Monkey Grip edit
All benefits of this feat apply when you wield and attack with a melee two-handed weapon.
Benefit: Add twice your Str modifier to damage instead of the normal 1,5.
+1: Awesome Blow: Whenever you hit and deal at least 10 points of damage, you may make one bulrush or trip attempt as a free action. Additionally, you may use weapons one size larger than yourself.
+6: Power Strike: As a Standard action you can make an attack with a damage multiplier equal to 1/5 your BAB, round up. This attack is made with a -5 penalty and the multiplier does not stack with any other multiplier (you take the bigger one).
+11: You can wield weapons of any size as long as they weigh less than light load for you.
+16: Massive Damage: Once per round, when you inflict at least 50 points of damage with a weapon larger than yourself, you can destroy the target of your attack (Fortitude save DC 10 + 1/2 your level + your Str modifier negates). If you attacked a very large object, only the part that is within 120 feet of you is destroyed.
Simplified Weapon Sizing for purposes of this feat
Using weapons larger lets you count yourself as a creature the weapon’s size for purposes of reach and attack-related size modifiers. You are considered to be Power Attacking for the amount equal to the difference in size penalty to attack (gaining the appropriate damage bonus).
For example, a Collosal Greatsword wielded by a Medium Fighter:
deals 2d6+16 damage,
gives him a reach of 20ft.
+16 bonus to Bullrush checks with Awesome Blow,
-8 penalty to attacks and decreases the maximum Power Attack penalty he can take by 8.
And two new ones (well, with one complete rewrite)
Shield Bastion [Combat]
Benefits from this feat only apply when you are using a shield, but not an Animated Shield.
+0: You your shield modifier now applies to your Touch AC and Reflex saves.
+1: For every pair of creatures flanking you, you can deny the flanking advantages to one of them.
+6: *
+11: You your shield modifier now applies to your Fortitude and Will saves.
+16: As an Immediate action you can create a completely flat Wall of Stone within Close Range or a Forcecage. You must be within a Forcecage so created, buy you can enlarge it up to triple its normal size. Either effect vanishes at the beginning of your next turn.
*My idea for this one is that while moving, you are protected from any area effects whose AoE you enter. The end result is supposed to function pretty much as if you teleported. I don’t know how to phrase that though.
Archer Rogue [Combat]
+0: Any creature that has been hit with a melee attack by one of your allies since the end of your last turn is considered flanked for purposes of your attacks.
+1: You may designate one of your weapons to deal double the normal Sneak Attack dice for one round, but you cannot Sneak Attack with any other weapon.
+6: When you hit a creature with Cowering Fire (the Edge option), it is automatically a Sneak Attack.
+11: There is no maximum range from which you can Sneak Attack.
+16: Every successful Sneak Attack is a Critical Threat. Every Critical Hit also deals Sneak Attack damage if it didn’t already.
This feat is supposed to make single weapon/archer rogues as viable as TWF rogues are. I have no idea what to put in here beyond the first two abilities.
If you think I'm writing shit, fucking let me know. How am I supposed to tell it's bad if I don't receive ant criticism?