
Adam B. 135 |

I really liked Ironbound Master from Inner Sea Gods, but was angered by its very restricting prerequisites. I didn't see why the feat should be restricted as Cleric only and Gorum only. Anyone can train to be in heavy armor. This may seem a little weird, since its handing out a very cool toy of the Fighter, but honestly with how badly I think the Fighter is balanced, I don't mind his toys being given away sometimes.
Ironbound Master (Combat)
You wear your heavy armor like a second skin.
Prerequisites: Base Attack Bonus +7, Proficiency with Medium or Heavy Armor
Benefit: You gain the armor training fighter class feature with an effective fighter level equal to your character level –4.

Goth Guru |

Rewrote Gang Fighter's prerequisites to stop being dumb. And gave it a little buff. The other feat is part of a feat chain including my old feat to give a Ki pool.
Gang Up (Combat)
Prerequisites: Combat Expertise or 1 teamwork feat or 1d6 Sneak Attack Damage
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. If actually flanking, you gain a +1 bonus to your melee attack and damage rolls.Ki Channel
Prerequisites: Wisdom 15, Unlocked Potential, Stunning Fist, Improved Unarmed Strike
Benefit: When using Stunning Fist, Quivering Palm, or any feat that requires the foe struck to make a save through an unarmed strike, this character may expend a 1 ki point once per round to raise the DC by 2. In Addition to this, a monk may channel their Wholeness of Body class feature at a range of touch, and it now heals an additional +2 damage. Wholeness of Body can now be used as a swift action when targeting the Monk.Special: This feat can be taken at 10th level as a monk bonus feat.
So Ki Channel lets the monk heal others using wholeness of body. Cool.

Mfable |
I am a novice at creating feats, but here's one I think you might like.
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Steel Kick
Prerequisites: Improved Unarmed Strike, Dex 14+
Benefit: Many martial monks learn to use a small blade that is spun around the ankle, and used to enhance their kicks and leave their hands free. You may wield an ankle blade (see below) around your ankle, which increases unarmed strikes using your feet and does not take up space in either hand. Because of the unique way one must keep the ankle moving to benefit from the blade, you cannot wield more than one.
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Ankle Blade
+1d4 Slashing Damage on Unarmed Strikes
(+1d3 for Small, +1d6 for Large)

tsuruki |

CRB reworks i did for my campains, my players love these.
-Improved Two weapon fighting.
Modification: Your penalty on attacks when utilizing the Two weapon fighting feats is reduced by 1. In addition, you gain your second iterative attack as normal.
-Greater two weapon fighting.
Modification: Your penalty on attacks when utilizing the Two weapon fighting feats is reduced by another 1, this stacks with the benefor from Improved two weapon fighting for a total attack bonus improvement of 2.
In addition, you gain you can now make an equal number of off-hand attacks equal to your number of main hand attacks.
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Exotic weapon proficiency.
Modification: You gain a +1 bonus on damage with the weapon you select this feat for, this does not apply if you gain proficiency in the weapon via a class’s base Weapon and Armor proficiencies or via a static racial ability (Such as a Dwarf‘s proficiency with Dwarven axes and the half elf alternate feature Ancestral arms). You may select this feat for a weapon you are already proficient in to gain this bonus.
Martial weapon proficiency.
Modification: You gain a +1 bonus on damage with the weapon you select this feat for, this does not apply if you gain proficiency in the weapon via a class’s base Weapon and Armor proficiencies or via a static racial ability (Such as a Dwarf‘s proficiency with Dwarven axes and the Half Elf alternate feature Ancestral arms). You may select this feat for a weapon you are already proficient in to gain this damage bonus.
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Weapon specialization.
Modification: In addition to the normal benefits your skill with the chosen weapon is such that you can press any and all advantages when they present themselves. You gain a further +1 attack bonus on charge attacks, combat maneuvers, attacks of opportunity and readied actions to attack. You also gain this bonus on attack rolls to confirm critical hits, it stacks with Critical feats.
Greater Weapon focus.
Modification: In addition to the normal benefits, you gain a +4 bonus to your CMD against attempts to disarm or sunder the weapon you have selected this feat for. This bonus applies against or for every kind of effect or save required to keep that weapon safe and unbroken in your hands (such as against spells whose effects are to remove the weapon from your grip). This bonus stacks with other effects that keep your weapon safe and unbroken in your hands. Additionally, attacks with the selected weapon are never automatic misses on rolls of natural 1.
Greater Weapon Specialization.
Modification: When you deal damage with the chosen weapon, you may re-roll the weapon damage dice, you must use the second roll even if it would be worse. Additionally, the extra damage increases by 3 (rather than 2).
Note: Weapon damage die only includes the weapons normal damage, added die such as from the Flaming enhancement cannot be re-rolled ith this ability.
Clarification: If you possess the entire Weapon focus, Specialisation, Improved focus, Greater specialisation feat line you gain all of the following benefits total:
+2 On attack rolls. (+3 on situational attacks as described in Greater weapon specialisation).
+5 On damage rolls.
No automatic misses.
+4 CMD and saves versus disarm and sunder.
Damage dice e-roll.

Goth Guru |
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I've made an honest effort to find the hold out weapon feat. If you can find what rulebook it comes from, please tell me.
Hold Out Weapon
You can hide a weapon on your person draw it if needed.
Prerequisites The weapon must be small, relative to your body type, and you must have proficiency.
Benefit You gain +2 to hide or draw the weapon whatever skill you use. If your enemy is confident they have caught you unarmed, your foe is caught flatfooted.
Normal Some places such as gambling houses or court of laws insist that everyone else be unarmed, and will have unskilled persons pat everyone who enters down. When a criminal teleports in or a vampire bears their fangs, a smart character will have a weapon.
Special A unicorn can hide a short sword under a saddle blanket with this feat.

christos gurd |

I've made an honest effort to find the hold out weapon feat. If you can find what rulebook it comes from, please tell me.
Hold Out Weapon
You can hide a weapon on your person draw it if needed.
Prerequisites The weapon must be small, relative to your body type, and you must have proficiency.
Benefit You gain +2 to hide or draw the weapon whatever skill you use. If your enemy is confident they have caught you unarmed, your foe is caught flatfooted.
Normal Some places such as gambling houses or court of laws insist that everyone else be unarmed, and will have unskilled persons pat everyone who enters down. When a criminal teleports in or a vampire bears their fangs, a smart character will have a weapon.
Special A unicorn can hide a short sword under a saddle blanket with this feat.
i do so love that special line.

Adam B. 135 |

I didn't want to start a new thread just for this. Something unique about the fighter is that they are supposed to be the best at wearing armor. Not many other classes have abilities that focus on it and scale with their level the way armor training does. Sadly, armor training is basically ignored when it comes to feats. I made these hoping to remedy that.
Armor Focus (Combat)
Prerequisites: Armor Proficiency
Benefit: You gain a +1 to AC while wearing armor. You reduce the check penalty incurred by armor by 1. If you possess the Armor Training class feature this bonus to AC increases for every 5 fighter levels you possess.
Armor Specialization (Combat)
Prerequisites: Fighter 4, Armor Focus
Benefit: Whenever you are wearing armor, you gain DR 1/–. This stacks with the DR gained from the Armor Mastery fighter ability and any DR gained from the material your armor is made from, but not with DR from any other source. If you are wearing medium armor, this DR doubles. If you are wearing heavy armor, this DR triples. If you possess the Armor Training class feature your total DR after being multiplied by armor type is increased by 1 for every 6 Fighter levels possessed. When using a shield and in possession of the shield focus feat, increase the total DR by 1.
Shield Focus (Combat)
Prerequisites: Shield Proficiency
Benefit: You gain a +1 bonus to AC and Reflex saving throws when using a shield with which you are proficient. You reduce the check penalty incurred by shields by 1.

christos gurd |

speaking of that here is an idea i took from rynjin
Second Skin
Prerequisites:Armor Training 2
Benefit:You can treat all armor worn as if it may a category lighter for the purposes of all effects. armor reduced to less than light in this fashion does not have a maximum dexterity and has no armor check penalties or arcane spell failure.

Ciaran Barnes |

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increased by one for every six point of your base attack bonus. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of a threatened area, you crawl, or stand up. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused by attempting a combat maneuver. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused by making a ranged attack. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Rapid Assault (Combat)
You can make an additional melee attack.
Prerequisites: Dex 15 or Combat Expertise
Benefit: When making a full-attack action with a light or one-handed weapon weapon, you can make one additional attack with it this round. All of your attack rolls take a –2 penalty when using Rapid Assault. You can not use this ability when attacking with two weapons.
Toughness
You have enhanced physical stamina.
Benefit: You gain a +2 bonus to Constitution checks and gain 1 hit point for every Hit Die you possess (minimum 3).
Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score plus your Hit Dice, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. A character whose negative hit points are equal to or greater than his Constitution score immediately dies.
Weapon Focus (Combat)
Choose one type of weapon. You can also choose improvised weapon, unarmed strike, a specific combat maneuver, ray, or touch attack as your weapon for the purposes of this feat.
Prerequisites: Base attack bonus +1.
Benefit: You gain proficiency in the selected weapon (if you selected a weapon) and a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Shikaku Kyouryuu |

I hope it's okay to drag this post up from the dead, but I've made a feat tree that a lot of my players like. It's based entirely around Toughness, and are retroactive.
Improved Toughness
Prerequisites: Toughness
Benefit:You gain an additional one Hit point per hit dice
Greater Toughness
Prerequisites: Toughness, Improved toughness, Con 13
Benefit: you gain an additional one hit point per hit dice
Hyper Toughness
Prerequisite: toughness, improved toughness, greater toughness, Con 14
Benefit: you gain an additional hit point per hit dice
Extreme Toughness
Prerequisite: toughness, improved toughness, greater toughness, Hyper toughness, Con 15
Benefit: you gain an additional hit point per hit dice
Superior Toughness
Prerequisite: toughness, improved toughness, greater toughness, Hyper toughness, Extreme toughness, Con 16
Benefit: you gain an additional hit point per hit dice
Maximum Toughness
Prerequisite: toughness, improved toughness, greater toughness, Hyper toughness, Extreme toughness, Superior toughness, Con 17
Benefit: instead of rolling for hit points, you gain maximum hit points per hit dice
Toughness overdrive
Prerequisite: toughness, improved toughness, greater toughness, Hyper toughness, Extreme toughness, Superior toughness, maximum toughness, Con 18
Benefit: you gain an additional two hit points per hit dice
Toughness Prime
Prerequisite: toughness, improved toughness, greater toughness, Hyper toughness, Extreme toughness, Superior toughness, maximum toughness, Toughness overdrive, Con 19
Benefit: you gain an additional two hit points per hit dice
Mythic toughness
Prerequisites: Toughness, mythic tier 1
Benefit: all additional hit points from toughness feats you have are doubled.

Ciaran Barnes |

These aren't feats, but here is a LINK to a document with all of the trait I have written.

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...lets avoid the 1000th iteration of scaling feats replacing chains, there are a thousand threads featuring those, plus they are in the New Paths Compendium
Why yes, scaling combat feats are indeed in the New Paths Compendium :)
You know, just in case anyone wanted to check 'em out for themselves:)

Shikaku Kyouryuu |

s'all good, though i gotta ask is that just to make kineticists more tanky or something?
I actually made these before OA came out. They were originally for one of my players who rolled a one for hit points every level five levels in a row, and only had a +1 Con.
I ended up having a Barbarian take them all at one point though, and he was a beast.