
Prerequisite: Cleave, Power Attack, Fighter Level 5th
Benefit: If the last creature a Fighter hit in melee is dropped by someone other than him, and the Fighter still threatens that creature’s square, he may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply
Enduring [Combat]
Prerequisite: Great Fortitude, Fighter Level 6th
Benefit: Fighter is immune to Exhaustion and any effects that cause the Exhuasted condition are lessened to fatgiued. At Base Attack bonus +11 he is immune to the Fatigued condition.
Vigilant Bulwark [Combat]
Prerequisite: Fighter Level 6th
Benefit: All squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.
Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.
Strategist [Combat]
Prerequisite: Fighter Level 9th
Benefit: Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents. In addition he gains this this number to his initiative rolls.
Penetrate[Combat]
Prerequisite: Fighter Level 13th
Benefit: The fighter ignores 1 point of AC, plus an additional point of AC for every 5th Base Attack Bonus, of the targets of his attacks. In addition the Fighter ignores double this amount of Damage reduction and hardness.
Unshakeable [Combat]
Prerequisite: Iron Will, Fighter level 14th
Benefit: The Fighter is immune to fear effects. In addition the Fighter gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 every 5th Base Attack Bonus.
Heroic Action [Combat]
Prerequisite: Lightning Reflexes, Fighter level 16th
Benefit: The Fighter gains either a bonus Swift or Immediate action each round. This must be chosen upon choosing this feat and may never be changed.
Stalwart [Combat]
Prerequisite: Great Fortitude, Iron Will, Lightning Reflexes, Fighter Level 15th
Benefit: A Fighter who successfully save against an ability, spell, attack or any other detrimental effect that allows a save for a lesser effect, instead suffers no effect.
Feat Name [Combat]
Prerequisite:
Benefit:
Great Fortitude [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Iron Will [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Will saving throw as well as checks to withstand intimidation and sense motive.. Similarly, all diplomacy DCs are increased by 2 when applied to you. Also, gain a +2 bonus on concentration checks.
Lighting Reflexes [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Reflex saving throws. In addition During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. The bonus from this feat increases by 1 for every 4th base attack bonus.
Defensive Surge[Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action, the Fighter gains a +3 competance bonus to AC and saves for 2 rounds plus a number of rounds equal to his Consitution Modifier.
Battle Surge [Combat]
Prerequisite: Fighter Level 7th
Benefit: As a swift action, the Fighter gains a +4 competance bonus to Attack and weapon damage rolls for 2 rounds plus a number of rounds equal to his Consitution Modifier.
Heroic Surge [Combat]
Prerequisite: Fighter Level 19th
Benefit: A Fighter can surge forth,as a swift action, in a burst of grace, speed and power a number of times per day equal to his consitution modifier. This surge acts like the spell Time Stop, except nothing is immune to your attacks.
Improved Great Fortitude [Combat]
Prerequisite: Great Fortitude, BaB +7
Benefit: Gain an re-roll for a failed Fortitude save once a day for every 5th base attack bonus. In addition gain 1 bonus hit point per hit die.
Improved Iron Will [Combat]
Prerequisite: Iron Will, BaB +7
Benefit: Gain a re-roll for a failed Will save once a day for every 5th base attack bonus. In addition You are immune to being stunned, effect that stun your are instead lessened to daze.
Improved Lightning Reflexes[Combat]
Prerequisite: Lightning Reflexes, BaB +7
Benefit: Gain a re-roll for a failed Reflex save once a day for every 5th Base Attack Bonus. In addition gain the effects of the Haste spell for yourself only for1 round plus 1 round for every 5th Base Attack Bonus per day, must be spent in 1 round increments
Shrug off Punishment[Combat]
Prerequisite: Great Fortitude, Toughness, Fighter Level 7th
Benefit: A Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged
Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.
Defensive Shield [Combat]
Prerequisite: Fighter Level 4th
Benefit: Whenever a Fighter fights defensively, he provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (but his attack rolls still do). The dodge bonus to the Fighter's as well as his allies increases by +1 for every 6th Base Attack Bonus of the fighter.
Improved Defensive Fighting[Combat]
Prerequisite: Dodge, Fighter level 3rd
Benefit: When fighting defensively the fighter suffers a -2 penalty to attacks instead of the normal -4. The fighter gains an additional +1 dodge bonus to AC while fighting defensively, and a dodge bonus eqaul to every even fighter level when using the full defensive action.
Superior Defensive Fighting [Combat]
Prerequisite: Improved Defensive Fighting, Fighter level 12th
Benefit: When fighting defensively or using the full defensive action the fighter gaisn 20% true miss chance on all attacks against him.
Unbalancing Blow [Combat]
Prerequisite: Fighter Level 6th
Benefit: A Fighter can use a standard action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square.
Focus of Body [Combat]
Prerequisite: Fighter Level 9th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, or Consitution. These bonuses last for 1 hour per every 3rd fighter level.
Superior Focus of Body [Combat]
Prerequisite: Focus of Body, Fighter Level 15th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, and Consitution. These bonuses last for 1 hour per every 3rd fighter level.
Glancing Blow [Combat]
Prerequisite: Strength 13, Fighter Level 4th
Benefit: When missing an attack but within 5 points of the targets AC, the fighter still deals minimum weapon damage, plus strength modifier. Attacks which work off of sucessfuly damaging a target have a 50% chance of working if the conditions of Glancing Blow are met.
Seismic Slam [Combat]
Prerequisite: Strength 15, Fighter Level 8th
Benefit: As a standard action the fighter makes one attack roll, every target successfully hit takes damage as normal and are knocked back 10 feet.
Fleet of Foot [Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action the fighter can gains a new save with a +4 bonus againt any movement impairing effects, such as slow, hold person, or the like. In addition he gains a +10 feet morale bonus to movement for 2 rounds.
Warcry [War Cry]
Prerequisite: Fighter Level 2nd
Benefit: As a Swift action a fighter can unleash an inspiring warcry, giving allies a +1 morale bonus to attacks and to saving throws vs fear, for a number of rounds equal to 2 + charisma modifier.
Howl[War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be shaken for a number of rounds equal to 2+ charisma modifier.
Battle Shout [War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You let lose a mighty shout as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or take a -2 penalty to attacks and saves vs fear. The penalty increases to -3 at fighter level 10th and again to -4 at fighter level 16th. These penalties last for a number of rounds equal to 2+ charisma modifier.
Battle Orders[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You bark out orders as a swift action, giving allies a +2 bonus to attacks and AC, as well as adding +1d6 bonus damage on all weapon attacks, this extra damage is not multiplied on a critical strike. These bonuses last for a number of rounds equal to 2 + charisma modifier.
Battle Cry[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You let loose a bloodcurddling cry as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or suffer a -2 penalty to AC and a -1 penalty to weapon damage rolls. The penalties increas by 1 every 4th fighter level after 8th. These penalties last for a number of rounds equal to 2+ charisma modifier.
Battle Command [War Cry]
Prerequisite: Warcry, Battle Orders, Fighter Level 10th
Benefit:As a swift action you give all allies an additional attack at their highest base attack bonus. This last a number of rounds equal to 2 + charisma modifer.
How of Terror [War Cry]
Prerequisite: Warcry, Howl, Fighter Level 10th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be panicked for a number of rounds equal to 2+ charisma modifier. This is a Terror effect.
War Shout [War Cry]
Prerequisite: Warcry, Fighter Level 12th
Benefit:As a swift action you bellow forth a yell unlike any other, All enemies take 6d6 points of sonic damage and must make a successful Fortitude save at DC 10+ 1/2 Fighter levels + charisma modifier, or be dazed for 1 round.
Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 7th
Benefit:As a swift action you bellow forth a yell unlike any other, all allies within 20 feet recieve fast healing 3 for 5 rounds plus 5 rounds per charisma modifier.
Greater Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 14th
Benefit: As a swift action you bellow forth a yell unlike any other, All allies within 20 feet recieve fast healing 5 for 10 rounds plus 5 rounds per charisma modifier.
Sergeant's Orders [War Cry]
Prerequisite: None
Benefit: You shout out an order, the effects of which function just like the cleric spell Command. Except the save is 10+1/2 fighter levels+Charisma modifier
Lieutenant's Orders[War Cry]
Prerequisite: Sergeant's Order's, Fighter Level 3rd
Benefit: As Sergeants's Orders but the duration changes to 2 rounds plus a number of rounds equal to charisma modifier.
Sergeant's Command [War Cry]
Prerequisite: Sergeant's Orders, Base Attack Bonus +5
Benefit: As Sergeant's Orders, except the Command effects all enemies within a 20 foot radius.
Defensive Posture [Posture]
Prerequisite: None
Benefit: A Fighter takes a full round and sets himself in a protective stance. The fighter gains a +1 competance bonus to his armor bonus to AC, as well as Resistance (3) to Acid, Cold, Electricity, and Fire. The bonus to AC increases by +1 and the resistances by 3 for every 6th level. In addition the fighter gains Uncanny Dodge at 4th level and Improved Uncanny Dodge at 8th. Only 1 posture can be active at a time.
Recovery Posture [Posture]
Prerequisite: Fighter Level 4th
Benefit: A fighter takes a full round and steels himself in a restorative stance. Whenever the Fighter successfuly drops a foe (typically by dropping it to below 0 hit points or killing it), he instantly heals 1 HP plus 1 HP per HD of the creature felled. In addition the Fighter gains a +1 bonus to saves. Only 1 posture can be active at a time.
Deadly Posture [Posture]
Prerequisite: Fighter Level 8th
Benefit: A fighter takes a full round and hones in on his ability to deal with matters in a most lethal of fashion. The fighter deals an additonal 2D6 points of weapon damage with each successful attack, as well as the threat range on his weapon being lowered by 1 ( so a weapon that is 19-20/X2 is now 18-20/X2) Only 1 posture can be active at a time.
Ready Posture [Posture]
Prerequisite: Fighter Level 12th
Benefit: A fighter takes a full round andheightens his awareness of his surroundings He gains evasion and a +2 bonus to reflex saves as well as to his Initiative, this increases by +1 at 16th level and again by +1 at 20th. Also, the fighter is never caught by surprise. Only 1 posture can be active at a time.
Adaptability [Combat]
Prerequisite: Any 2 Posture feats, Fighter Level 14th
Benefit: A Fighter may now gain the benefits of 2 active postures.
Weapon Focus Line
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts. This ability increases to +2 at Base Attack Bonus +7, and again at Base Attack Bonus +14.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th, or Base Attack Bonus +6
Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon, this increases to +6 at Base Attack +10 and to +8 at Base Attack Bonus +16. In addition the critical hit multiplier is increased by 1
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 6th, OR Base Attack Bonus +8
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts, these bonuses increase by an additional +1 for every 4th Base Attack Bonus. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 10th or Base Attack Bonus +12
Benefit: You gain a +6 bonus plus an additional +1 for every 2 points of Base Attack you have on all damage rolls you make using the selected weapon. In addition you gain a +4 bonus to confirm critical hits. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.
Weapon Mastery [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: Base attack bonus +8, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon,
Benefit: When you select this feat, choose one weapon. When using the selected weapon, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. You can wield your weapon against a foe who grapples you with a -5 penalty and without first making a grapple check. In addition You gain double the damage die to your weapon. ( a long sword now deals 2d8 damage and a greatsword deals 4d6 damage)
Special: You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats.
Weapon Supremacy [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: fighter level 15th, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon,
Benefit: When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. When you take a full attack action, you gain 1 additional attack at your highest base attack bonus. In addition you gain a +1bonus to AC while wielding the weapon.
Special: You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.
Shield Line
Shield Pummel [General]
Prerequisite: Improved Shield Bash, Base Attack Bonus +3
Benefit: Your Shield bash now can knock an opponent prone if they fail a fortitude save at DC 15+Shield Bash damage dealt.
Shield Wall [General]
Prerequisite: Base Attack Bonus +6
Benefit: You can no longer be flanked by the attacker on front and your shield side.
Bulwark [General]
Prerequisite: Shield Wall, CON 13
Benefit: No attack goes through your shield completely, giving you DR 2/-
Brutalize [General]
Prerequisite: Improved Shield Bash, Power Attack
Benefit: When making a Shield Bash attempt and using the Power Attack Option a successful attack Staggers the target for 1 round.
Mangle [General]
Prerequisite: Improved Shield Bash ,Base Attack Bonus +12
Benefit: A successful Shield bash attack fatigues the target.
Shield Deflection [General]
Prerequisite: Bulwark, Base Attack Bonus +14
Benefit: Once per round as an immediate action you may re-direct any single target spell cast at you back at the originating caster, who suffers the normal effects of that spell.
Two-Weapon Fighting Line
Improved Two-Weapon Fighting
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack. In addition if you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + your base attack bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Greater Two-Weapon Fighting [General]
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. In addition you gain a +2 shield bonus to your AC, when you are fighting defensively or using the total defense action, this shield bonus increases to +4. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor
<-----------------------STILL MORE TO COME----------------------->
Prerequisite: Fighter level 3rd
Benefit: The Fighter can concentrate his power, turning himself into an unstoppable force once per day, plus one additional time per day every third levels thereafter (6th, 9th, 12th, and so on). This ability grants the character a bonus on his Strength check equal to his levels in the Fighter class to break or burst a door or item(see Breaking Open Doors in Chapter 4: Skills and Breaking Items in Chapter 8: Combat in the Player's Handbook). As a special use of this ability, the Fighter can attempt to break a wall of force (Strength DC 32, and the character applies his unstoppable bonus to this check as well). Alternatively, the Fighter can apply the bonus to a single attack roll.
War-Worn Presence [Combat]
Prerequisite: Fighter Level 2nd
Benefit: When wearing armor, a Fighter gains a +4 on Intimidate checks against any opponent that can see him. In addition, as a swift action the Fighter can use an Intimidate check to demoralize his opponents, the opponent is shaken for 1d4 rounds plus 1 round per point of the Fighter’s Charisma modifier.
WHAT BRUTAL STRIKE IS!!!!!
If a character's attack roll succeeds by 5 more more he deals an extra 1d4 damage this damage increases by 1d4 every 4th level. ( 2d4 at 4th 3d4 at 8th and so on to a max of 6d4 at 20th), Fighters on the other hand deal 1d8 extra damage)
Brutality [Combat]
Prerequisite: Fighter Level 2nd
Benefit:
Fightesr who get a successful Brutal Strike on a target, may select one from the following effects to add on to the damage he deals on that particular attack depending on how many Brutal Strike dice he is able to use.
1d8:
The target also is shaken for 1d4 rounds. This ability does not stack with itself or any other form of shaken, frightened or panicked.
The target takes Brutal strike damage for the next 3 rounds.
2d8:
The target is immobilized for 1 round.
The target also takes 2 Strength, Dexterity, or Constitution damage.
The target is sickened for 1d4 rounds. This ability does not stack with itself or any other form of sickened or nauseated.
3d8:
The target is Staggered for 1 round, and suffers -2 to AC and reflex saves for 2 rounds.
The target also takes 2 Intelligence, Wisdom or Charisma damage.
The Fighter gives himself a deflection bonus to AC equal to the number of dice used for Brutal Attack for a full round.
4d8:
The target is knocked back 5 feet. This movement provokes attacks of opportunity.
The Fighter instead of dealing the extra damage to the target, heals himself for the Brutal Attack amount.
The target is confused for 1d3 rounds.
5d8:
The target also takes 4 Strength, Dexterity, or Constitution damage.
The target is Dazed for 2 rounds.
The target is blinded for 1d4 rounds.
6d8:
The target also takes 4 Intelligence, Wisdom, or Charisma damage.
The target is also paralyzed for 1d3 rounds.
Interpose [Combat]
Prerequisite: Fighter level 3rd
Benefit: Fighter gains this ability, usable a number of times per day equal to his wisdom modifer plus 3, increasing by one additional time for every 3rd level afterwards. When an enemy threatens him in melee and makes a successful attack against an adjacent ally of his, the Fighter may take the damage (and other effects) of the blow as if he had been hit instead
Unmovable [Combat]
Prerequisite: Fighter Level 3rd
Benefit: the Fighter can concentrate his power, making himself unmovable once per day per Constitution modifier, plus one additional time per day every five levels thereafter (8th, 13th, 18th, and so on). This power grants the character a bonus on any one of the following equal to his levels in the Fighter class:
• A grapple check made to avoid being grabbed with the
improved grab ability.
• A Strength check to avoid the effects of a bull rush, trip
attempt, or similar effect.
• A Strength check against any effect that would move
the character either physically or magically.
• Any one saving throw.
If an effect that would move the character either physically or magically does not normally allow a saving throw, the Fighter can use this ability to
gain a Will saving throw. He still gains half the bonus on the saving throw in such a case.
Shrug off Punishment [Combat]
Prerequisite: Fighter Level 4th
Benefit: Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged
Second Wind [Combat]
Prerequisite: Fighter Level 2nd
Benefit: Fighter has become hardened against the horror and din of battle and the debilitating effects of spells and is able to shrug off some wounds and detrimental conditions. As a swift action a fighter can heal himself for 2 times his Con modifier plus his levels in fighter, as well as remove any and all of the following status effects; Dazzled, Fatigued, Exhausted, Shaken, Frightened, Panicked, Sickened, and Nauseated. A fighter may enact second wind a number of times per day equal to his constitution modifier, though at least 15 rounds must pass in between each use.
Delayed Cleave [Combat]
Prerequisite: Cleave, Power Attack, Fighter Level 5th
Benefit: If the last creature a Fighter hit in melee is dropped by someone other than him, and the Fighter still threatens that creature’s square, he may make a cleave attack as an attack of opportunity. All normal restrictions on cleave attempts and attacks of opportunity apply
Enduring [Combat]
Prerequisite: Great Fortitude, Fighter Level 6th
Benefit: Fighter is immune to Exhaustion and any effects that cause the Exhuasted condition are lessened to fatgiued. At Base Attack bonus +11 he is immune to the Fatigued condition.
Vigilant Bulwark [Combat]
Prerequisite: Fighter Level 6th
Benefit: All squares that the Fighter threatens is treated as difficult terrain. His strict vigilance and active defensive maneuvers force his opponents to move with care. Creatures must pay double movement cost to move through squares of difficult terrain, and cannot run, charge, or make 5-foot steps through difficult terrain. This applies even to opponents who can normally ignore difficult terrain, as it is the Fighter and not the terrain itself that is the difficult part. As a secondary effect, opponents who attempt to tumble by the fighter to avoid Attacks of Opportunity, find that it much harder than otherwise, a Fighter adds his 5+ 1/2 his class level to the tumble DC. In addition, any opponent who moves through a Fighter’s threatened area and is successfully hit with an attack of opportunity is halted and can move no further that round.
Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.
Strategist [Combat]
Prerequisite: Fighter Level 9th
Benefit: Fighter adds his Intelligence bonus, if any, to the following; AC against attacks of opportunity, his own Attacks of opportunity, confirmation of critical hits, and attacks against flanked opponents. In addition he gains this this number to his initiative rolls.
Penetrate[Combat]
Prerequisite: Fighter Level 13th
Benefit: The fighter ignores 1 point of AC, plus an additional point of AC for every 5th Base Attack Bonus, of the targets of his attacks. In addition the Fighter ignores double this amount of Damage reduction and hardness.
Unshakeable [Combat]
Prerequisite: Iron Will, Fighter level 14th
Benefit: The Fighter is immune to fear effects. In addition the Fighter gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 every 5th Base Attack Bonus.
Heroic Action [Combat]
Prerequisite: Lightning Reflexes, Fighter level 16th
Benefit: The Fighter gains either a bonus Swift or Immediate action each round. This must be chosen upon choosing this feat and may never be changed.
Stalwart [Combat]
Prerequisite: Great Fortitude, Iron Will, Lightning Reflexes, Fighter Level 15th
Benefit: A Fighter who successfully save against an ability, spell, attack or any other detrimental effect that allows a save for a lesser effect, instead suffers no effect.
Feat Name [Combat]
Prerequisite:
Benefit:
Great Fortitude [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Fortitude saving throws. In addition, You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Iron Will [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Will saving throw as well as checks to withstand intimidation and sense motive.. Similarly, all diplomacy DCs are increased by 2 when applied to you. Also, gain a +2 bonus on concentration checks.
Lighting Reflexes [Combat]
Prerequisite: None
Benefit: You get a +2 bonus on all Reflex saving throws. In addition During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. The bonus from this feat increases by 1 for every 4th base attack bonus.
Defensive Surge[Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action, the Fighter gains a +3 competance bonus to AC and saves for 2 rounds plus a number of rounds equal to his Consitution Modifier.
Battle Surge [Combat]
Prerequisite: Fighter Level 7th
Benefit: As a swift action, the Fighter gains a +4 competance bonus to Attack and weapon damage rolls for 2 rounds plus a number of rounds equal to his Consitution Modifier.
Heroic Surge [Combat]
Prerequisite: Fighter Level 19th
Benefit: A Fighter can surge forth,as a swift action, in a burst of grace, speed and power a number of times per day equal to his consitution modifier. This surge acts like the spell Time Stop, except nothing is immune to your attacks.
Improved Great Fortitude [Combat]
Prerequisite: Great Fortitude, BaB +7
Benefit: Gain an re-roll for a failed Fortitude save once a day for every 5th base attack bonus. In addition gain 1 bonus hit point per hit die.
Improved Iron Will [Combat]
Prerequisite: Iron Will, BaB +7
Benefit: Gain a re-roll for a failed Will save once a day for every 5th base attack bonus. In addition You are immune to being stunned, effect that stun your are instead lessened to daze.
Improved Lightning Reflexes[Combat]
Prerequisite: Lightning Reflexes, BaB +7
Benefit: Gain a re-roll for a failed Reflex save once a day for every 5th Base Attack Bonus. In addition gain the effects of the Haste spell for yourself only for1 round plus 1 round for every 5th Base Attack Bonus per day, must be spent in 1 round increments
Shrug off Punishment[Combat]
Prerequisite: Great Fortitude, Toughness, Fighter Level 7th
Benefit: A Fighter can as a Swift action gain a number of bonus temporary Hit Points, equal to twice his fighter level. A Fighter may only do this once per encounter and these bonus hit points last a maximum of 4 rounds or untill these temporary hit points are damaged
Fortification [Combat]
Prerequisite: Fighter Level 9th
Benefit: A Fighter can as a free action make an opposed attack roll against a Critical hit, If the Fighter's attack roll is higher than his opponents, the critical hit is negated.
Defensive Shield [Combat]
Prerequisite: Fighter Level 4th
Benefit: Whenever a Fighter fights defensively, he provides up to two adjacent allies with a +2 dodge bonus to Armor Class, though their attack rolls do not take the normal –4 penalty (but his attack rolls still do). The dodge bonus to the Fighter's as well as his allies increases by +1 for every 6th Base Attack Bonus of the fighter.
Improved Defensive Fighting[Combat]
Prerequisite: Dodge, Fighter level 3rd
Benefit: When fighting defensively the fighter suffers a -2 penalty to attacks instead of the normal -4. The fighter gains an additional +1 dodge bonus to AC while fighting defensively, and a dodge bonus eqaul to every even fighter level when using the full defensive action.
Superior Defensive Fighting [Combat]
Prerequisite: Improved Defensive Fighting, Fighter level 12th
Benefit: When fighting defensively or using the full defensive action the fighter gaisn 20% true miss chance on all attacks against him.
Unbalancing Blow [Combat]
Prerequisite: Fighter Level 6th
Benefit: A Fighter can use a standard action to make a strategic melee attack against an enemy. If the attack succeeds, in addition to dealing regular damage, the blow unbalances the target so much that it provokes attacks of opportunity from creatures threatening its square.
Focus of Body [Combat]
Prerequisite: Fighter Level 9th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, or Consitution. These bonuses last for 1 hour per every 3rd fighter level.
Superior Focus of Body [Combat]
Prerequisite: Focus of Body, Fighter Level 15th
Benefit: With an hour of meditation the fighter gains a +2 perfection bonus to Strength, Dexterity, and Consitution. These bonuses last for 1 hour per every 3rd fighter level.
Glancing Blow [Combat]
Prerequisite: Strength 13, Fighter Level 4th
Benefit: When missing an attack but within 5 points of the targets AC, the fighter still deals minimum weapon damage, plus strength modifier. Attacks which work off of sucessfuly damaging a target have a 50% chance of working if the conditions of Glancing Blow are met.
Seismic Slam [Combat]
Prerequisite: Strength 15, Fighter Level 8th
Benefit: As a standard action the fighter makes one attack roll, every target successfully hit takes damage as normal and are knocked back 10 feet.
Fleet of Foot [Combat]
Prerequisite: Fighter Level 9th
Benefit: As a swift action the fighter can gains a new save with a +4 bonus againt any movement impairing effects, such as slow, hold person, or the like. In addition he gains a +10 feet morale bonus to movement for 2 rounds.
Warcry [War Cry]
Prerequisite: Fighter Level 2nd
Benefit: As a Swift action a fighter can unleash an inspiring warcry, giving allies a +1 morale bonus to attacks and to saving throws vs fear, for a number of rounds equal to 2 + charisma modifier.
Howl[War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be shaken for a number of rounds equal to 2+ charisma modifier.
Battle Shout [War Cry]
Prerequisite: Warcry, Fighter Level 4th
Benefit: You let lose a mighty shout as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or take a -2 penalty to attacks and saves vs fear. The penalty increases to -3 at fighter level 10th and again to -4 at fighter level 16th. These penalties last for a number of rounds equal to 2+ charisma modifier.
Battle Orders[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You bark out orders as a swift action, giving allies a +2 bonus to attacks and AC, as well as adding +1d6 bonus damage on all weapon attacks, this extra damage is not multiplied on a critical strike. These bonuses last for a number of rounds equal to 2 + charisma modifier.
Battle Cry[War Cry]
Prerequisite: Warcry, Fighter Level 8th
Benefit: You let loose a bloodcurddling cry as a swift action, all enemies must make a successful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or suffer a -2 penalty to AC and a -1 penalty to weapon damage rolls. The penalties increas by 1 every 4th fighter level after 8th. These penalties last for a number of rounds equal to 2+ charisma modifier.
Battle Command [War Cry]
Prerequisite: Warcry, Battle Orders, Fighter Level 10th
Benefit:As a swift action you give all allies an additional attack at their highest base attack bonus. This last a number of rounds equal to 2 + charisma modifer.
How of Terror [War Cry]
Prerequisite: Warcry, Howl, Fighter Level 10th
Benefit: You unleash a cry as a swift action and enemies must make a succesful will save at DC 10+ 1/2 Fighter levels + charisma modifier, or be panicked for a number of rounds equal to 2+ charisma modifier. This is a Terror effect.
War Shout [War Cry]
Prerequisite: Warcry, Fighter Level 12th
Benefit:As a swift action you bellow forth a yell unlike any other, All enemies take 6d6 points of sonic damage and must make a successful Fortitude save at DC 10+ 1/2 Fighter levels + charisma modifier, or be dazed for 1 round.
Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 7th
Benefit:As a swift action you bellow forth a yell unlike any other, all allies within 20 feet recieve fast healing 3 for 5 rounds plus 5 rounds per charisma modifier.
Greater Invigorating Shout [War Cry]
Prerequisite: Warcry, Fighter Level 14th
Benefit: As a swift action you bellow forth a yell unlike any other, All allies within 20 feet recieve fast healing 5 for 10 rounds plus 5 rounds per charisma modifier.
Sergeant's Orders [War Cry]
Prerequisite: None
Benefit: You shout out an order, the effects of which function just like the cleric spell Command. Except the save is 10+1/2 fighter levels+Charisma modifier
Lieutenant's Orders[War Cry]
Prerequisite: Sergeant's Order's, Fighter Level 3rd
Benefit: As Sergeants's Orders but the duration changes to 2 rounds plus a number of rounds equal to charisma modifier.
Sergeant's Command [War Cry]
Prerequisite: Sergeant's Orders, Base Attack Bonus +5
Benefit: As Sergeant's Orders, except the Command effects all enemies within a 20 foot radius.
Defensive Posture [Posture]
Prerequisite: None
Benefit: A Fighter takes a full round and sets himself in a protective stance. The fighter gains a +1 competance bonus to his armor bonus to AC, as well as Resistance (3) to Acid, Cold, Electricity, and Fire. The bonus to AC increases by +1 and the resistances by 3 for every 6th level. In addition the fighter gains Uncanny Dodge at 4th level and Improved Uncanny Dodge at 8th. Only 1 posture can be active at a time.
Recovery Posture [Posture]
Prerequisite: Fighter Level 4th
Benefit: A fighter takes a full round and steels himself in a restorative stance. Whenever the Fighter successfuly drops a foe (typically by dropping it to below 0 hit points or killing it), he instantly heals 1 HP plus 1 HP per HD of the creature felled. In addition the Fighter gains a +1 bonus to saves. Only 1 posture can be active at a time.
Deadly Posture [Posture]
Prerequisite: Fighter Level 8th
Benefit: A fighter takes a full round and hones in on his ability to deal with matters in a most lethal of fashion. The fighter deals an additonal 2D6 points of weapon damage with each successful attack, as well as the threat range on his weapon being lowered by 1 ( so a weapon that is 19-20/X2 is now 18-20/X2) Only 1 posture can be active at a time.
Ready Posture [Posture]
Prerequisite: Fighter Level 12th
Benefit: A fighter takes a full round andheightens his awareness of his surroundings He gains evasion and a +2 bonus to reflex saves as well as to his Initiative, this increases by +1 at 16th level and again by +1 at 20th. Also, the fighter is never caught by surprise. Only 1 posture can be active at a time.
Adaptability [Combat]
Prerequisite: Any 2 Posture feats, Fighter Level 14th
Benefit: A Fighter may now gain the benefits of 2 active postures.
Weapon Focus Line
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts. This ability increases to +2 at Base Attack Bonus +7, and again at Base Attack Bonus +14.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th, or Base Attack Bonus +6
Benefit: You gain a +4 bonus on all damage rolls you make using the selected weapon, this increases to +6 at Base Attack +10 and to +8 at Base Attack Bonus +16. In addition the critical hit multiplier is increased by 1
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 6th, OR Base Attack Bonus +8
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon, as well as a +1 bonus to disarm and sunder attempts, these bonuses increase by an additional +1 for every 4th Base Attack Bonus. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 10th or Base Attack Bonus +12
Benefit: You gain a +6 bonus plus an additional +1 for every 2 points of Base Attack you have on all damage rolls you make using the selected weapon. In addition you gain a +4 bonus to confirm critical hits. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.
Weapon Mastery [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: Base attack bonus +8, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon,
Benefit: When you select this feat, choose one weapon. When using the selected weapon, you gain a +2 bonus on attack rolls and a +2 bonus on damage rolls. You can wield your weapon against a foe who grapples you with a -5 penalty and without first making a grapple check. In addition You gain double the damage die to your weapon. ( a long sword now deals 2d8 damage and a greatsword deals 4d6 damage)
Special: You can select this feat more than once. Each time, you can select a new damage type. A fighter can choose Melee Weapon Mastery as one of his fighter bonus feats.
Weapon Supremacy [General]
Choose one type of weapon. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisite: fighter level 15th, Greater Weapon Focus with selected weapon, Greater Weapon Specialization with selected weapon, Proficiency with selected weapon, Weapon Focus with selected weapon, Weapon Mastery with selected weapon, Weapon Specialization with selected weapon,
Benefit: When fighting with the weapon that you choose for this feat, you gain a number of additional advantages. You gain a +4 bonus on all checks made to resist being disarmed. When you take a full attack action, you gain 1 additional attack at your highest base attack bonus. In addition you gain a +1bonus to AC while wielding the weapon.
Special: You can choose this feat only once, for a single specific kind of weapon. The dedication and focus it requires makes it impossible to gain this feat for more than one weapon.
Shield Line
Shield Pummel [General]
Prerequisite: Improved Shield Bash, Base Attack Bonus +3
Benefit: Your Shield bash now can knock an opponent prone if they fail a fortitude save at DC 15+Shield Bash damage dealt.
Shield Wall [General]
Prerequisite: Base Attack Bonus +6
Benefit: You can no longer be flanked by the attacker on front and your shield side.
Bulwark [General]
Prerequisite: Shield Wall, CON 13
Benefit: No attack goes through your shield completely, giving you DR 2/-
Brutalize [General]
Prerequisite: Improved Shield Bash, Power Attack
Benefit: When making a Shield Bash attempt and using the Power Attack Option a successful attack Staggers the target for 1 round.
Mangle [General]
Prerequisite: Improved Shield Bash ,Base Attack Bonus +12
Benefit: A successful Shield bash attack fatigues the target.
Shield Deflection [General]
Prerequisite: Bulwark, Base Attack Bonus +14
Benefit: Once per round as an immediate action you may re-direct any single target spell cast at you back at the originating caster, who suffers the normal effects of that spell.
Two-Weapon Fighting Line
Improved Two-Weapon Fighting
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack. In addition if you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + your base attack bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.
Greater Two-Weapon Fighting [General]
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty. In addition you gain a +2 shield bonus to your AC, when you are fighting defensively or using the total defense action, this shield bonus increases to +4. See the Two-Weapon Fighting special attack.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor
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