try these feats:
Combat PanacheType: Tactical
Source: Player's Handbook II
Your glowing personality and sharp performance abilities allow you to navigate the battlefield on sheer chutzpah alone. While others rely on swords and armor, you use your cutting wit and ability to manipulate others.
Prerequisite: Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks.
Benefit: The Combat Panache feat grants you access to three special tactical maneuvers.
Fortuitous Tumble: For a brief moment, you appear to let your guard down. As your foe swings at you, you slip our of the way, causing his attack to slam into one of his allies. By positioning yourself correctly and making yourself an appealing target, yots dupe your foe into making a critical blunder. To use this maneuver, you must be successfully attacked by a foe. On your next turn, you can take a move action to make a Bluff check opposed by his Sense Motive check. If you succeed on the check, you can take an immediate action at the start of your foe's next turn and designate a different target for your opponent's next melee attack (which must be a creature it threatens).
Play Dead: You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you are hit for at least 10 points of damage by a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (or any other relevant observer's) Sense Motive check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses any attack of opportunity he might have been entitled to against you, and he loses his Dexterity bonus to AC against the first attack that you make. You can use this ability once per encounter. Standing up after playing dead does not provoke attacks of opportunity.
Sneering Glower: With just the right mix ofyour intimidating presence and your martial talents, you strike such fear into your target that he has difficulty fighting you effectively. On your next turn after you deal at least 1 point of damage to your opponent, you can make an Intimidate check against him as a move action. If you succeed on this check, your foe takes a penalty on his attack rolls against you equal to your Charisma bonus. You can gain this benefit against only one foe at a time; it lasts for the duration of the encounter or until you switch targets. If you designate a new target for this ability (by attempting a new Intimidate check against a different creature), the previous target no longer takes the penalty on his attack rolls against you. Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this maneuver.
Special: A fighter can select Combat Panache as one of his fighter bonus feats.
GoadType: General, Fighter
Sources: Miniatures Handbook
Races of Stone
Complete Adventurer
You are skilled at inducing opponents to attack you.
Prerequisite: Cha 13, base attack bonus +1.
Benefit: As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10+ 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks.
Special: A fighter may select Goad as one of his fighter bonus feats.
Elusive TargetType: Tactical
Source: Complete Warrior
Trying to land a blow against you can be a maddening experience.
Prerequisite: Dodge, Mobility, base attack bonus +6.
Benefit: The Elusive Target feat enables the use of three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must designate a specific foe robe affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll.
Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally.
Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving our of a threatened square. If the foe misses you, you can make a free trip attempt against this foe, and the foe does not get a chance to trip you if your attempt fails.