I'll warn you, most of this stuff is not my own and credits will be given where I repose someone else's material from the Den (while I did make a few slight modifications to them).
Anyway, I'll be glad to know what you guys think.
Charge
Edge Option: You don't suffer the normal -2 penalty to AC against creatures that you have the edge over.
Overrun
Edge Option: You can choose if the enemy uses their strength or dexterity modifier to resist your overrun attempts.
Sunder
You may make a special sunder attempt with a melee attack. First, roll against the items AC, if the items is worn or wielded by a creature then you must first successfully hit the creature. On a successful hit instead of inflicting damage to the creature you inflict damage to the held item which may cause it to break, rendering it useless. A sunder attempt that does not destroy the targeted item provokes an attack of opportunity.
You can also sunder natural weapons by following all the steps above except that instead of dealing damage to an item you deal half your damage to the creature and the creature needs to make Fort Save equal to 10+half your level+your strength modifier or lose its natural attack until the damage you inflicted is healed.
Edge Option: If you have the Edge over an enemy you do not provoke attacks of opportunity from unsuccessful Sunder attempts.
Special - Rebuilding an Item: You can rebuild a sundered item by working for one hour per hit point that the item had. Make a Craft check against the DC needed to craft that item in the first place. Failure means that you were unable to put the item back together but you may try again later.
Shield Bash (credit goes to Mister Sinister)
You can perform a shield bash in place of any number of normal weapon attacks (you take the normal -4 penalty to attack rolls if you are not proficient with your shield). Make an attack roll, using the shield's enhancement bonus to AC as an enhancement bonus on the attack roll. The attack roll is computed as a normal melee weapon attack. If it hits, the shield deals 1d8 bludgeoning damage (bludgeoning and piercing if it is a spiked shield and 1d10 damage if it's a great shield), plus the user's Strength modifier (if you are performing shield bashes as part of Two-Weapon Fighting attack then you receive only half your strength bonus to damage) and any enhancement bonus it has. Any other bonuses a character receives for melee attacks that could apply to this attack do. However, you do not receive your shield's bonus to AC for that round.
Edge Option: If you have the Edge on an opponent, you do not lose your shield's bonus to AC after performing a shield bash.
"And my shield."
+0: You may add your Strength modifier to your BAB for the purposes of working out whether you have the Edge for shield bashes, as well as the Edge for defending against bull rushes, trips and disarms while you have a shield equipped.
+1: You add your shield's AC bonus to your touch AC as well.
+6: Any opponent struck by a shield bash must make a Fortitude save (DC 10+1/2 your character level+your Str mod). If they fail, they receive a penalty on all skill checks, ability checks, attack rolls and saves equal to your Str modifier for 1d4 rounds.
+11: As an immediate action, you may lose your shield bonus until your next action, but instead grant it to an adjacent ally for as long as you do not have it.
+16: Your shield bashes are so awesome that each time you hit with one, your opponent is automatically bull rushed, using your damage as the distance you have 'moved' (rounded up to the nearest 5ft), and you move with an opponent that you bull rush in such a way. If you actually perform a bull rush while using a shield, you receive a bonus on the roll equal to your Strength modifier (essentially, gaining it twice)
Retreat
If combat seems hopeless you have the option of running away as a standard action. You instantly become frightened even if you are immune to fear. You remain frightened until you can no longer detect any enemies nearby and for 1 minute afterwards. You instantly gain two move actions and all your movement speeds are set to 60 ft unless they are already 40 ft or higher, in which case you gain a +20 ft bonus to all of them. You also make all rolls to escape from a grapple, bonds or similar effects with a +4 bonus while you remain frightened.
If you are ever unable to flee then you cannot use this option. If you ever become unable to flee when using this option then you lose the frightened condition and become shaken for 1 minute instead (or you become desperate if the below rules are also used).
Special: if you are riding a mount when you use this option then it receives these bonuses as well.
Edge Option: While you remain frightened you do not provoke attacks of opportunity from leaving threatened squares of enemies over which you have the edge. You still provoke attacks of opportunity for other actions normally.
"Ground on which we can only be saved from destruction by fighting without delay is desperate ground." -Sun Tzu
This is a simple rules patch for the fear rules that I'm writing up mostly because the thread on retreating made me think of it and Sun Tzu's desperate ground is a tactical concept that I enjoy adding into games. I'm not entirely sure why. I've also added a new feat called Bushido that uses the desperate ground rules.
Surrender
First off, under the desperate ground rules, frightened or panicked creatures will attempt to surrender if they are completely unable to flee, but only if surrendering will not result in death or a fate worse than death. You can make an offer to surrender to a creature you plan to torture (or whatever) on a successful Bluff check against their modified level check (1d20+character level/hit dice+WIS) or Sense Motive check. Exactly what constitutes a fate worse than death varies from one creature to another, but generally anything but torture will not qualify.
Desperation
If a frightened or panicked creature is unable to flee from or surrender to the source of their fear by any means, they become desperate. A desperate creature attempts to fight past whatever it is that prevents them from fleeing. Once the option to flee directly away from the source of their fear is available, they become frightened. A desperate creature gains a +2 bonus to all attack rolls, saving throws, skill checks, and ability checks. Creatures immune to fear cannot become desperate, even if they have become frightened through some other means.
Bushido [Combat]
The only way forward is through.
+0: You gain an extra +1 bonus to attack rolls and damage rolls when desperate.
+1: You are desperate in every combat, even if immune to other fear effects. You remain desperate until the combat has finished.
+6: If you are reduced to zero or fewer hit points when desperate, you may continue fighting at no penalty for three rounds, however you automatically lose two hit points each round. You immediately fall unconscious and begin bleeding out once the duration ends or you are no longer desperate, and you may fall unconscious of your own volition at any time.
+11: If you are desperate and your opponent is not, you have the Edge on them.
+16: You may ignore the first death effect used against you when desperate. You may not ignore another death effect unless you cease being desperate and then become desperate again.
Duel of Wills
(lolsocialcombat)
Once per day, as a free action, you can engage another non-mindless creature in a Duel of Wills before the start of combat. This usually involves anything from epic speeches to staredowns. Both you and your foe roll opposed Will saves. If you roll higher by more than five then you receive a +2 bonus to all attack rolls, damage rolls and saves against the loser. The loser of the duel receives the same bonuses as penalties instead when in combat against the winner. These modifications persist until combat is over. If nobody rolls by more than five then both combatants tie and no effect is gained. A target can engage in a duel of wills only once per combat.
Special: You cannot use Duel of Wills if you or your target started combat from a surprise round.
Edge Options: If you have the edge on an enemy then as long as you roll higher than what he rolled then you count as having won the duel of wills.
You can staredown a statue.
0: You can perform a duel of wills every 10 minutes instead of once a day.
1: When you win a duel of wills you instantly inflict non-lethal damage on the loser equal to twice your Will Save bonus.
6: When you win a duel of wills the loser is paralyzed for the first round of combat against you. This ignores any immunity to paralysis that the target might have.
11: You can now use duel of wills even against mindless targets. You may now opt to inflict lethal damage instead of non-lethal damage when you win a duel of wills.
16: Mass staredown - you are no longer limited to one target during a duel of wills and can now target as many creatures as you can see.