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Most of these are combined feats some are taken from the following threads “No Feat Should Suck” “Feats: Replace +2/+2 skill bonus feats with a single feat” “Feat] Dodge and swift action” and “Feat] Defensive combat training is unfair” there may be others I have been reading and compiling for a while.
Skill Synergy
You focus your training in related skills.
Benefit: Choose one of the following skill groups. You gain a +2 bonus to each skill in that group. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Acrobatic: Acrobatics and Fly.
Alertness: Perception and Sense Motive.
Animal Affinity: Handle Animal and Ride.
Athletic: Climb and Swim.
Deceitful: Bluff and Disguise.
Deft Hands: Disable Device and Sleight of Hand.
Magical Aptitude: Spellcraft and Use Magic Device.
Persuasive: Diplomacy and Intimidate.
Self-Sufficient: Heal and Survival.
Stealthy: Escape Artist and Stealth.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill group.
Combat Maneuver Offense
You are skilled at performing a variety of combat maneuvers
Prerequisite: +1 BAB
Benefit: +4 to CMB when attacking no AoO
Combat Maneuver Defense
You are skilled at defending against a variety of combat maneuvers
Prerequisite:+1 BAB
Benefit: +4 to CMB when defending
Combat Maneuver Brutality
You may deal damage while performing combat maneuvers
Prerequisite: Combat Maneuver Offense +6 BAB
Benefit: Also may deal damage with wielded weapon upon success
Combat Maneuver Riposte
You may damage while opponents while resisting combat maneuvers
Prerequisite: Combat Maneuver Defense +6 BAB
Benefit: gains free AoO upon successful maneuver resist
Combat Maneuver Follow-up
You may perform a chain of combat maneuvers
Prerequisite: Combat Maneuver Brutality +9 BAB
Benefit: once per round, if succeeds at maneuver and ends it adjacent to opponent, may immediately use another Combat Maneuver.
Improved Save
You are skilled at resisting affects that could harm your mind or body.
Benefit: You gain a +2 bonus on one of your three types of saving throws (Fortitude, Reflex or Will) at 10th lvl this bonus increases to +3 and at 20th lvl this bonus increases to +4
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new saving throw.
Greater Improved Save
You are even more skilled at resisting affects that could harm your mind or body.
Prerequisite: Improved Save Character Lvl 6
Benefit: Your bonus from Improved save increases by +1 also once per day you may reroll a failed save of the type modified you must accept the second roll even if it is worse at 10th and 20th lvls you gain an additional reroll only one may be used for the same save
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new saving throw that has Improved Save.
Dodge
As in PFB
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to AC. In addition, as an immediate action you may increase this dodge bonus to AC by +1 for every 10 ranks you have in Acrobatics until
the start of your next turn.
Extra Class Ability
You are able to use a class ability more often than usual
Prerequisite: Class ability useable a limited number of times per day or a certain number of points per Lvl (rage points Ki pool)
Benefit: If your number of uses or amount of points is a factor of Lvl treat your lvl as 4 higher only for the amount of uses or points per day. If your class ability is calculated at X plus an ability modifier treat the ability score as 4 higher only for the amount of uses or points per day.
Special: If the number of uses per day is calculated with both a Lvl and ability mod this feat will only affect on of the two chosen when this feat is selected. You can gain this feat multiple times. Its effects stack . Also each time you take the feat, you can chose to apply it’s affect to a new class ability.
Martial Weapon Proficiency
Chose a group of Martial Weapons. You understand how to use that group of martial weapons in combat.
Benefit: You make attack rolls normally with a group of martial weapons
Light Melee
One Handed Melee
Two handed Melee
Ranged
Normal: When using a weapon with which you are not proficient, you take a –4 penalty
Special: [/b]You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new group of martial weapons.
These groups could be made better and more specific with some additional text ie
Sowrds
Thrown
Bows
Ax
Hammer etc.