Terraism said:
...both of you mentioned that the problem is, as suspected, the relative dearth of high-level combat feats. Jester, you said you've created a list - care to share? I always like more feats!
You asked for it.

Here's a chunk of homebrewed fighter feats... Some of these come from ENWorld, and there's one copied from Dragon mag... but here's the general/combat-oriented feats imc, with a quickie description of them. If anyone wants the entire feats document, you can get it from the 'Files' section of my campaign's Yahoo group (called Cydra). (There are a lot of other things in there, too, if you care to look.)
ALWAYS READY (General, Fighter) Your skill with a spear makes you always ready to intercept charges.
Prerequisites: Combat Reflexes, Hold the Line, Weapon Focus (any spear)
Benefit: While wielding a spear in which you have Weapon Focus, for damage purposes you are always considered ready to attack a charging opponent. If you hit an enemy that is charging you with your spear, you deal double damage. This feat does not give you any extra attacks, but all attacks that you make on opponents that are charging you are affected.
ARMOR MASTERY (General, Fighter)
You know how to use your armor for maximum protection.
Prerequisite: Armor optimization
Benefit: Choose light, medium or heavy armor (this must be the same as the type you have optimized). When wearing that type of armor your knowledge of how to move allows you to increase its armor bonus by one.
Special: You may take this feat once for each type of armor.
ARMOR OPTIMIZATION (General, Fighter)
You have been trained to move more freely in armor.
Prerequisite: Proficiency with armor type
Benefit: Choose light, medium or heavy armor. When wearing armor of that type its maximum dex bonus is increased by two.
Special: You may take this feat once for each type of armor.
ATTACK FLANKS (General, Fighter)
You have trained to focus your attacks on one foe when you are flanked.
Prerequisites: Base Attack +6, Combat Reflexes, Guard Your Flanks, Iron Will, Lightning Reflexes
Benefit: When you’re flanked you may focus your attention on one of your flanking enemies. That foe receives no benefits of flanking you while the other enemy gains an additional +2 attack bonus and your dexterity and shield bonus don’t apply against that enemy. As soon as flanking is broken your attack flanks posture ends. You may assume the posture on your action or just after you’re flanked (after the enemy’s attack sequence).
Normal: You may not break flanking unless somebody moves.
BLOCK MAGIC (General, Fighter)
You can crouch behind your shield to partially block certain spells.
Prerequisites: Improved Shield Use, Lightning Reflexes
Benefit: When you use a light or heavy shield you gain a dodge bonus to Reflex saves equal to the shield’s shield bonus. This bonus only applies against area spells and spell-like abilities.
BOWL OVER (General, Fighter)
When you bull rush, you can knock creatures down.
Prerequisites: Base attack +6, Improved Bull Rush, Power Attack
Benefit: Whenever you make a successful bull rush against a creature, you may also make a free trip attempt on that creature without triggering an attack of opportunity. If you fail, your opponent may not try to trip you in response. You may not combine Bowl Over with Improved Trip.
BREAK THE LINE (General, Fighter)
Your charges can break an enemy line.
Prerequisites: Base attack +13, Str 13+, Improved Bull Rush, Improved Charge, Masterful Charge, Power Attack, Run
Benefit: When you charge and attack an enemy in a square adjacent to another enemy, if your attack is successful you may make a free bull rush attempt on all enemies in squares adjacent to the one you attacked. If the squares they would occupy at the end of the bull rush are occupied, they fall prone in those squares.
BULLYWUG BREAKDANCE (Tactical)
You have studied the techniques of the bullywugs, who have had leaders that performed frighteningly well with their spears, and have learned several devastating spear techniques.
Prerequisites: Jump (7 ranks), Always Ready, Combat Reflexes, Hold the Line, Skill Focus (jump), Weapon Focus (any spear)
Benefits: Following the bullywug techniques, you gain access to the following three maneuvers:
Death Leap: When you move and jump to attack an enemy from above with your spear you inflict double damage.
Trick Flank: When an enemy moves to attack you and you did not move in your last turn, if you are wielding a spear and there is a square adjacent to you from which you would flank that enemy, you may take a 5’ step and an attack of opportunity on that enemy from flanking as an immediate action. If you choose to take a 5’ step, you must step into flanking, but if multiple squares allow you to flank, you may choose which square to step into. You move and take your attack of opportunity after your enemy finishes moving but before she attacks.
Avoid Charge: When you are being charged and you take an attack on the charger (whether an attack of opportunity, a readied action, or what have you) you may choose to leap away at the last instant instead of taking the attack. You make a Jump check and move the indicated distance perpendicular to the line of the charge; if this carries you out of reach of the charger, his charge continues 15’ or to the limit of his charge range, whichever is less.
BURST OF SPEED (General)
You are able to strike with startling speed.
Prerequisites: Base attack +10, Quickdraw, Quick-Strike
Once per day per point of dex bonus, you may choose to use a burst of speed. On your turn as a free action, declare that you will use this feat; the next round, your initiative is treated as if you rolled a 20. The round after that it returns to its normal point in the initiative cycle. If you use a burst of speed twice in one minute, you become fatigued until you can rest for one minute.
You cannot initiate a burst of speed when you are flat-footed, fatigued or exhausted.
Special: This burst of speed is in addition to your Quick-Strike.
CALLED SHOT (General)
You can place your shot on your foe’s body.
Prerequisite: Sneak Attack +3d6
Benefit: When you successfully sneak attack someone you may choose to take a -2 circumstance penalty to your attack roll and to give up 3d6 sneak attack damage to inflict a penalty to use one chosen body part (one arm or leg, head, or body). If you inflict damage equal to the target’s constitution score you cause a -2 circumstance penalty to all actions taken with that body part. This penalty lasts until the damage is healed. (See the DMG for information on damaging specific body parts.)
Special: A rogue can take Called Shot as a high-level special ability.
CLEAVING SUNDER (General, Fighter)
When you break an enemy’s weapon you may carry through to attack the enemy as well.
Prerequisites: Base attack +10, Str 15+, Cleave, Improved Sunder, Power Attack
Benefit: Whenever you destroy an enemy’s weapon with a melee sunder attack, you may make a cleave attack on the enemy wielding the weapon.
CLING TO LIFE (General)
You can cling to life better than others when you’re dying.
Benefit: You die when your hit points reach a negative total equal to your level plus your constitution.
Normal: You die when your hit points reach -10.
DANCE OF THE GRASSHOPPER (General, Fighter)
You can move around armored enemies to confound their attacks.
Prerequisites: Base attack +16, Dodge, Grasshopper Style, Mobility
Benefit: You gain a dodge bonus to AC against each attacker equal to his armor check penalty as long as you move at least 5’ in a round.
DEADLY SHOT (General, Fighter)
You can attempt difficult but more damaging ranged attacks.
Prerequisites: Dex 13+, base attack +3, Point Blank Shot
Benefit: You may subtract from you attack roll with ranged weapons a number up to your base attack to add half that to your damage. This bonus only applies within 30’.
DEFENSIVE DELAY (General)
You are good at thinking on your feet and reassessing tactics on the fly.
Prerequisites: Dex 13+, Wis 13+
Benefit: You may delay on the defensive, gaining a +2 dodge bonus to AC.
Special: If you have five or more ranks in tumble this bonus increases to +4.
DEFENSIVE FEINT (General)
You can fake your enemies out to avoid attacks of opportunities.
Prerequisites: Cha 13+, Bluff skill
Benefit: When you provoke an attack of opportunity, you may attempt a feint at your enemy in order to avoid the attack of opportunity. You may ready a defensive feint on your turn as a standard action, and you may take it against the next attack of opportunity that would be triggered against you, as long as it is before your next turn.
Special: If you have the Improved Feint feat, you can ready a defensive feint as a move-equivalent action.
Normal: When you successfully feint, you deprive your enemy of his dex bonus to AC against your next attack.
DOUBLE-HANDED POWER BLOW (Fighter)
You know how to swing two-handed weapons for maximum effect.
Prerequisites: 10th-level fighter, Str 15+, Power Attack, Weapon Focus, Weapon Specialization
Benefit: When you fight with a two-handed weapon that you are specialized in, you may add double your strength bonus to damage.
Normal: When you fight with a two-handed weapon, you add one and one-half times your normal strength bonus to damage.
DRIVING CHARGE (General, Fighter)
Your charges can drive enemies back.
Prerequisites: Str 13+, base attack +4, Improved Bull Rush, Power Attack, Power Lunge
Benefit: A successful attack for 10 or more points of damage during a charge allows you to initiate a free bull rush on the foe you damaged without provoking attacks of opportunity from that foe. You may continue moving with the victim of your driving charge to the limits of your bull rush.
EXPERT PARRY (General, Fighter)
You are exceptionally well-trained at fighting defensively.
Benefit: When you fight defensively or take a total defense standard action you get a +1 deflection bonus to your AC. You also reduce the damage the first successful attack on you each round deals by 1 point, 2 if in total defense; this cannot reduce the damage below 1 point.
EXTREME TOUGHNESS (General, Fighter)
You can resist blows that might otherwise prove lethal.
Prerequisites: Base Fort save +8, Toughness
Benefit: Whenever you are subject to a sneak attack, reduce the extra damage it deals by 1d6. Whenever you are affected by a critical hit, reduce its severity by 1d6.
Special: This feat requires the use of the Cydra colorful critical hit variant.
FEINT AND STRIKE (Standard, Fighter)
When you fight with two weapons you are adept at distracting an enemy with one while striking with the other.
Prerequisites: Base attack +3, Bluff skill, Two Weapon Fighting
Benefit: When you are using the full attack action and armed with two weapons you may choose to forfeit all your off-hand attacks and receive a +2 attack bonus with your primary weapon’s first strike. This bonus replaces the normal penalties for fighting with two weapons.
FINAL STRIKE (General, Fighter)
You just don’t know when to quit.
Benefit: When you are downed in combat by being reduced to 0 or fewer hit points or through nonlethal damage, you may take a single attack of opportunity against the foe that dropped you if it is within reach.
FLURRY OF STEEL (General, Fighter)
You are trained in throwing knives, shuriken, darts and other small projectiles at great speed.
Prerequisites: Base attack +6, Point Blank Shot, Rapid Shot
Benefit: When performing a full attack action with light thrown weapons of the same type against targets within a cone you may calculate your iterative attacks at -3 rather than -5, including both attack rolls and number of attacks. For example, if your base attack is +10, you throw light thrown weapons at +10/7/4/1 rather than throwing at +10/5. You may use rapid shot at the same time as a flurry of steel.
Normal: Your iterative attacks are calculated at -5.
FORCEFUL POWER ATTACK (General, Fighter)
You can inflict incredible damage even with light or one-handed weapons.
Prerequisites: Str 13+, Dex 13+, base attack +10, Power Attack, Two Weapon Fighting
Benefit: You may power attack with a light weapon, adding one-half your attack penalty to damage. If you power attack with a one-handed weapon, you add one and one half times your attack penalty to damage.
Normal: You cannot power attack with a light weapon. If you power attack with a one-handed weapon, you add your attack penalty to damage.
FRIGHTENING DISPLAY (General, Fighter)
Your skill with your chosen weapon intimidates your foes.
Prerequisites: Base attack +5, Weapon Focus, Intimidate (1 rank)
Benefit: As a full-round action, you may both make an attack and an attempt to demoralize.
GRANITE JAW (General)
You know how to take a punch.
Prerequisite: Toughness
Benefit: You gain DR2/- against nonlethal damage.
GRASSHOPPER STYLE (General, Fighter)
You are adept at dodging enemies in bulky armor.
Prerequisites: Base attack +10, Dodge
Benefit: You gain a style bonus against one enemy of your choice equal to that enemy’s armor check penalty as long as you move at least 5’ in the round.
GUARD YOUR FLANKS (General, Fighter)
Your combat training has led to a high awareness of enemy flanking techniques and a good defense against them.
Prerequisites: Base attack +6, Combat Reflexes, Lightning Reflexes
Benefit: Whenever an opponent moves into flanking around you, you immediately gain an attack of opportunity against that opponent.
HEAVY ARMOR JUGGERNAUT (General, Fighter)
You are a juggernaut in heavy armor.
Prerequisites: Base attack +8, Armor Mastery (heavy armor), Armor Optimization (heavy armor)
Benefit: When you are dressed in heavy armor you gain a +2 bonus on any strength-based checks. When you charge you get a +3 attack bonus and a -2 AC penalty instead of the normal +2/-2.
HIDDEN THREAT (General, Fighter)
You are unusually capable of quickly drawing and striking when enemies leave you an opening.
Prerequisites: Base attack +3, Quickdraw
Benefit: If you have a melee weapon that you are proficient in on your person in easy reach, you may make attacks of opportunity as if you were armed with that weapon (for purposes of threatened area and such). You may only use this feat with melee weapons with a normal (5’ for medium or small creatures) reach.
HIDE THE SWORD (General)
You can use your cloak to entangle an enemy’s weapon.
Prerequisites: Cha 13+, Int 13+, Combat Expertise, Weapon & Cloak
Benefit: If you are using Weapon & Cloak style and an enemy misses you due to your miss chance from it, you may make a free disarm attempt against them with your cloak without provoking an attack of opportunity. Treat your cloak as a two-handed weapon for purposes of this disarm check.
HILL FIGHTER (General, Fighter)
You are skilled at attacking from higher ground.
Prerequisites: Base attack +2
Benefit: When fighting from higher ground you get a +2 circumstance bonus to hit with melee attacks and a +1 with ranged attacks.
Normal: You gain only a +1 circumstance bonus to melee attacks with a melee weapon for higher ground.
IMPOSSIBLE THROW (General, Fighter)
You can throw a ranged weapon an incredible distance.
Prerequisites: Base attack +7, Far Shot, Point Blank Shot, Power Throw
Benefit: As a full round action you may hurl a single thrown weapon. This impossible throw doubles the thrown weapon’s normal range increment. Moreover, the weapon can travel up to fifteen range increments.
Normal: A thrown weapon can travel a maximum of five range increments.
IMPROVED CHARGE (General, Fighter)
You are extraordinarily accurate when you charge.
Prerequisites: Base attack +1
Benefit: When you charge you get a +1 competence bonus to hit. (This stacks with the normal bonus from charging.)
IMPROVED DEMORALIZE (General, Fighter)
You can intimidate foes in combat to a greater extent than most.
Prerequisite: Cha 13+, Intimidate skill
Benefit: Whenever you make an Intimidate check to demoralize an enemy in combat, you gain a +4 bonus on your opposed roll.
IMPROVED DODGE (General, Fighter)
You are extremely hard to hit when ready for an attack.
Prerequisites: Dex 15+, Dodge, Lightning Reflexes
Benefit: On your turn declare a specific attack (the wyvern’s stinger, the monk’s first unarmed strike, etc.) If that attack targets you, you get a +4 dodge bonus to AC against it.
IMPROVED FLANKING (General, Fighter)
You are expert at covering opponents that you flank.
Prerequisites: Dex 13+, base attack +3, Combat Reflexes, Lock-Step
Benefit: Whenever an opponent you flank takes an attack of opportunity against any target other than you, you may immediately follow up with an attack of opportunity against that enemy.
IMPROVED HIDE THE SWORD (General, Fighter)
Your ability to entangle weapons has gotten much better and you are even able to disarm foes with your cloak.
Prerequisites: Cha 13+, Int 13+, base attack +4, Combat Expertise, Hide the Sword, Improved Disarm, Weapon & Cloak
Benefit: If you win your disarm check when attempting to Hide the Sword, you end up with your enemy’s weapon in hand (as if you’d disarmed them with an unarmed strike). In the happy event that you beat your enemy at this opposed disarm check you may also make an opposed grapple check with your opponent (without suffering an attack of opportunity) to entangle his arm in your cloak, which effectively gives you a hold on your enemy without leaving you considered grappled.
IMPROVED MOBILITY (General, Fighter)
When you move through threatened squares you are almost impossible to hit.
Prerequisites: Base attack +4, Dodge, Mobility
Benefit: You gain a +4 dodge bonus to AC against attacks of opportunity you provoke by moving through a threatened space. This bonus stacks with that gained by Mobility.
IMPROVED MOUNTED COMBAT (General, Fighter)
You are skilled at keeping your mount safe from harm.
Prerequisites: Base attack +5, Mounted Combat, Ride (8 ranks)
Benefit: While you are mounted and not flat-footed, your mount gains a dodge bonus to AC. This bonus is equal to +1/4 ranks in Ride that you have.
IMPROVED RANGED DISARM (General, Fighter)
You are exceptionally good at shooting an enemy’s weapons right out of their hands.
Prerequisites: Dex 15+, base attack +8, Ranged Disarm
Benefit: You suffer only a -2 penalty to ranged disarm attempts.
Normal: You may only attempt a disarm with a melee attack.
IMPROVED SHIELD USE (General, Fighter)
You are especially adept with your shield.
Prerequisites: Shield proficiency
Benefit: When you use a light or heavy shield in combat, its shield bonus increases by +1 as long as you are not flat footed.
IMPROVED SINGLE WEAPON STYLE (General, Fighter)
Your skill with a single weapon and an empty hand is amazing.
Prerequisites: Base attack +2, Single Weapon Style
Benefit: When you fight with a weapon in one hand and a free hand, you gain a +1 style bonus on Bluff checks to feint in combat, Intimidate checks to demoralize opponents, opposed disarm checks and attacks of opportunity. You also gain a +2 style bonus to AC (this does not stack with the bonus from Single Weapon Style).
IMPROVED STAPLING SHOT (General, Fighter)
You can pin creatures to nearby surfaces with piercing missile weapons.
Prerequisites: Dex 15+, base attack +6, Point Blank Shot, Precise Shot, Stapling Shot, Weapon Focus
Benefit: You can fire stapling shots at a -4 penalty at targets within 30’. If successful one of the victim’s limbs is stapled to a wall or floor nearby (Ref DC equal to your attack roll indicates damage only). You cannot get sneak attack damage on this shot, since you are intentionally targeting a less vulnerable area on your enemy. A stapled target cannot move from her position loses all dex bonuses to AC. She can free herself with a strength check (DC equals the damage dealt, disregarding bonus dice of damage) as a standard action, by destroying the arrow, or automatically as a full-round action. Getting free by making a strength check or by destroying the arrow inflicts 1d4 hp of damage to the stapled victim. All other requirements and restrictions of a stapling shot apply normally.
You also suffer only a -2 penalty on your attack roll with a standard stapling shot.
Special: When you staple someone you cannot place your shot for maximum damage, so you cannot apply sneak attack damage, specialization or point blank shot bonuses. All other bonuses apply normally (such as weapon mastery).
IMPROVED TANDEM FIGHTING (General, Fighter)
Your combat teamwork makes you and your allies extraordinarily deadly.
Prerequisites: Base attack +9, Bluff skill, Combat Reflexes, Dual Strike, Tandem Fighting
Benefit: If you and an ally with the Tandem Fighting feat flank an enemy, each round you may feint in combat in order to deny your foe his dex bonus against both your next attack and your ally’s next attack.
INCREDIBLE CRITICAL (Fighter)
You can inflict terrible wounds on your enemies.
Prerequisites: 15th-level fighter, Improved Critical, Lethality, Severe Critical, Weapon Focus, Weapon Specialization
Benefit: When you score a critical hit with any weapon in which you have all of the prerequisite feats that affect only a single weapon, you may add 2d6 to the severity of it.
Special: This feat requires the use of the Cydra colorful critical hit chart.
INSTANT STAND (General)
You can leap up from the ground with astonishing speed.
Prerequisites: Dex 15+
Benefit: As long as you are not flat-footed, you can stand up as an immediate action without provoking an attack of opportunity. Also, when you are prone and not denied your dex bonus, enemies receive only a +2 circumstance bonus to hit you with melee weapons.
Normal: Standing up is a move-equivalent action that provokes attacks of opportunity. When you are prone enemies gain a +4 circumstance bonus on attack rolls against you.
INTIMIDATING KILL (Fighter)
When you kill an enemy, his allies are intimidated.
Prerequisites: 8th-level fighter, Improved Demoralize
Benefit: Whenever you kill an enemy in melee, you may make an immediate attempt to demoralize all of his allies within 30’ as a free action. You make a single Intimidate roll against the entire group; each defender checks to resist separately.
KNOCK-BACK (General, Fighter)
The force of your blows can knock enemies away from you.
Prerequisites: Str 15+, Improved Bull Rush, Power Attack
Benefit: Whenever you damage an enemy with a melee attack, you may choose to attempt to knock it back away from you a number of feet equal to your natural reach (due to size). If you decide to do so, make an opposed strength check with the victim of your blow. For every size category above Medium, you and your opponent add +4 to your rolls; for every size category below Medium, you and your opponent take a -4 penalty to your rolls. If you succeed, you knock your enemy directly away from you. This movement does not trigger attacks of opportunity from you, but other creatures may take attacks of opportunity on the victim of your knock-back if applicable.
LAUGH IN THE FACE OF DEATH (General, Fighter)
Your ability to laugh in the face of death daunts your enemies.
Prerequisites: Base attack +15, Intimidate (1 rank)
Benefit: When you are reduced to less than half of your hit points, any enemies within 20’ of you suffer a -1 morale penalty on attack rolls, weapon damage and saving throws as long as you have attacked within the last round.
LETHALITY (Fighter)
You are extraordinarily lethal with your chosen weapon and are adept at slaying your foes in a single blow.
Prerequisites: 12th-level fighter, Improved Critical, Weapon Focus, Weapon Specialization
Benefit: Whey you roll a natural 20 on a roll to confirm a threat your opponent must make a Fort save against the damage you deal or die instantly. (You cannot kill a creature unless you are inflicting real damage.)
LOCK SHIELDS (General, Fighter)
You can lock your shield with those of your companions on either side to provide cover.
Prerequisites: Base attack +3, Dual Strike, Improved Shield Use
Benefit: To use this feat all allies locking shields must have it. You and your allies stand in a straight line and form a shield wall. You must be using large shields to perform this maneuver (small shields and bucklers are too small and tower shields already provide cover). All members of the shield wall have 50% cover (+4 bonus to AC) in lieu of their normal shield bonus. You and your allies also receive a +4 bonus to opposed checks that would break the wall, including bull rushes, grapple checks, etc.
While locking shields you and your companions must move together at a speed no greater than a normal move for the slowest member of the group.
LOCK-STEP (General, Fighter)
You can move with your enemies to keep them threatened.
Benefit: When an enemy you threaten takes a 5’ step you can immediately take a 5’ step with it (in the same direction) as an immediate action. Lock-step does not allow you to take a step in a round in which you have already done so.
LUNGE (General, Fighter)
You are skilled at making unexpectedly rapid strikes.
Prerequisites: Base attack +2
Benefit: You may move 10’ in a straight line and make a full attack, but are considered flat-footed for one round.
MASTERFUL CHARGE (General, Fighter)
Your charges are incredibly powerful.
Prerequisites: Base attack +4, Improved Charge, Run
Benefits: When you charge, you can move three times your normal speed. Your threat range increases by one while you charge (this stacks with all other threat range increasing feats and effects).
MASTERFUL EXPERTISE (General, Fighter)
Your skill at defense is incredible.
Prerequisites: Int 13+, base attack +12, Combat Expertise, Superior Expertise
Benefit: When you use your Combat Expertise, you add one and a half times your attack penalty to your AC.
Normal: Combat Expertise adds your attack penalty to your AC.
MERCIFUL BLOW (General)
Your kind nature allows you to use weapons non-lethally.
Benefit: You may strike for subdual damage without penalty when attacking with weapons.
Normal: You suffer a -4 attack penalty when you strike to subdue.
MIGHTY BLOW (General, Fighter)
Your blows can knock your foes off balance.
Prerequisites: Str 13+, base attack +4, Power Attack
Benefit: Whenever you deal damage at least equal to a creature’s strength score with a single melee attack, the victim suffers a -1 penalty to AC for one round as it is rocked back and thrown somewhat off-balance. (The effects of multiple blows don’t stack.)
NEVER DROP YOUR GUARD (General, Fighter)
You can perform many actions without dropping your guard that others cannot.
Prerequisites: Base attack +14
Benefit: You do not provoke attacks of opportunity for sheathing weapons, standing up from prone, retrieving stowed items or moving 10’ or less in a round.
OVERWATCH (General, Fighter)
You can ready a missile weapon and cover a specific area outside of initiative.
Prerequisites: Dex 13+, Far Shot
Benefits: You can cover an area of up to your dex bonus in adjacent 5’x5’ squares with a ready action with a missile weapon, even outside of initiative. You may then fire a single shot as a partial action before surprise is checked for.
Normal: You cannot ready an action outside of the regular initiative system.
OVERWHELMING SUNDER (General, Fighter)
When you sunder an enemy’s weapon, you can knock your foe prone.
Prerequisites: Base attack +15, Str 15+, Cleave, Cleaving Sunder, Improved Sunder, Power Attack
Benefit: If your cleave attempt from Cleaving Sunder hits, you may make a free trip attempt on your opponent.
Special: You may not combine an Overwhelming Sunder with Improved Trip.
PARRY ARROWS (General, Fighter)
You are skilled at knocking projectiles aside with your weapon.
Prerequisites: Base attack +4, Lightning Reflexes, Weapon Focus
Benefit: When using a weapon you have weapon focus in, you are considered to have the deflect arrows feat except that you use your weapon rather than an open hand to deflect projectiles. You can deflect projectiles of up to your weapon’s size.
PENETRATE COVER (General, Fighter)
You ignore an enemy’s cover by smashing right through it.
Prerequisites: Str 17+, Improved Sunder, Power Attack, base attack +12
Benefit: You can ignore an enemy’s cover by smashing through it with a melee weapon. Roll damage against the cover before rolling to hit; if this is sufficient to smash through the cover’s hardness and hit points, your enemy gains no AC bonus from less than 100% cover. If the enemy was under total cover, he gains only a +4 cover bonus to AC. After checking to see if you penetrate the cover, roll to hit normally against your enemy.
PIERCING CHARGE (General, Fighter)
You can charge through one enemy and into another.
Prerequisites: Base attack +12, Improved Charge, Masterful Charge Run, Supreme Charge
Benefit: If you drop your target when you charge, you may continue the line of your charge up to your maximum charge distance and attack any one other enemy in the line of your charge.
POISED BLOW (General, Fighter)
You are adept at keeping a battle moving while you wield a single weapon in one hand.
Prerequisites: Base attack +4, Dex 13+, Improved Single Weapon Style, Single Weapon Style
Benefit: If you have a weapon in one hand and a free hand and all you do in a round is make a single melee attack and then take a normal move, the square that you start in does not count as threatened for purposes of attacks of opportunity (just as if you had only moved for the round).
POLE ARM STYLE (General, Fighter)
You wield a pole arm with professional technique, dispatching foes with your reach.
Benefit: When you wield any pole arm, you gain a +1 style bonus on attack rolls made as attacks of opportunity.
QUICK-SHEATH (General, Fighter)
You can sheath a weapon in the blink of an eye.
Prerequisites: Base attack +3, Quick-Draw
Benefit: You can sheath a weapon as a free action. Doing so does not provoke attacks of opportunity.
Normal: Sheathing a weapon is a move-equivalent action that provokes attacks of opportunity.
QUICK-STRIKE (General, Fighter)
You know how to initiate battle with astonishing speed.
Prerequisites: Improved Initiative, Quickdraw
Benefit: In the first round of combat in which you can act, your initiative is treated just as if you had rolled a 20. Roll normally the second round.
RANGED CLEAVE (General, Fighter)
Your ranged attacks can fly through an opponent you kill and into another.
Prerequisites: Base attack +10, Dex 13+, Deadly Shot, Point Blank Shot
Benefit: If you kill an enemy within 30’ with your ranged attack you may make a second attack with it on an enemy within a 30’ cone extending directly away from the foe you dropped. Roll the second attack with a -6 penalty relative to the original attack. The cleave shot gains no precision-based damage bonuses you may have (such as sneak attack, favored enemy, specialization, point blank shot, etc).
RANGED DISARM (General, Fighter)
You can shoot an enemy’s weapon from their hands.
Prerequisites: Base attack +4, Dex 15+, Point Blank Shot, Precise Shot
Benefits: You can attempt a disarm with ranged attacks within 30’, albeit at -4 to your attack roll.
Normal: You can only attempt a disarm with melee attacks.
RECKLESS OVEREXTENSION (General, Fighter)
You can overextend your defense to increase your reach with long weapons.
Prerequisites: Base attack +11, Str 13+, Dex 13+
Benefit: When you wield a two-handed weapon, at the start of your turn you may choose to take a -4 on your attack rolls and AC for one round to extend your reach by 5’. If you do this, you lose the ability to attack in the 5’ squares nearest to you.
RESILIENCE (General)
You are extremely resistant to attacks.
Prerequisites: Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Benefit: You gain +1 to all saves, a +1 natural armor bonus and 5 hp.
RIPOSTE (General, Fighter)
You are skilled at deflecting blows and quick counterattack.
Prerequisites: Combat Expertise, Weapon Finesse
Benefit: When you are wielding a finessed weapon and a melee attack misses you because of your expertise bonus, you may take an immediate attack of opportunity on the attacker.
SECOND WIND (General)
You can ignore or reduce the effects of fatigue, exhaustion or nonlethal damage for a time.
Prerequisites: Endurance
Benefit: Whenever you become fatigued or exhausted, or if you suffer nonlethal damage, you can choose to gain a second wind. You can use this ability a number of times per day equal to your con bonus, but no more often than once per hour. A second wind lasts for ten minutes. If you are fatigued, you may ignore the effects of fatigue for the duration of your second wind. If you are exhausted, you may act as if fatigued for the duration of your second wind. If you have suffered nonlethal damage, you may ignore half of it, to a maximum number of points equal to you constitution score, for the duration of your second wind.
SEIZE OPPORTUNITY (General, Fighter)
“Spring attack this!”
Prerequisites: Combat Reflexes, Lock-Step
Benefit: You are able to seize opportunities to attack foes that other can’t. You must make a Ref save to seize some opportunities, while other methods of avoiding attacks of opportunity become more dangerous around you. The DC of various opportunities is determined as follows:
-Adjustment (5’ step): DC 5
-Tumbling opponent: Tumble check DC increases by +10.
-Spring Attack: DC 10
-Opponent combat casting: Concentration check DC increases by +10.
If your Ref save fails it still counts as using one of your attacks of opportunity for the round. You may only attempt to seize one opportunity per round.
SERPENT STRIKE (General, Fighter)
You are deadly when a foe gives you multiple openings.
Prerequisites: Base attack +15, Combat Reflexes, Expert Tactician
Benefit: If you hit an enemy with two attacks of opportunity in the same round, the second (and all following) attack of opportunity does double damage.
SEVERE CRITICAL (Fighter)
Your critical hits are more crippling than they would otherwise be.
Prerequisites: 8th-level fighter, Improved Critical, Weapon Focus, Weapon Specialization
Benefit: When you score a critical hit with any weapon in which you have all the prerequisites, you may add 1d6 to the severity of it.
Special: This feat requires the use of the Cydra colorful critical hit chart.
SHIELD MASTERY (General, Fighter)
You can use your shield extremely well and are very adept at blocking blows with it.
Prerequisites: Base attack +8, Improved Shield Use, Shield Expert
Benefit: When using a shield against a melee opponent, you may sacrifice one attack to make an opposed attack roll to block a single attack of the enemy as a ready action. You ready the shield-block as part of a full attack action and use the iterative attack you sacrificed on your attack roll. All your bonuses with your shield apply to this roll, including its enhancement bonus, your improved shield use bonus, etc, but the shield-block takes the place of your regular shield bonus for the round (you lose your shield bonus otherwise).
SHIELD WALL (General, Fighter)
You are trained to use your shield to control movement on the field of battle.
Prerequisites: Improved Shield Use, Shield Expert
Benefit: When you are wielding a shield and hit someone with an attack of opportunity caused by their movement you may halt their movement in the square in which you hit them.
SHRUG IT OFF (Fighter, General)
You can shrug off a fantastic amount of punishment for short periods.
Prerequisites: Base attack +12, Great Fortitude
Benefit: Once per day per point of con bonus, as an immediate action you may invoke your mastery of yourself in order to gain damage reduction for one round. This DR’s value is equal to your con bonus, and it stacks with all other DR. This DR cannot be overcome (it is DR x/-, where x is your con bonus), but it only applies against attacks you are aware of.
SIDESTEP (General)
You can adjust your position when enemies are not prepared to respond to you.
Benefit: You may take a 5’ step in lieu of an attack of opportunity as long as no opponent threatening you is not provoking an attack of opportunity. This sidestep does not count as your attack of opportunity for the round. You may not sidestep in a round in which you have already taken a 5’ step since your last action began.
SLIDING GRIP (General, Fighter)
You are well-trained in the use of a specific pole arm at close range.
Prerequisites: Str 13+, Dex 13+, Weapon Focus (any pole arm)
Benefits: When using a pole arm you have weapon focus in, at the beginning of your turn you may choose to shift your grip to attack and threaten 5’ less than normal for the weapon’s reach.
SINGLE WEAPON STYLE (General, Fighter)
You are trained to fight with a weapon in one hand and an empty hand.
Benefit: When using a one-handed weapon and a free hand, you gain a +1 style bonus to AC and attack rolls.
SLOW & STEADY (General, Fighter)
When using a pole arm, you move deliberately, sacrificing speed for accuracy.
Prerequisite: Weapon Focus (any pole arm)
Benefit: When using a pole arm you have weapon focus in, you may choose to shift your initiative down two, four or six and gain a competence bonus to attack rolls equal to half that (+1, 2 or 3). You cannot shift your initiative below 0 with this feat.
SPINNING HAFT (General)
You can use a long-hafted weapon as a spinning shield against missiles.
Prerequisites: Str 13+, Dex 13+, Sliding Grip, Weapon Focus (longspear, quarterstaff or any pole arm)
Benefit: When fighting defensively or taking a total defense action with a pole arm, quarterstaff or longspear, you gain a +3 deflection bonus to your AC vs. missiles.
STAPLING SHOT (General, Fighter)
You can use ranged piercing weapons to staple a target’s clothes to a nearby wall or the ground.
Prerequisites: Dex 13+, Precise Shot, proficiency in weapon
Benefit: You can fire a shot with a bow, crossbow, dart, spear or javelin with a -4 penalty to staple an opponent to the floor or to a nearby wall (or other similar surface). If the surface has a hardness above your weapon’s damage the stapling shot fails (so wooden furniture or similar objects are sometimes better choices for a stapling attempt than stone walls). A stapled creature suffers no damage but cannot move from the spot they are stapled in and loses their dex bonus until freed. To free itself, a creature must either spend a full round action, destroy the arrow or bolt stapling them to the spot, or make a successful Strength check, DC equal to 10 + base attack bonus + weapon enhancement bonus.
STUDY ENEMY (Fighter)
You can study your enemies in melee in order to gain bonuses against them.
Prerequisites: Fighter level 12, Combat Expertise, Power Attack, Sense Motive (1 rank)
Benefit: You may spend a standard action to study a specific foe for one round. Thereafter, on your next two turns, any melee attacks you make against that enemy gain additional bonuses from your Combat Expertise and Power Attack feats, as if you had taken an additional -1 to attack for each one (even if you take no attack penalty with either).
SUPREME CHARGE (General, Fighter)
You can attack those near the line of your charge.
Prerequisites: Base attack +10, Improved Charge, Masterful Charge, Run
Benefit: Whenever you charge you may take an attack of opportunity on any one enemy within reach at any point before the last 10’ of your charge. All your charge bonuses apply to this attack of opportunity.
SWITCH HANDS (General, Fighter)
You are adept at shifting your weapon from one hand to the other in combat to catch your foe unaware.
Prerequisite: Single Weapon Style
Benefit: If you shift your weapon from one hand to the other, you gain a +4 circumstance bonus on your bluff check to feint in combat. Furthermore, if your feint succeeds, you gain a +2 circumstance bonus on your attack roll. You may use this feat on a given opponent more that one per combat but he receives a +2 circumstance bonus on all sense motive checks after the first one. Using this feat allows you to switch hands as part of your feint action.
Normal: Switching hands is a move-equivalent action.
TACTICAL INITIATIVE (General)
You react with your mind, not your body.
Benefit: You may use your int modifier to initiative.
Normal: You use your dex modifier for initiative.
TACTICIAN (General)
You replace brute strength with cunning and intuition.
Prerequisites: Int or Wis 13+
Benefit: You may select feats as though you had a strength of 13.
TANDEM FIGHTING (General, Fighter)
Your teamwork in combat allows you extra attacks.
Prerequisites: Base attack +6, Combat Reflexes, Dual Strike
Benefits: If you and an ally both have this feat and are flanking your opponent, you may each make one extra attack at the flanked opponent each round at your highest attack bonus. If you choose to do so, all your attacks for the round suffer a -4 penalty.
THROWING STYLE (General, Fighter)
You are familiar with techniques for using weapons that can be thrown effectively.
Benefit: When you are armed with a weapon that is designed both to be used in melee and for throwing (including light hammers, throwing axes, daggers and spears), you do not provoke attacks of opportunity when throwing that weapon.
VETERAN (General)
Years of experience have developed your instincts.
Prerequisites: 10th level
Benefit: You may select feats as though you had a wisdom score of 15.
VITAL STRIKE (General, Fighter)
Your strikes are uncannily accurate, causing great damage.
Prerequisites: Base attack +2, Weapon Finesse
Benefit: When attacking with a finessed weapon you may add your dex bonus to damage in place of your strength bonus.
Normal: You always use your strength bonus to damage.
WALLS OF METAL (General, Fighter)
Your mastery of heavy armor is so great that you can absorb a great amount of damage with your armor.
Prerequisites: Base attack +15, Armor Mastery (heavy armor), Armor Optimization (heavy armor), Heavy Armor Juggernaut
Benefit: When you are wearing heavy armor and you suffer a critical hit, the critical multiplier is reduced by one and the severity is reduced by 1d6.
WEAPON & CLOAK STYLE (General, Fighter)
You have been trained to use a one-handed weapon and a cloak in your off-hand, swirling it to baffle your enemies.
Prerequisites: Cha 13+ [it takes balls to use this style]
Benefit: You ready a cloak as you would a shield. You can do this as part of a normal move. On your turn choose one enemy that you can see. Against that foe you gain some concealment (10% miss chance).
WEAPON & SHIELD STYLE (General, Fighter)
You are extremely capable with a weapon and shield.
Benefit: When you fight with a shield in one hand and a weapon in the other and you are not flat-footed, you gain a +2 style bonus to your AC against attacks of opportunity and ranged attacks.
WEAPON MASTERY (Fighter)
You are a master of a specific weapon.
Prerequisites: 10th-level fighter, Weapon Focus, Weapon Specialization
Benefit: Choose one weapon you already have specialization in. Before each attack roll with you mastered weapon you may allocate a total of +2 to attack and damage rolls. For example, you could declare a +2 to attack, a +2 damage bonus, or a +1 on each. You may change your mastery bonus around with each attack roll. Unlike specialization, a damage bonus from mastery applies even past 30’ with a ranged weapon.
WEAPON TRAP (General, Fighter)
You can pin an enemy’s weapon so that she can’t use it.
Prerequisites: Int 13+, Combat Expertise
Benefit: You can perform a special weapon trap maneuver. Treat this as a disarm attempt except that, instead of knocking the weapon out of your enemy’s hand you pin it against a nearby surface or your enemy’s own body or equipment. You can attempt to trap a natural weapon but your foe gets a +4 circumstance bonus on his opposed checks, both to avoid being trapped and to free their limb. Each round you must make a strength check opposed by your enemy’s strength or dex, whichever is better, or by an escape artist check if you’ve trapped natural weaponry. Your opponent can also escape a weapon trap by moving out of your reach. You are not considered to be threatening with a weapon while you have it trapped.
WHIRLWIND DEFENSE (General, Fighter)
You can dodge attacks from multiple foes with unnerving ability.
Prerequisites: Dex 15+, Dodge, Mobility
Benefit: For every point of dex bonus you have, you may apply your AC bonus from the Dodge feat against an extra opponent.
If you have the Elusive Target tactical feat (from Complete Warrior) you must still designate a specific target for its benefits to function against.