Here's a couple of feats for Blood and Vigilance....
Lightning Fists
You are able to deliver a flurry of hand strikes.
Prerequisite: Improved Unarmed Combat, at least one point of Superhuman Dexterity
Effect: You may deliver a number of hand strikes equal to your Dexterity modifier at a –2 penalty to your highest attack bonus, to a single target.
Special: Only roll the attack die, once. You either hit with all or you hit with none. This is an attack to which you commit all or nothing, if you miss with this special attack, you are considered flat-footed until your next action. This maneuver may only be performed a number of times per day equal to your Constitution modifier, minimum of one time per day.
Lightning Feet
You are able to deliver a flurry of kicking strikes.
Prerequisite: Improved Unarmed Combat, at least one point of Superhuman Dexterity
Effect: You may deliver a number of kicking strikes equal to your Dexterity modifier at a –2 penalty to your highest attack bonus, to a single target.
Special: Only roll the attack die, once. You either hit with all, or you hit with none. This is an attack to which you commit all or nothing, if you miss with this special attack, you are considered flat-footed until your next action. This maneuver may only be performed a number of times per day equal to your Constitution modifier, minimum of one time per day.
And here's a couple of powers...
Energize Item
You possess the ability to energize an object for an explosive effect. When you energize an object, it will explode in 1 round per 2 power points invested in the power, for a timed effect, or whenever the object is struck or strikes another object, whichever is soonest.
Duration: Special
Activation Time: Special
Range: Touch
Exclusivity: Exclusive
The character can affect items of one size category per power point invested in this power.
The activation time is based on the size of the object: one action per 2 size categories.
Energy Explosion: The object explodes doing 1d6 per 2 power points energy damage to everything within a 10 foot radius per size category of the object above tiny.
Physical Explosion: The object explodes, doing 1d6 per 2 power points physical damage to everything within a 10 foot radius per size category of the object above tiny.
General Stunt: Increase damage to the next higher die. d6 becomes d8, d8 becomes d10, d10 goes to the maximum of d12...
Martial Superiority
You possess superior attack abilities.
Duration: Permanent
Activation Time: Free
Range: Personal
Exclusivity: General
Ranged Superiority: For every 2 power points invested in this power, you gain a +1 competence bonus to your ranged attacks.
Melee Superiority: For every 2 power points invested in this power, you gain a +1 competence bonus to your melee attacks.
General Stunts: Ranged attacks increase to the next multiple for crit damage (from x2 to x3, from x3 to x4, and so forth).
Hand to hand damage increases to the next larger die (from d4 to d6, from d6 to d8, and so forth) to a maximum of 1d12.
Thoughts? Comments? Suggestions?