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    Dwarf in the Playground
     
    Aeromyre's Avatar

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    Jun 2010
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    Default Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    DoodlesD and I, who are brothers, have decided we would make extra conditions for combat feats that Fighters take to make them on par with spell casters at higher levels. It was a whole days worth of work. We did every combat feat in the Pathfinder Core Rulebook with the exception of the critical hit tree. We felt that by the time you're able to use those feats, the monsters are very often immune to criticals.
    But here is the list
    Spoiler
    Show
    Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
    You’ve learned to use your quickness in place of brute force
    when performing combat maneuvers.
    Benefit: You add your Dexterity bonus to your base
    attack bonus and size bonus when determining your
    Combat Maneuver Bonus (see Chapter 8) instead of your
    Strength bonus.
    Normal: You add your Strength bonus to your base attack
    bonus and size bonus when determining your Combat
    Maneuver Bonus.
    Fighter Variant: Instead of just dexterity, fighters use
    both dexterity and strength for their CMB.


    Blind-Fight (Combat)
    You are skilled at attacking opponents that you cannot
    clearly perceive.
    Benefit: In melee, every time you miss because of
    concealment (see Chapter 8), you can reroll your miss
    chance percentile roll one time to see if you actually hit.
    An invisible attacker gets no advantages related to hitting
    you in melee. That is, you don’t lose your Dexterity bonus
    to Armor Class, and the attacker doesn’t get the usual +2
    bonus for being invisible. The invisible attacker’s bonuses
    do still apply for ranged attacks, however.
    You do not need to make Acrobatics skill checks to move
    at full speed while blinded.
    Normal: Regular attack roll modifiers for invisible
    attackers trying to hit you apply, and you lose your
    Dexterity bonus to AC. The speed reduction for darkness
    and poor visibility also applies.
    Special: The Blind-Fight feat is of no use against a
    character who is the subject of a blink spell.
    Fighter Variant: In addition fighter’s chance of missing
    due to concealment is halved.



    Catch Off-Guard (Combat)
    Foes are surprised by your skilled use of unorthodox and
    improvised weapons.
    Benefit: You do not suffer any penalties for using an
    improvised melee weapon. Unarmed opponents are flatfooted
    against any attacks you make with an improvised
    melee weapon.
    Normal: You take a –4 penalty on attack rolls made with
    an improvised weapon.
    Fighter Variant: In addition enemies are considered flanked
    By the fighter if not actively engaging the fighter, even if the
    Wouldn’t normally be flanked.


    Combat Expertise (Combat)
    You can increase your defense at the expense of your accuracy.
    Prerequisite: Int 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
    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.
    Fighter Variant: Whenever the fighter uses the feat and
    An attack misses him, he parries the blow. All attacks from
    The opponent, are stopped, and he becomes flat footed.


    Improved Disarm (Combat)
    You are skilled at knocking weapons from a foe’s grasp.
    Prerequisite: Int 13, Combat Expertise.
    Benefit: You do not provoke an attack of opportunity
    when performing a disarm combat maneuver. In addition,
    you receive a +2 bonus on checks made to disarm a foe. You
    also receive a +2 bonus to your Combat Maneuver Defense
    whenever an opponent tries to disarm you.
    Normal: You provoke an attack of opportunity when
    performing a disarm combat maneuver.
    Fighter Variant: As a swift action when the fighter disarms
    An opponent, he may make a new combat maneuver as a
    Swift action.


    Greater Disarm (Combat)
    You can knock weapons far from an enemy’s grasp.
    Prerequisites: Combat Expertise, Improved Disarm,
    base attack bonus +6, Int 13.
    Benefit: You receive a +2 bonus on checks made to
    disarm a foe. This bonus stacks with the bonus granted
    by Improved Disarm. Whenever you successfully disarm
    an opponent, the weapon lands 15 feet away from its
    previous wielder, in a random direction.
    Normal: Disarmed weapons and gear land at the feet of
    the disarmed creature.
    Fighter Variant: If the swift action after the disarm is successful,
    The fighter gets a free full attack on the opponent.

    Improved Feint (Combat)
    You are skilled at fooling your opponents in combat.
    Prerequisites: Int 13, Combat Expertise.
    Benefit: You can make a Bluff check to feint in combat
    as a move action.
    Normal: Feinting in combat is a standard action.
    Fighter Variant: Fighters can use their intimidate skill
    in place of their bluff skill for this check. Also they may
    use this ability to taunt an enemy with above animal
    intelligence to attack him.


    Greater Feint (Combat)
    You are skilled at making foes overreact to your attacks.
    Prerequisites: Combat Expertise, Improved Feint, base
    attack bonus +6, Int 13.
    Benefit: Whenever you use feint to cause an opponent
    to lose his Dexterity bonus, he loses that bonus until the
    beginning of your next turn, in addition to losing his
    Dexterity bonus against your next attack.
    Normal: A creature you feint loses its Dexterity bonus
    against your next attack.
    Fighter Variant: The fighter can use his taunt to make all
    Enemies of a certain type, at his discretion within a 30-foot radius.


    Improved Trip (Combat)
    You are skilled at sending your opponents to the ground.
    Prerequisite: Int 13, Combat Expertise.
    Benefit: You do not provoke an attack of opportunity when
    performing a trip combat maneuver. In addition, you receive
    a +2 bonus on checks made to trip a foe. You also receive a
    +2 bonus to your Combat Maneuver Defense whenever an
    opponent tries to trip you.
    Normal: You provoke an attack of opportunity when
    performing a trip combat maneuver.
    Fighter Variant: When a successful trip is made the fighter
    May make a trip attempt against another adjacent opponent.
    Also the fighter ignores bonuses for additional legs.


    Greater Trip (Combat)
    You can make free attacks on foes that you knock down.
    Prerequisites: Combat Expertise, Improved Trip, base
    attack bonus +6, Int 13.
    Benefit: You receive a +2 bonus on checks made to trip a
    foe. This bonus stacks with the bonus granted by Improved
    Trip. Whenever you successfully trip an opponent, that
    opponent provokes attacks of opportunity.
    Normal: Creatures do not provoke attacks of opportunity
    from being tripped.
    Fighter Variant: When The fighter makes a successful trip
    Attack he may make attempts against all opponents within reach.
    When making trip attempts, he also ignores size modifiers
    for larger creatures


    Whirlwind Attack (Combat)
    You can strike out at every foe within
    reach.
    Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
    Mobility, Spring Attack, base attack bonus +4.
    Benefit: When you use the full-attack action, you can
    give up your regular attacks and instead make one melee
    attack at your highest base attack bonus against each
    opponent within reach. You must make a separate attack
    roll against each opponent.
    When you use the Whirlwind Attack feat, you also forfeit
    any bonus or extra attacks granted by other feats, spells,
    or abilities.
    Fighter Variant: The fighter actually forms an actual whirlwind
    if he hits a creature, using 10+ BAB +Str for the DC to escape.
    Whirlwind (Su) Some creatures can transform
    themselves into whirlwinds and remain in that form for
    up to 1 round for every 2 HD they have. If the creature has
    a fly speed, it can continue to f ly at that same speed while
    in whirlwind form, otherwise it gains a f ly speed equal
    to its base land speed (average maneuverability) while in
    whirlwind form.
    The whirlwind is always 5 feet wide at its base, but its
    height and width at the top vary from creature to creature
    (minimum 10 feet high). A whirlwind’s width at its peak
    is always equal to half of its height. The creature controls
    the exact height, but it must be at least 10 feet high.
    The whirlwind form does not provoke attacks of
    opportunity, even if the creature enters the space another
    creature occupies. Another creature might be caught in
    the whirlwind if it touches or enters the whirlwind, or if
    the whirlwind moves into or through a creature’s space.
    A creature in whirlwind form cannot make its normal
    attacks and does not threaten the area around it.
    Creatures one or more size categories smaller than
    the whirlwind might take damage when caught in the
    whirlwind (generally damage equal to the monster’s
    slam attack for a creature of its size) and may be lifted
    into the air. An affected creature must succeed on a
    Ref lex save (DC 10 + half monster’s HD + the monster’s
    Strength modif ier) when it comes into contact with
    the whirlwind or take damage as if it were hit by the
    whirlwind creature’s slam attack. It must also succeed
    on a second Ref lex save or be picked up bodily and held
    suspended in the powerful winds, automatically taking
    the indicated damage each round. A creature that can
    f ly is allowed a Ref lex save each round to escape the
    whirlwind. The creature still takes damage but can leave
    if the save is successful.
    Creatures trapped in the whirlwind cannot move
    except to go where the whirlwind carries them or to
    escape the whirlwind. Trapped creatures can otherwise
    act normally, but must succeed on a Concentration check
    (DC 15 + spell level) to cast a spell. Creatures caught in the
    whirlwind take a –4 penalty to Dexterity and a –2 penalty
    on attack rolls. The whirlwind can have only as many
    creatures trapped inside at one time as will fit inside the
    whirlwind’s volume. The whirlwind can eject any carried
    creatures whenever it wishes as a free action, depositing
    them in its space.
    If the whirlwind’s base touches the ground, it creates
    a swirling cloud of debris. This cloud is centered on the
    creature and has a diameter equal to half the whirlwind’s
    height. The cloud obscures all vision, including darkvision,
    beyond 5 feet. Creatures 5 feet away have concealment, while
    those farther away have total concealment. Those caught
    in the cloud of debris must succeed on a Concentration
    check (DC 15 + spell level) to cast a spell.
    Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage,
    DC 15); Location: Special Attacks.
    For each round surpassing his Str bonus he enters the next stage
    In fatigue.


    Combat Reflexes (Combat)
    You can make additional attacks of opportunity.
    Benefit: You may make a number of additional attacks
    of opportunity per round equal to your Dexterity bonus.
    With this feat, you may also make attacks of opportunity
    while f lat-footed.
    Normal: A character without this feat can make only one
    attack of opportunity per round and can’t make attacks of
    opportunity while f lat-footed.
    Special: The Combat Ref lexes feat does not allow a rogue
    to use her opportunist ability more than once per round.
    Fighter Variant: When making Attacks of Opportunity
    the fighter uses his complete full attack.

    Stand Still (Combat)
    You can stop foes that try to move past you.
    Prerequisites: Combat Ref lexes.
    Benefit: When a foe provokes an attack of opportunity
    due to moving through your adjacent squares, you can make
    a combat maneuver check as your attack of opportunity. If
    successful, the enemy cannot move for the rest of his turn.
    An enemy can still take the rest of his action, but cannot
    move. This feat also applies to any creature that attempts to
    move from a square that is adjacent to you if such movement
    provokes an attack of opportunity.
    Fighter Variant: When using stand still you may use any combat maneuver
    And a free intimidates check to cause fear.


    Deadly Aim (Combat)
    You can make exceptionally deadly ranged attacks by
    pinpointing a foe’s weak spot, at the expense of making
    the attack less likely to succeed.
    Prerequisites: Dex 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all
    ranged attack rolls to gain a +2 bonus on all ranged damage
    rolls. When your base attack bonus reaches +4, and every
    +4 thereafter, the penalty increases by –1 and the bonus
    to damage increases by +2. You must choose to use this
    feat before making an attack roll and its effects last until
    your next turn. The bonus damage does not apply to touch
    attacks or effects that do not deal hit point damage.
    Fighter Variant: The Exchange rate for attack bonus for damage,
    Becomes -1 attack for +3 damage.


    Disruptive (Combat)
    Your training makes it difficult for enemy spellcasters to
    safely cast spells near you.
    Prerequisites: 6th-level fighter.
    Benefit: The DC to cast spells defensively increases by
    +4 for all enemies that are within your threatened area.
    This increase to casting spells defensively only applies if
    you are aware of the enemy’s location and are capable of
    taking an attack of opportunity. If you can only take one
    attack of opportunity per round and have already used that
    attack, this increase does not apply.
    Fighter Variant: If the fighter has not used all of his attacks
    Of opportunity, he can rush 10 feet to the spell caster preparing
    A spell to take his attack of opportunity against him should
    they provoke one.


    Spellbreaker (Combat)
    You can strike at enemy spellcasters who fail to cast
    defensively when you threaten them.
    Prerequisites: Disruptive, 10th-level fighter.
    Benefit: Enemies in your threatened area that fail
    their checks to cast spells defensively provoke attacks of
    opportunity from you.
    Normal: Enemies that fail to cast spells defensively do
    not provoke attacks of opportunity.
    Fighter Variant: If the fighter has not used all of his attacks of
    opportunity, he can rush 20 feet to the spell caster preparing a spell
    to take his attack of opportunity against him should they provoke one


    Dodge (Combat)
    Your training and ref lexes allow you to react swiftly to
    avoid an opponents’ attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A
    condition that makes you lose your Dex bonus to AC also
    makes you lose the benefits of this feat.
    Fighter Variant: Whenever an attack misses the fighter
    He may make a 5 foot step, there is no limit on how many.



    Mobility (Combat)
    You can easily move through a dangerous melee.
    Prerequisites: Dex 13, Dodge.
    Benefit: You get a +4 dodge bonus to Armor Class against
    attacks of opportunity caused when you move out of or
    within a threatened area. A condition that makes you lose
    your Dexterity bonus to Armor Class (if any) also makes
    you lose dodge bonuses.
    Dodge bonuses stack with each other, unlike most types
    of bonuses.
    Fighter Variant: The fighter may make a counter-attack
    (simple) in addition to the ability to move 10 feat, whenever
    An attack of opportunity misses against him. Counter attack
    also adds to regular attacks, but movement is limited to 5 feet.


    Spring Attack (Combat)
    You can deftly move up to a foe, strike, and withdraw
    before he can react.
    Prerequisites: Dex 13, Dodge, Mobility, base attack
    bonus +4.
    Benefit: You can move up to your speed and make a
    single melee attack without provoking any attacks of
    opportunity from the target of your attack. You can move
    both before and after the attack, but you must move at
    least 10 feet before the attack and the total distance that
    you move cannot be greater than your speed. You cannot
    use this ability to attack a foe that is adjacent to you at the
    start of your turn.
    Normal: You cannot move before and after an attack.
    Fighter Variant: You make a full attack, instead of a single attack
    And you may still counter attack any attacks of opportunity.


    Wind Stance (Combat)
    Your erratic movements make it difficult for enemies to
    pinpoint your location.
    Prerequisites: Dex 15, Dodge, base attack bonus +6.
    Benefit: If you move more than 5 feet this turn, you gain
    20% concealment for 1 round against ranged attacks.
    Fighter Variant: +5% per 5 feet moved over 10.

    Lightning Stance (Combat)
    The speed at which you move makes it nearly impossible
    for opponents to strike you.
    Prerequisites: Dex 17, Dodge, Wind Stance, base attack
    bonus +11.
    Benefit: If you take two actions to move or a withdraw
    action in a turn, you gain 50% concealment for 1 round.
    Fighter Variant: When you use this feat move normally
    through rough terrain.


    Exotic Weapon Proficiency (Combat)
    Choose one type of exotic weapon, such as the spiked
    chain or whip. You understand how to use that type of
    exotic weapon in combat, and can utilize any special tricks
    or qualities that exotic weapon might allow.
    Prerequisite: Base attack bonus +1.
    Benefit: You make attack rolls with the weapon normally.
    Normal: A character who uses a weapon with which he is
    not proficient takes a –4 penalty on attack rolls.
    Special: You can gain Exotic Weapon Proficiency multiple
    times. Each time you take the feat, it applies to a new type
    of exotic weapon.
    Fighter Variant: Fighters gain Proficiency with all Exotic weapons.

    Improved Unarmed Strike (Combat)
    You are skilled at fighting while unarmed.
    Benefit: You are considered to be armed even when
    unarmed—you do not provoke attacks of opportunity when
    you attack foes while unarmed. Your unarmed strikes can
    deal lethal or nonlethal damage, at your choice.
    Normal: Without this feat, you are considered unarmed
    when attacking with an unarmed strike, and you can deal
    only nonlethal damage with such an attack.
    Fighter Variant: Fighters can make an unarmed strike
    to stun with a Fort save with a DC of 10 + ½ Fighter level + Str


    Deflect Arrows (Combat)
    You can knock arrows and other projectiles off course,
    preventing them from hitting you.
    Prerequisites: Dex 13, Improved Unarmed Strike.
    Benefit: You must have at least one hand free (holding
    nothing) to use this feat. Once per round when you would
    normally be hit with an attack from a ranged weapon, you
    may def lect it so that you take no damage from it. You
    must be aware of the attack and not f lat-footed. Attempting
    to def lect a ranged attack doesn’t count as an action.
    Unusually massive ranged weapons (such as boulders or
    ballista bolts) and ranged attacks generated by natural
    attacks or spell effects can’t be def lected.
    Fighter Variant: Fighters also get a +2 Deflection bonus
    To AC.


    Snatch Arrows (Combat)
    Instead of knocking an arrow or ranged attack aside, you
    can catch it in mid-f light.
    Prerequisites: Dex 15, Def lect Arrows, Improved
    Unarmed Strike.
    Benefit: When using the Def lect Arrows feat you may
    choose to catch the weapon instead of just def lecting it.
    Thrown weapons can immediately be thrown back as an
    attack against the original attacker (even though it isn’t
    your turn) or kept for later use.
    You must have at least one hand free (holding nothing)
    to use this feat.
    Fighter Variant: Fighters can also catch ranged magical attacks
    With a reflex save equal to the regular will save of the attack.


    Improved Grapple (Combat)
    You are skilled at grappling opponents.
    Prerequisite: Dex 13, Improved Unarmed Strike.
    Benefit: You do not provoke an attack of opportunity
    when performing a grapple combat maneuver. In addition,
    you receive a +2 bonus on checks made to grapple a foe. You
    also receive a +2 bonus to your Combat Maneuver Defense
    whenever an opponent tries to grapple you.
    Normal: You provoke an attack of opportunity when
    performing a grapple combat maneuver.
    Fighter Variant: The DC to escape the fighter’s grapples
    increases by half the fighter’s level


    Greater Grapple (Combat)
    Maintaining a grapple is second nature to you.
    Prerequisites: Improved Grapple, Improved Unarmed
    Strike, base attack bonus +6, Dex 13.
    Benefit: You receive a +2 bonus on checks made to
    grapple a foe. This bonus stacks with the bonus granted
    by Improved Grapple. Once you have grappled a creature,
    maintaining the grapple is a move action. This feat allows
    you to make two grapple checks each round (to move,
    harm, or pin your opponent), but you are not required to
    make two checks. You only need to succeed at one of these
    checks to maintain the grapple.
    Normal: Maintaining a grapple is a standard action.
    Fighter Variant: The DC to escape the fighter’s grapples is
    Increased by his level. Also the fighter can put its opponent in
    A chokehold, with a Fort save DC 10 + fighter level + Str +
    number of rounds in the grapple.


    Scorpion Style (Combat)
    You can perform an unarmed strike that greatly hampers
    your target’s movement.
    Prerequisite: Improved Unarmed Strike.
    Benefit: To use this feat, you must make a single
    unarmed attack as a standard action. If this unarmed
    attack hits, you deal damage normally, and the target’s
    base land speed is reduced to 5 feet for a number of
    rounds equal to your Wisdom modifier unless it makes a
    Fortitude saving throw (DC 10 + 1/2 your character level +
    your Wis modifier).
    Fighter Variant: The duration and save can be based on str
    instead of wisdom. It stacks with the stunning from Improved
    Unarmed Strike and allows a combat maneuver as a swift action.

    Gorgon’s Fist (Combat)
    With one well-placed blow, you leave your target reeling.
    Prerequisites: Improved Unarmed Strike, Scorpion
    Style, base attack bonus +6.
    Benefit: As a standard action, make a single unarmed
    melee attack against a foe whose speed is reduced (such as
    from Scorpion Style). If the attack hits, you deal damage
    normally and the target is staggered until the end of your
    next turn unless it makes a Fortitude saving throw (DC 10
    + 1/2 your character level + your Wis modifier). This feat
    has no effect on targets that are staggered.
    Fighter Variant:Also based on str, the save is your total character level,
    The duration of the staggered effect lasts 1d4 rounds. You may use a
    Combat maneuver as a swift action.
    normally rolled result.


    Medusa’s Wrath (Combat)
    You can take advantage of your opponent’s confusion,
    delivering multiple blows.
    Prerequisites: Improved Unarmed Strike, Gorgon’s Fist,
    Scorpion Style, base attack bonus +11.
    Benefit: Whenever you use the full-attack action and make
    at least one unarmed strike, you can make two additional
    unarmed strikes at your highest base attack bonus. These
    bonus attacks must be made against a dazed, flat-footed,
    paralyzed, staggered, stunned, or unconscious foe.
    Fighter Variant: Allows unarmed strikes to surpass
    Immunity to critical and stunning strikes.



    Stunning Fist (Combat)
    You know just where to strike to temporarily stun a foe.
    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike,
    base attack bonus +8.
    Benefit: You must declare that you are using this feat
    before you make your attack roll (thus, a failed attack roll
    ruins the attempt). Stunning Fist forces a foe damaged by
    your unarmed attack to make a Fortitude saving throw
    (DC 10 + 1/2 your character level + your Wis modifier), in
    addition to dealing damage normally. A defender who fails
    this saving throw is stunned for 1 round (until just before
    your next turn). A stunned character can’t take actions, loses
    any Dexterity bonus to AC, and takes a –2 penalty to AC.
    You may attempt a stunning attack once per day for every
    four levels you have attained (but see Special), and no more
    than once per round. Constructs, oozes, plants, undead,
    incorporeal creatures, and creatures immune to critical hits
    cannot be stunned.
    Special: A monk receives Stunning Fist as a bonus feat
    at 1st level, even if he does not meet the prerequisites. A
    monk may attempt a stunning attack a number of times
    per day equal to his monk level, plus one more time per
    day for every four levels he has in classes other than
    monk.
    Fighter Variant: Stunning fist ignores immunities for stunning effects
    And critical hits.


    Improvised Weapon Mastery (Combat)
    You can turn nearly any object into a deadly weapon, from
    a razor-sharp chair leg to a sack of f lour.
    Prerequisites: Catch Off-Guard or Throw Anything,
    base attack bonus +8.
    Benefit: You do not suffer any penalties for using an
    improvised weapon. Increase the amount of damage
    dealt by the improvised weapon by one step (for
    example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if
    the improvised weapon is two-handed). The improvised
    weapon has a critical threat range of 19–20, with a
    critical multiplier of ×2.
    Fighter Variant: If the fighter attacks in a surprise round
    He has a Automatic 50% chance of scoring a critical hit
    Regardless of roll and of immunities.


    Intimidating Prowess (Combat)
    Your physical might is intimidating to others.
    Benefit: Add your Strength modifier to Intimidate skill
    checks in addition to your Charisma modifier.
    Fighter Variant: A fighter can use intimidate as a move action

    Lunge (Combat)
    You can strike foes that would normally be out of reach.
    Prerequisites: Base attack bonus +6.
    Benefit: You can increase the reach of your melee attacks
    by 5 feet until the end of your turn by taking a –2 penalty to
    your AC until your next turn. You must decide to use this
    ability before any attacks are made.
    Fighter Variant: A fighter’s range for lunge is 10 feet.
    Also CMs have a +2 chance of success


    Mounted Combat (Combat)
    You are adept at guiding your mount through combat.
    Prerequisite: Ride 1 rank.
    Benefit: 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.
    Fighter Variant: Any Combat feats the fighter has also apply
    To the mount.


    Mounted Archery (Combat)
    You are skilled at making ranged attacks while mounted.
    Prerequisites: Ride 1 rank, Mounted Combat.
    Benefit: The penalty you take when using a ranged
    weapon while mounted is halved: –2 instead of –4 if your
    mount is taking a double move, and –4 instead of –8 if your
    mount is running
    Fighter Variant: No penalty for fighters and half penalty for
    Running.


    Ride-By Attack (Combat)
    While mounted and charging, you can move, strike at a
    foe, and then continue moving.
    Prerequisites: Ride 1 rank, Mounted Combat.
    Benefit: When you are mounted and use the charge
    action, you may move and attack as if with a standard
    charge and then move again (continuing the straight line
    of the charge). Your total movement for the round can’t
    exceed double your mounted speed. You and your mount
    do not provoke an attack of opportunity from the opponent
    that you attack.
    Fighter Variant: You make a full attack instead of a single attack.

    Spirited Charge (Combat)
    Your mounted charge attacks deal a tremendous amount
    of damage.
    Prerequisites: Ride 1 rank, Mounted Combat, Ride-
    By Attack.
    Benefit: When mounted and using the charge action,
    you deal double damage with a melee weapon (or triple
    damage with a lance).
    Fighter Variant: Triple damage for melee weapons and
    Quadruple for lances.

    Trample (Combat)
    While mounted, you can ride down opponents and trample
    them under your mount.
    Prerequisites: Ride 1 rank, Mounted Combat.
    Benefit: When you attempt to overrun an opponent
    while mounted, your target may not choose to avoid you.
    Your mount may make one hoof attack against any target
    you knock down, gaining the standard +4 bonus on attack
    rolls against prone targets.
    Fighter Variant: Mount makes a full Attack

    Unseat (Combat)
    You are skilled at unseating your mounted opponents.
    Prerequisites: Str 13, Ride 1 rank, Mounted Combat,
    Power Attack, Improved Bull Rush, base attack bonus +1.
    Benefits: When charging an opponent while mounted
    and wielding a lance, resolve the attack as normal. If it
    hits, you may immediately make a free bull rush attempt
    in addition to the normal damage. If successful, the
    target is knocked off his horse and lands prone in a space
    adjacent to his mount that is directly away from you.
    Fighter Variant: Can unseat with any melee weapon
    You can thrust with, if the bull rush succeeds, the
    mount can make a full attack against the target.


    Point-Blank Shot (Combat)
    You are especially accurate when making ranged attacks
    against close targets.
    Benefit: You get a +1 bonus on attack and damage rolls
    with ranged weapons at ranges of up to 30 feet.
    Fighter Variant: An additional +1 attack and damage for
    every 2 levels past 2, to a maximum of +10

    Far Shot (Combat)
    You are more accurate at longer ranges.
    Prerequisites: Point-Blank Shot.
    Benefit: You only suffer a –1 penalty per full range
    increment between you and your target when using a
    ranged weapon.
    Normal: You suffer a –2 penalty per full range increment
    between you and your target.
    Fighter Variant: Doubles the range of Point Black Shot

    Precise Shot (Combat)
    You are adept at firing ranged attacks into melee.
    Prerequisite: Point-Blank Shot.
    Benefit: You can shoot or throw ranged weapons at an
    opponent engaged in melee without taking the standard
    –4 penalty on your attack roll
    Fighter Variant: Critical range is increased by 2.


    Improved Precise Shot (Combat)
    Your ranged attacks ignore anything but total concealment
    and cover.
    Prerequisites: Dex 19, Point-Blank Shot, Precise Shot,
    base attack bonus +11.
    Benefit: Your ranged attacks 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.
    Normal: See the normal rules on the effects of cover and
    concealment in Chapter 8.
    Fighter Variant: The critical range is increased by 1 to
    a total of 3 and he ignores critical immunity.


    The document is too long to post in one post so look at the next one for the rest.
    Last edited by Aeromyre; 2010-06-21 at 04:48 PM.
    Me: "I am the all powerful force that holds the universe together, but at the same time i don't exist" Jeremy: "Oh so you're like God?" Me: "NO! I'm better than God...I'm the Dungeon Master"

    My Improved Fighter Variant

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    Default Re: Improved Feats for fighters 3.5/PF

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    Pinpoint Targeting (Combat)
    You can target the weak points in your opponent’s armor.
    Prerequisites: Dex 19, Improved Precise Shot, Point-
    Blank Shot, Precise Shot, base attack bonus +16.
    Benefit: As a standard action, make a single ranged
    attack. The target does not gain any armor, natural armor,
    or shield bonuses to its Armor Class. You do not gain the
    benefit of this feat if you move this round.
    Fighter Variant: The fighter can make the rest of his full attack.

    Shot on the Run (Combat)
    You can move, fire a ranged weapon, and move again before
    your foes can react.
    Prerequisites: Dex 13, Dodge, Mobility, Point-Blank
    Shot, base attack bonus +4.
    Benefit: As a full-round action, you can move up to your
    speed and make a single ranged attack at any point during
    your movement.
    Normal: You cannot move before and after an attack
    with a ranged weapon.
    Fighter Variant: The fighter uses his full attack

    Rapid Shot (Combat)
    You can make an additional ranged attack.
    Prerequisites: Dex 13, Point-Blank Shot.
    Benefit: When making a full-attack action with a ranged
    weapon, you can fire one additional time this round. All of
    your attack rolls take a –2 penalty when using
    Rapid Shot.
    Fighter Variant: For every 3 levels past 1 (starting at 4)
    You get an additional shot, but each shots modifier is
    decreased by 1.

    Manyshot (Combat)
    You can fire multiple arrows at a single target.
    Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot,
    base attack bonus +6.
    Benefit: When making a full-attack action with a bow,
    your first attack fires two arrows. If the attack hits, both
    arrows hit. Apply precision-based damage (such as sneak
    attack) and critical hit damage only once for this attack.
    Damage bonuses from using a composite bow with a high
    Strength bonus apply to each arrow, as do other damage
    bonuses, such as a ranger’s favored enemy bonus. Damage
    reduction and resistances apply separately to each arrow.
    Fighter Variant: For every 3 levels past 1 (starting at 4)
    You get an additional arrow.


    Power Attack (Combat)
    You can make exceptionally deadly melee attacks by
    sacrificing accuracy for strength.
    Prerequisites: Str 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all
    melee attack rolls and combat maneuver checks to gain
    a +2 bonus on all melee damage rolls. This bonus to
    damage is increased by half (+50%) if you are making
    an attack with a two-handed weapon, a one handed
    weapon using two hands, or a primary natural weapon
    that adds 1-1/2 times your Strength modif ier on damage
    rolls. This bonus to damage is halved (–50%) if you are
    making an attack with an off-hand weapon or secondary
    natural weapon. When your base attack bonus reaches
    +4, and every 4 points thereafter, the penalty increases
    by –1 and the bonus to damage increases by +2. You must
    choose to use this feat before making an attack roll, and
    its effects last until your next turn. The bonus damage
    does not apply to touch attacks or effects that do not deal
    hit point damage.
    Fighter Variant: The ratio of attack to damage exchange
    is increased to -1 attack to +3 damage.

    Cleave (Combat)
    You can strike two adjacent foes with a single swing.
    Prerequisites: Str 13, Power Attack, base attack bonus +1.
    Benefit: As a standard action, you can make a single
    attack at your full base attack bonus against a foe within
    reach. If you hit, you deal damage normally and can make
    an additional attack (using your full base attack bonus)
    against a foe that is adjacent to the first and also within
    reach. You can only make one additional attack per round
    with this feat. When you use this feat, you take a –2 penalty
    to your Armor Class until your next turn.
    Fighter Variant: You may take a 5 foot step to cleave.


    Great Cleave (Combat)
    You can strike many adjacent foes with a single blow.
    Prerequisites: Str 13, Cleave, Power Attack, base attack
    bonus +4.
    Benefit: As a standard action, you can make a single attack
    at your full base attack bonus against a foe within reach. If you
    hit, you deal damage normally and can make an additional
    attack (using your full base attack bonus) against a foe that
    is adjacent to the previous foe and also within reach. If you
    hit, you can continue to make attacks against foes adjacent to
    the previous foe, so long as they are within your reach. You
    cannot attack an individual foe more than once during this
    attack action. When you use this feat, you take a –2 penalty to
    your Armor Class until your next turn.
    Fighter Variant: You can take a 10 foot step per cleave and
    can attack each target twice as one cleave.


    Improved Bull Rush (Combat)
    You are skilled at pushing your foes around.
    Prerequisite: Str 13, Power Attack, base attack bonus +1.
    Benefit: You do not provoke an attack of opportunity
    when performing a bull rush combat maneuver. In
    addition, you receive a +2 bonus on checks made to bull
    rush a foe. You also receive a +2 bonus to your Combat
    Maneuver Defense whenever an opponent tries to bull
    rush you.
    Normal: You provoke an attack of opportunity when
    performing a bull rush combat maneuver.
    Fighter Variant: While bull rushing the fighter gets
    An extra attack while bull rushing.


    Greater Bull Rush (Combat)
    Your bull rush attacks throw enemies off balance.
    Prerequisites: Improved Bull Rush, Power Attack, base
    attack bonus +6, Str 13.
    Benefit: You receive a +2 bonus on checks made to bull
    rush a foe. This bonus stacks with the bonus granted by
    Improved Bull Rush. Whenever you bull rush an opponent,
    his movement provokes attacks of opportunity from all of
    your allies (but not you).
    Normal: Creatures moved by bull rush do not provoke
    attacks of opportunity.
    Fighter Variant: Fighters get a full attack when rushing.

    Improved Overrun (Combat)
    You are skilled at running down your foes.
    Prerequisite: Str 13, Power Attack, base attack bonus +1.
    Benefit: You do not provoke an attack of opportunity when
    performing an overrun combat maneuver. In addition, you
    receive a +2 bonus on checks made to overrrun a foe. You
    also receive a +2 bonus to your Combat Maneuver Defense
    whenever an opponent tries to overrun you. Targets of your
    overrun attempt may not chose to avoid you.
    Normal: You provoke an attack of opportunity when
    performing an overrun combat maneuver.
    Fighter Variant: A successful overrun gets a free attack against
    The target. Ignores penalties for multiple legs.

    Greater Overrun (Combat)
    Enemies must dive to avoid your dangerous move.
    Prerequisites: Improved Overrun, Power Attack, base
    attack bonus +6, Str 13.
    Benefit: You receive a +2 bonus on checks made to
    overrun a foe. This bonus stacks with the bonus granted
    by Improved Overrun. Whenever you overrun opponents,
    they provoke attacks of opportunity if they are knocked
    prone by your overrun.
    Normal: Creatures knocked prone by your overrun do
    not provoke an attack of opportunity.
    Fighter Variant: The attack of opportunity becomes a full attack
    Overrun becomes a move action.


    Improved Sunder (Combat)
    You are skilled at damaging your foes’ weapons and armor.
    Prerequisite: Str 13, Power Attack, base attack bonus +1.
    Benefit: You do not provoke an attack of opportunity
    when performing a sunder combat maneuver. In
    addition, you receive a +2 bonus on checks made to
    sunder an item. You also receive a +2 bonus to your
    Combat Maneuver Defense whenever an opponent tries
    to sunder your gear.
    Normal: You provoke an attack of opportunity when
    performing a sunder combat maneuver.
    Fighter Variant: You can sunder natural weapons and
    natural armor.


    Greater Sunder (Combat)
    Your devastating strikes cleave through weapons and
    armor and into their wielders, damaging both item and
    wielder alike in a single terrific strike.
    Prerequisites: Improved Sunder, Power Attack, base
    attack bonus +6, Str 13.
    Benefit: You receive a +2 bonus on checks made to
    sunder an item. This bonus stacks with the bonus granted
    by Improved Sunder. Whenever you sunder to destroy
    a weapon, shield, or suit of armor, any excess damage is
    applied to the item’s wielder. No damage is transferred if
    you decide to leave the item with 1 hit point.
    Fighter Variant: Successful sunder is followed up with
    a full attack.


    Quick Draw (Combat)
    You can draw weapons faster than most.
    Prerequisite: Base attack bonus +1.
    Benefit: You can draw a weapon as a free action instead
    of as a move action. You can draw a hidden weapon (see the
    Sleight of Hand skill) as a move action.
    A character who has selected this feat may throw weapons
    at his full normal rate of attacks (much like a character
    with a bow).
    Alchemical items, potions, scrolls, and wands cannot be
    drawn quickly using this feat.
    Normal: Without this feat, you may draw a weapon as a
    move action, or (if your base attack bonus is +1 or higher)
    as a free action as part of movement. Without this feat, you
    can draw a hidden weapon as a standard action.
    Fighter Variant: Free standard attack before initiative,
    Provided you can attack.


    Rapid Reload (Combat)
    Choose a type of crossbow (hand, light, or heavy). You can
    reload such weapons quickly.
    Prerequisite: Weapon Proficiency (crossbow type chosen).
    Benefit: The time required for you to reload your
    chosen type of crossbow is reduced to a free action (for
    a hand or light crossbow) or a move action (for a heavy
    crossbow). Reloading a crossbow still provokes an attack
    of opportunity.
    If you have selected this feat for hand crossbow or light
    crossbow, you may fire that weapon as many times in a
    full-attack action as you could attack if you were using
    a bow.
    Normal: A character without this feat needs a move
    action to reload a hand or light crossbow, or a full-round
    action to reload a heavy crossbow.
    Special: You can gain Rapid Reload multiple times. Each
    time you take the feat, it applies to a new type of crossbow.
    Fighter Variant: This doesn’t provoke an attack of opportunity
    This also works for heavy crossbows.


    Improved Shield Bash (Combat)
    You can protect yourself with your shield, even if you use
    it to attack.
    Prerequisite: Shield Proficiency.
    Benefit: When you perform a shield bash, you may still
    apply the shield’s shield bonus to your AC.
    Normal: Without this feat, a character that performs a
    shield bash loses the shield’s shield bonus to AC until his
    next turn (see Chapter 6).
    Fighter Variant: Has a chance to stun target makes a fort
    save DC 10 + ½ fighter’s level + str


    Shield Slam (Combat)
    In the right position, your shield can be used to send
    opponents f lying.
    Prerequisites: Improved Shield Bash, Shield Proficiency,
    Two-Weapon Fighting, base attack bonus +6.
    Benefit: Any opponents hit by your shield bash are also
    hit with a free bull rush attack, substituting your attack
    roll for the combat maneuver check (see Chapter 8). This
    bull rush does not provoke an attack of opportunity.
    Opponents who cannot move back due to a wall or other
    surface are knocked prone after moving the maximum
    possible distance. You may choose to move with your target
    if you are able to take a 5-foot step or to spend an action to
    move this turn.
    Fighter Variant: Fighters choose between CMB and Attack roll
    And also get a free standard attack

    Shield Master (Combat)
    Your mastery of the shield allows you to fight with it
    without hindrance.
    Prerequisites: Improved Shield Bash, Shield
    Proficiency, Shield Slam, Two-Weapon Fighting, base
    attack bonus +11.
    Benefit: You do not suffer any penalties on attack rolls
    made with a shield while you are wielding another weapon.
    Add your shield’s shield bonus to attacks and damage rolls
    made with the shield as if it was an enhancement bonus
    Fighter Variant: A successful stunning shield bash is followed
    Up by a full attack.


    Shield Focus (Combat)
    You are skilled at def lecting blows with your shield.
    Prerequisites: Shield Proficiency, base attack bonus +1.
    Benefit: Increase the AC bonus granted by any shield
    you are using by 1.
    Fighter Variant: When using a shield you have 20%
    Concealment.


    Greater Shield Focus (Combat)
    You are skilled at def lecting blows with your shield.
    Prerequisites: Shield Focus, Shield Proficiency, base
    attack bonus +1, 8th-level fighter.
    Benefit: Increase the AC bonus granted by any shield you
    are using by 1. This bonus stacks with the bonus granted
    by Shield Focus.
    Fighter Variant: You have a 30% concealment when using a
    Shield. You also get a counter attack against attacks missed
    due to concealment.


    Step Up (Combat)
    You can close the distance when a foe tries to move away.
    Prerequisite: Base attack bonus +1.
    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 take this step, you
    cannot take a 5-foot step during your next turn. If you take
    an action to move during your next turn, subtract 5 feet
    from your total movement.
    Fighter Variant: You may make a standard attack when using
    This feat


    Strike Back (Combat)
    You can strike at foes that attack you using their superior
    reach, by targeting their limbs or weapons as they come
    at you.
    Prerequisite: Base attack bonus +11.
    Benefit: You can ready an action to make a melee attack
    against any foe that attacks you in melee, even if the foe is
    outside of your reach.
    Fighter Variant:If successfully used with a creature with reach
    It is shortened to 5 feet, for a number of rounds equal to 1/2 fighter
    Level + str


    Throw Anything (Combat)
    You are used to throwing things you have on hand.
    Benefit: You do not suffer any penalties for using an
    improvised ranged weapon. You receive a +1 circumstance
    bonus on attack rolls made with thrown splash weapons.
    Normal: You take a –4 penalty on attack rolls made with
    an improvised weapon.
    Fighter Variant: In addition enemies are considered flanked
    By the fighter if not actively engaging the fighter, even if the
    Wouldn’t normally be flanked.


    Toughness
    You have enhanced physical stamina.
    Benefit: You gain +3 hit points. For every Hit Die you
    possess beyond 3, you gain an additional +1 hit point. If you
    have more than 3 Hit Dice, you gain +1 hit points whenever
    you gain a Hit Die (such as when you gain a level).
    Barbarian and Fighter Variant: +3 additional hit points per level

    Two-Weapon Fighting (Combat)
    You can fight with a weapon wielded in each of your
    hands. You can make one extra attack each round with the
    secondary weapon.
    Prerequisite: Dex 15.
    Benefit: Your penalties on attack rolls for fighting with
    two weapons are reduced. The penalty for your primary hand
    lessens by 2 and the one for your off hand lessens by 6. See
    Two-Weapon Fighting in Chapter 8.
    Normal: If you wield a second weapon in your off hand,
    you can get one extra attack per round with that weapon.
    When fighting in this way you suffer a –6 penalty with
    your regular attack or attacks with your primary hand and
    a –10 penalty to the attack with your off hand. If your offhand
    weapon is light, the penalties are reduced by 2 each.
    An unarmed strike is always considered light.
    Fighter Variant: Fighters can use and one handed weapon they
    Are proficient with in their off hand as if it were a light weapon. Also,
    Fighters take no penalties for primary weapon attacks.


    Double Slice (Combat)
    Your off-hand weapon while dual-wielding strikes with
    greater power.
    Prerequisite: Dex 15, Two-Weapon Fighting.
    Benefit: Add your Strength bonus to damage rolls made
    with your off-hand weapon.
    Normal: You normally add only half of your Strength
    modifier to damage rolls made with a weapon wielded in
    your off-hand.
    Fighter Variant: When a Fighter hits with both main hand and off hand
    Attacks, the target becomes stunned for the next round

    Two-Weapon Rend (Combat)
    Striking with both of your weapons simultaneously, you
    can use them to deliver devastating wounds.
    Prerequisites: Dex 17, Double Slice, Improved Two-Weapon
    Fighting, Two-Weapon Fighting, base attack bonus +11.
    Benefit: If you hit an opponent with both your primary
    hand and your off-hand weapon, you deal an additional
    1d10 points of damage plus 1-1/2 times your Strength
    modifier. You can only deal this additional damage once
    each round.
    Fighter Variant: In addition to the stun, when a fighter uses this feat,
    It causes bleeding damage equal to the amount of additional damage
    caused by this feat for 1d4 rounds


    Improved Two-Weapon Fighting (Combat)
    You are skilled at fighting with two weapons.
    Prerequisites: Dex 17, 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.
    Normal: Without this feat, you can only get a single
    extra attack with an off-hand weapon.
    Fighter Variant: Fighters lose the regular off hand penalty and
    Can perform the second off hand attack at -2


    Greater Two-Weapon Fighting (Combat)
    You are incredibly skilled at fighting with two weapons at
    the same time.
    Prerequisites: Dex 19, 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.
    Fighter Variant: Fighters can perform he second off hand attack
    Without penalty, and perform the third at -5


    Two-Weapon Defense (Combat)
    You are skilled at defending yourself while dual-wielding.
    Prerequisites: Dex 15, Two-Weapon Fighting.
    Benefit: When wielding a double weapon or two weapons
    (not including natural weapons or unarmed strikes), you
    gain a +1 shield bonus to your AC.
    When you are fighting defensively or using the total
    defense action, this shield bonus increases to +2.
    Fighter Variant: Instead of a +1 shield bonus, Fighters
    Receive a +2 deflection bonus and are able to counterattack
    Whenever enemies miss. When fighting defensively or using
    The total defense action, this deflection bonus doubles


    Vital Strike (Combat)
    You make a single attack that deals significantly more
    damage than normal.
    Prerequisites: Base attack bonus +6.
    Benefit: When you use the attack action, you can make
    one attack at your highest base attack bonus that deals
    additional damage. Roll the damage dice for the attack twice
    and add the results together, but do not multiply damage
    bonuses from Strength, weapon abilities (such as f laming),
    or precision-based damage (such as sneak attack). This
    bonus damage is not multiplied on a critical hit (although
    other damage bonuses are multiplied normally).
    Fighter Variant: If fighter’s execute a successful vital strike, they
    Can follow up with a full attack starting with their second highest attack
    Bonus
    Improved Vital Strike (Combat)
    You can make a single attack that deals a large amount
    of damage.
    Prerequisites: Vital Strike, base attack bonus +11.
    Benefit: When you use the attack action, you can make
    one attack at your highest base attack bonus that deals
    additional damage. Roll the damage dice for the attack
    three times and add the results together, but do not multiply
    damage bonuses from Strength, weapon abilities (such as
    f laming), or precision-based damage (such as sneak attack).
    This bonus damage is not multiplied on a critical hit
    (although other damage bonuses are multiplied normally).
    Fighter Variant: Fighters now multiply their strength bonuses
    When determining damage from a vital strike


    Greater Vital Strike (Combat)
    You can make a single attack that deals incredible damage.
    Prerequisites: Improved Vital Strike, Vital Strike, base
    attack bonus +16.
    Benefit: When you use the attack action, you can
    make one attack at your highest base attack bonus
    that deals additional damage. Roll the damage dice
    for the attack four times and add the results together,
    but do not multiply damage bonuses from Strength,
    weapon abilities (such as f laming), or precision-based
    damage (such as sneak attack). This bonus damage is
    not multiplied on a critical hit (although other damage
    bonuses are multiplied normally).
    Fighter Variant: Fighters now multiply all damage for
    Critical hits and ignore immunity to critical hits when
    Using a vital strike


    Weapon Finesse (Combat)
    You are trained in using your agility in melee combat, as
    opposed to brute strength.
    Benefit: With a light weapon, rapier, whip, or spiked
    chain made for a creature of your size category, you may
    use your Dexterity modifier instead of your Strength
    modifier on attack rolls. If you carry a shield, its armor
    check penalty applies to your attack rolls.
    Special: Natural weapons are considered light weapons
    Fighter Variant: Fighters Apply Both strength and
    Dexterity when using these weapons.


    Weapon Focus (Combat)
    Choose one type of weapon. You can also choose unarmed
    strike or grapple (or ray, if you are a spellcaster) as your
    weapon for the 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.
    Fighter Variant: Fighters gain a +1 to attack rolls and
    Damage with a particular weapon for every 2 fighter levels


    Dazzling Display (Combat)
    Your skill with your favored weapon can frighten enemies.
    Prerequisite: Weapon Focus, proficiency with the
    selected weapon.
    Benefit: While wielding the weapon in which you have
    Weapon Focus, you can perform a bewildering show of
    prowess as a full-round action. Make an Intimidate check to
    demoralize all foes within 30 feet who can see your display.
    Fighter Variant: Fighters can use Dazzling Display as a move Action

    Shatter Defenses (Combat)
    Your skill with your chosen weapon leaves opponents
    unable to defend themselves if you strike them when their
    defenses are already compromised.
    Prerequisites: Weapon Focus, Dazzling Display, base
    attack bonus +6, proficiency with weapon.
    Benefit: Any shaken, frightened, or panicked opponent
    hit by you this round is f lat-footed to your attacks until the
    end of your next turn. This includes any additional attacks
    you make this round.
    Fighter Variant: After a successful attack on a shake, frightened, or
    Panicked opponent, fighters can perform a combat maneuver as
    A swift action.

    Deadly Stroke (Combat)
    With a well-placed strike, you can bring a swift and painful
    end to most foes.
    Prerequisites: Dazzling Display, Greater Weapon Focus,
    Shatter Defenses, Weapon Focus, proficiency with the
    selected weapon, base attack bonus
    +11.
    Benefit: As a standard action, make a single attack with
    the weapon for which you have Greater Weapon Focus
    against a stunned or f lat-footed opponent. If you hit,
    you deal double the normal damage and the target takes 1
    point of Constitution bleed (see Appendix 2). The additional
    damage and bleed is not multiplied on a critical hit.
    Fighter Variant: Fighters inflict an amount of constitution bleed
    Damage equal to their Strength bonus per round.


    Greater Weapon Focus (Combat)
    Choose one type of weapon (including unarmed
    strike or
    grapple) for which you have already selected Weapon Focus.
    You are a master at your chosen weapon.
    Prerequisites: Proficiency with selected weapon,
    Weapon Focus with selected weapon, base attack bonus +1,
    8th-level fighter.
    Benefit: You gain a +1 bonus on attack rolls you make using
    the selected weapon. This bonus stacks with other bonuses
    on attack rolls, including those 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.
    Fighter Variant: Fighters gain a +1 bonus to attack rolls and damage
    With specific weapon for each fighter level


    Penetrating Strike (Combat)
    Your attacks are capable of penetrating the defenses of
    some creatures. Choose one type of weapon that you have
    already selected for Weapon Focus.
    Prerequisites: Weapon Focus, base attack bonus +1, 12thlevel
    fighter, proficiency with weapon.
    Benefit: Your attacks with the selected weapon ignore up
    to 5 points of damage reduction. This feat does not apply to
    damage reduction without a type (such as DR 10/—).
    Fighter Variant: Fighters ignore any kind of DR

    Greater Penetrating Strike (Combat)
    Your attacks penetrate the defenses of most foes. Choose a
    weapon that you have selected for Penetrating Strike.
    Prerequisites: Penetrating Strike, Weapon Focus, 16thlevel
    fighter.
    Benefit: Your attacks with the selected weapon ignore up
    to 10 points of damage reduction. This amount is reduced
    to 5 points for damage reduction without a type (such as
    DR 10/—).
    Fighter Variant: After a fighter hits a creature with DR with this
    Feat, DR is ignored by all creates for 1d4 rounds + Str bonus


    Weapon Specialization (Combat)
    You are skilled at dealing damage with one weapon. Choose
    one type of weapon (including unarmed strike or grapple)
    for which you have already selected the Weapon Focus feat.
    You deal extra damage when using this weapon.
    Prerequisites: Proficiency with selected weapon, Weapon
    Focus with selected weapon, fighter level 4th.
    Benefit: You gain a +2 bonus on all damage rolls you
    make using the selected weapon.
    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.
    Fighter Variant: Fighters add +2 damage on their specialized
    Weapon for every 2 fighter levels


    Greater Weapon Specialization (Combat)
    Choose one type of weapon (including unarmed
    strike or
    grapple) for which you possess the Weapon Specialization
    feat. Your attacks with the chosen weapon are more
    devastating than normal.
    Prerequisites: Proficiency with selected weapon, Greater
    Weapon Focus with selected weapon, Weapon Focus with
    selected weapon, Weapon Specialization with selected
    weapon, 12th-level fighter.
    Benefit: You gain a +2 bonus on all damage rolls you
    make using the selected weapon. This bonus to damage
    stacks with other damage roll bonuses, including any you
    gain 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.
    Fighter Variant: Fighters gain +2 damage on specialized
    Weapons for every fighter level


    Feel free to thank us, criticize us, or whatever, but keep in mind this is to level the fighter class with spellcasters who can cast wish spells and storms of destruction and the like.
    Last edited by Aeromyre; 2010-06-21 at 04:47 PM.
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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Would a 1-level dip grant these benifits? If so then it only encourages the idea that the fighter is a dip-class.

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    There is an actual homebrew forum here, too.
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    Quote Originally Posted by Yukitsu View Post
    I define [optimization] as "the process by which one attains a build meeting all mechanical and characterization goals set out by the creator prior to its creation."
    Praise for avatar may be directed to Derjuin.

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Quote Originally Posted by Nero24200 View Post
    Would a 1-level dip grant these benifits? If so then it only encourages the idea that the fighter is a dip-class.
    Only when they take feats as a fighter so if you took 1 level on an odd level and took your feat and your bonus feat as combat feats you would get the extra benefits


    Quote Originally Posted by Greenish View Post
    There is an actual homebrew forum here, too.
    I realized that after i posted then didn't really care enough haha
    It still technically falls into this section of the forum
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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Some of the enhancements to the feats are dependent of Fighter levels, like the upgrade to weapon focus and Toughness. If you continue to take fighter levels after taking the feat, the feat progresses. should you chance classes at any time, it won't progress anymore. Some of the feats were designed this way to give an edge to fighters to help make them a significant class again.
    Welcome to Jamaica man, have a nice day!

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Quote Originally Posted by DoodlesD View Post
    Some of the enhancements to the feats are dependent of Fighter levels, like the upgrade to weapon focus and Toughness. If you continue to take fighter levels after taking the feat, the feat progresses. should you chance classes at any time, it won't progress anymore. Some of the feats were designed this way to give an edge to fighters to help make them a significant class again.
    I also forgot that 1 feat applies to Barbarians, It's toughness. I told Doodles that it would unbalance, Barbaians to let fighters get +3 Hp per level
    if both barbaians and fighters had average hp rolls at level 20 it would be like this
    Barbarians: 130
    Fighters: 110
    With the feat, not applying to barbarians:
    Barbarians: 150
    Fighters: 170
    So the barbarians should have the fighter's perk looking like this:
    Barbarians: 190
    Fighters: 170
    Me: "I am the all powerful force that holds the universe together, but at the same time i don't exist" Jeremy: "Oh so you're like God?" Me: "NO! I'm better than God...I'm the Dungeon Master"

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Quote Originally Posted by Aeromyre View Post
    I also forgot that 1 feat applies to Barbarians, It's toughness. I told Doodles that it would unbalance, Barbaians to let fighters get +3 Hp per level
    if both barbaians and fighters had average hp rolls at level 20 it would be like this
    Barbarians: 130
    Fighters: 110
    With the feat, not applying to barbarians:
    Barbarians: 150
    Fighters: 170
    So the barbarians should have the fighter's perk looking like this:
    Barbarians: 190
    Fighters: 170
    We will soon post some extra barbarian feats, they won't need as much tweaking
    Me: "I am the all powerful force that holds the universe together, but at the same time i don't exist" Jeremy: "Oh so you're like God?" Me: "NO! I'm better than God...I'm the Dungeon Master"

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    First of all, I have to say this is a fabulous effort, and really revamps some sub-par feats. It is not enough for what you want though.

    Unfortunately, a fighter, no matter how well chosen their feats are, will still never be able to compete with a wizard. I direct you to the Tier System. It is not a fighter's power that makes them low tier, it is their lack of versatility and inability to do anything outside of their chosen combat niche. I have skimmed over part one of your feats, and they look good, but they do nothing to remedy the inherent problem of linear fighters, quadratic wizards. A massive overhual is required to put the fighter anywhere close to tier 1 or 2. It has been done however, and the Warmarked is the prime example of a tier 2 fighter class.

    tl;dr: Awesome stuff, good feat fixes, won't put fighters on par with casters.

    EDIT: Alright, I looked through a lot of the feats, and I have to say, I think you're going in the wrong direction. Increasing the numerical bonuses that fighters get isn't going to do much except make every encounter a case of "does the fighter one shot the monster, or does it one-shot us?"
    Expand upon versatility and utility, not power (except really bad feats like weapon focus and stuff, it's good there.) Example: Instead of further reducing the chance a fighter misses with blind fight, give him a short-range blindsense with some restrictions.
    Last edited by Tinydwarfman; 2010-06-22 at 11:17 AM.

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    That's great =) input like that is exactly what we need to help improve the fighters abilities

    While it may not be possible to get a fighter on par with wizards at higher levels, at least we can keep fighters in the running of the game. Fighters are the class of characters who become kings, lords, emperors, etc., so they need to be powerful enough to control mortal realms.

    I agree that making fighters do more damage and such isn't the most optimal way to improve these feats. It is fairly difficult to come up with fighter variants that are not damage related for every single feat. If anyone has ideas like Tinydwarfman, please submit them. if we like the idea we can tweak the feats in different directions.
    Welcome to Jamaica man, have a nice day!

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    I’ve been interested in doing something this recently as well, so I’ve gone through and evaluated a lot of your feats. These are just suggestions, as I completely change some of them.
    Spoiler
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    Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
    Didn’t change much, and I would also add that a fighter may replace any STR-based DC they have with DEX. (for ToB stuff and non-core feats)

    Blind-Fight (Combat)
    Like I said before, I believe that something like 15 or 20 ft. Blindsense `would be more appropriate

    Catch Off-Guard (Combat)
    I very much like this, but it needs some clarification on how it works. It sounds like Island of Blades, would be perfect.

    Combat Expertise (Combat)
    WOAH! This is way too good. I would make it instead like a toned down version of the fighter’s Counterattack ACF. (note: the flatfooted isn’t bad, only the stopping all other attacks. Really kills TWF and the like.)

    Improved/Greater Disarm (Combat)
    I really like the idea of these. Greater Disarm is a bit too good, I would restrict it somewhat. Maybe full attack as if you had ¾ BAB?

    Improved/Greater Feint (Combat)
    I really like the idea behind these, but it could easily be its own feat. It also needs some mechanics. Is it just a normal intimidate roll? Do you get the bonus from the feat? What happens to a monster when you taunt it? Etc.

    Improved Trip (Combat)
    I like the trip adjacent thing, although it is already its own feat (Curling wave technique? Stormwrack)
    The ignoring multiple legs thing is really powerful, and since trip is already the best combat maneuver, I don’t think it needs it. I would halve the bonus for multiple legs instead.

    Greater Trip (Combat)
    WOAH! I though Imp. Trip was good, but this is awesome. Tripping is already a decent battlefield control maneuver with some work, and this lets you trip everyone in reach?!? Too good. I may be biased from all the tripping builds I’ve seen and made, but this needs to be cut down majorly. I’d make it so you have to succeed on trip #2 to trip person #3, and the next target has to be within 5 feet of the previous one. Again, halve the bonus from size.

    Whirlwind Attack (Combat)
    Eh, I don’t really like this one, I just don’t know what else to change it to. Maybe let the fighter take a 5-foot step after every successful hit?

    Combat Reflexes (Combat)
    Eek, powerful. I’d say replace it with the ability to expend one of you AoO’s for the round to take an attack as an immediate action.

    Stand Still (Combat)
    Hmm, Stand Still was always a good niche feat… I don’t really want to change it. I’m also not sure I understand what you’re trying to do with it.

    Deadly Aim (Combat)
    Sure, why not. Bows need extra damage. Makes it on par with power attack.

    Disruptive (Combat)
    Ooh, I really like this. Flesh out mechanics a bit more. Also make it require an immediate action.

    Spellbreaker (Combat)
    Ok, I’d like something a bit different, but this is good.

    Dodge (Combat)
    Not my perfect envisioning of the feat, but ok. Cap the 5-foot steps at DEX bonus.
    (I’d personally make it an immediate action to give a large dodge bonus to one or more attacks, but that’s just me)

    Mobility (Combat)
    I just don’t understand what you’re trying to do here. What exactly is a counterattack? Do you mean he takes a 10 foot step after he does it??
    I also personally don’t think that mobility should give counterattacks. I would make dodge give you an immediate action dodge bonus, and make mobility the one that lets you 5ft. away after a dodge.

    Spring Attack (Combat)
    Good. Replaces two pointless feats.

    Wind Stance (Combat)
    Nice, but needs a cap of 50%.

    Lightning Stance (Combat)
    Also good.

    Exotic Weapon Proficiency (Combat)
    Should have always been this way. Or at least for a wide variety of weapons.

    Improved Unarmed Strike (Combat)
    Every attack is stunning? Really good… Not sure about this.

    Deflect Arrows (Combat)
    AC should only be against range. Would have rather liked that ability to use it more times per turn.

    Snatch Arrows (Combat)
    Great, but how do you catch a spell? Should only be deflection.


    I'll do more later, at least finishing part 1 today. Give feedback on my feedback!
    Most of the stuff so far is pretty good, maybe I just read some of the not so good stuff from part 2...
    Last edited by Tinydwarfman; 2010-06-22 at 04:31 PM.

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    IMO, full attacks on AOOs or overruns could result as too powerful in some campaing. test them carefully.

    If turns out they are not overpowered, consider another risk: if each AOO becomes a full attack, you could slow down the game too much.

    You could just add more dice of damage (a là Vital Strike) and/ or more damage (a là Power Attack). Alternatively, ONE more attack, but with the bigger bonus of the iteratives. (say, if your full attack is +11 /+6 /+1, turn out to be a +11/+11).

    Said this, I LOVE feats scaling with levels.
    Last edited by Kaiyanwang; 2010-06-22 at 05:06 PM.
    Warning: my time zone and internet acces may lead to strange/late post answers.
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    Quote Originally Posted by Kurald Galain View Post
    The rogue isn't really using charisma in melee, the rogue is applying Ability Score #6 to his Type-One attacks.
    Quote Originally Posted by ken-do-nim View Post
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    Quote Originally Posted by Maroon View Post
    Players can see a story where there isn't one.
    Quote Originally Posted by Eldariel View Post
    For 4.0? I expect them to whine to the DM until he makes the big bad boogeyman go away.

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    Quote Originally Posted by Tinydwarfman View Post
    I’ve been interested in doing something this recently as well, so I’ve gone through and evaluated a lot of your feats. These are just suggestions, as I completely change some of them.
    Spoiler
    Show

    Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
    Didn’t change much, and I would also add that a fighter may replace any STR-based DC they have with DEX. (for ToB stuff and non-core feats)

    Blind-Fight (Combat)
    Like I said before, I believe that something like 15 or 20 ft. Blindsense `would be more appropriate

    Catch Off-Guard (Combat)
    I very much like this, but it needs some clarification on how it works. It sounds like Island of Blades, would be perfect.

    Combat Expertise (Combat)
    WOAH! This is way too good. I would make it instead like a toned down version of the fighter’s Counterattack ACF. (note: the flatfooted isn’t bad, only the stopping all other attacks. Really kills TWF and the like.)

    Improved/Greater Disarm (Combat)
    I really like the idea of these. Greater Disarm is a bit too good, I would restrict it somewhat. Maybe full attack as if you had ¾ BAB?

    Improved/Greater Feint (Combat)
    I really like the idea behind these, but it could easily be its own feat. It also needs some mechanics. Is it just a normal intimidate roll? Do you get the bonus from the feat? What happens to a monster when you taunt it? Etc.

    Improved Trip (Combat)
    I like the trip adjacent thing, although it is already its own feat (Curling wave technique? Stormwrack)
    The ignoring multiple legs thing is really powerful, and since trip is already the best combat maneuver, I don’t think it needs it. I would halve the bonus for multiple legs instead.

    Greater Trip (Combat)
    WOAH! I though Imp. Trip was good, but this is awesome. Tripping is already a decent battlefield control maneuver with some work, and this lets you trip everyone in reach?!? Too good. I may be biased from all the tripping builds I’ve seen and made, but this needs to be cut down majorly. I’d make it so you have to succeed on trip #2 to trip person #3, and the next target has to be within 5 feet of the previous one. Again, halve the bonus from size.

    Whirlwind Attack (Combat)
    Eh, I don’t really like this one, I just don’t know what else to change it to. Maybe let the fighter take a 5-foot step after every successful hit?

    Combat Reflexes (Combat)
    Eek, powerful. I’d say replace it with the ability to expend one of you AoO’s for the round to take an attack as an immediate action.

    Stand Still (Combat)
    Hmm, Stand Still was always a good niche feat… I don’t really want to change it. I’m also not sure I understand what you’re trying to do with it.

    Deadly Aim (Combat)
    Sure, why not. Bows need extra damage. Makes it on par with power attack.

    Disruptive (Combat)
    Ooh, I really like this. Flesh out mechanics a bit more. Also make it require an immediate action.

    Spellbreaker (Combat)
    Ok, I’d like something a bit different, but this is good.

    Dodge (Combat)
    Not my perfect envisioning of the feat, but ok. Cap the 5-foot steps at DEX bonus.
    (I’d personally make it an immediate action to give a large dodge bonus to one or more attacks, but that’s just me)

    Mobility (Combat)
    I just don’t understand what you’re trying to do here. What exactly is a counterattack? Do you mean he takes a 10 foot step after he does it??
    I also personally don’t think that mobility should give counterattacks. I would make dodge give you an immediate action dodge bonus, and make mobility the one that lets you 5ft. away after a dodge.

    Spring Attack (Combat)
    Good. Replaces two pointless feats.

    Wind Stance (Combat)
    Nice, but needs a cap of 50%.

    Lightning Stance (Combat)
    Also good.

    Exotic Weapon Proficiency (Combat)
    Should have always been this way. Or at least for a wide variety of weapons.

    Improved Unarmed Strike (Combat)
    Every attack is stunning? Really good… Not sure about this.

    Deflect Arrows (Combat)
    AC should only be against range. Would have rather liked that ability to use it more times per turn.

    Snatch Arrows (Combat)
    Great, but how do you catch a spell? Should only be deflection.


    I'll do more later, at least finishing part 1 today. Give feedback on my feedback!
    Most of the stuff so far is pretty good, maybe I just read some of the not so good stuff from part 2...
    I really like most of the suggestions you've given they've been really helpful. I also like that many of the ones you didn't like were more of my brother's design :D
    Me: "I am the all powerful force that holds the universe together, but at the same time i don't exist" Jeremy: "Oh so you're like God?" Me: "NO! I'm better than God...I'm the Dungeon Master"

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    Default Re: Improved Feats for fighters 3.5/PF (Would really like some Feedback)

    I've gone back and adjusted the fighter variants for the feats according to Tinydwarfman's suggestions, although i didn't follow all of the input exactly as i disagreed on some points. anyway, here's the edited list

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    Agile Maneuvers/Aggressive Agile Maneuvers (Combat)
    You’ve learned to use your quickness in place of brute force
    when performing combat maneuvers.
    Benefit: You add your Dexterity bonus to your base
    attack bonus and size bonus when determining your
    Combat Maneuver Bonus (see Chapter 8) instead of your
    Strength bonus.
    Normal: You add your Strength bonus to your base attack
    bonus and size bonus when determining your Combat
    Maneuver Bonus.
    Fighter Variant: Instead of just dexterity, fighters use
    both dexterity and strength for their CMB.

    Blind-Fight (Combat)
    You are skilled at attacking opponents that you cannot
    clearly perceive.
    Benefit: In melee, every time you miss because of
    concealment (see Chapter 8), you can reroll your miss
    chance percentile roll one time to see if you actually hit.
    An invisible attacker gets no advantages related to hitting
    you in melee. That is, you don’t lose your Dexterity bonus
    to Armor Class, and the attacker doesn’t get the usual +2
    bonus for being invisible. The invisible attacker’s bonuses
    do still apply for ranged attacks, however.
    You do not need to make Acrobatics skill checks to move
    at full speed while blinded.
    Normal: Regular attack roll modifiers for invisible
    attackers trying to hit you apply, and you lose your
    Dexterity bonus to AC. The speed reduction for darkness
    and poor visibility also applies.
    Special: The Blind-Fight feat is of no use against a
    character who is the subject of a blink spell.
    Fighter Variant: Fighters also gain a Blind-sense ability
    With a range of 10+2ft/fighter level


    Catch Off-Guard (Combat)
    Foes are surprised by your skilled use of unorthodox and
    improvised weapons.
    Benefit: You do not suffer any penalties for using an
    improvised melee weapon. Unarmed opponents are flatfooted
    against any attacks you make with an improvised
    melee weapon.
    Normal: You take a –4 penalty on attack rolls made with
    an improvised weapon.
    Fighter Variant: In addition, enemies are considered flanked
    By the fighter if not actively engaging the fighter, even if the
    Wouldn’t normally be flanked. That is, if the attacked creature
    Doesn’t attack the fighter, the fighter attacks that creature with all
    The bonuses provided by flanking whether or not another person
    is attacking the same creature. If a creature attacks the fighter,
    the creature is not treated as flanked for that round.

    Combat Expertise (Combat)
    You can increase your defense at the expense of your accuracy.
    Prerequisite: Int 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
    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.
    Fighter Variant: Whenever the fighter uses the feat and
    An attack misses him, he parries the blow. The opponent becomes
    Flat footed, and loses 1 point of AC for each additional attack
    Parried in the same fashion by the same fighter.

    Improved Disarm (Combat)
    You are skilled at knocking weapons from a foe’s grasp.
    Prerequisite: Int 13, Combat Expertise.
    Benefit: You do not provoke an attack of opportunity
    when performing a disarm combat maneuver. In addition,
    you receive a +2 bonus on checks made to disarm a foe. You
    also receive a +2 bonus to your Combat Maneuver Defense
    whenever an opponent tries to disarm you.
    Normal: You provoke an attack of opportunity when
    performing a disarm combat maneuver.
    Fighter Variant: As a swift action when the fighter disarms
    An opponent, he may make a new combat maneuver as a
    Swift action.


    Greater Disarm (Combat)
    You can knock weapons far from an enemy’s grasp.
    Prerequisites: Combat Expertise, Improved Disarm,
    base attack bonus +6, Int 13.
    Benefit: You receive a +2 bonus on checks made to
    disarm a foe. This bonus stacks with the bonus granted
    by Improved Disarm. Whenever you successfully disarm
    an opponent, the weapon lands 15 feet away from its
    previous wielder, in a random direction.
    Normal: Disarmed weapons and gear land at the feet of
    the disarmed creature.
    Fighter Variant: If the swift action after the disarm is successful,
    The fighter gets a half of a free full attack on the opponent.


    Improved Feint (Combat)
    You are skilled at fooling your opponents in combat.
    Prerequisites: Int 13, Combat Expertise.
    Benefit: You can make a Bluff check to feint in combat
    as a move action.
    Normal: Feinting in combat is a standard action.
    Fighter Variant: Fighters can use their intimidate skill
    in place of their bluff skill for this check. Also they may
    use this ability to taunt an enemy with above animal
    intelligence to attack him. This works like a Demoralize check,
    except that this becomes a move action, and creatures will try to
    reach and attack the fighter for1+1d6 rounds +1 for every five
    the fighter beats the dc. If the creature is affected by any other
    kind of effect, this effect is negated.


    Greater Feint (Combat)
    You are skilled at making foes overreact to your attacks.
    Prerequisites: Combat Expertise, Improved Feint, base
    attack bonus +6, Int 13.
    Benefit: Whenever you use feint to cause an opponent
    to lose his Dexterity bonus, he loses that bonus until the
    beginning of your next turn, in addition to losing his
    Dexterity bonus against your next attack.
    Normal: A creature you feint loses its Dexterity bonus
    against your next attack.
    Fighter Variant: The fighter can use his taunt to make all
    Enemies of a certain type, at his discretion within a 30-foot radius.

    Improved Trip (Combat)
    You are skilled at sending your opponents to the ground.
    Prerequisite: Int 13, Combat Expertise.
    Benefit: You do not provoke an attack of opportunity when
    performing a trip combat maneuver. In addition, you receive
    a +2 bonus on checks made to trip a foe. You also receive a
    +2 bonus to your Combat Maneuver Defense whenever an
    opponent tries to trip you.
    Normal: You provoke an attack of opportunity when
    performing a trip combat maneuver.
    Fighter Variant: When a successful trip is made the fighter
    May make a trip attempt against another adjacent opponent.
    Also the fighter halves for additional legs
    .

    Greater Trip (Combat)
    You can make free attacks on foes that you knock down.
    Prerequisites: Combat Expertise, Improved Trip, base
    attack bonus +6, Int 13.
    Benefit: You receive a +2 bonus on checks made to trip a
    foe. This bonus stacks with the bonus granted by Improved
    Trip. Whenever you successfully trip an opponent, that
    opponent provokes attacks of opportunity.
    Normal: Creatures do not provoke attacks of opportunity
    from being tripped.
    Fighter Variant: When The fighter makes a successful trip
    Attack he may make attempts against an extra opponent within
    Reach. When making trip attempts, he also halves size modifiers
    for larger creatures


    Whirlwind Attack (Combat)
    You can strike out at every foe within
    reach.
    Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge,
    Mobility, Spring Attack, base attack bonus +4.
    Benefit: When you use the full-attack action, you can
    give up your regular attacks and instead make one melee
    attack at your highest base attack bonus against each
    opponent within reach. You must make a separate attack
    roll against each opponent.
    When you use the Whirlwind Attack feat, you also forfeit
    any bonus or extra attacks granted by other feats, spells,
    or abilities.
    Fighter Variant: Fighter’s do not forfeight bonuses granted
    By other feats, spells, or abilities, extend the reach of their attacks
    By 5 feet, and have a 5% chance per Fighter level (max of 50%) of
    Knocking a hit opponent down and causing them to drop whatever
    Is in their hands, claws, etc. This includes causing creatures to
    Release their grapples.


    Combat Reflexes (Combat)
    You can make additional attacks of opportunity.
    Benefit: You may make a number of additional attacks
    of opportunity per round equal to your Dexterity bonus.
    With this feat, you may also make attacks of opportunity
    while f lat-footed.
    Normal: A character without this feat can make only one
    attack of opportunity per round and can’t make attacks of
    opportunity while f lat-footed.
    Special: The Combat Ref lexes feat does not allow a rogue
    to use her opportunist ability more than once per round.
    Fighter Variant: When making Attacks of Opportunity,
    the fighter uses half of his full attack.

    Stand Still (Combat)
    You can stop foes that try to move past you.
    Prerequisites: Combat Ref lexes.
    Benefit: When a foe provokes an attack of opportunity
    due to moving through your adjacent squares, you can make
    a combat maneuver check as your attack of opportunity. If
    successful, the enemy cannot move for the rest of his turn.
    An enemy can still take the rest of his action, but cannot
    move. This feat also applies to any creature that attempts to
    move from a square that is adjacent to you if such movement
    provokes an attack of opportunity.
    Fighter Variant: When using stand still you may use any combat maneuver
    As a swift action in addition to an attack of opportunity.

    Deadly Aim (Combat)
    You can make exceptionally deadly ranged attacks by
    pinpointing a foe’s weak spot, at the expense of making
    the attack less likely to succeed.
    Prerequisites: Dex 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all
    ranged attack rolls to gain a +2 bonus on all ranged damage
    rolls. When your base attack bonus reaches +4, and every
    +4 thereafter, the penalty increases by –1 and the bonus
    to damage increases by +2. You must choose to use this
    feat before making an attack roll and its effects last until
    your next turn. The bonus damage does not apply to touch
    attacks or effects that do not deal hit point damage.
    Fighter Variant: The Exchange rate for attack bonus for damage,
    Becomes -1 attack for +3 damage.

    Disruptive (Combat)
    Your training makes it difficult for enemy spellcasters to
    safely cast spells near you.
    Prerequisites: 6th-level fighter.
    Benefit: The DC to cast spells defensively increases by
    +4 for all enemies that are within your threatened area.
    This increase to casting spells defensively only applies if
    you are aware of the enemy’s location and are capable of
    taking an attack of opportunity. If you can only take one
    attack of opportunity per round and have already used that
    attack, this increase does not apply.
    Fighter Variant: If the fighter has not used all of his attacks
    Of opportunity, he can rush 10 feet to the spell caster preparing
    A spell to take his attack of opportunity against him should
    they provoke one. If the Attack of opportunity is successful,
    the spell caster must make a concentration check as normal
    with a bonus to the DC for every 4 fighter levels a fighter
    possesses. This requires an immediate action from the fighter

    Spellbreaker (Combat)
    You can strike at enemy spellcasters who fail to cast
    defensively when you threaten them.
    Prerequisites: Disruptive, 10th-level fighter.
    Benefit: Enemies in your threatened area that fail
    their checks to cast spells defensively provoke attacks of
    opportunity from you.
    Normal: Enemies that fail to cast spells defensively do
    not provoke attacks of opportunity.
    Fighter Variant: If the fighter has not used all of his attacks of
    opportunity, he can rush 20 feet to the spell caster preparing a spell
    to take his attack of opportunity against him should they provoke one.
    If the Attack of opportunity is successful,
    the spell caster must make a concentration check as normal
    with a bonus to the DC for every 2 fighter levels a fighter
    possesses. This requires an immediate action from the fighter.
    However, it does not require an immediate action if the caster
    Is already within reach or would be with a five foot step.
    However, it does not require an immediate action if the caster
    Is already within reach or would be with a five foot step


    Dodge (Combat)
    Your training and ref lexes allow you to react swiftly to
    avoid an opponents’ attacks.
    Prerequisite: Dex 13.
    Benefit: You gain a +1 dodge bonus to your AC. A
    condition that makes you lose your Dex bonus to AC also
    makes you lose the benefits of this feat.
    Fighter Variant: Whenever an attack misses the fighter
    He may make a 5 foot step. The fighter can do this a number
    Of times equal to his or her Dex bonus +1/4 Fighter levels


    Mobility (Combat)
    You can easily move through a dangerous melee.
    Prerequisites: Dex 13, Dodge.
    Benefit: You get a +4 dodge bonus to Armor Class against
    attacks of opportunity caused when you move out of or
    within a threatened area. A condition that makes you lose
    your Dexterity bonus to Armor Class (if any) also makes
    you lose dodge bonuses.
    Dodge bonuses stack with each other, unlike most types
    of bonuses.
    Fighter Variant: The fighter may make an attack (simple)
    As an immediate action Whenever an attack misses him
    in addition to the ability to move 10 feet afterwards.
    The number of times a fighter can move is limited to his Dex
    Bonus +1/4 Fighter levels.

    Spring Attack (Combat)
    You can deftly move up to a foe, strike, and withdraw
    before he can react.
    Prerequisites: Dex 13, Dodge, Mobility, base attack
    bonus +4.
    Benefit: You can move up to your speed and make a
    single melee attack without provoking any attacks of
    opportunity from the target of your attack. You can move
    both before and after the attack, but you must move at
    least 10 feet before the attack and the total distance that
    you move cannot be greater than your speed. You cannot
    use this ability to attack a foe that is adjacent to you at the
    start of your turn.
    Normal: You cannot move before and after an attack.
    Fighter Variant: You make a full attack, instead of a single attack
    And you may make simple attacks in response to any attacks of opportunity.

    Wind Stance (Combat)
    Your erratic movements make it difficult for enemies to
    pinpoint your location.
    Prerequisites: Dex 15, Dodge, base attack bonus +6.
    Benefit: If you move more than 5 feet this turn, you gain
    20% concealment for 1 round against ranged attacks.
    Fighter Variant: +5% per 5 feet moved over 10 (max 50%).

    Lightning Stance (Combat)
    The speed at which you move makes it nearly impossible
    for opponents to strike you.
    Prerequisites: Dex 17, Dodge, Wind Stance, base attack
    bonus +11.
    Benefit: If you take two actions to move or a withdraw
    action in a turn, you gain 50% concealment for 1 round.
    Fighter Variant: When you use this feat, move normally
    through rough terrain.


    Exotic Weapon Proficiency (Combat)
    Choose one type of exotic weapon, such as the spiked
    chain or whip. You understand how to use that type of
    exotic weapon in combat, and can utilize any special tricks
    or qualities that exotic weapon might allow.
    Prerequisite: Base attack bonus +1.
    Benefit: You make attack rolls with the weapon normally.
    Normal: A character who uses a weapon with which he is
    not proficient takes a –4 penalty on attack rolls.
    Special: You can gain Exotic Weapon Proficiency multiple
    times. Each time you take the feat, it applies to a new type
    of exotic weapon.
    Fighter Variant: Fighters gain Proficiency with all Exotic weapons.

    Improved Unarmed Strike (Combat)
    You are skilled at fighting while unarmed.
    Benefit: You are considered to be armed even when
    unarmed—you do not provoke attacks of opportunity when
    you attack foes while unarmed. Your unarmed strikes can
    deal lethal or nonlethal damage, at your choice.
    Normal: Without this feat, you are considered unarmed
    when attacking with an unarmed strike, and you can deal
    only nonlethal damage with such an attack.
    Fighter Variant: Fighters can make an unarmed strike
    With a 50% of stunning with a Fort save with a DC of
    10 + ½ Fighter level
    + Str

    Deflect Arrows (Combat)
    You can knock arrows and other projectiles off course,
    preventing them from hitting you.
    Prerequisites: Dex 13, Improved Unarmed Strike.
    Benefit: You must have at least one hand free (holding
    nothing) to use this feat. Once per round when you would
    normally be hit with an attack from a ranged weapon, you
    may deflect it so that you take no damage from it. You
    must be aware of the attack and not f lat-footed. Attempting
    to deflect a ranged attack doesn’t count as an action.
    Unusually massive ranged weapons (such as boulders or
    ballista bolts) and ranged attacks generated by natural
    attacks or spell effects can’t be deflected.
    Fighter Variant: Fighters also get a +2 Deflection bonus
    To AC. This bonus only applies to ranged attacks.
    Fighters can deflect arrows a number of
    Times per round equal to Dex bonus but ½ fighter levels
    And can do so with a shield.


    Snatch Arrows (Combat)
    Instead of knocking an arrow or ranged attack aside, you
    can catch it in mid-f light.
    Prerequisites: Dex 15, Def lect Arrows, Improved
    Unarmed Strike.
    Benefit: When using the Deflect Arrows feat you may
    choose to catch the weapon instead of just deflecting it.
    Thrown weapons can immediately be thrown back as an
    attack against the original attacker (even though it isn’t
    your turn) or kept for later use.
    You must have at least one hand free (holding nothing)
    to use this feat.
    Fighter Variant: Fighters can also deflect ranged magical attacks
    With a reflex save equal to the regular will save of the attack. Fighters
    Can deflect spells a number of times equal to Dex bonus +1/4
    Fighter levels and can do so with a shield

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