Ziegander
2014-02-15, 01:52 AM
If I have omitted a feat it is not necessarily because I think it is perfect as is. It is OFTEN because it is so bad, in both concept and execution, that I have no idea where to go with it.
Core Combat Feats
Awesome Blow
Prerequisites: Str 17, Power Attack, Improved Bull Rush, base attack bonus +6
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. You may not move with an opponent bull rushed in this way (though you may move the opponent as far as your check allows). Instead, when using this feat, if your check exceeds the opponent's CMD by 5 or more, that opponent is pushed the normal distance and knocked prone. A successful Reflex save (DC 10 + your base attack bonus) negates being knocked prone.
Break Guard
Prerequisites: Str 15, Crushing Blow, Power Attack, base attack bonus +6
Benefit: The second time you hit an opponent in a round when you use the Power Attack feat, if that opponent is Exhausted, Fatigued, or Sickened then it becomes flat-footed and loses its shield bonus to AC (if any) for 1 round. A successful Reflex save negates these effects. The DC of this Reflex save is 10 + your base attack bonus.
Bull Rush, Improved
Prerequisites: Str 13, Power Attack
Benefit: You receive a +3 bonus on checks made to bull rush a foe. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Whenever you bull rush an opponent, its movement provokes attacks of opportunity from all of your allies (but not you). If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Catch Off-Guard
Prerequisites: Improvised Fighting
Benefit: Whenever you attack an opponent with an improvised weapon, if you haven't attacked with that improvised weapon yet this combat, your opponent is flat-footed against your attack.
Cleave
Prerequisites: Power Attack, base attack bonus +1
Benefit: Whenever you make a melee attack while using Power Attack, if you hit, you deal damage normally and can make an additional attack as a swift action at the same attack bonus against a foe that is adjacent to the first and also within reach.
Special: You may make a second, third, and fourth additional attack as part of the same swift action when you use this feat when your base attack bonus is at least +6, +11, and +16 respectively. These attacks cannot be made against your original target, nor any target you have previously attacked using this feat. Each additional attack must be made against a target that is adjacent to the previously attacked target and also within reach.
Cockatrice Strike [STYLE]
Prerequisites: Wis 13, Stone Vise Style, Monk 3
Benefit: The second time you successfully hit an opponent with an unarmed strike this round, if that opponent's speed is reduced for any reason, it becomes unable to make more than one attack per round, to make attacks of opportunity, or even to move for a number of rounds equal to your Wisdom modifier. A successful Reflex save negates this effect. The DC of this Reflex save is 10 + ˝ your character level + your Wis modifier). The target is allowed a new save to remove this effect at the start of each of its rounds.
Combat Expertise
Prerequisites: Dex 13
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You gain double this bonus to your CMD and against any attack rolls made to confirm critical hits against you. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Critical Feats
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Critical, Bleeding
Prerequisites: Base attack bonus +1
Benefit: Whenever you score a critical hit your opponent takes an amount of bleed damage each round equal to twice your base attack bonus on its turn, in addition to the damage dealt by the critical hit. A successful Fortitude save reduces the Bleed damage by half. The DC of this Fortitude save is equal to 10 + your base attack bonus. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Critical, Blinding
Prerequisites: Base attack bonus +5
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to blinded for 1 round and dazzled for 1 minute thereafter. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Critical, Crippling
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit against an opponent, its speed is halved permanently. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. This crippling effect can be removed with a DC 20 Heal check or by lesser restoration, restoration, heal, and similar abilities.
Critical, Deafening
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 minute. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Critical, Sickening
Prerequisites: Base attack bonus +1
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 10 minutes. A successful Fortitude save reduces the duration to 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Critical, Staggering
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Critical, Stunning
Prerequisites: Staggering Critical, base attack bonus +7
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1 round and staggered for 4 rounds thereafter (or simply staggered for 5 rounds if it is immune to stunning). A successful Fortitude save reduces this to staggered for 1d4+1 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack with themselves or with the Staggering Critical feat. Additional hits instead add to the duration.
Critical, Tiring
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. A successful Fortitude save negates this. The DC of this Fortitude save is equal to 10 + your base attack bonus. If the opponent was already fatigued, then it becomes exhausted upon failing its Fortitude save. If you have at least base attack bonus +7, then an opponent becomes exhausted even if it wasn't already fatigued, and becomes fatigued even on a successful save. This feat has no additional effect on an already exhausted creature.
Crushing Blow [STYLE]
Prerequisites: Str 13, Power Attack, base attack bonus +1
Benefit: The first time you hit a foe with a melee attack this round while using Power Attack that foe becomes fatigued for 1 round and loses its next move action. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + your base attack bonus.
[S]Dazzling Display
Deadly Display
Prerequisites: Weapon Focus, Fighter 1
Benefit: While you are wielding your focused weapon, you may Demoralize opponents with the Intimidate skill using your base attack bonus in place of your Intimidate ranks and the ability modifier you add to attack rolls with that weapon (Strength or Dexterity) in place of your Charisma modifier. Whenever you confirm a critical hit with your focused weapon, drop an opponent with your focused weapon, or willingly accept a -5 penalty to your Intimidate check, you may Demoralize all opponents within 30ft. Demoralizing opponents after a critical hit or after dropping a foe is an immediate action.
Disarm, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You receive a +3 bonus on checks made to disarm an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Whenever you disarm an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Disruptive
Prerequisites: Combat Reflexes, Fighter 2
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you do, you may not take a 5-foot step on your next turn. You gain a +2 bonus to attack rolls when you make an attack of opportunity. The DC to cast a spell defensively for creatures you threaten is increased by 4.
Dodge
Prerequisites: Dex 15, Mobility, Acrobatics 5 ranks
Benefit: As an immediate action when you would normally be hit by an attack you may take a 5-foot step to dodge the attack entirely. You must be aware of the attack, your speed must be unhindered, and you must not be denied your Dexterity bonus to AC. If you do, you may not take a 5-foot step on your next turn. When you dodge a melee attack generated by a spell effect, such as the touch attack of a shocking grasp spell, the attacker is still "holding the charge."
Double Slice
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +1
Benefit: Anytime you make a melee attack with your main-hand weapon you may make an attack with your off-hand weapon at the same attack bonus. You suffer two-weapon fighting penalties when doing so, but you may add your full Strength bonus to damage rolls with your off-hand rather than half.
Normal: A character that fights with two weapons may make an attack with his or her off-hand weapon for every attack they make with their main-hand weapon during a full attack action.
Feint, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You may feint in place of a melee attack. You receive a +3 bonus on checks made to feint. You also receive a +3 bonus to Sense Motive checks and your Combat Maneuver Defense whenever an opponent tries to feint you. Whenever you successfully feint in combat, the opponent provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Feint is both a use of the Bluff skill and a combat maneuver and may be attempted using either the Bluff skill or an attack roll and your Combat Maneuver Bonus. Attempting a combat maneuver does not provoke attacks of opportunity.
Flyby Attack
Prerequisites: Fly speed
Benefit: While flying you may make a single melee attack at any point during a move action. This is a standard action. You cannot take a second move action during a round when you make a Flyby Attack.
Normal: Without this feat, a character must move before or after making attacks.
Gorgon's Fist
Prerequisites: Wis 15, Stone Vise Style, Cockatrice Strike, Monk 7
Benefit: The third time you successfully hit an opponent with an unarmed strike this round, if that opponent can't move or can't make attacks of opportunity, then it becomes paralyzed for 1 round unless it succeeds on a Will saving throw with a DC of 10 + ˝ your character level + your Wisdom modifier. Even on a successful save it suffers 1d3 Dexterity damage.
Grapple, Improved
Prerequisites: Improved Unarmed Strike
Benefit: You may attempt to grapple an opponent in place of a melee attack. You receive a +3 bonus on checks made to grapple an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Whenever you successfully grapple an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Improvised Fighting
Prerequisites: None
Benefit: You do not suffer any penalties for using an improvised weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon. Monks and Rogues are automatically proficient with improvised weapons.
Lightning Stance
Prerequisites: Dex 19, Dodge, Mobility, Wind Stance, Acrobatics 13 ranks
Benefit: If you move more than 30ft feet this turn, you gain 50% concealment against all attacks for 1 round. This concealment does not stack with the concealment you gain from the Wind Stance feat. You lose all benefits of this feat if your speed is hindered in any way.
Lunge
Prerequisites: Dex 13
Benefit: You can increase the reach of your melee attacks by 5 feet or as though you were one size larger (whichever is greater) for 1 round by taking a -2 penalty to your AC. You may choose to use this ability (or not to use it) on any of your attacks, but after using it once the AC penalty applies until your next turn.
[S]Spellbreaker
Mage Slayer
Prerequisites: Combat Reflexes, Disruptive, Fighter 6
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. You gain a +2 bonus to attack and damage rolls when making attacks of opportunity against enemy spellcasters. Enemy spellcasters you deal weapon damage to must make Concentration checks to cast spells as if taking continuous damage from your attacks for 1 round thereafter (this does not actually deal additional damage).
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Medusa's Wrath
Prerequisites: Wis 15, Stone Vise Style, Cockatrice Strike, Monk 11
Benefit: The fourth time you successfully hit an opponent with an unarmed strike this round, if that opponent is dazed, stunned, paralyzed, or otherwise unable to take standard actions, it becomes petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + ˝ your character level + your Wisdom modifier. The target is allowed a new save to remove this effect at the start of each of its rounds. This is a supernatural polymorph effect.
Mobility
Prerequisites: Dex 13, Acrobatics 1 rank
Benefit: Your base speed improves by 5 feet, and you may take a 5-foot step on your turn in addition to other movement. You gain a +4 bonus to AC vs attacks of opportunity you provoke by moving. You lose all benefits of this feat if your speed is hindered in any way.
Mounted Combat
Prerequisites: Ride 1 rank, base attack bonus +1
Benefit: The penalties to your attacks while mounted are reduced by 2 (to a minimum of -0). Furthermore, once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Normal: While mounted you suffer a -2 penalty to attacks with one-handed melee weapons or a -4 penalty to attacks with two-handed or ranged weapons. Double these penalties if your mount uses the Run action.
Overrun, Improved
Prerequisites: Str 13, Spirited Charge
Benefit: You receive a +3 bonus on checks made to overrun an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Whenever you overrun an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity. When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Penetrating Strike
Prerequisites: Base attack bonus +5
Benefit: Your attacks ignore up to 5 points of damage reduction or hardness.
Penetrating Strike, Greater
Prerequisites: Penetrating Strike, Fighter 10
Benefit: Your attacks ignore damage reduction short of DR/Epic and up to 10 points of hardness.
Precise Shot
Prerequisites: None
Benefit: You gain a +1 bonus to attack and damage rolls with ranged weapons against targets within 30ft. If you use the attack action to make a single ranged attack at your highest base attack bonus, for that attack you ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits.
Normal: Your allies do not provide Cover from your ranged attacks to opponents they threaten.
Precise Shot, Improved
Prerequisites: Precise Shot, base attack bonus +6
Benefit: You gain a +2 bonus to attack and damage rolls with ranged weapons against targets within 30ft. Any ranged attacks you make ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Precise Shot, Greater
Prerequisites: Improved Precise Shot, Precise Shot, base attack bonus +11
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. If you use the attack action to make a single ranged attack at your highest base attack bonus, for that attack you ignore cover and concealment entirely, including total cover and total concealment, and if your attack hits you automatically threaten a critical hit.
Rapid Shot
Prerequisites: Dex 15
Benefit: As normal.
Shatter Defenses [STYLE]
Prerequisites: Str 17, Break Guard, Crushing Blow, Power Attack, base attack bonus +11
Benefit: The third time you successfully hit a foe with a melee attack this round while using Power Attack, if that foe is prone or denied its Dexterity bonus to AC then you and your allies ignore its damage reduction and deal lethal damage even if it has regeneration with this attack and all other attacks for 1 round. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + your base attack bonus.
Shield Bash, Improved
Prerequisites: Shield Focus
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC and Reflex saves. You deal damage with a shield bash as though you were one size larger. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
Shield Focus
Prerequisites: Shield proficiency
Benefit: Increase the shield bonus to AC granted by any shield you are using by 1. As long as you are not denied your Dex bonus to AC, you apply your shield's shield bonus to AC to your Touch AC, to your CMD, and to any Reflex saves you make to reduce or avoid damage.
Shield Slam
Prerequisites: Str 15, Improved Shield Bash, Shield Focus, base attack bonus +6
Benefit: Whenever you hit with a shield bash after a charge or as an attack of opportunity you deal double damage. In those cases, you may make a trip attempt against the struck foe as an immediate action and with a +2 bonus. This trip attempt does not provoke attacks of opportunity and if it fails your opponent does not get an attempt to trip you in return. While you carry a shield, if you are not flat-footed, any opponent that misses you with a melee attack provokes an attack of opportunity from you. This attack of opportunity must be a shield bash.
Spirited Charge
Prerequisites: Str 13
Benefit: You do not suffer a penalty to AC for charging. After a successful charge attack your melee attacks deal +2 damage for 1 round.
Spring Attack
Prerequisites: Dex 13, Mobility, Acrobatics 1 rank, base attack bonus +2
Benefit: You may take a standard action at any point during a move action. You can move both before and after the action, but the total distance that you move cannot be greater than your speed. If your standard action is a melee attack, you do not provoke attacks of opportunity from your target for this movement.
Normal: Characters take a standard action either before or after its move.
Stand Still
Prerequisites: Combat Reflexes, Fighter 1
Benefit: Whenever you make an attack of opportunity against an opponent who moves through your threatened area, if your attack hits, that opponent stops moving and its speed is reduced to 0 feet until the start of its next turn.
[S]Scorpion Style
Stone Vise Style [STYLE]
Prerequisites: Wis 13, Monk 1
Benefit: The first time you strike an opponent with an unarmed strike each round that opponent's speed is reduced by half and it takes a -1 penalty on attack rolls, AC, and Reflex saves. These effects last for a number of rounds equal to your Wisdom modifier. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + ˝ your character level + your Wisdom modifier. The effects of this feat do not stack. Additional hits instead add to the duration.
Stonedeath Devastation [STYLE]
Prerequisites: Wis 17, Stone Vise, Cockatrice Strike, Gorgon's Fist, Medusa's Wrath, Monk 15
Benefit: As a standard action you may make a single unarmed strike against a petrified creature, or against a creature that is made up primarily of stone or crystalline mass. If your attack hits, that creature is utterly destroyed and cannot be resurrected by any means short of True Resurrection. A successful Fortitude save negates this effect. The DC of this Fortitude save is 10 + ˝ your character level + your Wisdom modifier.
Strike Back
Prerequisites: Base attack bonus +6
Benefit: When you are attacked by a creature with reach, if you are aware of the attack and not flat-footed you may make an attack before it hits you as an immediate action. This is considered an attack of opportunity. If the attacker is using a natural weapon, then you attack the creature. If the attacker is using a weapon that grants it reach, then this attack must be a Sunder maneuver against that weapon. Regardless, if your attack hits, your opponent's attack automatically fails and its subsequent attacks against you this round suffer a -4 penalty to hit.
Sunder, Improved
Prerequisites: Str 13, Power Attack
Benefit: You receive a +3 bonus on checks made to sunder an opponent's item. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Whenever you successfully attack an opponent's item, that opponent provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Trip, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You receive a +3 bonus on checks made to trip an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Whenever you trip an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Two-Weapon Defense
Prerequisites: Dex 13
Benefit: You gain a +2 shield bonus to AC during any round in which you fight two weapons. If either or both of those weapons has an enhancement bonus to attack and damage rolls, this shield bonus is increased by the highest enhancement bonus among the two (if any).
Two-Weapon Fighting
Prerequisites: Dex 13
Benefit: The penalties to your attacks while fighting with two weapons are reduced by 2 (to a minimum of -0). If your Strength score is 15 or higher you do not suffer a penalty to attacks while fighting with two weapons.
Normal: While fighting with two weapons you suffer a -2 penalty to attack rolls with light weapons and a -4 penalty to attack rolls with one-handed weapons.
Two-Weapon Rend
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +6
Benefit: If you hit an opponent with both of your weapons in the same action you deal additional damage. Roll each weapon’s damage dice again, add the results together, and add 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Vital Strike Line
Vital Strike
Prerequisites: Dex 13, Int 13, Weapon Focus, Heal 3 ranks, Perception 3 ranks, base attack bonus +6
Benefit: Applying your keen senses and knowledge of the body, you and your trusty weapon can bring a swift, ruinous end to many foes with a single, well-placed strike. As a standard action make a single melee attack at your highest base attack bonus with your focused weapon. If that attack hits, it deals double damage. If the target was denied its Dex bonus against your attack it suffers 1 Constitution bleed (see Conditions). This bleed damage is not multiplied on a critical hit.
Vital Strike, Greater
Prerequisites: Dex 13, Int 13, Greater Weapon Focus, Improved Vital Strike, Vital Strike, Weapon Focus, Weapon Specialization, Heal 7 ranks, Perception 7 ranks, Fighter 16
Benefit: When you use the Vital Strike feat the Constitution bleed increases to 1d3, and on a failed save, if the target failed by 5 or more then it is Paralyzed for 1 round (or Dazed if it is immune to Paralysis) rather than Staggered.
Vital Strike, Improved
Prerequisites: Dex 13, Int 13, Vital Strike, Weapon Focus, Weapon Specialization, Heal 5 ranks, Perception 5 ranks, Fighter 11
Benefit: When you use the Vital Strike feat the Constitution bleed increases to 1d2 and the target is Staggered for 1 round if it fails a Fortitude save DC 10 + your Fighter level.
Weapon Finesse
Prerequisites: Dex 13
Benefit: Whenever you wield a melee weapon to which you may add your Dexterity bonus to attack rolls instead of your Strength bonus you may also add your Dexterity bonus to damage rolls with that weapon.
Normal: With a light weapon, elven curve blade, 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. Natural weapons are considered light weapons.
Weapon Focus
Prerequisites: Proficiency with weapon, base attack bonus +1
Benefit: Choose a weapon you are proficient with. You gain a +1 bonus to attack rolls with that weapon and an additional +4 bonus to attack rolls made to confirm critical hits with that weapon. While you wield your focused weapon you gain a +2 morale bonus on Will saves against Fear and you are always treated as if you were larger than your opponents for the purposes of the Intimidate skill.
Special: If you have at least one Fighter class level you may change the weapon you chose with this feat by spending one hour practicing with a new weapon. If not, you may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Weapon Focus, Greater
Prerequisites: Weapon Focus, Weapon Specialization, Fighter 8
Benefit: You gain an additional +1 bonus to attack rolls with the weapon you have chosen with the Weapon Focus feat (to a total of +2) and an additional +4 bonus to attack rolls made to confirm critical hits (to a total of +8). While you wield your focused weapon you are immune to Fear and cannot be Intimidated.
Weapon Specialization
Prerequisites: Weapon Focus, Fighter 4
Benefit: You cannot be disarmed of the weapon you have chosen with the Weapon Focus feat. You deal additional damage with that weapon equal to half your Fighter level (rounded down). While you wield your focused weapon you gain a +2 morale bonus on all Will saves (to a total of +4 vs Fear).
Whirlwind Attack
Prerequisites: Dex 15, Mobility, Spring Attack, Fighter 6
Benefit: You can move up to your speed during a full attack action. You can move both before and after each of your attacks, but the total distance that you move cannot be greater than your speed. You do not provoke attacks of opportunity from movement from the targets of any melee attacks you make in this action.
Alternatively, as a full-round action you may make either one melee attack at your highest base attack bonus against each opponent you threaten or you may make one ranged attack at your highest base attack bonus against a number of opponents up to half your base attack bonus. These opponents must be no further from you than your weapon's range increment.
Wind Stance
Prerequisites: Dex 17, Dodge, Mobility, Acrobatics 9 ranks
Benefit: Your base speed improves by an additional 5 feet, and whenever you take a 5-foot step you may move up to 10 feet. You ignore difficult terrain. If you move more than 15ft this turn you gain 20% concealment against ranged attacks for 1 round. You lose all benefits of this feat if your speed is hindered in any way.
More fixin' to come!
Core Combat Feats
Awesome Blow
Prerequisites: Str 17, Power Attack, Improved Bull Rush, base attack bonus +6
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. You may not move with an opponent bull rushed in this way (though you may move the opponent as far as your check allows). Instead, when using this feat, if your check exceeds the opponent's CMD by 5 or more, that opponent is pushed the normal distance and knocked prone. A successful Reflex save (DC 10 + your base attack bonus) negates being knocked prone.
Break Guard
Prerequisites: Str 15, Crushing Blow, Power Attack, base attack bonus +6
Benefit: The second time you hit an opponent in a round when you use the Power Attack feat, if that opponent is Exhausted, Fatigued, or Sickened then it becomes flat-footed and loses its shield bonus to AC (if any) for 1 round. A successful Reflex save negates these effects. The DC of this Reflex save is 10 + your base attack bonus.
Bull Rush, Improved
Prerequisites: Str 13, Power Attack
Benefit: You receive a +3 bonus on checks made to bull rush a foe. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Whenever you bull rush an opponent, its movement provokes attacks of opportunity from all of your allies (but not you). If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Catch Off-Guard
Prerequisites: Improvised Fighting
Benefit: Whenever you attack an opponent with an improvised weapon, if you haven't attacked with that improvised weapon yet this combat, your opponent is flat-footed against your attack.
Cleave
Prerequisites: Power Attack, base attack bonus +1
Benefit: Whenever you make a melee attack while using Power Attack, if you hit, you deal damage normally and can make an additional attack as a swift action at the same attack bonus against a foe that is adjacent to the first and also within reach.
Special: You may make a second, third, and fourth additional attack as part of the same swift action when you use this feat when your base attack bonus is at least +6, +11, and +16 respectively. These attacks cannot be made against your original target, nor any target you have previously attacked using this feat. Each additional attack must be made against a target that is adjacent to the previously attacked target and also within reach.
Cockatrice Strike [STYLE]
Prerequisites: Wis 13, Stone Vise Style, Monk 3
Benefit: The second time you successfully hit an opponent with an unarmed strike this round, if that opponent's speed is reduced for any reason, it becomes unable to make more than one attack per round, to make attacks of opportunity, or even to move for a number of rounds equal to your Wisdom modifier. A successful Reflex save negates this effect. The DC of this Reflex save is 10 + ˝ your character level + your Wis modifier). The target is allowed a new save to remove this effect at the start of each of its rounds.
Combat Expertise
Prerequisites: Dex 13
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You gain double this bonus to your CMD and against any attack rolls made to confirm critical hits against you. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Critical Feats
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Critical, Bleeding
Prerequisites: Base attack bonus +1
Benefit: Whenever you score a critical hit your opponent takes an amount of bleed damage each round equal to twice your base attack bonus on its turn, in addition to the damage dealt by the critical hit. A successful Fortitude save reduces the Bleed damage by half. The DC of this Fortitude save is equal to 10 + your base attack bonus. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Critical, Blinding
Prerequisites: Base attack bonus +5
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to blinded for 1 round and dazzled for 1 minute thereafter. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regenerate, remove blindness, or similar abilities.
Critical, Crippling
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit against an opponent, its speed is halved permanently. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. This crippling effect can be removed with a DC 20 Heal check or by lesser restoration, restoration, heal, and similar abilities.
Critical, Deafening
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 minute. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Critical, Sickening
Prerequisites: Base attack bonus +1
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 10 minutes. A successful Fortitude save reduces the duration to 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Critical, Staggering
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Critical, Stunning
Prerequisites: Staggering Critical, base attack bonus +7
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1 round and staggered for 4 rounds thereafter (or simply staggered for 5 rounds if it is immune to stunning). A successful Fortitude save reduces this to staggered for 1d4+1 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack with themselves or with the Staggering Critical feat. Additional hits instead add to the duration.
Critical, Tiring
Prerequisites: Base attack bonus +3
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. A successful Fortitude save negates this. The DC of this Fortitude save is equal to 10 + your base attack bonus. If the opponent was already fatigued, then it becomes exhausted upon failing its Fortitude save. If you have at least base attack bonus +7, then an opponent becomes exhausted even if it wasn't already fatigued, and becomes fatigued even on a successful save. This feat has no additional effect on an already exhausted creature.
Crushing Blow [STYLE]
Prerequisites: Str 13, Power Attack, base attack bonus +1
Benefit: The first time you hit a foe with a melee attack this round while using Power Attack that foe becomes fatigued for 1 round and loses its next move action. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + your base attack bonus.
[S]Dazzling Display
Deadly Display
Prerequisites: Weapon Focus, Fighter 1
Benefit: While you are wielding your focused weapon, you may Demoralize opponents with the Intimidate skill using your base attack bonus in place of your Intimidate ranks and the ability modifier you add to attack rolls with that weapon (Strength or Dexterity) in place of your Charisma modifier. Whenever you confirm a critical hit with your focused weapon, drop an opponent with your focused weapon, or willingly accept a -5 penalty to your Intimidate check, you may Demoralize all opponents within 30ft. Demoralizing opponents after a critical hit or after dropping a foe is an immediate action.
Disarm, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You receive a +3 bonus on checks made to disarm an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Whenever you disarm an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Disruptive
Prerequisites: Combat Reflexes, Fighter 2
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you do, you may not take a 5-foot step on your next turn. You gain a +2 bonus to attack rolls when you make an attack of opportunity. The DC to cast a spell defensively for creatures you threaten is increased by 4.
Dodge
Prerequisites: Dex 15, Mobility, Acrobatics 5 ranks
Benefit: As an immediate action when you would normally be hit by an attack you may take a 5-foot step to dodge the attack entirely. You must be aware of the attack, your speed must be unhindered, and you must not be denied your Dexterity bonus to AC. If you do, you may not take a 5-foot step on your next turn. When you dodge a melee attack generated by a spell effect, such as the touch attack of a shocking grasp spell, the attacker is still "holding the charge."
Double Slice
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +1
Benefit: Anytime you make a melee attack with your main-hand weapon you may make an attack with your off-hand weapon at the same attack bonus. You suffer two-weapon fighting penalties when doing so, but you may add your full Strength bonus to damage rolls with your off-hand rather than half.
Normal: A character that fights with two weapons may make an attack with his or her off-hand weapon for every attack they make with their main-hand weapon during a full attack action.
Feint, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You may feint in place of a melee attack. You receive a +3 bonus on checks made to feint. You also receive a +3 bonus to Sense Motive checks and your Combat Maneuver Defense whenever an opponent tries to feint you. Whenever you successfully feint in combat, the opponent provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Feint is both a use of the Bluff skill and a combat maneuver and may be attempted using either the Bluff skill or an attack roll and your Combat Maneuver Bonus. Attempting a combat maneuver does not provoke attacks of opportunity.
Flyby Attack
Prerequisites: Fly speed
Benefit: While flying you may make a single melee attack at any point during a move action. This is a standard action. You cannot take a second move action during a round when you make a Flyby Attack.
Normal: Without this feat, a character must move before or after making attacks.
Gorgon's Fist
Prerequisites: Wis 15, Stone Vise Style, Cockatrice Strike, Monk 7
Benefit: The third time you successfully hit an opponent with an unarmed strike this round, if that opponent can't move or can't make attacks of opportunity, then it becomes paralyzed for 1 round unless it succeeds on a Will saving throw with a DC of 10 + ˝ your character level + your Wisdom modifier. Even on a successful save it suffers 1d3 Dexterity damage.
Grapple, Improved
Prerequisites: Improved Unarmed Strike
Benefit: You may attempt to grapple an opponent in place of a melee attack. You receive a +3 bonus on checks made to grapple an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Whenever you successfully grapple an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Improvised Fighting
Prerequisites: None
Benefit: You do not suffer any penalties for using an improvised weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon. Monks and Rogues are automatically proficient with improvised weapons.
Lightning Stance
Prerequisites: Dex 19, Dodge, Mobility, Wind Stance, Acrobatics 13 ranks
Benefit: If you move more than 30ft feet this turn, you gain 50% concealment against all attacks for 1 round. This concealment does not stack with the concealment you gain from the Wind Stance feat. You lose all benefits of this feat if your speed is hindered in any way.
Lunge
Prerequisites: Dex 13
Benefit: You can increase the reach of your melee attacks by 5 feet or as though you were one size larger (whichever is greater) for 1 round by taking a -2 penalty to your AC. You may choose to use this ability (or not to use it) on any of your attacks, but after using it once the AC penalty applies until your next turn.
[S]Spellbreaker
Mage Slayer
Prerequisites: Combat Reflexes, Disruptive, Fighter 6
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. You gain a +2 bonus to attack and damage rolls when making attacks of opportunity against enemy spellcasters. Enemy spellcasters you deal weapon damage to must make Concentration checks to cast spells as if taking continuous damage from your attacks for 1 round thereafter (this does not actually deal additional damage).
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Medusa's Wrath
Prerequisites: Wis 15, Stone Vise Style, Cockatrice Strike, Monk 11
Benefit: The fourth time you successfully hit an opponent with an unarmed strike this round, if that opponent is dazed, stunned, paralyzed, or otherwise unable to take standard actions, it becomes petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + ˝ your character level + your Wisdom modifier. The target is allowed a new save to remove this effect at the start of each of its rounds. This is a supernatural polymorph effect.
Mobility
Prerequisites: Dex 13, Acrobatics 1 rank
Benefit: Your base speed improves by 5 feet, and you may take a 5-foot step on your turn in addition to other movement. You gain a +4 bonus to AC vs attacks of opportunity you provoke by moving. You lose all benefits of this feat if your speed is hindered in any way.
Mounted Combat
Prerequisites: Ride 1 rank, base attack bonus +1
Benefit: The penalties to your attacks while mounted are reduced by 2 (to a minimum of -0). Furthermore, once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Normal: While mounted you suffer a -2 penalty to attacks with one-handed melee weapons or a -4 penalty to attacks with two-handed or ranged weapons. Double these penalties if your mount uses the Run action.
Overrun, Improved
Prerequisites: Str 13, Spirited Charge
Benefit: You receive a +3 bonus on checks made to overrun an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Whenever you overrun an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity. When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Penetrating Strike
Prerequisites: Base attack bonus +5
Benefit: Your attacks ignore up to 5 points of damage reduction or hardness.
Penetrating Strike, Greater
Prerequisites: Penetrating Strike, Fighter 10
Benefit: Your attacks ignore damage reduction short of DR/Epic and up to 10 points of hardness.
Precise Shot
Prerequisites: None
Benefit: You gain a +1 bonus to attack and damage rolls with ranged weapons against targets within 30ft. If you use the attack action to make a single ranged attack at your highest base attack bonus, for that attack you ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits.
Normal: Your allies do not provide Cover from your ranged attacks to opponents they threaten.
Precise Shot, Improved
Prerequisites: Precise Shot, base attack bonus +6
Benefit: You gain a +2 bonus to attack and damage rolls with ranged weapons against targets within 30ft. Any ranged attacks you make ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Precise Shot, Greater
Prerequisites: Improved Precise Shot, Precise Shot, base attack bonus +11
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. If you use the attack action to make a single ranged attack at your highest base attack bonus, for that attack you ignore cover and concealment entirely, including total cover and total concealment, and if your attack hits you automatically threaten a critical hit.
Rapid Shot
Prerequisites: Dex 15
Benefit: As normal.
Shatter Defenses [STYLE]
Prerequisites: Str 17, Break Guard, Crushing Blow, Power Attack, base attack bonus +11
Benefit: The third time you successfully hit a foe with a melee attack this round while using Power Attack, if that foe is prone or denied its Dexterity bonus to AC then you and your allies ignore its damage reduction and deal lethal damage even if it has regeneration with this attack and all other attacks for 1 round. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + your base attack bonus.
Shield Bash, Improved
Prerequisites: Shield Focus
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC and Reflex saves. You deal damage with a shield bash as though you were one size larger. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.
Shield Focus
Prerequisites: Shield proficiency
Benefit: Increase the shield bonus to AC granted by any shield you are using by 1. As long as you are not denied your Dex bonus to AC, you apply your shield's shield bonus to AC to your Touch AC, to your CMD, and to any Reflex saves you make to reduce or avoid damage.
Shield Slam
Prerequisites: Str 15, Improved Shield Bash, Shield Focus, base attack bonus +6
Benefit: Whenever you hit with a shield bash after a charge or as an attack of opportunity you deal double damage. In those cases, you may make a trip attempt against the struck foe as an immediate action and with a +2 bonus. This trip attempt does not provoke attacks of opportunity and if it fails your opponent does not get an attempt to trip you in return. While you carry a shield, if you are not flat-footed, any opponent that misses you with a melee attack provokes an attack of opportunity from you. This attack of opportunity must be a shield bash.
Spirited Charge
Prerequisites: Str 13
Benefit: You do not suffer a penalty to AC for charging. After a successful charge attack your melee attacks deal +2 damage for 1 round.
Spring Attack
Prerequisites: Dex 13, Mobility, Acrobatics 1 rank, base attack bonus +2
Benefit: You may take a standard action at any point during a move action. You can move both before and after the action, but the total distance that you move cannot be greater than your speed. If your standard action is a melee attack, you do not provoke attacks of opportunity from your target for this movement.
Normal: Characters take a standard action either before or after its move.
Stand Still
Prerequisites: Combat Reflexes, Fighter 1
Benefit: Whenever you make an attack of opportunity against an opponent who moves through your threatened area, if your attack hits, that opponent stops moving and its speed is reduced to 0 feet until the start of its next turn.
[S]Scorpion Style
Stone Vise Style [STYLE]
Prerequisites: Wis 13, Monk 1
Benefit: The first time you strike an opponent with an unarmed strike each round that opponent's speed is reduced by half and it takes a -1 penalty on attack rolls, AC, and Reflex saves. These effects last for a number of rounds equal to your Wisdom modifier. A successful Fortitude save negates these effects. The DC of this Fortitude save is 10 + ˝ your character level + your Wisdom modifier. The effects of this feat do not stack. Additional hits instead add to the duration.
Stonedeath Devastation [STYLE]
Prerequisites: Wis 17, Stone Vise, Cockatrice Strike, Gorgon's Fist, Medusa's Wrath, Monk 15
Benefit: As a standard action you may make a single unarmed strike against a petrified creature, or against a creature that is made up primarily of stone or crystalline mass. If your attack hits, that creature is utterly destroyed and cannot be resurrected by any means short of True Resurrection. A successful Fortitude save negates this effect. The DC of this Fortitude save is 10 + ˝ your character level + your Wisdom modifier.
Strike Back
Prerequisites: Base attack bonus +6
Benefit: When you are attacked by a creature with reach, if you are aware of the attack and not flat-footed you may make an attack before it hits you as an immediate action. This is considered an attack of opportunity. If the attacker is using a natural weapon, then you attack the creature. If the attacker is using a weapon that grants it reach, then this attack must be a Sunder maneuver against that weapon. Regardless, if your attack hits, your opponent's attack automatically fails and its subsequent attacks against you this round suffer a -4 penalty to hit.
Sunder, Improved
Prerequisites: Str 13, Power Attack
Benefit: You receive a +3 bonus on checks made to sunder an opponent's item. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Whenever you successfully attack an opponent's item, that opponent provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Trip, Improved
Prerequisites: Dex 13, Combat Expertise
Benefit: You receive a +3 bonus on checks made to trip an opponent. You also receive a +3 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Whenever you trip an opponent, it provokes an attack of opportunity from you. If your base attack bonus is +11 or higher, these bonuses increase to +6.
Normal: Attempting a combat maneuver does not provoke attacks of opportunity.
Two-Weapon Defense
Prerequisites: Dex 13
Benefit: You gain a +2 shield bonus to AC during any round in which you fight two weapons. If either or both of those weapons has an enhancement bonus to attack and damage rolls, this shield bonus is increased by the highest enhancement bonus among the two (if any).
Two-Weapon Fighting
Prerequisites: Dex 13
Benefit: The penalties to your attacks while fighting with two weapons are reduced by 2 (to a minimum of -0). If your Strength score is 15 or higher you do not suffer a penalty to attacks while fighting with two weapons.
Normal: While fighting with two weapons you suffer a -2 penalty to attack rolls with light weapons and a -4 penalty to attack rolls with one-handed weapons.
Two-Weapon Rend
Prerequisites: Dex 13, Two-Weapon Fighting, base attack bonus +6
Benefit: If you hit an opponent with both of your weapons in the same action you deal additional damage. Roll each weapon’s damage dice again, add the results together, and add 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Vital Strike Line
Vital Strike
Prerequisites: Dex 13, Int 13, Weapon Focus, Heal 3 ranks, Perception 3 ranks, base attack bonus +6
Benefit: Applying your keen senses and knowledge of the body, you and your trusty weapon can bring a swift, ruinous end to many foes with a single, well-placed strike. As a standard action make a single melee attack at your highest base attack bonus with your focused weapon. If that attack hits, it deals double damage. If the target was denied its Dex bonus against your attack it suffers 1 Constitution bleed (see Conditions). This bleed damage is not multiplied on a critical hit.
Vital Strike, Greater
Prerequisites: Dex 13, Int 13, Greater Weapon Focus, Improved Vital Strike, Vital Strike, Weapon Focus, Weapon Specialization, Heal 7 ranks, Perception 7 ranks, Fighter 16
Benefit: When you use the Vital Strike feat the Constitution bleed increases to 1d3, and on a failed save, if the target failed by 5 or more then it is Paralyzed for 1 round (or Dazed if it is immune to Paralysis) rather than Staggered.
Vital Strike, Improved
Prerequisites: Dex 13, Int 13, Vital Strike, Weapon Focus, Weapon Specialization, Heal 5 ranks, Perception 5 ranks, Fighter 11
Benefit: When you use the Vital Strike feat the Constitution bleed increases to 1d2 and the target is Staggered for 1 round if it fails a Fortitude save DC 10 + your Fighter level.
Weapon Finesse
Prerequisites: Dex 13
Benefit: Whenever you wield a melee weapon to which you may add your Dexterity bonus to attack rolls instead of your Strength bonus you may also add your Dexterity bonus to damage rolls with that weapon.
Normal: With a light weapon, elven curve blade, 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. Natural weapons are considered light weapons.
Weapon Focus
Prerequisites: Proficiency with weapon, base attack bonus +1
Benefit: Choose a weapon you are proficient with. You gain a +1 bonus to attack rolls with that weapon and an additional +4 bonus to attack rolls made to confirm critical hits with that weapon. While you wield your focused weapon you gain a +2 morale bonus on Will saves against Fear and you are always treated as if you were larger than your opponents for the purposes of the Intimidate skill.
Special: If you have at least one Fighter class level you may change the weapon you chose with this feat by spending one hour practicing with a new weapon. If not, you may take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon.
Weapon Focus, Greater
Prerequisites: Weapon Focus, Weapon Specialization, Fighter 8
Benefit: You gain an additional +1 bonus to attack rolls with the weapon you have chosen with the Weapon Focus feat (to a total of +2) and an additional +4 bonus to attack rolls made to confirm critical hits (to a total of +8). While you wield your focused weapon you are immune to Fear and cannot be Intimidated.
Weapon Specialization
Prerequisites: Weapon Focus, Fighter 4
Benefit: You cannot be disarmed of the weapon you have chosen with the Weapon Focus feat. You deal additional damage with that weapon equal to half your Fighter level (rounded down). While you wield your focused weapon you gain a +2 morale bonus on all Will saves (to a total of +4 vs Fear).
Whirlwind Attack
Prerequisites: Dex 15, Mobility, Spring Attack, Fighter 6
Benefit: You can move up to your speed during a full attack action. You can move both before and after each of your attacks, but the total distance that you move cannot be greater than your speed. You do not provoke attacks of opportunity from movement from the targets of any melee attacks you make in this action.
Alternatively, as a full-round action you may make either one melee attack at your highest base attack bonus against each opponent you threaten or you may make one ranged attack at your highest base attack bonus against a number of opponents up to half your base attack bonus. These opponents must be no further from you than your weapon's range increment.
Wind Stance
Prerequisites: Dex 17, Dodge, Mobility, Acrobatics 9 ranks
Benefit: Your base speed improves by an additional 5 feet, and whenever you take a 5-foot step you may move up to 10 feet. You ignore difficult terrain. If you move more than 15ft this turn you gain 20% concealment against ranged attacks for 1 round. You lose all benefits of this feat if your speed is hindered in any way.
More fixin' to come!