
Eyolf The Wild Commoner |

Well here are some feats that I either acquired and edited, or I created myself.
Lets get some comments going on balance and all that?
Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.
Improved Weapon Finesse [Combat]
You've become more reliant on agility rather than strength when it comes to damage.
Prerequisite: Weapon Finesse
Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.
Weapon Juggler (Combat)
With a quick, deft movement of the hand or foot, you can bring a weapon from the ground to your grasp in a near-instant.
Prerequisites: Dex 14, Quick Draw (Feat)
Benefit: You may pick up a weapon from the ground as a free action, or as a free action combined with a regular move. However, doing so still provokes an attack of opportunity.
Normal: You may pick up a weapon from the ground as a move action.
Shielded Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, by using your shield.
Prerequisites: Dex 13, Proficiency with Shield Wielded
Benefit: You must be wielding a shield with which you are proficient 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 flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.
Never Die (Combat)
Prerequisites: Constitution 16, Diehard, Endurance
Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice.
In addition so long as your total hit points are below your total hit dice, you gain a +2 moral bonus to both your Strength, and Constitution scores.
Reactive Maneuver (Combat)
You are adept at performing combative maneuvers at opportune times.
Prerequisites: Combat Reflexes (One of the following; Improved Sunder or Disarm).
Benefit: When making an attack of opportunity, you may elect to perform either a Sunder or Disarm maneuver instead. However, you do not gain the +2 bonus that your Improved Sunder, or Disarm would grant you. You may only perform one Reactive Maneuver per round.
Normal
You may only make a normal attack when making an Attack of Opportunity.
Pole Arm Double-Fighting (Combat)
You have been specially trained in the use of hafted weapons to deliver deadly blows with the butt end of the haft as well.
Prerequisites: Two-Weapon Fighting, Weapon Focus (Pole Arms), Base Attack Bonus +6
Benefit: You can use pole arms, longspears, and spears as if they were double weapons. You can gain an extra attack per round with these weapons, treating the butt end as if it was one end of a quarterstaff (1d6 bludgeoning damage, x2 critical). You incur all of the normal penalties for two-weapon fighting if you choose to use these weapons in this manner. Weapons that normally have reach lose that quality when using this feat.
Before
Studied Defenses
Prerequisites: Dex 13, Int 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Battle Trained Foresight
Prerequisites: Dex 13, Wis 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
After
Studied Defenses
Prerequisites: Intelligence 15
Benefit: You may use either your Dexterity or Intelligence modifier, which ever is highest, as the bonus to your Armor Class
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.
Battle Foresight
Prerequisites: Wisdom 15
Benefit: You may use either your Dexterity or Wisdom modifier, which ever is highest, as the bonus to your Armor Class.
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

The Speaker in Dreams |

Interesting things. I'll just drop thoughts directly, though:
Shield Evasion - strange name, but there's a feat like this already in PHB2 for 3.5. I'd suggest just using it in stead. It has a Shield Focus requisite (better than L. Ref, IMO, but maybe you'd want to use both or an either/or structure for that). In any case DROP the "immediate action" to that. It's a feat w/the pre-req of at least another feat and is purely defensive/reactive in nature. Don't nerf it w/an activation requirement. Either you apply it to the saves, or you don't - then move on. I'd drop the shield-damage piece too - why track that separately when everything else under effect is never affected (armor, weapons, clothing, etc, etc, etc)? It just adds needless complexity, IMO.
Imp Wpn Finesse - very nice. I like it. 2 feats to fully replace 2 default functions in combat. Probably not "optimal" to the # crunchers, but completely reasonable to allow the concept to flourish if that's what the player is gunning for. The only suggestion I'd make is that rather than Finesse on one weapon (default I think) both of these feats should apply to everything the character gets his/her hands on. It lets the concept carry through w/out needing Finesse for every weapon you ever plan to use - WAY too high of a feat tax to allow for such a minor adjustment, IMO.
Weapon Juggler is very cool, but needs revision badly. I'd drop the AoO of it, though. Otherwise you're taking an AoO regardless if you pick it up w/your hand (and within' threat range) or by investing in this feat - no significant improvement, so the feat is pointless. It's also SO situational as to be almost crippling. Plus the feat requirement is something freely given (or half of the effect anyway) for anyone with a +1 bab (draw 1 weapon as a free action). In effect what you have now is a feat that grants a reduced action requirement for a highly situational (catastrophically, I'd even risk given the disarm rules and CMB changes) ability that still can get them a punch in the nose for the effort and feat-taxes involved.
Shielded Deflect Arrows - Good idea in general. I'd change the pre-requs, though. Shift from "shield proficiency" to "Shield Focus" (ie: better than most w/a shield), and that will be more fitting, IMO. I like the idea - deflect arrows w/out the "unarmed" rout, so very fitting. The rest is gravy for me, though. Nice!

far_wanderer |

Weapon Juggler: drop the attack of opportunity.
Shielded Deflect Arrows: should include a roll of some kind. Auto-deflecting an attack is a bit overpowered.
Reactive Maneuver: the "normal" entry is incorrect. Disarm and Sunder (and Trip) are all performed in place of an attack action, so you can already do them during attacks of opportunity. This would be an interesting feat for Grapple and Bull Rush, though.
Pole-Arm Double Fighting: Reach normally means you can't attack adjacent opponents, so I expect the ability to disregard that penalty would be the primary use of this feat. It's still balanced, just be aware that it probably won't get used the way you think it will.
Studied Defenses and Battle Foresight: these have the potential to be vastly overpowered - allowing a spellcaster to essentially disregard an entire ability score. If you can figure out to balance them, the bonus should also apply to CMD
The rest all look good. I especially like Shield Evasion.

Eyolf The Wild Commoner |

Removing these two from my list
Reactive Maneuver
Weapon Juggler
Pre Post Comments
What do you mean about weapon finesse, you mean that you'd like it to be usable on all weapons and not just finesse weapons?
It was originally only one weapon with weapon focus, I removed that so it functions for every finesse weapon.
Shield Evasion (Combat)
You can use your shield to hide from deadly area attacks.
Prerequisites: Lightning Reflexes
Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.
Improved Weapon Finesse [Combat]
You've become more reliant on agility rather than strength when it comes to damage.
Prerequisite: Weapon Finesse
Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits.
Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.
Shielded Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, by using your shield.
Prerequisites: Dex 13, Shield Focus
Benefit: You must be wielding a shield with which you are proficient 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 flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.
Never Die (Combat)
Prerequisites: Constitution 16, Diehard, Endurance
Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice.
In addition so long as your total hit points are below your total hit dice, you gain a +2 moral bonus to both your Strength, and Constitution scores.
Pole Arm Double-Fighting (Combat)
You have been specially trained in the use of hafted weapons to deliver deadly blows with the butt end of the haft as well.
Prerequisites: Two-Weapon Fighting, Weapon Focus (Pole Arms), Base Attack Bonus +6
Benefit: You can use pole arms, longspears, and spears as if they were double weapons. You can gain an extra attack per round with these weapons, treating the butt end as if it was one end of a quarterstaff (1d6 bludgeoning damage, x2 critical). You incur all of the normal penalties for two-weapon fighting if you choose to use these weapons in this manner. Weapons that normally have reach lose that quality when using this feat.
Before
Studied Defenses
Prerequisites: Dex 13, Int 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Battle Trained Foresight
Prerequisites: Dex 13, Wis 16, Dodge
Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier
Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
After
Studied Defenses
Prerequisites: Intelligence 15
Benefit: You may use either your Dexterity or Intelligence modifier, which ever is highest, as the bonus to your Armor Class
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.
Battle Foresight
Prerequisites: Wisdom 15
Benefit: You may use either your Dexterity or Wisdom modifier, which ever is highest, as the bonus to your Armor Class.
Special: You do not gain this bonus if you are flat-footed, immobilized, considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Normal: You may normally only use your Dexterity as the bonus to your Armor Class.

VoodooMike |

Shield Evasion (Combat) - ditch the immediate action aspect and the shield damage. Prereq shield specialization, and just have shield apply to reflex saves. Takes two feats to get this, there's no reason it should do less than apply your shield to reflex saves - its not like its ACTUAL evasion (the name should be changed to something like Shield Cover or Blast Shield, etc..)
Shielded Deflect Arrows (Combat) - I've seen this feat before, though I can't remember where. One of the 3.0 sourcebooks, I suspect. For most fancy shield feats Shield Specialization should be the prereq, and this should function like Deflect Arrows *exactly* except that it requires a shield.
Improved Weapon Finesse [Combat] - There's a star wars d20 fighting form feat like this, but has the prereqs of combat expertise. I'd add that to weapon finesse as prereqs, and have a minimum dex requirment as well. Changing the attack bonus to a different stat is less of an issue than changing the damage bonus - we see feats to change the attack bonus to other stats but very, very rarely, if ever, see feats to change the damage away from STR.

The Speaker in Dreams |

On the "dex mod to damage" bit, sure - nothing granted it, but this is like taking a very marginalized sneak attack damage bonus at best. You don't have to catch anyone "flat footed", but then you're also changing the way you fight from using Str to using Dex. So all the restrictions of "precision" damage now affect your default combat modality.
You're also paying 2-3 feats to manage this, where str-based fighters do nothing to adjust the rules and can use those feats to simply establish their other capabilities better.
:shrugs: totally minor effect, IMO. It's not like that would even stack with Str damage. It's an "either/or" proposition as written (or as I read it at least).