Was browsing through the MMV looking for Wild Shape forms to help a friend before we start our next game and ran across a few feats. Some I recognized but these I didn't. Hopefully someone will find these useful.
Battle Magic Tactics:
Through intense training and impeccable timing, you and your allies learn to augment each other's magical attacks when you focus your efforts on a single target.
Prerequisites: Spellcraft 6 ranks, arcane caster level 3rd.
Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative -1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round all Battle Magic Tactics tokens disappear.
This has to be some how abused.
Daunting Presence:
You are skilled at inducing fear in your opponents.
Prerequisites: Cha 13, Base Attack Bonus +1.
Benefit: You can take a standard action to awe an opponent. The opponent must be within 30 feet, gave line of sight to you, and have an intelligence score. If the opponent fails a Will saving throw (DC 10+ 1/2 your character level + your Cha modifier), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken.
Special: A fighter can select Daunting Presence as one of his Fighter bonus feats.
These two are only useful if you are for some weird reason playing a Kuo-Toan, but still seem like they should be somehow useful, especially if you can somehow get them on something else. Maybe a Changeling with MoMF?
Kuo-Toan Monasticism:
The monitors learn to use the strange, sticky substance common to kuo-toas as part of their martial arts. If a monitor's first punch hits, it sticks its hand to the target, executes an acrobatic tumble,and unfailingly lands its second strike.
Prerequisites: Kuo-toa, Flurry of Blows.
Benefit: As a swift action, a kuo-toa can smear a strange, sticky substance on its hands. When using flurry of blows, the kuo-toa automatically hits with one of its extra attacks if its first attack hits. A kuo-toa that has this feat uses Hit Dice, rather than character level to determine its Stunning Fist save DC.
Mind-Shattering Strike:
Violent madness lurks just beneath the surface in all kuo-toas. The monitors learn to control this madness and channel it into their enemies.
Prerequisites: Kuo-toa, Kuo-toa Monasticism, Stunning Fist, flurry of blows.
Benefits: Before making an unarmed strike, a kuo-toa monitor can choose to use this feat, consuming one of the monitor's daily uses of the Stunning Fist feat. If the Kuo-toa monitor's next unarmed attack hits, the struck opponent must make a Will save (DC 10 + 1/2 the monitor's HD + its Wis modifier). On a failed save, that foe attacks the closest non kuo-toa in his next turn. This feat also grants one additional daily use of the Stunning Fist Feat.
These seem like they could actually be made pretty useful. Again, not sure how? But could be seriously fun. At least maybe as an encounter. Nothing like turning the BDF on the party by bitch slapping him. As a fish person.