Feats for martial characters have never really lived up to what they should be. They do not improve as you gain levels, they typically give small bonuses that require multiple stacking feats to turn into a decent bonus, and the ones that do give you something decent are so few and far between that everyone ends up taking mostly the same stuff. So I have gone through some of the books and tried to make many of the craptastic feats useful. Feats granting bonuses improve as you gain levels and possibly start stronger, feat trees are smushed down so they no longer require 6 feats just to get some half decent bonuses (I'm looking at you Two-Weapon Fighting tree!), and I've created a new category of feats, called
Signature Move feats. These will have a limit to how many you can have at one time, but will be much more powerful, and worth the multiple feat investment in order to get them. The rules, plus some new ones, can be found in the 2nd post.
Great Cleave and Whirlwind Attack have been rewritten to be Signature Move feats, and I think are vastly improved. And they now combo together very nicely for truly devastating offensive capability. I've also included a few brand new Signature Move feats, to flesh out this new feat category.
Because some feats have been subsumed into others and are now removed from the game, if you would normally get a removed feat as a specific bonus feat, it is recommended that you be allowed to take a free feat of your choice that you qualify for in its place. And, obviously, if a removed feat was a prerequisite for something, the feat it got added into becomes the replacement prerequisite, if it was not already a prerequisite.
Critiques are welcome!
Feat ChangesPlayer's HandbookCleave [General]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage with a melee attack to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack which dropped the previous creature. You can use this ability a number of times per round equal to your Strength bonus (minimum 1).
Special: This is a Fighter bonus feat.
Combat Casting [General]
Benefit: You get a +4 bonus on Concentration checks made to cast on the defensive. This bonus improves by +1 every 4 levels. You may also reroll a defensive casting check up to twice per day, but no more than once per attempt. You must declare that you want to reroll before the results of the skill check are revealed. You must use the 2nd result, even if it is lower than the original.
Combat Expertise [General]
Prerequisite: Int 13.
Benefit: When you use the attack or full attack action in melee, you can take a penalty to your attack roll and add the same number to your AC as a dodge bonus. This number cannot exceed your base attack bonus. The changes to attack rolls and AC last until the start of your next turn.
If you only wield light weapons, shields, and/or natural weapons, the dodge bonus to your AC is increased by +50%. For example, a 5th level fighter wielding only a short sword takes a -5 penalty on his attack rolls for the round, and in exchange gains a +7 dodge bonus to his AC.
For every 5 full ranks you have in Tumble, you gain an extra +1 dodge bonus to your AC while using Combat Expertise for at least a -2 penalty to your attack rolls.
Normal: A character without this feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to AC.
Special: This is a Fighter bonus feat. The feat Improved Combat Expertise no longer exists.
Deflect Arrows [General]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. When you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. You can deflect these attacks once per round, plus 1 every 5 levels.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
This is a Fighter bonus feat.
Dodge [General]
Prerequisite: Dex 13.
Benefit: Whenever you take an action, you may designate one opponent and receive a +2 dodge bonus to AC against all attacks from that opponent. You can select a new opponent on any action.
In addition, every 5 levels, you gain a +1 dodge bonus to AC against all attacks, not just those against the foe you designate. This stacks with the dodge bonus against the designated opponent, and with all other dodge bonuses.
Any condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.
Special: This is a Fighter bonus feat.
Endurance [General]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. This bonus improves by +1 every 4 levels.
You may sleep in light or medium armor without becoming fatigued.
If you become fatigued, you may still make charge attacks, though you cannot run. If you become exhausted, your penalties to Strength and Dexterity are only -4 instead of -6, though you can no longer make charge attacks.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. You cannot charge when you are fatigued.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
Far Shot [General]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment is increased by +50%. When you use a thrown weapon, its range increment is doubled. If you have a feat or special ability that has a hard range limit, such as Sneak Attack or Point Blank Shot, the maximum range you can use it at is increased by +100%.
Special: This is a Fighter bonus feat.
Great Cleave [Signature Move]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: Whenever you trigger your Cleave feat, instead of gaining one extra melee attack, you can pick a number of other creatures within your reach up to your Strength bonus (or 2, whichever is higher), and make a melee attack against each. All of these bonus attacks use the same attack bonus that triggered Cleave.
Special: This is a Fighter bonus feat.
Great Fortitude [General]
Benefit: You gain a +2 bonus on all Fortitude saving throws. This bonus improves by +1 every 7 levels. You also gain a reroll once per day, usable only when you make a Fortitude save. You must declare that you want to reroll before the results of the saving throw are revealed. You must use the 2nd result, even if it is lower than the original.
Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand when making a full attack, but at a -10 penalty. Your bonus to AC for wielding two weapons improves to +3, or +6 if fighting defensively or taking the total defense action. The penalty for fighting with two weapons is negated if the off-hand is a light weapon, or reduced by a further 1, to only -2 if the off-hand weapon is not light.
Special: This is a Fighter bonus feat. The feat Greater Two-Weapon Defense (CW) no longer exists.
Improved Turning [General]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than normal, plus another one for every 7 levels you have. You also destroy or command undead if your (modified) turning level is only 1 ½ times the undead's Hit Dice, rather than double.
Improved Two-Weapon Fighting [General]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: When making a full attack, you get a second attack with your off-hand weapon, albeit at a -5 penalty. Your bonus to AC while wielding two weapons improves to +2, or +4 while fighting defensively or taking the total defense action. The penalty for fighting with two weapons decreases by a further 1 for each hand.
Special: This is a Fighter bonus feat. The feat Improved Two-Weapon Defense (CW) no longer exists.
Iron Will [General]
Benefit: You gain a +2 bonus on all Will saving throws. This bonus improves by +1 every 7 levels. You also gain a reroll once per day, usable only when you make a Will save. You must declare that you want to reroll before the results of the saving throw are revealed. You must use the 2nd result, even if it is lower than the original.
Lightning Reflexes [General]
Benefit: You gain a +2 bonus on all Reflex saving throws. This bonus improves by +1 every 7 levels. You also gain a reroll once per day, usable only when you make a Reflex save. You must declare that you want to reroll before the results of the saving throw are revealed. You must use the 2nd result, even if it is lower than the original.
Mobility [General]
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. The dodge bonus increases by +1 every 6 levels. You also gain a +3 bonus to Tumble checks when moving through threatened areas or opponents' spaces. The Tumble bonus improves by +1 every 6 levels.
Special: This is a Fighter bonus feat.
Mounted Combat [General]
Prerequisite: Ride 1 rank.
Benefit: While riding a mount, the mount's armour class becomes the higher of its own or your Ride skill bonus +10. This alternate armour class does not apply if you are flat-footed or unaware of the attack, or if the mount is unable to move. Once per round, when your mount is hit in combat, you may attempt a Ride check as a reaction to try and negate the hit. If your check result is higher than the attack roll, the hit is negated.
Special: This is a Fighter bonus feat.
Paired Skill Feats [General]
(All feats which normally grant a +2 bonus to 2 specific skills. PHB list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy.)
Benefit: You gain +2 bonus on all checks with both skills listed in the feat. This skill bonus improves by +1 every 5 levels. In addition, once per day for each of the two skills, you may choose to reroll a check involving the chosen skill. You must declare that you want to reroll before the results of the skill check are revealed. You must use the 2nd result, even if it is lower than the original.
Point Blank Shot [General]
Benefit: You gain a +2 bonus on attack rolls and damage rolls with ranged weapons at ranges of up to 30 feet. The damage bonus improves by +1 every 4 levels.
Special: This is a Fighter bonus feat.
Precise Shot [General]
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. Also, your ranged attacks ignore any cover generated by allies, but not any other form of cover.
Special: This is a Fighter bonus feat. The feat Coordinated Shot no longer exists.
Quick Draw [General]
Prerequisite: Base attack bonus +1.
Benefit: You can draw your weapon as a free action, even if it is not your turn and you have not acted yet in combat. You can also sheathe your weapon as a free action. You can draw a hidden weapon (see Sleight of Hand) as a move action.
A character who has selected this feat may throw multiple weapons as part of a full attack action, much like a character with a bow.
Normal: Without this feat, you may draw or sheathe a weapon as a move action, or may draw a weapon as a free action as part of movement if your base attack bonus is +1 or higher. Without this feat, you can only draw a hidden weapon as a standard action.
Special: This is a Fighter bonus feat.
Skill Focus [General]
Benefit: Choose a skill. That skill is always considered a class skill for you, and you gain a +3 bonus to all checks involving that skill. The bonus improves by +1 every 4 levels. In addition, once per day, you may choose to reroll a check involving the chosen skill. You must declare that you want to reroll before the results of the skill check are revealed. You must use the 2nd result, even if it is lower than the original.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.
Toughness [General]
Benefit: You gain +3 hit points, +1 for every 3 levels.
The point at which you would die from damage (normally -10 HP) is extended by 1. You still suffer all the usual penalties while in the negatives, you just require more damage to kill you. Any ability or effect which affects you and references -10 HP is affected by this feat, as well.
You also increase any existing damage reduction you have by 1, or if you have no damage reduction, you gain DR 1/-. Should you gain damage reduction later, you may choose to re-assign any you gained from Toughness to it. This may be applied even to damage reduction gained from special armour materials or magic items.
Special: You can take this feat multiple times. Its effects stack.
Two-Weapon Fighting [General]
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced, by 2 for your primary hand and by 6 for your off-hand. You also gain a +1 bonus to AC so long as you are wielding a double weapon, or two weapons (not including natural weapons or unarmed strikes).
When fighting defensively or using the total defense action, the bonus to AC improves to +2.
Special: This is a Fighter bonus feat. The feat Two-Weapon Defense no longer exists.
Weapon Focus [General]
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. This bonus improves by +1 every 5 levels.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This is a Fighter bonus feat. The feat Greater Weapon Focus does not exist.
Weapon Specialization [General]
Prerequisites: Proficiency and Weapon Focus with selected weapon, base attack bonus +4.
Benefit: You gain a bonus to all damage rolls you make with the selected weapon equal to 2 + ½ your level.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This is a Fighter bonus feat. The feat Greater Weapon Specialization does not exist.
Whirlwind Attack [Signature Move]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you take a full attack action, you can choose a number of targets within reach equal to your Dexterity bonus (or 2, whichever is higher). You may make a full attack, using melee attacks only, against each of them. If you drop a foe (typically by reducing its hit points to below 0 or killing it outright), you may continue that full attack against a different target within reach, even if it's another creature you already chose to full attack.
Special: This is a Fighter bonus feat.
Complete WarriorArterial Strike [General]
Prerequisites: Sneak Attack ability, base attack bonus +4.
Benefit: If you hit with a sneak attack, you may choose to forgo bonus dice of damage from sneak attack. For each d6 lost, you deliver a bleeding wound that does 2 damage per round from blood loss. The bleeding can be removed at a rate of 1 point per point of magical healing the victim receives, including from Fast Healing or Regeneration; all of the bleeding may be removed at once with a Heal check, with a DC equal to 15 plus the amount of bleeding per round suffered. Bleeding inflicted from multiple wounds are cumulative.
Axiomatic Strike [General]
Prerequisites: Ki Strike (Lawful), Stunning Fist.
Benefit: By spending one daily use of Stunning Fist, you can charge your fists with axiomatic energy. For 1 round, all your attacks deal an extra 2d6 damage against chaotic opponents. Creatures immune to stunning can be affected by this extra damage.
Dash [General]
Benefit: If you are wearing light armour or no armour and are carrying no more than a light load, your speed is increased by 10 feet.
Defensive Strike [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge.
Benefit: You can adopt a readied posture while on the defensive. When taking the total defense action or using Combat Expertise for at least a -4 penalty to attack rolls, any enemy which misses you provokes an attack of opportunity from you, and you ignore the attack penalty from Combat Expertise or total defense on the attack of opportunity.
Special: This is a Fighter bonus feat.
Fists of Iron [General]
Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2.
Benefit: By spending one use of Stunning Fist, you deal an extra 1d6 damage on all your attacks for 1 round.
Fleet of Foot [General]
Prerequisites: Dex 15, Run.
Benefit: When running or charging, you can make turns of 90 degrees or less up to your Dexterity bonus (minimum 1). You cannot use this feat when wearing armour heavier than light, or carrying a load heavier than light. If you are charging, you do not need to take the shortest path possible, but the last 10 feet of your charge must be in a straight line in order to maintain the charge.
Normal: Without this feat, you can only run or charge in a straight line.
Greater Kiai Shout [General]
Prerequisites: Cha 13, Kiai Shout, base attack bonus +9.
Benefit: When you make a kiai shout, your opponents are now panicked for 2d6 rounds if they fail the save.
Greater Resiliency [General]
Prerequisites: Damage reduction as a class feature, innate ability, or from feats.
Benefit: Your damage reduction is increased by 1, plus an extra 1 every 7 levels. If you have multiple types of damage reduction, they are all increased equally. If the base damage reduction increases, Greater Resiliency still stacks on top of it.
Improved Favoured Enemy [General]
Prerequisites: Favoured Enemy ability, base attack bonus +5.
Benefit: You deal an extra 3 damage, plus 1 per 3 levels, to any creature that is a favoured enemy of yours.
Improved Toughness [General]
Prerequisites: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional HP. If you lose a HD (such as by losing a level), you lose 1 HP permanently.
The point at which you would die from damage (normally -10 HP) is extended by 5. You still suffer all the usual penalties while in the negatives, you just require more damage to kill you. Any ability or effect which affects you and references -10 HP is affected by this feat, as well.
You also increase any existing damage reduction you have by 1, or if you have no damage reduction, you gain DR 1/-. Should you gain damage reduction later, you may choose to re-assign any you gained from Toughness to it. This may be applied even to damage reduction gained from special armour materials or magic items.
Kiai Shout [General]
Prerequisites: Cha 13, base attack bonus +1.
Benefit: Making a kiai shout is a standard action. Opponents who can hear your shout and who are within 30 feet of you may become shaken for 1d6 rounds. An opponent in the affected area can resist the effect with a successful Will save (DC 10 + ½ your level + your Charisma modifier). This is a mind-affecting, fear effect.
Player's Handbook IIArmour Specialization [General]
Prerequisites: Proficiency with selected armour type, base attack bonus +6.
Benefit: Choose one type of medium or heavy armour with which you are proficient. While wearing masterwork armour (including magic armour) of that type, you gain damage reduction 2/-. The DR improves by 1 at BAB +12, and again at BAB +18. Any time you lose your Dexterity bonus to AC, you lose the benefit of this feat, due to being unable to properly deflect the blows.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armour.
This is a Fighter bonus feat.
Shield Specialization [General]
Prerequisites: Proficiency with shields.
Benefit: Choose one type of shield you are proficient with (buckler, light, heavy, extreme, tower). When using a shield of the appropriate type, you increase its shield bonus to AC by 1, plus an extra 1 every 6 levels.
Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
This is a Fighter bonus feat.
Weapon Supremacy [General]
Prerequisites: Proficiency, Weapon Focus, and Weapon Specialization all with the same selected weapon, Weapon Mastery with the damage type of the selected weapon, Fighter level 18.
Benefit: While wielding the weapon you chose for this feat, you gain a number of additional advantages with it.
You gain a +4 bonus to all checks to disarm or resist being disarmed with the chosen weapon.
You can wield the weapon while grappling, even if it is not a light weapon. You do not need to make a successful grapple check to do so, and take no penalties from grappling to your attack rolls.
All critical threats made with the weapon are automatically confirmed.
You gain an extra attack at your highest bonus with the weapon, both during a standard attack or full attack. This extra attack stacks with other sources that grant extra attacks, even if they do not normally allow stacking.
When making a full attack, you can apply a +5 bonus to one attack roll that normally suffers iterative penalties.
You gain a +1 bonus to AC.
Special: You can take this feat only once.
This is a Fighter bonus feat.
Heroes of BattleBlock Arrow [General]
Prerequisite: Dex 13, Shield Proficiency.
Benefit: You must be using a shield to use this feat. When you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. You can deflect these attacks once per round, plus 1 every 5 levels.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: This is a Fighter bonus feat.
Expanded Aura [General]
(replaces Expanded Aura of Courage)
Prerequisite: Aura special feature, such as a Paladin's Aura of Courage or the Draconic Aura feat.
Benefit: The radius of your Aura abilities are expanded by 50 feet.
Expert Siege Engineer [General]
Prerequisite: Profession (Siege Engineer) 8 ranks.
Benefit: You gain a +2 competence bonus on attack rolls and damage rolls made when using a siege engine. This bonus increases by 1 every 4 levels. (HoB chapter 4 has rules for operating siege engines.)
Special: This is a Fighter bonus feat.
Guerrilla Scout [General]
Benefit: You gain a +2 bonus to your initiative checks.
Listen and Spot become class skills, and you gain a bonus equal to 1 per 5 levels to each.
Guerrilla Warrior [General]
Benefit: When you are wearing light or medium armour, reduce the armour check penalty by 1, plus 1 every 6 levels, to a minimum of 0.
Hide and Move Silently become class skills, and you gain a bonus equal to 1 per 5 levels to each.
Mounted Mobility [General]
Prerequisites: Mounted Combat, Ride 4 ranks.
Benefit: If you are mounted, you and your mount get a +4 dodge bonus to AC against attacks of opportunity caused when your mount moves out of or within a threatened area. The dodge bonus increases by +1 every 6 levels. You also gain a +3 bonus to Ride for the purposes of the Mounted Combat feat only. The Ride bonus improves by +1 every 6 levels.
Special: This is a Fighter bonus feat.
Plunging Shot [General]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown weapon or a projectile weapon. You gain an additional 1d6 damage every 7 levels.
Ready Shot [General]
Prerequisites: Combat Reflexes, Point Blank Shot.
Benefit: You can make an attack of opportunity with your ranged weapon against a foe who charges you. You must wait until the target is within 15 feet, plus 5 feet for every 6 levels, before you attack. If you score a hit, you deal an extra 1d6 damage, plus 1d6 for every 6 levels. Creatures immune to critical hits are immune to this extra damage. The target must then make a Fortitude save, DC 10 + ½ your level + your Dexterity modifier, or be forced to halt its movement where you hit it.
Shield Wall [General]
Prerequisite: Shield Proficiency.
Benefit: When you and an adjacent ally are each using a shield, you each increase your shield bonus to AC by 2. If your ally also has this feat, the bonuses stack.
Special: This is a Fighter bonus feat.
Complete AdventurerDanger Sense [General]
Prerequisite: Improved Initiative.
Benefit: Whenever you roll for initiative, you can roll twice, taking the better of the two results.
Expanded Psionics HandbookCombat Manifestation [Psionic]
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive. This bonus improves by +1 every 4 levels. You may also reroll a defensive manifesting check up to twice per day, but no more than once per attempt. You must declare that you want to reroll before the results of the skill check are revealed. You must use the 2nd result, even if it is lower than the original.
Narrow Mind [Psionic]
Prerequisite: Wis 13.
Benefit: You get a +4 bonus on Concentration checks made to become psionically focused. This bonus improves by +1 every 4 levels. You may also reroll a check to become psionically focused up to twice per day, but no more than once per attempt. You must declare that you want to reroll before the results of the skill check are revealed. You must use the 2nd result, even if it is lower than the original.
Open Minded [General]
Benefit: You immediately gain bonus skill points equal to 3 + your level. Every time you gain a level, you gain an extra skill point. If you should lose a level, you lose an extra skill point gained from this feat. You can spend these skill points as normal, and must follow the rules for spending skill points.
Special: You can take this feat multiple times. Its effects stack.
Reckless Offense [General]
Prerequisite: Base attack bonus +1.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty up to your BAB to your AC, and add an equal bonus to your attack rolls. The bonus and penalty last until the start of your next turn.
Special: This is a Fighter bonus feat.
Masters of the WildDragon's Toughness [General]
Prerequisite: Base Fortitude save +11.
Benefit: You gain +12 hit points, +1 for every 3 levels.
The point at which you would die from damage (normally -10 HP) is extended by 4. You still suffer all the usual penalties while in the negatives, you just require more damage to kill you. Any ability or effect which affects you and references -10 HP is affected by this feat, as well.
You also increase any existing damage reduction you have by 2, or if you have no damage reduction, you gain DR 2/-. Should you gain damage reduction later, you may choose to re-assign any you gained from Toughness to it. This may be applied even to damage reduction gained from special armour materials or magic items.
Special: You can take this feat multiple times. Its effects stack.
This is a Fighter bonus feat.
Dwarf's Toughness [General]
Prerequisite: Base Fortitude save +5.
Benefit: You gain +6 hit points, +1 for every 3 levels.
The point at which you would die from damage (normally -10 HP) is extended by 2. You still suffer all the usual penalties while in the negatives, you just require more damage to kill you. Any ability or effect which affects you and references -10 HP is affected by this feat, as well.
You also increase any existing damage reduction you have by 1, or if you have no damage reduction, you gain DR 1/-. Should you gain damage reduction later, you may choose to re-assign any you gained from Toughness to it. This may be applied even to damage reduction gained from special armour materials or magic items.
Special: You can take this feat multiple times. Its effects stack.
This is a Fighter bonus feat.
Giant's Toughness [General]
Prerequisite: Base Fortitude save +8.
Benefit: You gain +9 hit points, +1 for every 3 levels.
The point at which you would die from damage (normally -10 HP) is extended by 3. You still suffer all the usual penalties while in the negatives, you just require more damage to kill you. Any ability or effect which affects you and references -10 HP is affected by this feat, as well.
You also increase any existing damage reduction you have by 2, or if you have no damage reduction, you gain DR 2/-. Should you gain damage reduction later, you may choose to re-assign any you gained from Toughness to it. This may be applied even to damage reduction gained from special armour materials or magic items.
Special: You can take this feat multiple times. Its effects stack.
This is a Fighter bonus feat.
Off-Hand Parry [General]
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +3.
Benefit: Whenever you are fighting with two weapons and make a full attack, you may forfeit extra attacks from your off-hand. Each attack sacrificed grants you a +2 dodge bonus to your AC until the start of your next turn. You still suffer attack penalties for fighting with two weapons, even if you forfeit all your off-hand attacks.
Resistance to Energy [General]
Prerequisite: Base Fortitude save +8.
Benefit: Choose an energy type (acid, cold, electricity, fire, or sonic). You gain resistance 5 + 1/4 your level against that type of energy.
Special: You can take this feat multiple times. If you choose the same type of energy multiple times, its effects stack (for example, choosing fire twice would give you fire resistance 10 + 1/2 your level). This resistance will stack with other sources which grant energy resistance.
Supernatural Blow [General]
Prerequisites: Base attack bonus +7, favoured enemy type immune to critical hits.
Benefit: You ignore immunity to critical hits from your favoured enemies, allowing you to score critical hits against them or deal sneak attack damage to them, if you have it. Enemies which are not of a type or subtype you have taken as a favoured enemy and which are immune to critical hits are unaffected by this feat.
Sword and FistCircle Kick [Signature Move]
Prerequisites: Dex 15, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +6.
Benefit: When making a full attack, every time you make a successful hit with an unarmed attack, you get a free unarmed attack against one target within reach other than the one you just hit. If that one also succeeds, you can make another free unarmed attack against a third foe which cannot be one of the previous two, and so on, until either you miss with an attack or there are no more targets within reach to continue.
Special: This is a Fighter bonus feat.
Dirty Fighting [General]
Prerequisite: Base attack bonus +2.
Benefit: Once per encounter, you may deliver a dirty blow. You must declare your use before your attack roll, and if you miss, it is wasted. If you hit with your dirty blow, you deal an extra 1d4 damage, plus 1d4 for every 5 base attack bonus you have. Creatures immune to critical hits take half this bonus damage.
Special: You can take this feat multiple times. Each time you do, you gain an extra use per encounter.
This is a Fighter bonus feat.
Knock-Down [General]
Prerequisites: Str 15, Int 13, Combat Expertise, Improved Trip, base attack bonus +4.
Benefit: Whenever you deal enough damage with a melee attack, you may make a trip attempt against that foe as a free action. Against a small or smaller foe, you only need to deal 10 points of damage. For each size category larger than small, the amount of damage required increases by 10 (20 for medium, 30 for large, 40 for huge, 50 for gargantuan, and 60 for colossal). You still cannot make trip attempts against creatures more than one size category larger than yourself.
If you fail to trip your foe with the free trip attempt from this feat, you cannot be tripped in return. If you succeed with this free trip, you can make your free follow-up attack from Improved Trip as normal.
Defenders of the FaithShield Charge [General]
Prerequisites: Shield Proficiency, Improved Shield Bash.
Benefit: When you attack with your shield as part of a charge and hit, you deal double damage with the shield bash, and you may initiate a bull rush for free without provoking an attack of opportunity from your target. You may push up to double your movement, minus the distance you used charging this turn.