Okay, enough with Cha 
I'm going over the martial artist stuff on my page, and coming up with some new feats for the class. Here's what I've got so far. Comments?
Instinctive Strike
Brawn is nothing compared to the power of the soul. You exemplify this.
Prerequisites: Base attack bonus +8, Weapon Focus, Wis 13+.
Benefit: When using a weapon with which you have Weapon Focus, you may add your Wisdom bonus to your damage rolls in place of your Strength modifier. Unlike your Strength modifier, this bonus to damage is not modified for two-handed melee weapons or off-hand weapons. You do not gain a benefit if the weapon you use does not allow a Strength bonus to damage.
Special: You may take this feat multiple times. Its effects do not stack; each time you take this feat, it applies to a different weapon. You can choose composite bows or unarmed strike as your weapon for the purposes of this feat.
Still Mind
Your inner tranquility aids you in warding off attacks on your psyche.
Prerequisites: Iron Will.
Benefit: You gain a +3 insight bonus to saves against charm and compulsion effects. [Note: this is effectively the monk's still mind; I've upped it to +3 because not everyone gets a good Will save.]
Strike Without Thought
Uniting body and mind with a single purpose, you _know_ where to strike for maximum effect.
Prerequisites: Base attack bonus +12, Instinctive Strike, Iron Will, Power Attack, Still Mind, Weapon Focus, Str 13+, Wis 15+.
Benefit: When using a weapon with which you have Instinctive Strike, your Wisdom bonus and Strength modifier to damage stack.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different weapon. You may choose composite bows or unarmed strike as your weapon for the purposes of this feat.
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Purify Body
By means of meditative techniques, you can purge your body of toxins and other ill-effects.
Prerequisites: Great Fortitude, Concentration skill.
Benefit: Once per day, as a full-round action you can enter a meditative trance. Any Fortitude saving throws that you would have to make are delayed until the end of your meditation. If you meditate for ten minutes, you receive a +10 competence bonus to these saves. If you meditate for twenty minutes or longer, the competence bonus increases to +15. While in your meditative state, you are effectively helpless but aware of your surroundings. You must meditate for at least ten minutes to gain a bonus to your save, and you can maintain your meditation for up to half an hour per level.
Distractions that could cause you to lose your focus require you to make a Concentration skill check to maintain your meditative state (assuming you want to do so). Maintaining your meditation counts as a 4th level spell for the purposes of figuring the DC of the skill check.
At the DM's option, certain exotic poisons and other attacks may exist that are not affected by this feat.
Strength of Will (Su)
By focusing your ki, you can form a last-ditch defense against mental attacks.
Prerequisites: 4th level, Iron Will, Concentration skill, Con 13+, Wis 13+.
Benefit: If you fail a Will saving throw, you can substitute a Concentration skill check for your failed save. The DC for the skill check is the same as that for the original save, and all modifiers that applied to the save also apply to the skill check (substitute your Wisdom modifier for your Constitution modifier). If your skill check is successful, you are treated as if you had made your save. This feat is a supernatural ability, and may be used up to a number of times per day equal to your level divided by 4.
One Body, One Soul
By tapping into the innermost depths of your being, where the mental and physical become one, you are better able to withstand harsh challenges.
Prerequisites: 8th level, Great Fortitude, Iron Will, Purify Body, Strength of Will, Concentration skill, Con 13+, Wis 13+.
Benefit: You can use the higher of your Wisdom and Constitution modifiers for the purposes of calculating your hit point total, and modifying your Fortitude and Will saving throws.
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Resist Elements
Your training has inured you to extremes of heat and cold.
Prerequisites: Base Fortitude save bonus +7, Endurance, Toughness.
Benefit: You gain fire resistance 12 and cold resistance 12.
Iron Skin
Your training has rendered you extraordinarily resistant to physical damage.
Prerequisites: Base Fortitude save bonus +8, Endurance, Toughness.
Benefit: You gain damage reduction 5/–.
It sometimes seems like half the fun of making new feats is thinking up some technobabble handwave for them.

I'm going over the martial artist stuff on my page, and coming up with some new feats for the class. Here's what I've got so far. Comments?
Instinctive Strike
Brawn is nothing compared to the power of the soul. You exemplify this.
Prerequisites: Base attack bonus +8, Weapon Focus, Wis 13+.
Benefit: When using a weapon with which you have Weapon Focus, you may add your Wisdom bonus to your damage rolls in place of your Strength modifier. Unlike your Strength modifier, this bonus to damage is not modified for two-handed melee weapons or off-hand weapons. You do not gain a benefit if the weapon you use does not allow a Strength bonus to damage.
Special: You may take this feat multiple times. Its effects do not stack; each time you take this feat, it applies to a different weapon. You can choose composite bows or unarmed strike as your weapon for the purposes of this feat.
Still Mind
Your inner tranquility aids you in warding off attacks on your psyche.
Prerequisites: Iron Will.
Benefit: You gain a +3 insight bonus to saves against charm and compulsion effects. [Note: this is effectively the monk's still mind; I've upped it to +3 because not everyone gets a good Will save.]
Strike Without Thought
Uniting body and mind with a single purpose, you _know_ where to strike for maximum effect.
Prerequisites: Base attack bonus +12, Instinctive Strike, Iron Will, Power Attack, Still Mind, Weapon Focus, Str 13+, Wis 15+.
Benefit: When using a weapon with which you have Instinctive Strike, your Wisdom bonus and Strength modifier to damage stack.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a different weapon. You may choose composite bows or unarmed strike as your weapon for the purposes of this feat.
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Purify Body
By means of meditative techniques, you can purge your body of toxins and other ill-effects.
Prerequisites: Great Fortitude, Concentration skill.
Benefit: Once per day, as a full-round action you can enter a meditative trance. Any Fortitude saving throws that you would have to make are delayed until the end of your meditation. If you meditate for ten minutes, you receive a +10 competence bonus to these saves. If you meditate for twenty minutes or longer, the competence bonus increases to +15. While in your meditative state, you are effectively helpless but aware of your surroundings. You must meditate for at least ten minutes to gain a bonus to your save, and you can maintain your meditation for up to half an hour per level.
Distractions that could cause you to lose your focus require you to make a Concentration skill check to maintain your meditative state (assuming you want to do so). Maintaining your meditation counts as a 4th level spell for the purposes of figuring the DC of the skill check.
At the DM's option, certain exotic poisons and other attacks may exist that are not affected by this feat.
Strength of Will (Su)
By focusing your ki, you can form a last-ditch defense against mental attacks.
Prerequisites: 4th level, Iron Will, Concentration skill, Con 13+, Wis 13+.
Benefit: If you fail a Will saving throw, you can substitute a Concentration skill check for your failed save. The DC for the skill check is the same as that for the original save, and all modifiers that applied to the save also apply to the skill check (substitute your Wisdom modifier for your Constitution modifier). If your skill check is successful, you are treated as if you had made your save. This feat is a supernatural ability, and may be used up to a number of times per day equal to your level divided by 4.
One Body, One Soul
By tapping into the innermost depths of your being, where the mental and physical become one, you are better able to withstand harsh challenges.
Prerequisites: 8th level, Great Fortitude, Iron Will, Purify Body, Strength of Will, Concentration skill, Con 13+, Wis 13+.
Benefit: You can use the higher of your Wisdom and Constitution modifiers for the purposes of calculating your hit point total, and modifying your Fortitude and Will saving throws.
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Resist Elements
Your training has inured you to extremes of heat and cold.
Prerequisites: Base Fortitude save bonus +7, Endurance, Toughness.
Benefit: You gain fire resistance 12 and cold resistance 12.
Iron Skin
Your training has rendered you extraordinarily resistant to physical damage.
Prerequisites: Base Fortitude save bonus +8, Endurance, Toughness.
Benefit: You gain damage reduction 5/–.
It sometimes seems like half the fun of making new feats is thinking up some technobabble handwave for them.

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