New feats


Skills and Feats

Dark Archive

There are already literally dozens of threads about new feats -- and what's even worse, they're often about a single idea that the poster wants to get comments on. It's become hard to keep up with all that's going on, and good ideas tend to get lost in this jumble of threads (and there are feats posted on General Discussion threads, too). Therefore I thought of starting this thread so that *ALL* new ideas for feats could be found in one place. Not to mention that it would also be far easier for Jason & the other Paizonians to sort through ideas when as much of the information as only possible is to be found on one thread.

Feel free to post all sorts of feats here (i.e. Combat feats as well). PLEASE DO NOT POST "TWEAKS" OR MODIFICATIONS TO EXISTING PF BETA FEATS HERE -- I will start a new thread for them!

I'm going to start with a couple of my own ideas (inspired by non-OGL sources, I have to admit):

POLEARM SPIN (Combat)

You are skilled at fighting with both ends of spears and pole arms, often catching your opponents off-guard with a sudden blow with the haft of the weapon.
Prerequisites: DEX 13, proficient with martial weapons, base attack bonus +3
Benefits: You may use any weapon belonging to the Spears or Pole Arms weapon groups as a double weapon. Your off-hand weapon is treated as a quarterstaff, and the normal penalties for fighting with two weapons apply. The benefits from this feat do not have any effect if you're using a quarterstaff.

BRUTAL THROW (Combat)

Instead of accuracy, you have learned hurl weapons with such brute force that they are hard to dodge and shear easily through shield and armor alike.
Prerequisites: STR 15, base attack bonus +1
Benefits: You add your Strength bonus to your base attack bonus when you use thrown weapons instead of your Dexterity bonus.


MORE NEW FEATS... Reposted here as per Asgetrion's request. Original discussion can be found HERE. I've also added (COMBAT) to them, as they're combat oriented.

SHIELD ORIENTED FEATS (These are NOT Fighter only Feats, they're geared towards anyone who is proficient with a shield.)

SHIELD ALLY(Combat) (formerly Shieldmate)
You have a watchful eye over your allies occasionally lending a shield.
Prerequisites - +1 BAB, Shield Proficiency
Benefit - You provide a +1 shield bonus to AC to all adjacent allies when you have a shield you are proficient equipped. The shield bonus granted to allies cannot exceed the overall bonus provided by your shield.

IMPROVED SHIELD ALLY(Combat) (formerly Improved Shieldmate)
You know how to defend your allies better than they do, and you have a shield to prove it.
Prerequisites - Shield Ally, +4 BAB, Shield Proficiency
Benefit - The shield bonus to AC you provide all adjacent allies increases by +1. This effect stacks with the bonus provided by 'Shield Ally'. The shield bonus granted to allies cannot exceed the overall bonus provided by your shield.

INTERCEPT(Combat) (or Interception?)
You are a team player and sometimes that involves taking a hit for the team.
Prerequisites - +1 BAB, Shield Proficiency, Combat Reflexes
Benefit - If an ADJACENT ally would be struck by a melee or ranged attack you may take the hit instead. The attack is completed as normal, but now acts as if you were the intended target.

Your selflessness causes your AC to be reduced by -2 for the remainder of the round, this includes the attack you intercept. You must have a shield you are proficient with equipped. This feat may only be performed once per round as an immediate action.


Asgetrion wrote:

I'm going to start with a couple of my own ideas (inspired by non-OGL sources, I have to admit):

POLEARM SPIN (Combat)

You are skilled at fighting with both ends of spears and pole arms, often catching your opponents off-guard with a sudden blow with the haft of the weapon.
Prerequisites: DEX 13, proficient with martial weapons, base attack bonus +3
Benefits: You may use any weapon belonging to the Spears or Pole Arms weapon groups as a double weapon. Your off-hand weapon is treated as a quarterstaff, and the normal penalties for fighting with two weapons apply. The benefits from this feat do not have any effect if you're using a quarterstaff.

Nice one! Don't forget about TRIDENTS! I'm not sure if they fall into the Spear Weapon group or not, but they should. (Don't have PF PHB nearby.)

HALF HAFT (Combat) (formerly Short Haft)
Prerequisites - Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1
Benefits - Lose reach benefits and gain the ability to attack adjacent foes with any weapon in the Polearm Family. Polearms you use while mounted 'always' threaten both 5 & 10 foot.

NOTE: Reduced BAB requirements from a +3. There is no reason for it since it already has a Weapon Focus requirement AND the Spiked Chain can already threaten 5 & 10 foot for the price of 1 Feat. I love this feat, it makes polearms useful, fun and gets rid of the obligatory phrase "I drop my {polearm} and draw my {backup weapon}." I also added the mounted portion.


Body Check
Prereq.
Power Attack, Improved Bull Rush.

Benefit: On a successful Bull Rush, if you choose to move with your opponent, and the opponent's movement backward is impeded by a wall or solid object, the opponent takes damage from being pinned between your body and the obstruction. The damage is equal to 1d6+ 1 1/2 times your Str. Modifier. The damage increases by 1d6 for each size category you are larger than your opponent.
The opponent is allowed a reflex save to halve the damage.

Special:
The damage values for armor spikes and/or shield spikes are added to this damage.

Shield Hammer
prereq.
Improved Shield Bash, Shield Proficiency, Two Weapon Fighting, Shield Slam

Benefit: On a successful Shield Slam, your opponent is knocked prone and sent backwards.

Normal:

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 the Combat chapter).
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.

Tactical Genius
prereq. Int 13, Dex 13, Combat Reflexes, Dodge, Mobility, Fighter level 10

As an immediate action, a Fighter can grant one extra attack of opportunity to an ally within 30 feet or move a willing ally by 5 ft in any direction. If he moves one ally, that movement does not provoke attacks of opportunity. This ability works only if the fighter must be able to speak and an ally is able to understand him.

Diversity
prereq.
Weapon Focus (at least 1 weapon), Weapon Specialization (at least 1 weapon), Fighter level 12

Each feat that works with only one weapon the fighter has, now applies not to one weapon, but to a number of weapons equal to the Fighter's Intelligence bonus (if positive).

Combat Prodigy
prereq.
Fighter level 1

A fighter treats his ability scores as 2 points higher for the purpose of meeting requirements of feats with fighter descriptor.


Arrow deflectionFormally know as block arrows
You can block incoming arrows with your shield.
Prerequisites: Dex 13, Shield Proficiency.
Benefit: You must be using a shield to use this feat. Once per round when you would normally be hit with a ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. 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 fighter can select Block Arrow as one of his fighter bonus feats

note: this would work if rolled into deflect arrow as well

Silver Crusade

I suggested these in a post now religated to archives.

Improved Flight: Prerequisite - Fly (5 ranks); Benefit - your flying maneuverability increases one step (clumsy to poor, poor to average, average to good, good to perfect) granting the increase in your flying skill.

Improved Wildshape: Prerequiste - Ability to Wildshape; Benefit - You can wildshape as a move action; Normal - You can wildshape as a standard action

Quicken Wildshape: Prerequiste - Ability to Wildshape, Improved Wildshape; Benefit - You can wildshape as a free action; Normal - You can wildshape as a standard action

Silver Crusade

Oh, and these too

Spellcaster Training:Prerequisite - Spellcraft (1 rank); Benefit: Select a spellcasting class, that class has a +4 caster level. This bonus is not greater than your hit dice. This does not increase spells known or spells per day; Special - you may select this feat multiple times but each time you must select a different spellcasting class.

Friend of the Animals: Prerequisite - Animal Companion; Benefit - Add 3 to you effective druid level when determining your animal companion's bonus abilities. These bonus levels do not surpass you hit dice, but if you take levels in another non companion class (example fighter) your animal companion continues to grow.


Tamec I think WotC would call foul on those. Way to closely worded there.

Silver Crusade

Abraham spalding wrote:
Tamec I think WotC would call foul on those. Way to closely worded there.

I didn't cut and pasted from the original, but when there is only one sentence there isn't alot to change.


BODY GUARD
Prereq: BAB +6

You are training in protecting your allies and providing defense for them even when they drop their guard or are unable to defend themselves.

Benefit: Enemies you threaten to don't threaten allies adjacent to you.

Or if that is to nice.

Benefit: Select an ally adjacent to you. That ally is not threatened by any enemy you threaten.

Dark Archive

Daniel Moyer wrote:
Asgetrion wrote:

I'm going to start with a couple of my own ideas (inspired by non-OGL sources, I have to admit):

POLEARM SPIN (Combat)

You are skilled at fighting with both ends of spears and pole arms, often catching your opponents off-guard with a sudden blow with the haft of the weapon.
Prerequisites: DEX 13, proficient with martial weapons, base attack bonus +3
Benefits: You may use any weapon belonging to the Spears or Pole Arms weapon groups as a double weapon. Your off-hand weapon is treated as a quarterstaff, and the normal penalties for fighting with two weapons apply. The benefits from this feat do not have any effect if you're using a quarterstaff.

Nice one! Don't forget about TRIDENTS! I'm not sure if they fall into the Spear Weapon group or not, but they should. (Don't have PF PHB nearby.)

HALF HAFT (Combat) (formerly Short Haft)
Prerequisites - Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1
Benefits - Lose reach benefits and gain the ability to attack adjacent foes with any weapon in the Polearm Family. Polearms you use while mounted 'always' threaten both 5 & 10 foot.

NOTE: Reduced BAB requirements from a +3. There is no reason for it since it already has a Weapon Focus requirement AND the Spiked Chain can already threaten 5 & 10 foot for the price of 1 Feat. I love this feat, it makes polearms useful, fun and gets rid of the obligatory phrase "I drop my {polearm} and draw my {backup weapon}." I also added the mounted portion.

I love 'Short Haft', and actually, I would have posted that one next... you apparently read my mind! :D

Needless to say, I like it! *But*, I'd also make the feat apply to Spear Weapon Group as well. And yes, Trident belongs to that group. :)


Leveling the Clouds

You have learned techniques that enable you to use leverage to throw opponents you are grappling with to the ground.

Prerequisites: Improved Grapple, Improved Trip, Base Attack Bonus +4

Benefit: If you succeed in using a standard action and a CMB check to break a grapple, you can knock your opponent prone and place them in any unoccupied square adjacent to you. You deal damage to your opponent equal to your unarmed strike, but adding only half your strength bonus to the damage roll. You may only throw an opponent who is one size category larger than you or smaller.

Hands of Jade

Prereq: Improved grapple, Improved unarmed strike, Combat Reflexes, Base attack bonus +9

If an adjacent opponent misses you with a melee attack, you may take an attack of opportunity to roll a CMB check (including the bonus for Improved Grapple). If successful, you and your opponent gain the grappled condition.

Defensive refocus

Pre-req: Character level 1

You have trained to defend yourself in ways that others of your class have not, although this means you tend to fall short in areas where others are well versed.

Benefit: You may take any good save your class has and switch it with a poor save, ie; if you are a fighter, you can choose to have a good save for Will or Reflex instead of Fortitude. You will then have a poor save for Fortitude.

This feat may only be taken at first level.

Liberty's Edge

Sorry, Didn't realize we were compiling untill a few minutes ago. Here were the shield feats I suggested in the Shield Stuff Board

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1
Benefit: Increase the base AC bonus granted by any light, heavy or tower shield you are using by 1. Your Shield bonus applies to your touch AC as well.

Greater Shield Focus (Combat)
You are incredibly skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +4
Benefit: When benefitting from a shield you are using a light, medium or tower shield you and each adjacent ally receive a +1 Dodge bonus to AC. This bonus increases by 1 for each 2 points of shield bonus after the first. Any affect that causes you to lose your dexterity or shield bonus causes you to lose this bonus. No one may benefit by this feat more than once, the greater Dodge bonus applies.

Shield Mastery (Combat)
You can use a shield to deflect harm.
Prerequisites:Shield Focus, Shield proficiency, base attack +4
Benefit: Whenever you are using a shield you apply your shield bonus to your Reflex Saving throws. Any affect that causes you to lose your dexterity or shield bonus causes you to lose this bonus.

Improved Shield Mastery (Combat)
You can use a shield to deflect a great deal of harm.
Prerequisites: Shield Focus, Shield Mastery, Shield proficiency, base attack +12
Benefit: Whenever you are using a shield and successfully make a reflex saving throw you [insert evasion text here]. This effect does not stack with evasion

Greater Shield Mastery (Combat)
You can use a shield amazingly well to protect yourself from harm.
Prerequisites: Shield Focus, Shield Mastery, Improved Shield Mastery, Shield proficiency, base attack +16
Benefit: Whenever you are using a shield and successfully make a reflex saving throw you [insert improved evasion text here]. This effect does not stack with evasion


Uhm... some feat for using Reach Weapons in close-quarter fighting would be awesome...
You know, something like the Short Haft feat of the PHB II...

Dark Archive

The Wraith wrote:

Uhm... some feat for using Reach Weapons in close-quarter fighting would be awesome...

You know, something like the Short Haft feat of the PHB II...

Well, Daniel's 'Half Haft' pretty much covers it. And my own version of 'Haft Strike' (?) called 'Polearm Spin' enables you to use any Spear or Polearm as a double-weapon.

Liberty's Edge

Asgetrion wrote:

There are already literally dozens of threads about new feats -- and what's even worse, they're often about a single idea that the poster wants to get comments on. It's become hard to keep up with all that's going on, and good ideas tend to get lost in this jumble of threads (and there are feats posted on General Discussion threads, too). Therefore I thought of starting this thread so that *ALL* new ideas for feats could be found in one place. Not to mention that it would also be far easier for Jason & the other Paizonians to sort through ideas when as much of the information as only possible is to be found on one thread.

Feel free to post all sorts of feats here (i.e. Combat feats as well). PLEASE DO NOT POST "TWEAKS" OR MODIFICATIONS TO EXISTING PF BETA FEATS HERE -- I will start a new thread for them!

Reposted at Asgetrion's request.

Mass Spell
Your mastery of Spellcasting allows you to affect more of your allies with your spells.
Prerequisite: Spellcaster level 6, Chain Spell
Benefit: You may cast any non-personal ,harmless spell that affects a single creature on a number of additional allies equal to one per 2 caster levels. All creatures targeted must be within a 30' radius. Casting a Mass Spell uses a Spell slot 4 levels higher than the original.

Note: If a Mass version of a Spell already exists all specifics of that spell supersede the Mass Spell feat.

Feedback is appreciated

Thank you!


Hi All

With the ongoing debate about fighters and are the good enough or do they need tweaking I thought I would post some of the home-grown feats we are testing/using in our campaign. These feats are inspired by various sources, including but not limited to the “stunning fist” feats usually used by monks as well as the thought that certain arbitrarily feats like “weapon focus” should provide tangible benefits. These feats are that they are available to all classes, but fighters can gain some of them quicker and in some cases can do more with them. Then building on that, they allow for warrior type classes to do more in combat than merely defend the spell casters so he can disable or deal devastating damage. So in essence they allow warriors, especially fighters, to be more warrior-like and less reliant on buffs, but the powerful ones have limits to how often they can be used, just like spells or stunning fist feats. Your thoughts and opinions would be most welcome, as well as some play tests outside of my group.

Spoiler:

Dazing Blow
Your blows leave their targets reeling.
Prerequisites: Str 13, Weapon Focus, base attack bonus +3.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Dazing Blow forces a foe damaged by the weapon in which you have Weapon Focus to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round. You may attempt a dazing 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 dazed.
Special: A fighter may select Dazing Blow as one of his fighter bonus feats and may do so at 1st level, even if he does not meet the prerequisites. A fighter who selects this feat may attempt a dazing attack a number of times per day equal to her fighter level, plus one more time per day for every four levels he has in classes other than fighter.

Improved Dazing Blow
Your dazing blows are more difficult to resist.
Prerequisites: Str 15, Weapon Focus, Dazing Blow, base attack bonus +6.
Benefit: The DC of to resist your Dazing Blows (and related feats) is increased by 2.
Special: A fighter may select Improved Dazing Blow as one of his fighter a bonus feats.

Stunning Blow
Your blows are so hard they can stun your foes.
Prerequisites: Str 13, Dazing Blow, 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 Blow forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). Each attempt to stun an opponent counts as one of your uses of the Dazing Blow feat for the day. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A fighter may select Stunning Blow as one of his fighter bonus feats and may do so at 2nd level, as long as he has Dazing Blow, (he does not need to meet the other prerequisites).

Extra Dazing
You gain extra dazing attacks.
Prerequisites: Dazing Blow, base attack bonus +2.
Benefit: You gain the ability to make three extra dazing attacks (or special attacks that count against your use of dazing blow) per day.

Solid Blow
You fill your attacks with extra vigor.
Prerequisites: Weapon Focus, Dazing Blow, base attack bonus +2.
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful attack with the weapon with which you have the weapon focus. Each attempt counts as one of your uses of the Dazing Blow feat for the day. The damage dealt by Solid Blow increases as your Base Attack increases, so at +6 you deal an additional 2d6 points of damage, an additional 3d6 at +11 and an additional 4d6 at +16.
Special: A fighter may select this as one of his bonus feats.

Furious Attack
The rush of combat causes you to pack an extra punch into your blows.
Prerequisites: Con 13, Str 13, Dazing Blow, Weapon Focus, base attack bonus +8.
Benefit: As a swift action, you can expend one of your uses of the Dazing Blow feat to fill yourself with adrenaline and the sheer joy of combat. For the rest of your turn, you gain an extra 1d6 points damage on your attacks made with the weapon with which you have weapon focus. When you select this feat, you gain an additional daily use of Dazing Blow. The Damage from Furious Attack stacks with that of Solid Blow.
Special: A fighter can select Furious Attack as one of his fighter bonus feats. A fighter with the Dazing Blow feat can select Furious Attack as his bonus feat at 4th level, as long as he has Weapon Focus even if he does not meet the base attack prerequisites.

Dizzying Blow
Your dazing blows leave opponents filling dizzied.
Prerequisites: Str 15, Dazing Blow, base attack bonus +2.
Benefit: Victims of a successful dazing attack are left feeling dizzy and are sickened for 1 round following the round they are dazed. Creatures that are immune to dazing attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.
Special: A fighter may select Dizzying Blow as one of his fighter bonus feats.

Nauseating Blow
Your dazing blows leave opponents filling nauseated.
Prerequisites: Str 15, Dizzying Blow, base attack bonus +4.
Benefit: Victims of a successful dazing attack are subject to disorientation that they are nauseated for 1 round following the round they are dazed and then sickened in the subsequent round. Creatures that are immune to dazing attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.
Special: A fighter may select Nauseating Blow as one of his fighter bonus feats.

Painful Blow
You cause such severe pain with dazing attacks that even larger creatures are affetcted.
Prerequisites: Str 15, Dazing Blow, Dizzying Blow or Nauseating Blow, base attack bonus +6.
Benefit: You can now affect creatures that are one size greater than you with your Dizzying blow and nauseating blow.
Special: A fighter may select Dizzying Blow as one of his fighter bonus feats

Lingering Blow
You cause intense pain in an opponent with a successful dazing attack.
Prerequisites: Str 15, Dazing Blow, base attack bonus +4.
Benefit: The effects of a successful dazing (or stunning) blows are increased by one round for a total of 2 rounds.
Special: A fighter may select Lingering Blow as one of his fighter bonus feats.

Halting Blow [/b]
You can hit a humanoid so hard that the blow knocks it unconscious.
Prerequisites: Str 17, Weapon Focus, Weapon Specialization, Dazing Blow, base attack bonus +10.
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). Against a humanoid opponent, you can make an attack with your specialized weapon that has a chance of paralyzing your target. If your attack is successful, your target must attempt a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier). If the target fails this saving throw, it is rendered unconscious for a number of rounds equal to your Strength bonus. Each attempt to render an opponent unconscious in this way, counts as one of your uses of the Dazing Blow feat for the day. Creatures immune to stunning cannot be knocked unconscious in this manner.
Special: A fighter may select Halting Blow as one of his fighter bonus feats.

Frenzy of Blows
You can use your dazing attacks in rapid succession.
Prerequisites: Combat Reflexes, Weapon Focus, Dazing Attack, base attack bonus +6.
Benefit: You may use one additional dazing attack (or other special attack that counts against your daily limit of dazing attacks) per round.
Normal: You may only attempt a dazing attack (or any other special attack that counts against your daily limit of dazing attacks) once per round.
Special: A fighter may select Frenzy of Blows as one of his fighter bonus feats. A character can take this feat multiple times. Its effects stack.

Accurate Blow
You use accuracy rather than brute force to daze your opponents.
Prerequisites: Dex 13, Weapon Focus, Weapon Finesse.
Benefit: You may use your Dexterity instead of your Strength for the purposes of determining Dazing Blow saves and related effects as well as for the purposes of qualifying for related feats that require Dazing Blow and a high Strength score as a prerequisite.
Special: A fighter may select this as one of his bonus feats.

Debilitating Blow
You can temporarily weaken an opponent with your weapon focused strike.
Prerequisites: Str 17, Weapon Focus, Dazing Blow, base attack bonus +6.
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). When you successfully strike an opponent with a weapon in which you have Weapon Focus with you can force the opponent to make a fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or suffer a -4 penalty to the it’s Strength score for a number of rounds equal to your Strength bonus. Multiple Debilitating Blows delivered on the same target are not cumulative but do reset the number of rounds the penalty lasts for. Each attempt to deliver a Debilitating Blow counts as one of your Dazing Blow attacks for the day. Creatures with immunity to daze or stun effects cannot be affected by this feat. If you use this feat with a weapon that you have Greater Weapon Focus the penalty dealt increases to -6.
Special: A fighter may select Debilitating Blow as one of his fighter bonus feats.

Crippling Blow
You can temporarily slow an opponent with your weapon focused strike.
Prerequisites: Str 17, Weapon Focus, Dazing Blow, base attack bonus +6.
Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). When you successfully strike an opponent with a weapon in which you have Weapon Focus with you can force the opponent to make a fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or suffer a -4 penalty to the it’s Dexterity score for a number of rounds equal to your Strength bonus. Multiple Crippling Blows delivered on the same target are not cumulative but do reset the number of rounds the penalty lasts for. Each attempt to deliver a Crippling Blow counts as one of your Dazing Blow attacks for the day. Creatures with immunity to daze or stun effects cannot be affected by this feat. If you use this feat with a weapon that you have Greater Weapon Focus the penalty dealt increases to -6.
Special: A fighter may select Crippling Blow as one of his fighter bonus feats.

Furious Counterstrike
The rush of battle makes you deadly to those who would dare strike you.
Prerequisites: Con 13, Str 13, Combat Reflexes, Dazing Blow, Furious Attack, Weapon Focus, base attack bonus +8.
Benefit: As an immediate action, you can expend one of your uses of the Dazing Blow to make a counter attack against any creature that strikes you with a melee at your highest attack bonus. This benefit lasts until the start of your next turn. No creature can be struck more than once per round with this feat.
Special: A fighter can select Furious Counterstrike as one of his fighter bonus feats.

Improved Furious Counterstrike
You gain more furious counterstrikes.
Prerequisites: Con 13, Str 15, Combat Reflexes, Dazing Blow, Furious Attack, Furious Counterstrike, Weapon Focus, base attack bonus +12.
Benefit: When using your Furious Counterstrike feat you can now make an additional attack against the same foe that strikes you, but a -5 penalty. For example; if a 12th-level fighter (with a base attack of +12, +7 and +2), where struck in combat he could activate his Furious Counterstrike feat to make a counter attack at +12. If he were to be struck a second time by the same foe he could make another attack +7.
Special: A fighter can select Furious Counterstrike as one of his fighter bonus feats.

Greater Furious Counterstrike
Few opponents could strike you more than once and live to tell the tale.
Prerequisites: Con 15, Str 15, Combat Reflexes, Dazing Blow, Furious Attack, Furious Counterstrike, Improved Furious Counterstrike, Weapon Focus, base attack bonus +12.
Benefit: You can make a third attack against any opponent that hits you three successive times in one, albeit at a -10 penalty, when using your Furious Counterstrike feat.
Special: A fighter can select Furious Counterstrike as one of his fighter bonus feats.

Dazing Shot
Your ranged attacks are more deadly.
Prerequisites: Dex 13, Str 13, Dazing Blow, Weapon Focus, Point Blank Shot, base attack bonus +4.
Benefit: You can use your dazing blow (and related feats) with a ranged weapon so long as you have Weapon focus with that weapon and the attack qualifies for the point blank shot bonus (i.e. it must be within 30 feet).
Special: A fighter can select Dazing Shots one of his fighter bonus feats. A fighter with the Dazing Blow feat can select Dazing hot as his bonus feat at 2nd level feat; as long as he possesses the Point Blank Shot and appropriate Weapon Focus feats (other prerequisites can be ignored). A ranger with the Dazing Blow feat can select Dazing shot as his bonus feat at 2nd level feat; as long as he possesses the Point Blank Shot and a base attack of +2 (other prerequisites can be ignored).

Blasting Shot
You focus your aim into a devastating attack.
Prerequisites: Dex 13, Str 13, Dazing Blow, Dazing Shot, Point Blank Shot, Weapon Focus, base attack bonus +8.
Benefit: By using a move action to aim, you can expend two daily uses of your Dazing Blow feat to make a deadly ranged attack. You must be using the weapon in which you have weapon focus and the target must be within point blank range, (i.e. 30 ft) to use this feat. Furthermore, you must declare before hand that you are using this feat, (thus, a missed attack roll ruins the attempt). If the attack succeeds your attack deals extra damage equal to 3d6 points + your Dex modifier. When you take this feat, you gain an additional daily use of Dazing Blow.
Special: A fighter can select Blasting Shot as one of his fighter bonus feats. A ranger with the Dazing Blow feat can select Blasting Shot as her bonus feat at 6th level, as long as she possesses the Dazing Shot feat and a base attack bonus of +6 (other prerequisites can be ignored).

Solid Skin
You can to ignore minor injuries.
Prerequisites: Con 15, Dazing Blow, Solid Blow, base attack bonus +10.
Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your Dazing Blow feat to provide yourself with damage reduction of 5/- until the start of your next turn.

Rebounding Strike
Your strikes rebound to keep your foes harried.
Prerequisites: Str 13, Combat Reflexes, Weapon Focus.
Benefit: When fighting with a melee weapon that you have weapon focus with, you can make one additional attack per round provided you hit at least once in the round. You must use the full attack action to use this feat. This extra attack is made at the base attack bonus of the highest attack that hit. For example a 6th level fighter has a +6 and +1 base attack bonus. If he missed with his +6 attack and hit with his +1 attack, he could make an additional attack at +1.
Special: A fighter may select Rebounding Blow as one of his fighter bonus feats.

Pressing Attack
You can follow up on a particularly powerful attack with another attack before your opponent recovers from the previous one.
Prerequisites: Str 13, Combat Reflexes, Rebounding Strike, Weapon Focus, base attack bonus +6
Benefit: If you score a critical hit with a weapon you have weapon focus, you can immediately make an additional attack against the same opponent, using the same attack bonus that you used for the critical hit roll. For example, Tarinor the 11th-level fighter can make three attacks in a round, at base attack bonuses of +11, +6, and +1. If he scores a critical hit on his second attack, he can make an additional attack using his +6 base attack bonus. He then makes the third attack (at +1) as normal for a total of four attacks in that round (+11, +6, +6, +1).
Special: A fighter may select Pressing Attack as one of his fighter bonus feats.

Improved Pressing Attack
Your follow up attacks are even more accurate.
Prerequisites: Str 15, Combat Reflexes, Pressing Attack, Rebounding Strike, Greater Weapon Focus, Weapon Focus, base attack bonus +11
Benefit: This feat functions in the same way as the Pressing attack except that you can now use your highest base attack for the additional attack. For example, Tarinor the 11th-level fighter can make three attacks in a round, at base attack bonuses of +11, +6, and +1. If he scores a critical hit on his second attack and has the Improved Pressing Attack, he can make an additional attack using his +11 base attack bonus. He then makes the third attack (at +1) as normal for a total of four attacks in that round (+11, +11, +6, +1). This additional attack stacks with Rebounding strike. You must be using the weapon with which you have greater weapon focus to gain the benefit of this feat.
Special: A fighter may select Improved Pressing Attack as one of his fighter bonus feats.

Leaping Attack
You leap into battle, landing with a powerful blow.
Prerequisites: Str 13, Jump 4 ranks, Weapon Focus, Spring Attack
Benefit: When fighting with a weapon in which you have weapon focus and using the charge action, you deal an extra 2d6 points of damage with your attack.

Splitting Strike
You are practiced at overcoming damage reduction.
Prerequisite: Dex 13, Str 13, Weapon Focus, Greater Weapon Focus, base attack bonus +8.
Benefit: You gain a +4 bonus on damage rolls when you make an attack with a weapon you have Greater Weapon Focus with against an opponent whose damage reduction is effective against your attacks. This feat’s benefit does not apply against a target if its damage reduction does not apply to your attacks. For example, if you were wielding a magical weapon you do not gain the bonus on damage rolls against a foe whose damage reduction is overcome with magic weapons.
Special: A fighter can select Splitting Strike as one of his fighter bonus feats.

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Skills and Feats / New feats All Messageboards
Recent threads in Skills and Feats