So, before we get started, let's get into the design philosophy behind these quite powerful feats. At the very basic, the idea here is to create feats that, often with just a single feat investment, provide entirely NEW and entirely viable actions or tactical rewards to players. Players should be able to pick whatever feats they think seem cool and fit their character flavorfully without worrying about sacrificing power.
I also believe strongly in giving warrior types thematic and powerful abilities at the levels it makes sense for them to have them. As it stands, it takes several levels for any Fighter to learn how to do anything effective let alone anything indicative of his supposed skill level. A first level Fighter is supposed to be a highly-trained warrior with years of combat experience and he's only supposed to get more impressive as he gains levels, instead for many levels he's spending his feats to display how he's apparently been trained to hit stuff really hard. I want to deliver feats, at early levels, that indicate an appropriate level of skill for such a supposedly seasoned warrior.
AdrenalinePrerequisites: Con 15
Benefit: As long as a creature threatens you and you have at least 3/4 (or 75%) of your maximum hit points you gain a +1 morale bonus to attack rolls, to damage rolls, and to the saving throw DCs of spells and abilities you control. This bonus increases by +1 at your 5th character level and once every five levels thereafter.
BlindsidePrerequisites: Dex 13, Bluff 1 rank, Sleight of Hand 1 rank
Benefit: If you attack a creature that neither threatened you nor was threatened by you at the beginning of your turn, your attack gains a +2 bonus and deals additional damage equal to your base attack bonus.
Special: You may Blindside foes on your attacks of opportunity, but not those provoked by enemies moving out of your threatened squares.
Special: You may not Blindside foes with ranged attacks if you hit them with a ranged attack in the previous round.
Whirling Blitz1(Replaces Whirlwind Attack)
Prerequisites: Dex 13, Combat Reflexes, Base Attack +1
Benefit: You may make a melee attack against any number of creatures you threaten as a full-round action, making each attack at your highest attack bonus. When you do your attack rolls suffer a -2 penalty for 1 round.
Special: When you have Base Attack +4 you do not suffer a penalty to attack rolls from using this feat. For every four points of base attack bonus you have beyond +4 you gain a +1 bonus to attack rolls for 1 round when using this feat.
Seize Victory1Prerequisites: Cha 13, Cleave, Base Attack +8
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), instead of using your Cleave feat you may immediately take an extra standard action. This extra action is lost if you do not take it immediately.
Normal: Cleave grants a single, immediate, extra attack against another creature within reach.
Normal: Cleave may only be used once per round, thus Seize Victory may only be used once per round.
Total Victory1Prerequisites: Cha 15, Great Cleave, Seize Victory, Base Attack +15
Benefit: Once per round, when you use your Seize Victory feat you may immediately take your choice of an extra full-round action or an extra standard action and an extra move action. Any extra actions not taken immediately are lost.
Normal: Great Cleave operates separately from the Cleave feat, and thus doesn't actually grant additional uses of Seize Victory per round.
VigorPrerequisites: Con 15
Benefit: As long as you have at least 3/4 (or 75%) of your maximum hit points you gain a +10ft bonus to your speed and a +2 enhancement bonus to Strength and Dexterity checks as well as Strength and Dexterity based skill checks. These bonuses increase by +10ft and +2 respectively at your 5th character level and once every five levels thereafter.
Elemental StrikePrerequisites: Int 13, Magical Aptitude, Knowledge (Arcane) 1 rank, Spellcraft 1 rank
Benefit: As a swift action you may make a Spellcraft check against DC 15. If you succeed choose either Cold, Electricity, or Fire. For 1 round your attacks deal damage of the chosen type instead of their regular damage and deal 1d6 extra damage. For every 5 points by which you beat the check DC you may choose to deal +1d6 extra damage of the chosen type.
Special: Each use of Elemental Strike requires a material component, like many arcane spells, in the form of a specific gemstone. To choose cold an indigo quartz must be used. To choose electricity a yellow quartz must be used. To choose fire a red quartz must be used. The gemstone is destroyed when used. The required value of the gemstone depends on exactly how much damage you wish to deal (in a pinch you may use an expensive gemstone on a low Spellcraft check).
- +1d6 additional damage ---- 10gp gemstone
- +2d6 additional damage ---- 25gp gemstone
- +3d6 additional damage ---- 50gp gemstone
- +4d6 additional damage ---- 100gp gemstone
- +5d6 additional damage ---- 150gp gemstone
- +6d6 additional damage ---- 200gp gemstone
- +7d6 additional damage ---- 250gp gemstone
- +8d6 additional damage ---- 300gp gemstone
- +9d6 additional damage ---- 400gp gemstone
- For every +1d6 beyond 9d6 the gemstone must cost 100 more gold pieces.
Overwhelming Assault1(Replaces the feat of the same name from PHB2)
Prerequisites: Base Attack +9
Benefit: Whenever you attack a creature, for each attack that has successfully hit that creature this turn, your attack gains a +1 bonus to hit and deals +1d6 additional damage. An attack that hits doesn't count itself for the purposes of determining whether it deals extra damage (but it is counted by later attacks).
Goad1(Replaces the feat of the same name from Complete Warrior)
Prerequisites: Cha 13
Benefit: As a swift action designate a hostile creature within line of sight as the target of this feat. That creature must succeed on a will save (DC 10 + 1/2 your character level + your Charisma modifier) or else be forced to include you as a target or within the area of any attack, spell, or ability it uses until the end of the encounter. If a creature other than you attacks the target of Goad or includes it as a target or within the area of a harmful spell or ability the effect of Goad ends. Likewise, if you become helpless, unconscious, or dead the effect of Goad ends. A creature that successfully saves against Goad, or for whom Goad has ended, is immune to Goad for 24 hours.
Special: Goad is a Mind-Affecting, Compulsion effect.
Improved Goad1Prerequisites: Cha 15, Goad, Base Attack +6, Diplomacy 4 ranks or Intimidate 4 ranks
Benefit: When you use your Goad feat you may designate any number of hostile creatures within a 100ft radius centered on you as the targets of the feat. The saving throw DC of your Goad feat increases by +1 for every 4 ranks you have in either Diplomacy or Intimidate (but not for both).
Counterattack1Prerequisites: Con 15, Base Attack +1
Benefit: Whenever a creature attacks you, after the attack is completed you may make an attack of opportunity against that creature. If the creature's attack hits, your attack of opportunity suffers a -4 penalty to the attack roll. At 5th level and every five levels thereafter reduce the penalty to your attack of opportunity's attack roll by 1.
Defy DeathPrerequisites: Con 17, Diehard
Benefit: When you have 1/2 (or 50%) your maximum hit points or fewer you gain
Hardness like an object equal to your base attack bonus and Spell Resistance equal to 10 + your base attack bonus. You may allow any spells and effects you choose to automatically penetrate your SR to without spending actions to do so.
Entrenchment1Prerequisites: Base Attack +6
Benefit: Your attacks of opportunity deal double damage for 1 round after you fight defensively, use total defense, or take a penalty of at least -2 with Combat Expertise.
Fringeward1Prerequisites: Dex 13, Combat Reflexes
Benefit: Whenever you're dealt damage by an attack, spell, or ability you may give up an attack of opportunity to reduce by 1/2 any damage dealt by that attack, spell, or ability to another creature within your reach. If you are fighting defensively, using total defense, or taking a penalty of at least -2 from Combat Expertise, the damage dealt to that creature is reduced to 0.
Breathing Room1Prerequisites: Con 15
Benefit: Whenever you successfully hit a creature with an attack and are fighting defensively, using total defense, or taking a penalty of at least -2 from Combat Expertise you regain 2 hit points. At your 5th character level you regain 4 hit points and for every five levels thereafter you regain 2 more hit points.
Refuse DeathPrerequisites: Con 19, Diehard, Defy Death, Base Attack +15
Benefit: Once per turn, when an attack, spell, or ability would kill you, or reduce you to 0 hit points, you remain alive and with 1 hit point.
Vigilance1Prerequisites: Wis 13, Alertness, Base Attack +6, Listen 3 ranks, Spot 3 ranks
Benefit: You cannot be flanked or surprised and retain your Dexterity modifier to AC even when flat-footed. When you hit a creature with an attack you pinpoint its location for 1 round, even if it moves.
Staggering Assault1Prerequisites: Base Attack +9
Benefit: Whenever you successfully hit a creature with an attack, that creature must succeed on a Fort save (DC 10 + 1/2 your base attack bonus + the higher of your Strength, Dexterity, or Constitution modifiers + 1 per attack that has hit that creature this round) or become
Staggered for 1 round.
Special: When you Stagger a creature with this feat, if that creature was already Staggered it becomes Dazed for 1 round. If that creature was already Dazed it becomes Stunned for 1 round. If that creature was already Stunned it becomes Stunned for 1 additional round per three points of your base attack bonus.
Trollslayer1Prerequisites: Base Attack +6
Benefit: As a standard action you may make a special Trollslayer attack. Trollslayer overcomes all Damage Reduction, Energy Resistance, and Regeneration. When you deal damage to a creature with Trollslayer it cannot regain hit points for 1 round.
Magebreaker1Prerequisites: Base Attack +6
Benefit: As a standard action you may make a special Magebreaker attack. Whenever you successfully hit a creature with Magebreaker, for 1 round all magical equipment possessed by the creature and all ongoing magical spells or abilities affecting the creature are suppressed.
Mortal Wound1Prerequisites: Trollslayer, Base Attack +12
Benefit: With the Mortal Wound feat, Trollslayer bypasses all immunities. Furthermore, when you deal damage to a creature with Trollslayer, for 1 round that creature gains Vulnerability to all types of damage and suffers a -2 penalty to saving throws.
Grievous Silencer1Prerequisites: Magebreaker, Base Attack +12
Benefit: Whenever you successfully hit a creature with Magebreaker all ongoing magical spells or abilities effecting the creature are dispelled, and for 1 round, that creature is unable to cast spells or use spell-like abilities.
Transfixing Glare1Prerequisites: Intimidating Strike, Base Attack +1
Benefit: As a standard action you harass your foes, causing creatures you threaten to make a Will saving throw (DC 10 + 1/2 your base attack bonus + the higher of your Strength or Charisma modifiers). For as long as you continue to threaten it, any creature that fails takes a -2 penalty to attack rolls and AC against creatures other than you, and a -4 penalty to Concentration, Listen, and Spot checks. These penalties increase to -4 and -8 respectively when you have Base Attack +5 and by -2 and -4 respectively for every five points of base attack bonus you gain thereafter.
Special: Transfixing Glare is a Mind-Affecting, Fear and Compulsion effect.
Stopping Power1Prerequisites: Cha 13, Intimidating Strike, Transfixing Glare, Base Attack +4
Benefit: When you use your Transfixing Glare feat creatures who fail their saves are Immobilized for 1 round. If you have Base Attack +8 or higher those creatures are Dazed for 1 round, then Immobilized for 1d4 rounds. If you have Base Attack +12 or higher those creatures are Paralyzed for 1 round, then Dazed for 1 round, then Immobilized for 1d4+2 rounds. Conditions bestowed on creatures because of this feat are automatically removed when you no longer threaten the effected creatures.
Strike Fear1Prerequisites: Cha 13, Intimidating Strike, Base Attack +8
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), all hostile creatures within a 100ft radius centered on you must succeed on a Will save (DC 10 + 1/2 your base attack bonus + your Cha modifier) or be unable to take full-round actions for 1 round and lose either their next move or standard action (your choice).
Special: Strike Fear is a Mind-Affecting, Fear effect.
Incite Panic1Prerequisites: Cha 15, Intimidating Strike, Strike Fear, Base Attack +15
Benefit: When you use your Strike Fear feat you may choose for creatures that failed their saves to become
Panicked or
Paralyzed for 1 round (your choice) instead of suffering the normal effect. This is still a Mind-Affecting, Fear effect.
Delaying Strike1Prerequisites: Int 15, Combat Expertise, Base Attack +3
Benefit: Whenever you ready an action to make an attack, any creatures hit by that attack delay their action until the end of the round, even if you interrupted their action. If you hit more than one creature with this action those creatures delay until after all other creatures, but act on initiative counts that are 1 point more or less than each other as determined by you.
Improved Delaying Strike1Prerequisites: Int 19, Combat Expertise, Delaying Strike, Base Attack +12
Benefit: When you use your Delaying Strike feat any creatures hit delay their action until the end of the next round (effectively they are Dazed for 1 round but complete their action on the round after).
Rallying CheerPrerequisites: Str 13, Con 13, Cha 13, Perform 1 rank
Benefit: You may issue a Rallying Cheer once per encounter as a standard action affecting yourself and allies within 60ft. For 1 round after using Rallying Cheer whenever you or an ally deals damage or is dealt damage roll 1d6. Add the result to damage dealt by you or an ally, but subtract the result from damage that is dealt to you or an ally.
Special: For every 4 ranks of Perform you have roll an extra 1d6.
Special: For every 8 ranks of Perform you have your Rallying Cheer lasts 1 additional round.
Dodge(Replacing the PHB feat of the same name)
Prerequisites: Dex 13
Benefit: You may take a 5ft step in addition to your normal movement in a round. You may take 5ft steps even when it isn't your turn. If you take a 5ft step while being attacked you don't automatically avoid the attack, but you do gain a +4 bonus to AC against it.
Special: You gain 1 additional 5ft step per round at your 5th character level and once every five levels thereafter.
Mobility(Replaces the PHB feat of the same name)
Prerequisites: Base Attack +1, Balance 1 rank, Tumble 1 rank
Benefit: Your speed increases by 10ft and you never provoke attacks of opportunity for moving out of threatened squares.
Action Before Thought1Prerequisites: Dex 15, Base Attack +9
Benefit: You may use immediate actions even when you are surprised or flat-footed. As an immediate action you may attack the creature closest to you.
Lightning Warrior1Prerequisites: Dex 15, Improved Initiative, Lightning Reflexes, Mobility, Base Attack +2
Benefit: Double your movement speeds. You gain a +1 bonus to attack rolls, AC, and Reflex saves, increasing by +1 when you have base attack bonus +5 and at every five points of base attack thereafter. When you make a full attack you may make one extra attack at your highest attack bonus, or up to two extra when you have base attack bonus +10, or up to three extra when you have base attack bonus +20.
Guard AllyPrerequisites: Base Attack +1, Listen 1 rank, Spot 1 rank
Benefit: As an attack of opportunity, you may oppose the attack roll of any attack targeting an adjacent ally with an attack roll of your own. If your attack roll meets or exceeds the opposed attack you become the target of that attack instead.
Interposing GuardianPrerequisites: Guard Ally, Base Attack +5, Listen 3 ranks, Spot 3 ranks
Benefit: You may use your Guard Ally feat to oppose attacks targeting any allies within up to 5ft + 5ft per 5 points of your base attack bonus. When you use your Guard Ally feat you may exchange places with the ally if both you and the ally are willing.
Implacable SentinelPrerequisites: Mobility, Base Attack +5, Balance 3 ranks, Tumble 3 ranks
Benefit: Your threatened area increases to 5ft + 5ft per 5 points of your base attack bonus. You may move up to your speed to attack an enemy that provokes an attack of opportunity from beyond your reach. This movement is in addition to your normal movement per round.
Expert's Aid1Prerequisites: Int 13, Combat Expertise, Base Attack +6
Benefit: When you use the Aid Another action you may choose to grant one of the following options:
- Guided Strike - Your ally gains a bonus to their next attack roll equal to 1/2 your base attack bonus.
- Guarded Heart - Your ally gains a bonus to their AC against a foe's next attack equal to 1/2 your base attack bonus.
- Advised Resistance - Your ally gains a bonus to their next saving throw equal to 1/3 your base attack bonus.
- Tactical References - Your ally gains a bonus to the saving throw DC of their next attack, spell, or ability equal to 1/4 your base attack bonus.
Veteran's Insight1Prerequisites: Int 15, Wis 15, Combat Expertise, Combat Focus, Expert's Aid, Middle-Aged
Benefit: As a full-round action you may use the Aid Another action on all allies who can hear you within 5ft per point of your base attack bonus. For each ally in the area you may choose a different option from those granted to you by your Expert's Aid feat.
1 - A Fighter can select this feat as one of his bonus feats.