Changes to Existing Feats
Prerequisites: Power Attack
Benefit: A creature with this feat can make a single melee attack as a standard action, and strike two foes within reach, assuming there is no ally between them. Critical damage is applied only against the first foe targeted.
When their base attack bonus reaches +2, a creature with this feat who kills or knocks a foe unconscious with a melee attack can make an attack against another foe in reach with the same attack bonus as the original attack. This allows one additional attack per round. When your base attack bonus reaches +6, and every 4 points thereafter, it allows an additional attack per round. (Assuming the attacks continue to kill or knock foes unconscious) Additional attacks can target a single foe only once per round.
When their base attack bonus reaches +4, a creature with this feat can make a single melee attack as a standard action, and strike any number of foes within reach, assuming there is no ally between them. The attack stops once it fails to hit a foe.
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 double your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit points is unconscious and dying. A character without this feat dies when their negative hit points is equal to or greater than their Constitution score.
Disruptive and Spellbreaker are not fighter only feats. (no additional benefit is given to fighters who take them however.)
Benefit: You add your level to all Constitution checks, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation; and to the number of rounds you can hold your breath or run. At 8th level, rounds become minutes. At 16th level, minutes become hours.
Normal This ain’t possible
Some (Core) Fighter-specific feats (such as weapon specialization) are now open to all classes, but only for singular weapons. Thus, a paladin could gain weapon specialization (longsword), but a fighter could have weapon specialization (heavy blades).
Fighter specific feats have a BaB prereq equal to the fighter level they previously required.
*Great Fortitude/Iron Will/Lightning Reflexes These feats provide a +2 bonus to the appropriate save, and allow 1/day a failed save to be rerolled. The Improved version of these feats increases the number of rerolls to 1 per 4HD per day.
Improved Unarmed Strike – This feat allows the person to deal 1d4 damage with their unarmed strike. Their damage increases at the following points.
+5 BaB – 1d6, +10 – 1d8, +15 – 1d10, +20 – 2d6. A multiclass monk uses their monk progression or their standard progression, whichever is better.
The Multiattack feat has been changed to the following – “Prerequisite: Possesses one or more secondary attacks.”
The clause in the druid animal companion ability of the same name is activated for any creature who does not qualify for the feat.
Still Spell eliminates the need for Concentration checks made to cast stilled spells while grappled. A spellcaster can cast a Stilled spell when pinned, and gains a +10 bonus on the Concentration check to do so.
*Teamwork Feats – You do not require an ally to possess the feat to gain its benefits. However, an ally must still be in position, or performing the qualifying action.
Benefit: You gain gain +1 hit points per Hit Die. (Minimum +3) At 5th level, this increases to +2 hit points per Hit Die. At 10th level, this increases to +3 hit points per Hit Die. At 15th level, this increases to +4 hit points per Hit Die. At 20th level, this increases to +5 hit points per Hit Die. The pattern continues.
Vital Strike: At BaB +6, a character gains Vital Strike. At BaB +11, Improved Vital Strike. At BaB +16, Greater Vital Strike.
Vital Strike operates ‘when using’ a standard action. Standard actions include Cleave, Great Cleave and Deadly Stroke. They do not include attacks of opportunity, full round attacks, charging, or using feats that require a full round action such as Whirlwind Attack.
The sole exception to this is the Spring Attack and Shot on the Run feats. While these have been labeled a full round action, I believe that they are clearly composed of a move action and standard attack action, and thus will work with Vital Strike.
The houserule to make two attacks as a standard attack does not work with Vital Strike. If you make multiple attacks, you cannot use Vital Strike.
A standard action charge is a modified full round action and will not work with Vital Strike.
Alternate Weapon Finesse Feats
One can make use of any of these feats if one so chooses. They do not stack, and replace the typical ability modifier used. One must be proficient with the weapon employed to make use of the feat.
Brutal Throw: Use Str for thrown ranged attacks.
Dazzling Strike Use Cha for melee attacks and CMB.*
Insightful Strike Use Wis for melee attacks and CMB.*
Reasoned Strike Use Int for melee attacks and CMB.*
Weapon Finesse: Use Dex for melee attacks and CMB.
Zen Archery Use Wis for ranged attacks.
This feat allows you to acquire a more powerful familiar, but only when you could normally acquire a familiar.
Prerequisites: Ability to acquire a familiar, compatible alignment, sufficiently high level.
Benefit: When choosing a familiar you may choose from an additional list of creatures. Familiars gained through this feat otherwise use the rules for regular familiars, with the following exceptions.
Your familiar is treated as an animal companion for the purposes of Str/Dex, natural armor and HD.
Prereq 2nd level in at least one class, at least two classes.
Benefit Select two base classes. You add one half of your levels in one class to the effective level of your levels in the other. If your classes are more than one level apart, you use the lower of the two classes to determine the maximum benefit bonus. (This can cause you to actually lose benefits from the feat.) This does not affect your character level, effects based on your character level, HD or skill points.
Prereq 2nd level in a prestige class.
Benefit Select a base class. You add one half of your levels in your prestige class to the effective level of your levels in the base class. This does not affect your character level, effects based on your character level, HD or skill points. If your PrC advances your spellcasting, you may use the progression from this feat or the PrC, whichever is better, but they do not stack.
Prereq caster level of 1 or higher in atleast two classes
Benefit : Select two base classes that are capable of casting spells. You combine the caster levels of both classes to determine your class level. You add one half of your levels in one class to determine spells per day of your levels in the other. If your classes are more than one level apart, you use the lower of the two classes to determine the maximum benefit bonus.