New Feats

Will be posted once cleaned up. I need to include the Knight/Armiger feats that are going to be open to everyone as well as the throwing weapon feats from the Hulking Hurler.




Alchemical Strike
Type: Combat
Requirements: +6 BAB
Benefit: When throwing a single alchemical item as a full-attack action, you increase the DC of any effects associated with that alchemical item by 2. When your base attack bonus reaches +11 and every 5 points of bonus thereafter, increase the saving throw DC of the alchemical item by an additional 2.
Special: An alchemist can take this feat in place of an alchemist discovery. He does not need to meet its prerequisites. The alchemist uses his class level, rather than the base attack bonus granted by the alchemist class, to calculate his total base attack bonus for the purposes of determining the bonus granted by this feat.




Anticipate Dodge
Type: Combat
Requirements: +7 BAB, Dodge, Mobility
Benefit: Gain a +2 bonus on attack rolls against creatures with a dodge bonus. The target must be within 10' and this effect lasts for 18 seconds.




Artful Dodge
Type: Combat
Requirements: Int 13
Benefit: If you are the only character within 20' of an opponent, you gain a +1 dodge bonus to AC for 18 seconds.




Blind-Fight, Improved
Type: Combat
Requirements: Blind-Fight, Spot 10
Benefit: You reduce any concealment the target has by 20% for 30 seconds. This ability has a 30s cooldown.




Blind-Fight, Greater
Type: Combat
Requirements: Blind-Fight Spot 15
Benefit: You reduce any concealment the target has by 40% for 30 seconds. This ability has a 30s cooldown. This ability replaces Improved Blind-Fight.




Bloody Assault
Type: Combat
Requirements: Str 13, Power Attack, BAB +6
Benefit: You can choose to take a -5 penalty on attack rolls in order to add the Wounding property to your equipped weapons.




Coordinated Shot
Type: Combat
Requirements: Point Blank Shot
Benefit: When an ally with this feat is within 10' of a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe. This bonus lasts for 18 seconds.




Concentrated Splash
Type: Combat Mode
Requirements: Precise Shot
Benefit: When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage. If you do, the damage dealt to the target of the direct hit increases by 50%. This damage is multiplied on a critical hit. This is an activated mode.




Covering Defense
Type: Combat
Requirements: Shield Specialization, BAB +6
Benefit: Provide 20% concealment to an ally who is using total defense. This ability lasts for 18s and has a 30s cooldown.




Dazing Assault
Type: Combat
Prerequisites: Str 13, Power Attack, BAB +11
Benefit: You can choose to take a –5 penalty on all attack rolls to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. This ability has a 30s cooldown.




Dazzling Display 
Type: Combat
Prerequisites: BAB +2
Benefit: While wielding a weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.



Deadly Aim
Type: Combat Mode
Requirements: Dex 13, BAB +1
Benefit: Power Attack for Ranged Weapons. XXX




Desperate Battler
Type: Combat
Benefit: Gain +1 morale bonus on attack and damage when there are no allies within 100' for 18s. This ability has a 30s cooldown.




Drag Down
Type: Combat
Prerequisites: Improved Knockdown
Benefit: If you are knocked down by a foe, you can attempt to knockdown your foe in return.




Focused Shot
Type: Combat
Prerequisites: Int 13, Precise Shot
Benefit: Add Int modifier on damage rolls with bows or crossbows




Intimidating Prowess
Type: Combat
Prerequisites: Str 13, Cha 13
Benefit: Add Str to Intimidate in addition to Cha




Precise Strike
Type: Combat
Prerequisites: Dex 13, BAB +1, Teamwork Feat X
Benefit: Gain +1d6 of sneak attack if you do not already have the ability.




Ranged Knockdown
Type: Combat
Prerequisites: Dex 13, BAB +1, Deadly Aim
Benefit: Gain +1d6 of sneak attack if you do not already have the ability.




Reckless Aim
Type: Combat
Prerequisites: Point Blank Shot, Precise Shot
Benefit: Take a –1 penalty to AC and gain a +2 competence bonus on attack roll with a ranged attack against opponent engaged in melee with an ally. The ally must be within 10' of the enemy in order to get this bonus. This ability has a 12s duration with an 18s cooldown.





Stumbling Bash
Type: Combat
Prerequisites: Improved Shield Bash, Shield Specialization, BAB +6
Benefit: Creatures struck by your shield bash take a –2 penalty to their AC for 6s.




Sympathetic Rage
Type: Combat
Prerequisites: Con 12
Benefit: If any ally within 20' is raging, you also enter a rage-like state. This minor rage grants you a +2 Str and Con bonus and has the fatigue like Rage.




Two-Handed Thrower
Type: Combat
Prerequisites: Str 15
Benefit: Gain 1/2 of your Str bonus as additional damage when using throwing axes with nothing in the offhand.


Discipline
A hard life caught between two disparate worlds has led to incredible focus and tenacity.
Type of Feat: Skills and Saves
Prerequisite: Half-Elf
Benefit: You gain a +2 bonus with all skills.


New Feat: Rejuvenate Spirits
You turn your spiritual energy into a healing wave for your allies.
Prerequisites: Chastise Spirits
Benefit: You may expend two uses of Chastise Spirits to generate a healing wave of energy that heals any allies (except yourself) within 30' for a number of d4 equal to half your class level. This ability has no affect on the undead.


New Feat: Selective Shaping
Your mastery of magic has allowed you avoid your allies with your damage spells.
Prerequisites: Empower Spell, Maximize Spell, Extend Spell
Your spells no longer damage allies. Note that spells which hinder movement or similar effects are not affected by this ability.


Master Healer
Prerequisite: Imbued Healing, Healing Domain
Benefit: All of your healing spells are maximized and then empowered.


New Feat: Sacred Touch
Your faith has granted you another use of your Lay on Hands ability.
Prerequisites:
Adds a third use of Lay on Hands (requires Paladin 5) and allows CotSF and Templar levels to count for Lay on Hands.


New Feat: Heroic Swagger
You swagger with the skill of a true hero that is not entirely based on bravado.
Prerequisites: Swashbuckler 5
Benefit: You gain the benefits of the Heroism spell at all times. These benefits improve to those of Greater Heroism once you obtain 13 levels in Swashbuckler.
Note: This feat has no effect if you have any fighter or weapon master levels.


New Feat: Dazzling Combatant
Your panache in battle coupled with your skill allows your improved reaction ability to last longer.
Prerequisites: Improved Reaction, Swashbuckler Dodge
Benefit: Your Improved Reaction ability now lasts 2 rounds for every level of Swashbuckler, Dervish, and Duelist you have.
Note: This feat has no effect if you have any fighter or weapon master levels.


New Feat: Dazzling Offense
Your dazzling combat skills continue to improve, especially offensively.
Prerequisites: Improved Reaction, Swashbuckler Dodge, Dazzling Combatant
Benefit: You gain a bonus on attack rolls equal to half your Intelligence modifier (if any), maximum +4. This ability will not work if you have any levels in assassin.
Note: This feat has no effect if you have any fighter or weapon master levels.


New Feat: Swaggering Dance
Your whirling dance of death takes on a new flair for the dramatic as you swagger about the battlefield.
Prerequisites: Swashbuckler Dodge, Dervish Dance
Benefit: For every 3 levels of Swashbuckler you have, your Dervish Dance bonus improves by +1 (maximum +5 bonus).
Note: This feat has no effect if you have any fighter or weapon master levels.


New Feat: Arcane Bloodline
Your bloodline has a history of strong arcane magic.
Prerequisites: Summon Familiar
Benefit: You activate Reserve feats as though the highest spell level available was 2 higher than normal (maximum spell level of 9).


Combat Focus
Type of Feat: General
The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness.
Prerequisite: Wis 13
Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of battle. The focus lasts for 10 rounds, +1 additional round per combat form feat you have and has a 3 minute cooldown on use.
While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.
Special: A fighter can select Combat Focus as one of his fighter bonus feats.
Use: Selected.


Combat Stability
Type of Feat: General
When you maintain your combat focus, you become difficult to disloge. Your muscles lock into an unyielding position.
Prerequisite: Combat Focus, BAB +3
Benefit: You gain immunity to knockdown while you maintain your combat focus.
Special: A fighter can select Combat Stability as one of his fighter bonus feats.
Use: Automatic.


Combat Defense
Type of Feat: General
The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense with careful, precise maneuvers.
Prerequisite: Combat Focus, Dex 13, Dodge, BAB +6
Benefit: While maintaining your combat focus, you gain a +1 dodge bonus to AC.
Special: A fighter can select Combat Defense as one of his fighter bonus feats.
Use: Automatic.


Combat Vigor
Type of Feat: General
When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.
Prerequisite: Combat Focus, BAB +9
Benefit: While you maintain your combat focus, you gain regeneration 2. If you have three or more combat form feats, the benefit of this feat improves to regeneration 4.
Special: A fighter can select Combat Vigor as one of his fighter bonus feats.
Use: Automatic.


Called Shot
Type of Feat: General
Your skill with ranged weapons lets you score hits others would miss due to an opponent's cover.
Prerequisite: BAB +3, Point Blank Shot
Benefit: Your target no longer benefits from concealment for two rounds. This ability is instant and has a five-round cooldown.
Special: A fighter can select Called Shot as one of his fighter bonus feats.
Use: Automatic.


New Feat: Dirgesinger
Your weave the oral history and traditions of your tribe into your bardic performances.
Prerequisites: Rage 2/day, Bardsong 4/day
Benefit: You add half your Barbarian levels (capped by your Bard level) to your Bard level to determine the effects of songs and inspirations you already know. This does not grant additional uses of bardsong or new songs.


New Feat: Invulnerable Rager
Some barbarians learn to take whatever comes their way, shrugging off mortal wounds with ease. These barbarians invite their enemies to attack them, and use pain to fuel their rage.
Prerequisites: Rage 2/day
Benefit: The invulnerable rager gains DR/— equal to half her barbarian level while raging. This DR does not stack with any other source and replaces the normal rage effect.


New Feat: Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


New Feat: Discordant Voice
By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.
Prerequisites: Perform 10, Bard 1
Benefit: You expend a use of bardsong to grant allies within 30' a 1d6 sonic damage bonus to their melee attacks for 1 minute. This bonus does not affect you.


New Feat: Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Prerequisites: Toughness
Benefit: Once per day you can prepare yourself against the trials to come. This preparation grants you a heal on death effect that will restore a number of points of health equal to half the total of your Survival and Heal skills.


New Feat: Blinding Distraction
You use a handful of fine sand to throw in the face of your opponent, reducing their visibility.
Prerequisites: Feint
Benefit: Your opponent must make a Reflex save (DC equal to your total Bluff skill) or suffer a Spot penalty equal to half their total Spot skill for two rounds. This ability has a 30s cooldown.


Spinning Halberd
Type: General
Prerequisite: Weapon Focus (Halberd), Dodge, Two-Weapon fighting
Benefit: While wielding a Halberd with both hands, you gain a +1 dodge bonus to your Armor Class as well as an additional attack.


Daring Buccaneer
Type of Feat: General
Prerequisite: Grace +1, Fearsome Reputation +2.
Benefit: Your dread pirate and swashbuckler levels stack for the purpose of determining your competence bonus on Reflex saves from the grace class feature and the swashbuckler's dodge bonus to AC. For example, a 7th-level dread pirate/4th-level swashbuckler has grace +2 and gains a +2 dodge bonus to AC, as if she were an 11th-level swashbuckler.
Your dread pirate and swashbuckler levels also stack for the purpose of determining your dread pirate level for Fearsome Reputation. For example, a 7th-level dread pirate/4th-level swashbuckler would have Fearsome Reputation +6 as if she were an 10th-level dread pirate.
You combine grace and brashness to deadly effect.


Spellbreaker Song
Type: Bardic Music
Prerequisite: Bardic Music, Dissonant Chord 1
Benefit: You can use your music to interfere with spells. Doing this costs one daily use of your bardic music ability. Enemy spellcasters within 30 feet of you suffer a 20% spell failure chance. This effect lasts for 3 rounds plus any other bardsong duration modifiers. This song will not stack with itself.
Use: Selected.


Dreadful Wrath
Type: Background
You are terrible to behold in battle, and few foes have the heart to face you without quailing.
Benefit: Each enemy within a 20-foot radius of you must succeed on a Will save (DC 10 + 1/2 your character level + your Cha modifier) or be shaken (-2 Saves, -2 AC, -2 AB) for 1 minute. This ability does not affect those immune to fear.


Roll With It I-VI
Type: General
Prerequisite: Con 20, Toughness
Benefit: You gain damage reduction 2/-. This feat stacks with Epic Damage Reduction and Greater Resilience along with the highest single source of DR/- (Barbarian, Dwarven Defender, Dragonslayer, Anointed Knight, or Warrior of Darkness). You can gain this feat multiple times. Each time you gain the feat, your damage reduction increases by 2, up to a maximum of 12/-.


Imbued Healing
Type: General
Benefit: Whenever you cast a conjuration (healing) spell, you not only heal your subject of hit point damage, but you also grant them 1 temporary hit point per level they possess. These temporary hit points last for up to 1 hour. This bonus does not apply to heals you cast on yourself. Affected spells are: x


New Feat: Extra Invocation (Hideous Blow) - instant, 12s cooldown, same functionality as spell


Fire Spirit Companion added for SS (same as druid/ranger fire elemental companion)?


New Feat: Epic Rapid Reload
Prerequisites: Rapid Reload, Ranger 20
You gain an additional attack when using a crossbow. This extra attack does not stack with a Barbarian's Whirlwind Frenzy or a Bladesinger's Song of Fury.


New Feat: Improved Chastise Spirits
You have become skilled enough with Chastise Spirits to harm non-spirits with your energy burst.
Prerequisites: Ghost Warrior
Benefit: Your Chastise Spirits ability will deal damage to enemies that are not spirits (excluding constructs).


New Feat: Improved Weaken Spirits
You have become skilled enough with Weaken Spirits to harm non-spirits with your ability.
Prerequisites: Improved Chastise Spirits
Benefit: Your Weaken Spirits will affect affect enemies that are not spirits (excluding constructs).


New Feat: Energy Substitution (Fire) (also Cold, Electrical, and Acid)
You can modify an energy-based spell to use another type of energy instead.
Prerequisites: Lore 5, any metamagic feat.
Benefit: Any spell you case with an elemental descriptor uses the chosen type of energy instead. For example, a fireball cast while Energy Substitution (Cold) is active will be composed of cold energy.
Special: This is an activated feat and may be turned on or off. Only the last Energy Substition feat turned on will work (in the case of multiple energy substitution feats).


Possible changes:
Telthor companion gains a subradial where you can choose between telthor bear and telthor wolf.
Improved Maximize Spell changed to +1 and not +2 spell level.


Reckless Offensive
Prerequisite: Base Attack Bonus +2, Power Attack.
Benefit: This stance grants you a +2 attack bonus and -4 AC bonus. You cannot use Reckless Offensive with ranged attacks. This is an instantly activated ability and will last until it is cancelled.
Special: Fighters may take this as a bonus feat.


From Smite to Song
Type: General
Prerequisite: Perform 3, Smite Evil
Benefit: You can spend a smite evil attempt to duplicate the effects of the inspire courage bardic music ability. Your effective bard level is equal to your paladin level.


Fast Healer
Type of Feat: General
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisite: Con 13, Toughness, Diehard
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Con modifier (minimum +1).
Trigger Spells: Cure Critical Wounds, Mass Cure Critical Wounds, Mass Cure Light Wounds, Cure Moderate Wounds, Mass Cure Moderate Wounds, Cure Serious Wounds, Mass Cure Serious Wounds, Heal , Mass Heal, and Insignia of Healing


Superior Summoning
Type of Feat: Spellcasting
You can summon more creatures.
Prerequisites: Augment Summoning
Benefit: Each time you cast a summoning spell you may summon an additional creature if the first one dies before the spell duration expires.


Shield of Swings
Type of Feat: Combat Mode
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, BAB +1
Benefit: You suffer a -3 AB penalty and gain a +4 shield enhance bonus. This benefit lasts until cancelled.


Steel Soul
You are especially resistant to magic.
Type of Feat: Background
Prerequisites: Dwarf
Benefit: You receive an additional +2 bonus on saving throws.


Raging Knockdown
Type of Feat: General
You expend some of your rage to slam into your opponent with great force.
Prerequisites: Str 13, Con 13, Rage, Improved Knockdown, Power Attack, BAB +6
Benefit: You may expend a use of rage and make a special knockdown attempt with a bonus to the attempt equal to your Constitution bonus. You also deal blunt damage equal to your Strength modifier plus your Constitution modifier.


Spirit of Fury
Type of Feat: General
Prerequisites: Rage, Power Attack, BAB +6, Str 18, Con 18
Benefit: You have a 15% chance to gain an extra melee attack when you rage though you suffer a -4 AB penalty. This chance increases to 25% if you rage while already under the effects of Frenzy and the penalty is reduced to -2. This feat will not work if you have any fighter or weapon master levels.


Blood of the Dragon
Type of Feat: Spellcasting
Prerequisites: Sorcerer level 8, 20 Charisma
Benefit: When you take take levels in the Dragon Disciple class, you gain sorcerer spellcasting progression at each odd level. This feat should be taken before your first level in dragon disciple.


Spirit Champion
Type of Feat: Spellcasting
Prerequisites: Spirit Shaman level 9, 18 Wisdom
Benefit: When you take levels in Divine Champion, you gain spirit shaman spellcasting progression at each odd level. This feat should be taken before your first level in divine champion. Using Divine Wrath will restore a use of your Spirit Form ability.


Shadow Master
Type of Feat: General
Prerequisites: Shadowdancer level 10
Summon a shadow familiar with a BAB equal to yours. 18/22/26/30 HD


Shadow of the Wild
Type of Feat: Spellcasting
Prerequisites: Ranger 6, Shadowdancer 1
When you take levels in Shadowdancer, you gain ranger spellcasting progression at each level.


Extra Shadow Evade
Type of Feat: General
Prerequisite: Shadowdancer 6
Benefit: You gain two extra daily uses of your shadow evade ability.


Shadowcaster
Type of Feat: Spellcasting
Prerequisite: Shadowdancer 9
Benefit: You gain access to a small pool of shadow magic (six uses per day). You may cast Shield, Mage Armor, or Expeditious Retreat.


* New Reserve Feat: Wind-Guided Arrows (requires Haze of Swirling Dust be memorized, grants +2 AB to ranged attacks).
* New Spell: Haze of Swirling Dust (Ranger 3 only, 8rd duration, anyone in 20' burst area has 50% concealment, anyone in area takes 1d4 per 2 CL (max 5d4), Reflex save for half).


Epic Supremacy
Type of Feat: Epic
Prerequisite: Fighter 26, Weapon Supremacy, any Melee Weapon Mastery feat
Benefit: You gain an additional attack while wielding a melee weapon.
Special: A fighter can select Epic Supremacy as one of his fighter bonus feats.
Use: Automatic.


Improved Ghost Strike
Type of Feat: Epic
Prerequisite: Ninja 20
Benefit: Your Ghost Strike ability now affects all creatures. You now qualify for Epic Precision.


Epic Brutality
Type of Feat: Epic
Prerequisite: Thug 26
Benefit: You now qualify for Epic Precision.


Epic Spell Mastery
Type of Feat: Epic
Prerequisite: Sorcerer 20
Benefit: You gain a second use per day of any epic spell you know.


Epic Spell Mastery
Type of Feat: Epic
Prerequisite: Wizard 20
Benefit: You gain a second use per day of any epic spell you know.


New Ranger Combat Style: Combat Insight
Combat Insight at 2nd, new feat adding spell caster and companion synergy with duelist at 6th, monk's wis to AC at 12th, and Int to Dmg at 21st (caps at +2 if non-Ranger levels are taken). An intelligent melee subversion of the Ranger trope. Wisdom still needed for spells, etc.


Companion Shielding
You add enchanted bracers of armor to your companions in order to replace the bulky chain barding. Instead of barding you add a new type of light and flexible armor meant to shield your pet from harm.
Prerequisites: Companion Barding, Beastmaster.
Benefit: Your companions gains a +4 shield enhance bonus.


Greater Nature's Gift
Prerequisites: Nature's Gift, Beastmaster
Benefit: Your companions gain a +4 Con Enhance bonus (which stacks with the level 16 bonus) as well as 1 additional point of regeneration for every 10 Beastmaster levels (maximum +3 at level 30, minimum bonus of +1).


Improved Natural Attack
Prerequisites: Nature's Gift, Beastmaster, BAB +4
Benefit: Your companions damage increases by one step (from d8 to 2d6). (Design note: this may be done as a +3 damage bonus)


Epic Beastmaster Companions
Prerequisite: Beastmaster 21
Specifics: Your animal companion's abilities are determined as if you had three additional levels. Your companions will now be at (Level + 3) and (Level - 3).


New Background:
Pack Hunter
Requirements: Animal Companion
Benefit: Your animal companions gain a +1 AB and +1 Dodge AC bonus. You and your companions gain a 30% move speed bonus. Additional bonus for Beastmasters without levels in any other class: you gain any regeneration your companions receive from Unstoppable Ferocity, Nature's Gift, or Greater Nature's Gift.


New Feat:
Spirited Pack Warfare
Requirements: Pack Hunter, Second Animal Companion
Benefit: The move speed bonus of your companions improves to 50%. If you only have Beastmaster class levels, you and your companions gain a +1 Vampiric damage bonus on attacks for every 10 levels of Beastmaster (minimum +1, maximum +3).


***
Alchemist abilities (use for crafting?)
Gather Alchemical Herbs has a 5 minute cooldown and will gather 1 herb for every 10 levels of craft alchemy skill you have (including your modifiers, and a 7/10 will be rounded up). Each herb is randomly selected from eight colors (red, blue, green, yellow, orange, purple, white, and black).
Craft Alchemical Potion will consume 1-4 herbs and will generate a potion or elixer based on a recipe. There will be a 10% chance for critical success, multipled by (1 + (Alchemist Level / 100)) for a 13% maximum chance. There will also be a 10% chance for a critical failure (reduced by Alchemist Level/10) for a 7% minimum chance.
A critical success will randomly have one of the following benefits: craft two potions, empower one of the effects to be slightly stronger, or provide an additional effect.  A critical failure will randomly have one of the following side effects: one of the effects will be slightly weaker, the potion will have an additional penalty such as an attribute debuff, or a slight chance for a total failure.
I need to gather together a list of "spells" that the potions should replicate or brainstorm for ideas for new ones (think Witcher potions).
I could easily see adding additional recipes to craft poison ammo, explosive elemental ammo, and possibly new alchemical devices such as oil arrows that will explosively ignite if followed up with a fire arrow.
I don't have any plans to add Craft Wand support though I may revisit that. 
I had thought about adding a new feat called Craft Alchemical Bandolier that creates a single belt item that you can keep adding 1/day abilities to (potions, cures, etc). That way you might end up with a belt that has six different spells you could use each day (and possibly even allowing for more than 1 use per day to be added) that would cost you gold each time you rest for any potions you did use (less than a brew potion cost but not zero).
I pretty much intend the Alchemist to be my crowning achievement for NWN2 and intend to make it so. ;)


***

New Ranger Combat Style
Shield Specialization (+1) -> Shield Bash (damaging knockdown) -> Greater Shield Specialization (+2) -> Epic Shield Specialization (+3)

Crossbow Sniper -> Rapid Reload -> Precision Shots (+2 AB) -> Epic Reload (+1 Attack at full BAB)


***


The following feats have not yet been converted to NWN2 versions but the original is something I want to convert into a form pretty close to what it is now.

Distracting Illusionist
You are skilled at diverting your opponents' attention with your illusions.
Prerequisite(s): Cha 13, sneak attack class feature, able to cast at least two illusion spells
Benefit: Whenever one of your opponents fails a Will saving throw against an illusion spell you cast, they lose their Dexterity bonus to AC against your attacks for a number of rounds equal to your Charisma modifier.


Single-Blade Style
Type of Feat: Combat
You are skilled at fighting with a single one-handed blade.
Prerequisite(s): Weapon Finesse
Benefit: While wielding a light blade (such as a rapier or dagger) in one hand and not wielding a weapon or shield with your other arm, you gain a +1 bonus to melee attack rolls, damage rolls, and AC.


Armor Focus (Light)
Type of Feat: Combat
Prerequisite(s): Light Armor Proficiency
Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0.


Armor Focus (Medium)
Type of Feat: Combat
Prerequisite(s): Medium Armor Proficiency
Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1.


Armor Focus (Heavy)
Type of Feat: Combat
Prerequisite(s): Medium Armor Proficiency
Benefit: When wearing the selected armor type, the armor check penalty applied to your skills is reduced by 1. This reduction stacks with that granted by masterwork armor, but cannot reduce the total armor check penalty to less than 0. The maximum Dexterity bonus for that armor increases by 1.


Shielding Weapon
You are adept at using your two-handed weapon as a shield during combat.
Prerequisite(s): BAB +4
Benefit: When wielding a two-handed weapon you gain a +2 shield enhance bonus to AC, as you employ the weapon to defend yourself. Your combat abilities are unaffected.


Spell School Specialization
Prerequisite(s): Spell Focus (School), Spellcraft 15 ranks
Benefit: Add +1 to your caster level when casting spells from the school of magic you selected when you took the Spell Focus feat.
Special: If you possess the Spell Focus feat more than once then you may gain this feat more than once. Each time you gain this feat you must choose a different school of magic for which you have the Spell Focus feat.


Silencing Shot
Your arrows are the bane of spellcasters of all types. Once goaded by one of your arrows, the words of power that could unleash devastating spells upon you and your allies are silenced by your arrow.
Prerequisite(s): 4th-level arcane archer
Benefit: Whenever you use your bow to attack, you can choose to add a silencing power to the attack. If the attack hits, along with the normal damage, the target must make a (DC 20 + 1/2 your level in arcane archer or be silenced for a number of rounds equal to 1/2 your level in arcane archer.


Point-Blank Spells
Your close-range spells are more difficult to resist.
Prerequisite(s): Point-Blank Shot, Spellcraft 3 ranks
Benefit: Add +1 to the Difficulty Class for all saving throws made by targets of your ranged spells who are within 30 feet of you when you cast the spell.


Greater Point-Blank Spells
Your close-range spells are even more difficult to resist.
Prerequisite(s): Point-Blank Shot, Point-Blank Spells, Spellcraft 5 ranks
Benefit: Add +1 to the Difficulty Class for all saving throws made by targets of your ranged spells who are within 30 feet of you when you cast the spell. This bonus stacks with the bonus from Point-Blank Spells.


Metamagic Mastery
Prerequisite(s): Knowledge (arcana) 10 ranks, Spellcraft 10 ranks, caster level 10th, any three metamagic feats
Benefit: Choose one metamagic feat that you already know. The level cost of that metamagic feat is reduced by one (to a minimum of +1). For example, using Metamagic Mastery on the Maximize Spell feat would allow you to cast a maximized fireball as a 5th level spell, instead of the normal 6th level spell slot it would take (+2 spell levels instead of +3 spell levels).


Master Poisoner
You are a skilled poisoner, able to craft potent poisons and use fewer resources while crafting them.
Prerequisite(s): Craft (alchemy) 7 ranks, poison use class feature
Benefit: When you finish crafting a poison using the Craft (alchemy) skill, you increase the Fortitude save DC of the poison by 2.


Many Magic Missiles
Your enemies are amazed, and then are in severe pain, when you hold out your bow and instead of arrows, many small, white missiles of force are unleashed on your foes.
Prerequisite(s): 6th-level arcane archer
Benefit: Whenever you use your many shot ability, instead of firing arrows at all enemies that are in range, you hold your bow out and command magic missiles to hit your enemies instead. You don't need to know the spell magic missile in order to gain the benefit from this feat. In lieu of an arrow hitting your targets, two magic missiles strike each foe. As with the spell magic missile, the magic missiles never miss.

Instinctive Healing
You can heal yourself when unconscious.
Prerequisite(s): Con 13, Lay on Hands ability
Benefit: You may expend a use of your Lay on Hands ability to heal yourself When you are below 0 hit points.


Improved Trap Sense
Your ability to avoid dangerous traps also improves your ability to discover and disarm them.
Prerequisite(s): Wis 13, trap sense class feature
Benefit: You add your trap sense bonus to Perception checks made to locate traps as well as Disable Device checks made to disable them.
Normal: Your trap sense bonus is only added to Reflex saves made to avoid traps and to AC against attacks made by traps.


Healing Touch (Lay on Hands)
Your compassion and willingness to cure others allows you to channel more energy for healing.
Prerequisite(s): Wis 13, Lay on Hands ability, Heal 1 rank.
Benefit: You can add your Heal skill ranks to the amount of hit points you can cure with your lay on hands ability.
Normal: A paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.
Special: These additional points can also be used to damage undead.


Flame Song
As you inspire your allies in battle, your body erupts into flame, charring any opponent that dares to strike you.
Prerequisite(s): 1st-level Bard
Benefit: When you begin your Bardic Performance, your body erupts into orange flame. These fires don't harm you; however they can be harmful to an opponent. If an opponent strikes and hits you with a weapon, the flames form a tendril and lash out at the foe, causing 1d4 fire damage. This effect continues as long as you're using your Bardic Performance. When you end your Bardic Performance, the flames dissipate and you return to normal.


Eldritch Performer
Your eldritch knight training is closely tied with your musical training.
Prerequisite(s): Bardic performance class feature, 1st-level Eldritch Knight
Benefit: Your eldritch knight levels stack with your bard levels for purposes of determining the number of times per day that you can use your bardic performance abilities. In addition, every even level of eldritch knight that you attain (2nd, 4th, etc.) counts as a bard level for purposes of determining which performance abilities you can use and how powerful your performances are.


Dulcet Slumber
Your bardic performance causes all foes that hear or see it to feel a sense of drowsiness wash over them, causing their mind to drift slowly into unconsciousness.
Prerequisite(s): 3rd-level bard
Benefit: When you are using your bardic performance all enemies within 30 feet of you must make a will save whose DC modifier equals 10 plus one-half of your bard level (rounded down). Enemies that fail the save fall into a magical slumber. Those that are put to sleep in this way can be woken up but it takes a full round to do so. As long as you are using your bardic performance this affect persists. When your performance ends all enemies under this affect are allowed to make a new saving throw to end the affect. Each round those affected make new saving throws, adding one to their saving throw for each round after the bardic performance ended. Allies are unaffected by Dulcet Slumber.


Dead Shot
You are a skilled marksman and have learned to hit targets who are hiding behind cover.
Prerequisite(s): Point-Blank Shot, Precise Shot, Dexterity 13, base attack bonus +4
Benefit: When using a ranged weapon against a target taking advantage of cover, the target is considered not to have cover and gains no AC bonus because of cover.
Special: This feat does not stack with other feats or abilities that lend modifiers to hit targets behind cover.

Dark Fog Shot
Your arrows have the ability to cause thick billowing smog to form around your target and those that are close by. You smile in glee as your targets struggle to strike you back while you pick them off without any trouble at all.
Prerequisite(s): 3rd-level arcane archer
Benefit: Before you shoot an arrow, you can choose to imbue it with Dark Fog power. If this attack is successful, a billowing cloud of smoke with a radius of 20 feet to extends outward from the arrow. Those that that try to attack from inside the cloud suffer a penalty of -2 to hit because of the dark smoke. Those outside of the cloud of smoke attacking a target that is inside the smoke cloud suffers no to hit penalty. You can use the benefit from this feat a number of times equal to one-half of your level in arcane archer (rounded down).


Dance of the Dead
Your movements and rhythm has the power to enervate all that watch you, including the dead!
Prerequisite(s): 12th-level bard
Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.
Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your bard level (rounded down).


Dance of Shadows and Mystery
You are able to perform a special dance while within a shadowy area which creates your choice of one of several different supernatural effects.
Prerequisite(s): Perform (dance) 8 ranks, 3rd-level shadowdancer
Benefit: While you are located in an dimly lit (or darker) area, as a standard action, you are able to begin dancing to initiate any one of several different magical effects. This effect lasts as long as you continue to dance and remain within a dimly lit area, and you can maintain it each round as a free action. You can use this ability a total number of rounds per day equal to twice your shadowdancer level.
You may choose from the following effects:
•gain 5% concealment per level of shadowdancer you possess
•cause a single target chosen when the ability is initiated to become confused (as confusion) unless it makes a successful Will save (which it may remake each round in order to break the effect)
•gain a 5 foot enhancement bonus to your speed for each level of shadowdancer you possess
•double the range of your darkvision; create a mirror image of yourself (as with the mirror image spell)
•gain a +1 bonus to Stealth checks for each level of shadowdancer you possess.
Your caster level for this effect is equal to your shadowdancer level, and the Difficulty Class of any saving throws made against these effects is equal to 10 + your shadowdancer level + your Charisma modifier.


Armored Caster
You have learned to reduce the arcane spell failure chance caused by wearing armor.
Prerequisite(s): Dex 15, Armor Proficiency (heavy), base Fortitude save +3.
Benefit: When wearing armor that you are proficient in, the arcane spell failure chance of your armor is reduced by 10 percent. This feat has no effect on the arcane spell failure chance caused by shields.
Special: You may not gain this feat more than once. However, its effects stack with arcane spell failure reductions from other sources.


Amazing Performer
Your performances inspire awe and amazement, even from the hard to please. When you come into town, people line up and empty their purses to see your incredible performances.
Prerequisite(s): 6th-level bard
Benefit: Whenever you are making a performance check to determine the quality of performance that you deliver in a show, you may add +5 to that check.


Accurate Spells
Your spells are more difficult to dodge, especially when you surprise your opponents.
Prerequisite(s): Sneak attack +2d6, Spellcraft 3 ranks
Benefit: Add +1 to the Difficulty Class for all Reflex saves against spells you cast. Add an additional +1 to the Difficulty Class for targets who are flat-footed.


Greater Accurate Spells
Your spells are even more difficult to dodge.
Prerequisite(s): Sneak attack +3d6, Spellcraft 5 ranks
Benefit: Add +1 to the Difficulty Class for all Reflex saves against spells you cast. Add an additional +1 to the Difficulty Class for targets who are flat-footed. These bonuses stack with the bonuses from Accurate Spells.


Master of the Poisoned Strike (Combat)
You are skilled at inflicting deep wounds which make your poisoned attacks more difficult to resist.
Prerequisite(s): Craft (alchemy) 9 ranks, Master Poisoner, poison use and sneak attack class features
Benefit: When you make a successful sneak attack with a poisoned weapon and your opponent becomes poisoned, you may increase the number of successful saving throws needed to cure the poison by 1.


Battle Cry
You influence others not through inspiration, but through fear.
Prerequisite: Bardic performance class feature.
Benefit: You may make Intimidate skill checks instead of Perform (act, comedy, dance, or oratory) skill checks to start and maintain bardic performances.


Master Craftsman
Your hands and mind are guided by The Great Inventor whenever you craft something.
Prerequisite: Patron deity is Hephaestus, or a god of inventors or artifice.
Benefit: You receive a +2 divine bonus to any two Craft skill or Profession skills that involve crafting or creating.

Additional Combat Style
You have combat experience far beyond that of a normal ranger.
Prerequisite: Ranger level 11.
Benefit: You gain the benefits of an additional combat style (archery, animal companion, two-handed weapons, shield, or two-weapon fighting). All normal restrictions of this class feature apply.

Epic Combat Style (Epic) ??
You are a master of all the nuances of combat a ranger’s training can give.
Prerequisite: Additional Combat Style, ranger level 21.
Benefit: You gain the benefits of a third combat style. All normal restrictions of this class feature apply.

Brutal Throw (Combat)
Your thrown weapons are as strong as they are accurate.
Prerequisite: Str 13
Benefit: You can use your Strength modifier for both your attack and damage rolls with thrown weapons.

Rapid Throw (Combat)
Your thrown weapons are as strong as they are accurate.
Prerequisite: Dex 13
Benefit: You gain an additional attack with thrown weapons. This bonus attack does not stack with Haste.


Deadly Aim (Combat)
Your thrown weapons are as strong as they are accurate.
Prerequisite: Str 13
Benefit: Power Attack for Thrown Weapons...


Realistic Illusions
Your illusion spells are so realistic that creatures are inclined to believe them, even when faced with proof of their falsehood.
Prerequisites: Spell Focus (illusion)
Benefit: A character faced with proof that an illusion spell you cast isn't real must still make a saving throw, but does so at a +4 bonus. If any viewer successfully disbelieves an illusion you cast and communicates this fact to others, each such viewer gets a saving throw but gets no bonus to the check.


Provoke (Combat)
You are adept at angering others and provoking them to attack you.
Benefit: You can make an Intimidate check as a standard action to provoke an opponent into violence against you. A successful check worsens your targets attitude by one step if they are not already hostile. If they are already hostile, it provokes them to attack you, violently if possible. This effect is not strictly compulsory, and the target does not attack heedless of all danger but takes all reasonable efforts to direct attacks at you.
This effect lasts until the end of combat or until the target is killed. Until the effect ends, you cannot use Provoke on another opponent in combat.
Special: You suffer a -5 penalty to your Intimidate check if your target is currently threatened by an opponent but not by you, or if your target has little or no means of hurting you. Instead of attacking personally, a target can order any loyal retainers or allies to attack on its behalf. Provoke does not work on enemies immune to mind-affecting effects.


Shield Evasion (Combat)
You gain a limited evasion ability when using a large shield.
Prerequisite: Lightning Reflexes, shield proficiency, base Reflex save +3
Benefit: You must be using a heavy shield or tower shield to benefit from this feat.
If exposed to any effect that normally allows a Reflex save for half damage, you take no damage with a successful saving throw.

Dispel Mastery
You are an expert at dispelling spells.
Benefit: You receive a +3 bonus to all dispel checks.

Elemental Boost
Spells of your chosen element are infused with extra power.
Prerequisites: Spell Focus (evocation).
Benefit: Choose one of the energy descriptors (acid, cold, electricity, fire, force, light, negative, positive, or sonic). Spells and supernatural abilities you cast or use with the chosen descriptor inflict +1 damage per die rolled.

Frugal Crafting
You have mastered the art of crafting on the cheap.
Prerequisite: Any item creation feat or any ranks in Craft.
Benefit: The cost of creating magic items is reduced to 1/3 its base cost in raw materials. The cost of crafting non-magic items is reduced to 1/4 its base cost in raw materials.

Minor Damage Reduction
Minor wounds seem to have no effect on you.
Prerequisite: Con 15.
Benefit: You gain DR 1/- or increase all your existing DR by 1.
Special: You can take this feat multiple times, and its effects stack.

Craftsman
You have a knack for creating things.
Benefit: You gain a +2 bonus to all Craft checks

Reliable Bombs
Your bombs’ effects are more difficult to resist.
Prerequisite: Bomb class feature.
Benefit: You gain a +2 bonus to the DC values to resist the effects and damage of your bombs.

Melee Touch Mastery
You let magical energies guide your touch.
Prerequisite: BAB +1
Benefit: When making a melee touch attack with a spell, you can substitute your spellcasting ability score bonus for the usual Strength bonus to the attack roll.

Ranged Touch Mastery
You let magical energies guide your touch.
Prerequisite: BAB +1
Benefit: When making a ranged touch attack with a spell, you can substitute your spellcasting ability score bonus for the usual Dexterity bonus to the attack roll.

Unarmored Specialist (Combat)
You are so well-trained at fighting without armor that you find yourself better protected without it.
Benefit: As long as you do not have any armor bonus to AC (such as from wearing armor, or from the spell mage armor) you gain a +2 dodge bonus to AC. At 10th level, this bonus increases to +4.

Wild Swing (Combat)
It may not be elegant, but you know how to put the most power into one of your blows.
Benefit: As a swift action, you may choose to use this feat, causing you to suffer a -2 penalty to all attacks until the end of the round. While using this feat, your unarmed attacks deal an additional 1d4 points of damage, and have their critical multiplier increased to x3.

Roll With It (Combat)
Whenever you get knocked down, you spring right back up.
Benefit: The first time that you are knocked prone each turn, you may stand up as an immediate action. Additionally, any time you attempt to get up from prone you may make an Acrobatics check. The DC for this check is equal to 5 + the CMD of any opponent that would make an attack of opportunity against you for standing up. If the check succeeds, you do not provoke an attack of opportunity from that creature.

Hamstring (Combat)
Prerequisites: Base attack bonus +1
Benefit: As a standard action, you may make a single melee attack with a weapon that deals slashing damage against a single target within reach, which, if successful, deals normal damage and reduces the target's land speed by 66%

Improved Hamstring (Combat)
Prerequisites: Base attack bonus +6, Hamstring
Benefit: Whenever you successfully use the Hamstring feat, you also inflict bleed damage equal to half the damage dealt with the Hamstring special attack.

Crushing Blade (Combat)
Prerequisites: Weapon Focus with any weapon which deals piercing or slashing damage.
Benefit: When you attack with a weapon that deals slashing or piercing damage, and for which you have the Weapon Focus feat, you may choose to have that weapon deal bludgeoning damage instead. However, your attacks are not as effective when using your blade this way, and you suffer a -2 penalty to damage rolls.

Courageous Shout (Combat)
Prerequisite: Cha 13, Diplomacy 1 rank.
Benefit:  As a standard action, you can grant yourself and all your allies within 50 feet of you who can hear or see you gain a +1 morale bonus to attack rolls and saving throws against fear for one minute. You can perform this ability a number of times per day equal to your Cha bonus (minimum 1).

Mighty Draw (Combat)
Prerequisite: Proficiency with the shortbow and longbow
Benefit: When using a composite bow, your Strength is treated as two points higher. For instance, if your Str is 15 with a bonus of +2, with this feat, you can wield a bow up to +3 Str bonus without penalty and gain up to +3 damage from Str.

Create Opening (Combat)
Prerequisite: Int 13, Combat Expertise
Benefit: Once every three minutes you can, with a successful combat maneuver, inflict a –5 circumstance penalty to your opponent’s armor class for one round.

Smuggler
You have considerable experience in concealing items and merchandise from the authorities. This experience helps you to know what to look for when you are searching for hidey-holes.
Benefit: You gain a +1 bonus to Bluff and a +4 bonus to Search to find hidden doors and secret compartments.

Cold Focus (one for each element)
Prerequisite: Able to cast one spell with the [cold] descriptor
Benefit: Add +2 to the Difficulty Class for all saving throws against spells you cast with the [cold] descriptor. This bonus is considered to be a Spell Focus bonus, and thus does not stack with any additional Difficulty Class increases you receive from the Spell Focus feat.

Self Delusion
Even you believe your boasts about your greatness.
Prerequisite: Cha 13.
Benefit: You may add your Charisma modifier, rather than you Wisdom modifier, to your Will saving throw bonus.

Cloak Fighting (Combat)
You can distract and confuse a foe with the whirls and snaps of a swirling cloak.
Prerequisite: 5 ranks Perform (dance), proficient with at least one of the following weapons: dire flail, flail, heavy flail, nunchuku, spiked chain, or whip.
Benefit: When your offhand is free, as an instant action you may make a Perform check opposed by one opponent’s Perception or Sense Motive check (whichever is better for the opponent). If you win the opposed check, you gain 20% concealment from that opponent until the beginning of your next turn. You get one less attack than usual for the next six seconds and this ability has a 6s cooldown.

Other potential feats...

Intimidating Presence: You gain a bonus to Intimidate checks equal to your Con bonus. Cha 14+ required as well as X skill ranks in Intimidate.

Shield Ward (removes all Shield AC bonus, provides a +Deflection AC equal to the shield AC bonus, stacks with other item based deflection AC). Requires Shield Specialization,

Shield Bash (Damaging knockdown attempt, deals d6 + Enhance bonus + Str mod blunt melee touch attack, one attempt per BAB granted attack until one succeeds, 6s knockdown). Requires Shield Specialization

Parrying Shield: grants 5% concealment vs Ranged per point of shield AC, 50% max. Requires Shield Specialization.

Shield Specialization (+1 Shield AC, stacks)

Greater Shield Specialization (+2 Shield AC, stacks, replaces Shield Spec)

Epic Shield Specialization (+3 Shield AC, stacks, replaces Greater Shield Spec)

Tower Shield Mastery (you gain a +2 AB bonus when using a tower shield and your Parrying Shield ability adds 10%, capping at 60% instead of 50%, requires 16 Con)

Agile Shield Fighter (Requires Shield Bash, Shield Spec. Provides +1d6 blunt damage on attacks while using a shield, requires 14 Dex)

Dreadful Wrath: Provides a Debuff Aura like the Blackguard has (Will Save vs DC 10 + 1/2 Char Level + Cha Mod or suffer -2 Saves, -2 AC, -2 AB).

Stumbling Bash: Creatures struck by your shield bash take a –2 penalty to their AC for 12 seconds.

Covering Defense: Provide 20% concealment to allies within 10' while using the Combat Expertise. Requires Combat Expertise.

Saving Shield: Grant your total shield AC as a shield enhance bonus to an ally for 1 minute. You lose all shield AC for this duration.

Shieldmate (allies within 30' gain +1 shield AC, +2 if using a tower shield

Improved Shieldmate (+1 Shieldmate bonus, grants Evasion)

Epic Shieldmate (+2 Shieldmate bonus, replaces Improved, also grants Reflex save bonus equal to AC bonus)

Imperious Command: Drastically improves your ability to Demoralize. Drow of the Underdark pg. 50.

Shield Slam: Make it different than armored charge. Number of d6 damage equal to your Str mod and a knockdown attempt?

Shock Trooper: Let’s you shift your Power Attack penalty to AC, and it gives you some very useful Bull Rush maneuvers as well. This feat is pretty much standard for any build with Power Attack. Be warned though – dumping your AC can quickly lead to death, especially for a Knight using Test of Mettle. Complete Warrior pg 112

Stone Power: You gain temporary hit points each turn in exchange for lowering your To-Hit. Very useful at low-mid levels, especially when combined with DR and/or regular and/or Fast Healing. Requires one Stone Dragon maneuver. Tome of Battle pg 33.

New Feat: Diehard
You are especially hard to kill. Not only do your wounds automatically
stabilize when grievously injured, but you can remain conscious and
continue to act even at death's door.
Prerequisites: Toughness
Benefit: Once per day you can prepare yourself against the trials to
come. This preparation grants you a heal on death effect that will
restore a number of points of health equal to half the total of your
Survival and Heal skills.

Spinning Halberd
Type: General
Prerequisite: Weapon Focus (Halberd), Dodge, Two-Weapon fighting
Benefit: While wielding a Halberd with both hands, you gain a +1 dodge
bonus to your Armor Class as well as an additional attack.
Halberd feat could be a small selection of classical 2h weapons (great sword, great axe, halberd, etc) and not just scythe/falchion

 Dreadful Wrath
Type: Background
You are terrible to behold in battle, and few foes have the heart to
face you without quailing.
Benefit: Each enemy within a 20-foot radius of you must succeed on a
Will save (DC 10 + 1/2 your character level + your Cha modifier) or be
shaken (-2 Saves, -2 AC, -2 AB) for 1 minute. This ability does not
affect those immune to fear.

Reckless Offensive
Prerequisite: Base Attack Bonus +2, Power Attack.
Benefit: This stance grants you a +2 attack bonus and -4 AC bonus. You
cannot use Reckless Offensive with ranged attacks. This is an
instantly activated ability and will last until it is cancelled.
Special: Fighters may take this as a bonus feat.

Powerful Grip - Additional 1/2 Str bonus for damage with Two-Handed Weapons

Bloody Assault - AB penalty for +Wounding property on 2h weapons

Dazing Assault 5 pt AB penalty for Daze on Hit property with 2h weapons (10 + BAB DC)

Precise Shot (+AB, -AC stance)

Choking Bomb (Requires Poison Bomb)

Smoke Bomb

Poison Bomb (Requires Smoke Bomb)

Blinding Bomb (Requires Choking Bomb)

Ensnaring Shot (single shot with +1d6 bonus damage per 3 scout levels, snares the target for 3 rounds, 5 round cooldown)

Bleeding Shot (unmitigated damage every round, equal to Expose Weakness but full round action)(5 round cooldown)

For Rogues:
Minor Magic (Light) (3/day Light spell)
Major Magic (Shield) (2/day Shield spell, requires Minor Magic)
Major Magic (2/day Expeditious Retreat spell, requires Minor Magic)

https://sites.google.com/site/pathfinderogc/classes/3rd-party-classes/drop-dead-studios/the-artisan









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