UserShadow7989
2010-10-16, 09:00 PM
==Introduction==
Most feats suck. You only get 7 over your adventuring career (not counting bonus feats, and assuming you actually reach level 18), and most of the choices are utterly worthless. "3 HP for a whole feat? Sign me up for Toughness!" "A +1 to AC against a single opponent? Dodge is so awesome!" How many times have you heard or thought that? They don't get better over time, and aren't even that good in the first place.
What if instead of a tiny, insignificant, static boost, we got a tiny boost that grows over time? If you spend the effort to get a feat to be the best at tripping, shouldn't you be really good at it? If you get a bunch of feats involving skill bonuses, shouldn't you get really good at those skills?
I've decided to make these feats scale to remain useful after you first get them. It's far from a complete overhaul, most simply having the static bonuses swapped for one that starts lower but grows as you gain hit dice. Of course, it's always nice to have more worthwhile options.
Below is the index, showing the order of the feats. You'll notice that I've arranged the list based on feat trees, with the first feats being alphabetized. Next, all the skill check bonus feats (Alertness, Diligent, Investigator, etc.) have their changes listed under a single entry.
Lastly, some feats are noted as unchanged or original. Unchanged means there are no changes from the SRD I received them from, and are only listed so you don't have to scramble around the net to find what a different feat's prerequisite or effect is referring to. The latter is an original feat I came up with, an attempt to add variety and make the feats that are prerequisite to them more appealing.
==Index==
-All Skill Check Bonus Feats
-Combat Expertise
--Improved Disarm
--Improved Feint
--Improved Trip
-Dodge
--Mobility
---Spring Attack (unchanged)
----Whirlwind Attack
-Endurance
--Diehard
-Great Fortitude/Iron Will/Lightning Reflexes
-Point Blank Shot
-Power Attack (Unchanged)
--Improved Bull Rush
--Improved Overrun
--Improved Sunder
-Skill Focus
--Intellectual (original)
--Idiot Savant (original)
-Toughness
--Juggernaut (original)
-Weapon Focus
--Greater Weapon Focus
--Weapon Specialization
---Greater Weapon Specialization
The Feats
All Skill Check Bonus Feats [General]
Benefit
You get a bonus on all skill checks involving the two specified skills equal to your hit dice/2.
Special
Any special bonuses, effects, etc. the feat had are still granted by the feat.
Each skill check bonus feat may be taken twice to increase the bonus to skill checks to equal your hit dice.
---
Combat Expertise [General]
Prerequisite
Int 13.
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special
A fighter may select Combat Expertise as one of his fighter bonus feats.
--Improved Disarm [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +(2 + hit dice/4) bonus on the opposed attack roll you make to disarm your opponent.
Normal
See the normal disarm rules.
Special
A fighter may select Improved Disarm as one of his fighter bonus feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.
--Improved Feint [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You can make a Bluff check to feint in combat as a move action. You gain a +(hit dice/3) bonus to Bluff checks for this purpose.
Normal
Feinting in combat is a standard action.
Special
A fighter may select Improved Feint as one of his fighter bonus feats.
--Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +(2 + hit dice/4) bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special
At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.
---
Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent equal to your hit dice/4 (rounded up). You can select a new opponent on any action.
Alternately, when you take the total defense option, you gain the dodge bonus to your AC against attacks from all opponents for the duration of that turn.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special
A fighter may select Dodge as one of his fighter bonus feats.
--Mobility [General]
Prerequisites
Dex 13, Dodge.
Benefit
You get a dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area equal to your hit dice/4 (rounded up). A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special
A fighter may select Mobility as one of his fighter bonus feats.
----Spring Attack [General] [Unchanged]
Prerequisites
Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special
A fighter may select Spring Attack as one of his fighter bonus feats.
------Whirlwind Attack [General]
Prerequisites
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit
When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Instead, add half the Base Attack Bonus of those attacks to your attack rolls for Whirlwind Attack, and half the damage roll bonuses to the damage rolls for Whirlwind Attack.
Special
A fighter may select Whirlwind Attack as one of his fighter bonus feats.
---
Endurance [General]
Benefit
You gain a +1 bonus for each hit die you have on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
--Diehard [General]
Prerequisite
Endurance
Benefit
When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
In addition, you no longer die at -10 hit dice. Instead, you die when you reach -(10 + hit dice) hit points.
When reduced to negative 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 can take either a single move or standard action each turn, but not both, and you cannot take a full round action. 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 free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.
If you reach -10 hit points, you are unconscious and dying as normal and must roll d% to see if you lose 1 hit point each round. If you reach -(10 + hit dice) hit points, you immediately die.
Normal
A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
---
Great Fortitude/Iron Will/Lightning Reflexes
Benefit
Increase your Fortitude/Will/Reflex(respectively) save by +2. In addition, the affected save receives a +1 increase for every 5 hit dice you have.
---
Point Blank Shot [General]
Benefit
You get a +2 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. This bonus increases by +2 for every 10 ft. less then 30 of distance between you and your target.
However, if the target attacks you next turn, you receive a -3 circumstance penalty to AC, and an additional -3 circumstance penalty to AC for every 10 ft. less then 30 of distance there was between you and your target.
You can add an untyped +1 bonus to the attack roll or reduce the AC penalty by +1 for every 5 hit dice you have.
Special
A fighter may select Point Blank Shot as one of his fighter bonus feats.
---
Power Attack [General] [Unchanged]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
--Improved Bull Rush [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +(2 + hit dice/4) bonus on the opposed Strength check you make to push back the defender.
Special
A fighter may select Improved Bull Rush as one of his fighter bonus feats.
--Improved Overrun [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +(2 + hit dice/4) bonus on your Strength check to knock down your opponent.
Normal
Without this feat, the target of an overrun can choose to avoid you or to block you.
Special
A fighter may select Improved Overrun as one of his fighter bonus feats.
--Improved Sunder [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +(2 + hit dice/4) bonus on any attack roll made to attack an object held or carried by another character.
Normal
Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special
A fighter may select Improved Sunder as one of his fighter bonus feats.
---
Skill Focus [General]
Choose a skill. Cannot select Use Magic Device.
Benefit
You get a +1 bonus on all checks involving that skill for every two hit dice you have.
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.
--Intellectual [General] [Original]
Prerequisites
Skill Focus, Int 12
Benefit
This character gains an additional 2 skill points at each level, quadrupled at first level. This bonus is applied to older levels retroactively when obtained.
Special
A character may gain this feat multiple times. Its effects stack.
--Idiot Savant [General] [Original]
Select 5 skills. The skills don't need to be class skills. Cannot select Use Magic Device.
Prerequisites
Skill Focus, Int 11 or lower
Benefit
At level up, the character gains 12 skill points to be spent among the 5 skills selected. If the skills are not class skills, they are now treated as class skills for this character. This bonus is applied to older levels retroactively when obtained, but are not quadrupled at first level.
Special
A character may gain this feat multiple times, choosing 5 new skills each time.
If the character's Int increases above 11, the bonuses provided by this feat up to that point remain in effect, but they don't gain any new bonuses from the following levels.
---
Toughness [General]
Benefit
You gain +2 hit points for each hit die you have.
Special
A character may gain this feat multiple times. Its effects stack.
--Juggernaut [Genera] [Original]
Prerequisites
Diehard, Endurance, Toughness
Benefit
Treat this character as having 4 more hit dice then it really does for the effects of Diehard, Endurance, and Toughness.
Special
This feat may be taken multiple times. Its effects stack.
If you have the Great Fortitude feat, this effect also applies to that feat.
---
Weapon Focus [General]
Choose one of the following weapon groups. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Swords: Dagger, Falchion, Great Sword, Kukri, Long Sword, Punching Dagger, Rapier, Scimitar, Short Sword, Two-Bladed Sword.
Polearms: Glaive, Guisarme, Halbred, Javelin, Lance, Long Spear, Quarterstaff, Ranseur, Short Spear, Spear, Trident.
Axes/Picks: Battle Axe, Dwarven Urgosh, Dwarven Waraxe, Greataxe, Handaxe, Heavy Pick, Orc Double Axe, Sickle, Scythe, Throwing Axe.
Maces/Bludgeons: Club, Dire Flail, Flail, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Morning Star, Warhammer.
Thrown: Bolas, Dagger, Dart, Javelin, Light Hammer, Net, Shuriken, Sling, Trident, Throwing Axe,
Bows: Composite Longbow, Composite Shortbow, Hand Crossbow, Heavy Crosssbow, Light Crossbow, Longbow, Repeating Heavy Crossbow, Repeating Light Crossbow, Shortbow.
Monk: Grapple, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Unarmed Strike.
Mage: Rays.
Exotic: Select up to two Exotic Weapons you have proficiency with.
Special: Select up to three non-exotic weapons you have proficiency with.
Prerequisites
Proficiency with all non-exotic weapons in the selected group, base attack bonus +1.
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapons for every 5 hit dice you have (rounded up).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
--Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit
When making an attack roll involving the selected weapon, you may add a +(hit dice/3) bonus to the attack roll. This can be used a number of times per encounter equal to the number of attacks per round provided by your Base Attack Bonus.
This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see above). You can use this multiple times in the same round (such as on each attack roll provided by a Full Attack), but cannot apply multiple uses to a single attack roll.
Special
You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
--Weapon Specialization [General]
Choose one weapon group for which you have already selected the Weapon Focus feat (other then Ray). You deal extra damage when using weapons from that group.
Prerequisites
Proficiency with selected weapons, Weapon Focus with selected weapons, fighter level 4th.
Benefit
You gain a +1 bonus on all damage rolls you make using the selected weapons for every 5 hit dice you have.
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.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
----Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit
When making a damage roll involving the selected weapon, you may add a +(hit dice/4) bonus to the damage roll. This can only be used once per attack, and can't be applied to damage rolls resulting from extra attack rolls not provided by your Base Attack Bonus.
If you apply the bonus to second, third, or fourth attack granted by your Base Attack Bonus, increase the damage roll bonus by +2, +4, or +6, respectively.
Special
You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.
==Closing==
I hope this is of use to someone who wants to run a more martial focused game, or want martial characters to do slightly better. I'm concerned I may have made some blatantly better then others or scale too quickly, and I'm hoping for some advice, suggestions, or requests. I mostly focused on the small, useless or semi-useless boosts or feats with too many prerequisites to be worthwhile.
I'm still coming up with feats, and have access only to what's in the SRD. If you wish to request a feat from outside the SRD, please post the feat and all related feats/information on it.
Changes:
10/16/10: Changed Skill Focus and Idiot Savant to not be applicable to Use Magic Device.
10/18/10: Dropped the higher bonuses to a more reasonable amount.
10/19/10: Modified Dodge and Point Blank Shot to provide more options, dropped some bonuses again, changed Weapon Focus and Weapon Specialization to benefit a group of weapons, though the two feats further down the chain still only apply to a single weapon. Greater Weapon Specialization has been nerfed as well.
Most feats suck. You only get 7 over your adventuring career (not counting bonus feats, and assuming you actually reach level 18), and most of the choices are utterly worthless. "3 HP for a whole feat? Sign me up for Toughness!" "A +1 to AC against a single opponent? Dodge is so awesome!" How many times have you heard or thought that? They don't get better over time, and aren't even that good in the first place.
What if instead of a tiny, insignificant, static boost, we got a tiny boost that grows over time? If you spend the effort to get a feat to be the best at tripping, shouldn't you be really good at it? If you get a bunch of feats involving skill bonuses, shouldn't you get really good at those skills?
I've decided to make these feats scale to remain useful after you first get them. It's far from a complete overhaul, most simply having the static bonuses swapped for one that starts lower but grows as you gain hit dice. Of course, it's always nice to have more worthwhile options.
Below is the index, showing the order of the feats. You'll notice that I've arranged the list based on feat trees, with the first feats being alphabetized. Next, all the skill check bonus feats (Alertness, Diligent, Investigator, etc.) have their changes listed under a single entry.
Lastly, some feats are noted as unchanged or original. Unchanged means there are no changes from the SRD I received them from, and are only listed so you don't have to scramble around the net to find what a different feat's prerequisite or effect is referring to. The latter is an original feat I came up with, an attempt to add variety and make the feats that are prerequisite to them more appealing.
==Index==
-All Skill Check Bonus Feats
-Combat Expertise
--Improved Disarm
--Improved Feint
--Improved Trip
-Dodge
--Mobility
---Spring Attack (unchanged)
----Whirlwind Attack
-Endurance
--Diehard
-Great Fortitude/Iron Will/Lightning Reflexes
-Point Blank Shot
-Power Attack (Unchanged)
--Improved Bull Rush
--Improved Overrun
--Improved Sunder
-Skill Focus
--Intellectual (original)
--Idiot Savant (original)
-Toughness
--Juggernaut (original)
-Weapon Focus
--Greater Weapon Focus
--Weapon Specialization
---Greater Weapon Specialization
The Feats
All Skill Check Bonus Feats [General]
Benefit
You get a bonus on all skill checks involving the two specified skills equal to your hit dice/2.
Special
Any special bonuses, effects, etc. the feat had are still granted by the feat.
Each skill check bonus feat may be taken twice to increase the bonus to skill checks to equal your hit dice.
---
Combat Expertise [General]
Prerequisite
Int 13.
Benefit
When you use the attack action or the full attack action in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special
A fighter may select Combat Expertise as one of his fighter bonus feats.
--Improved Disarm [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +(2 + hit dice/4) bonus on the opposed attack roll you make to disarm your opponent.
Normal
See the normal disarm rules.
Special
A fighter may select Improved Disarm as one of his fighter bonus feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.
--Improved Feint [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You can make a Bluff check to feint in combat as a move action. You gain a +(hit dice/3) bonus to Bluff checks for this purpose.
Normal
Feinting in combat is a standard action.
Special
A fighter may select Improved Feint as one of his fighter bonus feats.
--Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +(2 + hit dice/4) bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special
At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.
---
Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a dodge bonus to Armor Class against attacks from that opponent equal to your hit dice/4 (rounded up). You can select a new opponent on any action.
Alternately, when you take the total defense option, you gain the dodge bonus to your AC against attacks from all opponents for the duration of that turn.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special
A fighter may select Dodge as one of his fighter bonus feats.
--Mobility [General]
Prerequisites
Dex 13, Dodge.
Benefit
You get a dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area equal to your hit dice/4 (rounded up). A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Special
A fighter may select Mobility as one of his fighter bonus feats.
----Spring Attack [General] [Unchanged]
Prerequisites
Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit
When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special
A fighter may select Spring Attack as one of his fighter bonus feats.
------Whirlwind Attack [General]
Prerequisites
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit
When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Instead, add half the Base Attack Bonus of those attacks to your attack rolls for Whirlwind Attack, and half the damage roll bonuses to the damage rolls for Whirlwind Attack.
Special
A fighter may select Whirlwind Attack as one of his fighter bonus feats.
---
Endurance [General]
Benefit
You gain a +1 bonus for each hit die you have on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
Normal
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
--Diehard [General]
Prerequisite
Endurance
Benefit
When reduced to between -1 and -9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
In addition, you no longer die at -10 hit dice. Instead, you die when you reach -(10 + hit dice) hit points.
When reduced to negative 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 can take either a single move or standard action each turn, but not both, and you cannot take a full round action. 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 free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.
If you reach -10 hit points, you are unconscious and dying as normal and must roll d% to see if you lose 1 hit point each round. If you reach -(10 + hit dice) hit points, you immediately die.
Normal
A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
---
Great Fortitude/Iron Will/Lightning Reflexes
Benefit
Increase your Fortitude/Will/Reflex(respectively) save by +2. In addition, the affected save receives a +1 increase for every 5 hit dice you have.
---
Point Blank Shot [General]
Benefit
You get a +2 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. This bonus increases by +2 for every 10 ft. less then 30 of distance between you and your target.
However, if the target attacks you next turn, you receive a -3 circumstance penalty to AC, and an additional -3 circumstance penalty to AC for every 10 ft. less then 30 of distance there was between you and your target.
You can add an untyped +1 bonus to the attack roll or reduce the AC penalty by +1 for every 5 hit dice you have.
Special
A fighter may select Point Blank Shot as one of his fighter bonus feats.
---
Power Attack [General] [Unchanged]
Prerequisite
Str 13.
Benefit
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
--Improved Bull Rush [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +(2 + hit dice/4) bonus on the opposed Strength check you make to push back the defender.
Special
A fighter may select Improved Bull Rush as one of his fighter bonus feats.
--Improved Overrun [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +(2 + hit dice/4) bonus on your Strength check to knock down your opponent.
Normal
Without this feat, the target of an overrun can choose to avoid you or to block you.
Special
A fighter may select Improved Overrun as one of his fighter bonus feats.
--Improved Sunder [General]
Prerequisites
Str 13, Power Attack.
Benefit
When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +(2 + hit dice/4) bonus on any attack roll made to attack an object held or carried by another character.
Normal
Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special
A fighter may select Improved Sunder as one of his fighter bonus feats.
---
Skill Focus [General]
Choose a skill. Cannot select Use Magic Device.
Benefit
You get a +1 bonus on all checks involving that skill for every two hit dice you have.
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.
--Intellectual [General] [Original]
Prerequisites
Skill Focus, Int 12
Benefit
This character gains an additional 2 skill points at each level, quadrupled at first level. This bonus is applied to older levels retroactively when obtained.
Special
A character may gain this feat multiple times. Its effects stack.
--Idiot Savant [General] [Original]
Select 5 skills. The skills don't need to be class skills. Cannot select Use Magic Device.
Prerequisites
Skill Focus, Int 11 or lower
Benefit
At level up, the character gains 12 skill points to be spent among the 5 skills selected. If the skills are not class skills, they are now treated as class skills for this character. This bonus is applied to older levels retroactively when obtained, but are not quadrupled at first level.
Special
A character may gain this feat multiple times, choosing 5 new skills each time.
If the character's Int increases above 11, the bonuses provided by this feat up to that point remain in effect, but they don't gain any new bonuses from the following levels.
---
Toughness [General]
Benefit
You gain +2 hit points for each hit die you have.
Special
A character may gain this feat multiple times. Its effects stack.
--Juggernaut [Genera] [Original]
Prerequisites
Diehard, Endurance, Toughness
Benefit
Treat this character as having 4 more hit dice then it really does for the effects of Diehard, Endurance, and Toughness.
Special
This feat may be taken multiple times. Its effects stack.
If you have the Great Fortitude feat, this effect also applies to that feat.
---
Weapon Focus [General]
Choose one of the following weapon groups. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Swords: Dagger, Falchion, Great Sword, Kukri, Long Sword, Punching Dagger, Rapier, Scimitar, Short Sword, Two-Bladed Sword.
Polearms: Glaive, Guisarme, Halbred, Javelin, Lance, Long Spear, Quarterstaff, Ranseur, Short Spear, Spear, Trident.
Axes/Picks: Battle Axe, Dwarven Urgosh, Dwarven Waraxe, Greataxe, Handaxe, Heavy Pick, Orc Double Axe, Sickle, Scythe, Throwing Axe.
Maces/Bludgeons: Club, Dire Flail, Flail, Greatclub, Heavy Flail, Heavy Mace, Light Hammer, Light Mace, Morning Star, Warhammer.
Thrown: Bolas, Dagger, Dart, Javelin, Light Hammer, Net, Shuriken, Sling, Trident, Throwing Axe,
Bows: Composite Longbow, Composite Shortbow, Hand Crossbow, Heavy Crosssbow, Light Crossbow, Longbow, Repeating Heavy Crossbow, Repeating Light Crossbow, Shortbow.
Monk: Grapple, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Unarmed Strike.
Mage: Rays.
Exotic: Select up to two Exotic Weapons you have proficiency with.
Special: Select up to three non-exotic weapons you have proficiency with.
Prerequisites
Proficiency with all non-exotic weapons in the selected group, base attack bonus +1.
Benefit
You gain a +1 bonus on all attack rolls you make using the selected weapons for every 5 hit dice you have (rounded up).
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.
--Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit
When making an attack roll involving the selected weapon, you may add a +(hit dice/3) bonus to the attack roll. This can be used a number of times per encounter equal to the number of attacks per round provided by your Base Attack Bonus.
This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see above). You can use this multiple times in the same round (such as on each attack roll provided by a Full Attack), but cannot apply multiple uses to a single attack roll.
Special
You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.
--Weapon Specialization [General]
Choose one weapon group for which you have already selected the Weapon Focus feat (other then Ray). You deal extra damage when using weapons from that group.
Prerequisites
Proficiency with selected weapons, Weapon Focus with selected weapons, fighter level 4th.
Benefit
You gain a +1 bonus on all damage rolls you make using the selected weapons for every 5 hit dice you have.
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.
A fighter may select Weapon Specialization as one of his fighter bonus feats.
----Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit
When making a damage roll involving the selected weapon, you may add a +(hit dice/4) bonus to the damage roll. This can only be used once per attack, and can't be applied to damage rolls resulting from extra attack rolls not provided by your Base Attack Bonus.
If you apply the bonus to second, third, or fourth attack granted by your Base Attack Bonus, increase the damage roll bonus by +2, +4, or +6, respectively.
Special
You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.
==Closing==
I hope this is of use to someone who wants to run a more martial focused game, or want martial characters to do slightly better. I'm concerned I may have made some blatantly better then others or scale too quickly, and I'm hoping for some advice, suggestions, or requests. I mostly focused on the small, useless or semi-useless boosts or feats with too many prerequisites to be worthwhile.
I'm still coming up with feats, and have access only to what's in the SRD. If you wish to request a feat from outside the SRD, please post the feat and all related feats/information on it.
Changes:
10/16/10: Changed Skill Focus and Idiot Savant to not be applicable to Use Magic Device.
10/18/10: Dropped the higher bonuses to a more reasonable amount.
10/19/10: Modified Dodge and Point Blank Shot to provide more options, dropped some bonuses again, changed Weapon Focus and Weapon Specialization to benefit a group of weapons, though the two feats further down the chain still only apply to a single weapon. Greater Weapon Specialization has been nerfed as well.