I've been putting some work into this system here and there.
In my campaign, I will be using the Races of War combat rules, so many feats are based around that, and mention The Edge.
You gain 1 feat per level. You must pick a feat that is appropriate for that level, and each time you level you may retrain any of your previous feats to one of the same level.
Feats are separated into levels just like spells.
Level 1 feats are for levels one and two.
Level 2 feats are for levels three and four,
etc.
A level 7 character has: Two level 1 feats, Two level 2 feats, Two level 3 feats, and One level 4 feat.
I'm considering including Perfect TWF, Precise Shot, and Combat Reflexes as bonus feats. (or added to the combat system)
This is in no way complete or final, and any criticism at all is greatly appreciated.
-Level 1-
Lightning Reflexes [Combat]
Benefit: -You gain a +3 bonus to your Reflex saves.
Iron Will [Combat]
Benefit: You gain a +3 bonus to your Willpower saves.
Great Fortitude [Combat]
Benefit: You gain a +3 bonus to your Fortitude Saves.
Toughness [Combat]
Benefit: Gain +2 HP per level, and you don’t die until -20 hp.
Scales [Combat]
Benefit: You skin becomes extra hard. You gain +2 natural armor, and DR2/-
Danger Sense [Combat]
Benefits: You get a +3 bonus on Initiative checks.
You can act during surprise rounds.
Marksman [Combat]
Everything you need to start ranged.
Ie Precise Shot, Point Blank Shot, and Rapid Reload
Benefits:
Precise Shot - You take no penalty when firing into melee.
Point Blank Shot - +2 to ranged attack rolls within 30 feet.
Rapid Reload - The time it takes to reload a weapon is reduced to a free action.
Armored Mage
Benefit: No casting failure chance in armor you’re proficient with. Gain proficiency with light and medium armor.
Energy Ray [Magic]
Benefit: Energy Ray (Su): Pick Fire, Electricity, Acid or Cold. You gain a ranged touch attack at medium range that deals 1d6/damage per level of that type. Pick one when you get the feat, and you can’t change it.
Heightened Awareness [Skill]
Benefit: +3 to spot and search. Always considered “actively searching.”
Healer [Skill] [Magic]
Benefit: +3 to all heal checks. You may use your heal checks to simulate the spell Cure Light Wounds with a DC 13 heal check.
Combat Looting [Combat]
You can put things into your pants in the middle of combat.
Benefits: You may sheathe or store an object as a free action.
You get a +3 bonus to Disarm attempts. Picking up objects off the ground does not provoke an attack of opportunity.
Stealthy [Skill]
Benefit: +3 to hide and move silently. You gain no penalty for moving while trying to hide or move silently.
Dodge [Combat]
Benefits: You gain a +2 Dodge bonus to AC.
- Opponents gain no flanking or higher ground benefits against you.
Tomb Tainted Soul [Necromantic] [Magic]
Benefit: You are healed by negative energy, and damaged by positive energy.
Weapon Finesse [Combat]
Benefit: You may use your Dexterity Modifier instead of your Strength modifier for calculating your attack bonus. You may use your Dexterity Modifier instead of your Strength modifier for damage rolls.
Your special attacks are considered to have the Edge when you attack an opponent with a Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
Insightful Strike [Combat]
Benefit: You may use your Wisdom Modifier instead of your Strength modifier for calculating your attack bonus. You may use your Wisdom Modifier instead of your Strength modifier for damage rolls.
Your special attacks are considered to have the Edge when you attack an opponent with a Wisdom and Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
Brilliant Blade [Combat]
Benefit: You may use your Intelligence Modifier instead of your Strength modifier for calculating your attack bonus. You may use your Intelligence Modifier instead of your Strength modifier for damage rolls.
Your special attacks are considered to have the Edge when you attack an opponent with a Intelligence and Dexterity modifier smaller than yours, even if your Base Attack Bonus is not larger.
Zen Archery [Combat] [Marksman]
You are very calm about shooting people in the face. That's a good place to be.
Benefits:
- You may use your Wisdom Modifier in place of your Dexterity Modifier on ranged attack rolls.
Any opponent you can hear/perceive is considered an opponent you can see for purposes of targeting them with ranged attacks.
-Level 2-
Challenge [Combat]
Benefit: As a Swift Action, you may mark an opponent as your primary foe. This foe must be within medium range and be able to hear the your challenge. If the target creature inflicts any damage on you before your next turn, the attempt fails. Otherwise, any attacks you use against the opponent during her next turn inflict an extra d6 of damage per character level. This effect ends at the end of her next turn, or when she has struck her opponent a number of times equal to the number of attacks normally allotted her by her Base Attack Bonus.
Dragon Breath [Magic] [Draconic]
Benefits: Choose fire, acid, cold, or electricity, then choose 30ft cone or 60 ft line. You gain a breath weapon with the chosen properties.
- Using a breath weapon is a standard action. Each time a breath weapon is used, you cannot use any of them again on your next turn or the turn thereafter. ( 2 rounds)
DC for this Breath Weapon is 10 + ½ Level + (Con or Cha) Mod
Damage: 1d6/level + (Con or Cha) Mod damage of fire, acid, cold, electricity. Reflex for half.
Energy Immunity [Magic]
Benefit: You become immune to one type of energy.
(You can only take this feat once)
Great Cleave [Combat]
Benefit: Whenever you drop an opponent with a melee attack, you are entitled to a bonus "cleave" attack against another opponent you threaten. You may take a bonus 5' step every time you are entitled to a Cleave attack, which you may take either before or after the attack. This Cleave attack is considered an attack of opportunity.
Like Water [Combat]
Benefits: +4 Bonus to Trip attempts. You always have the edge when tripping.
- You can make an attack of opportunity against any opponent who attacks you. This attack of opportunity must be a trip or disarm attempt.
Cut Through [Combat]
Benefit: You attacks ignore hardness and DR.
Ghost Hunter [Combat]
Benefits:
- You can hear incorporeal and ethereal creatures as if they lacked those traits (note that shadows and the like rarely bother to actively move silently).
- You can see invisible and ethereal creatures as if they lacked those traits.
- Your attacks count as if you had the Ghost Touch property on your weapons.
-: Any Armor or shield you use benefits from the Ghost Touch property.
Juggernaut [Combat]
You are an unstoppable Juggernaut.
Benefits: You may be considered one size category larger for the purposes of any size dependant roll you make (such as a Bull Rush, Overrun, or Lift action). (Basically a +4)
- You do not provoke an attack of opportunity for entering an opponent's square.
Alchemist [Skill]
Benefit:
+3 to Craft (Alchemy) checks. Gain Craft Potion. Each night while you sleep, you restock a hidden stash of up to 200gp/level in personal alchemical and potion supplies for no charge. Only you may use them, but you may not sell them or give them away.
Critical Precision [Combat]
Double the threat range of all weapons you wield, and gain +4 to confirm criticals. You can crit and sneak attack things that normally could not be crit. (i.e. Undead, Constructs, etc.)
Enhanced Dead [Necromantic] [Magic]
Benefit: Undead you raise gain:
+4 Str, +2HP per hit die, Bonus 1d6 Cold Damage with Natural weapons
Educated [Skill]
Benefit: Gain +3 to knowledge checks, if you roll lower than a 10 on knowledge checks, take a 10 instead.
Mage Slayer [Combat]
You have trained long and hard to kill magic users. Maybe you hate them, maybe you just noticed that most of the really dangerous creatures in the world use magic.
Benefits:
- Damage you inflict is considered "ongoing damage" for the purposes of concentration checks made before the beginning of your next round. All your attacks in a round are considered the same source of continuing damage.
- Creatures cannot cast defensively within your threat range.
- Your attacks ignore Deflection bonuses to AC.
Extra Spell [Magic]
Benefit: You may cast another spell available to you each day. You may change this spell each morning.
Reach Tactician [Combat]
Short Haft + Cometary Collision + Defensive Sweep
Benefit:
- You may attack with a reach weapon as if it was not a reach weapon. Thus, a medium creature would normally threaten at 5' and 10' with a reach weapon.
- Charging is an action that provokes an attack of opportunity from you. This attack is considered to be a "readied attack" if it matters for purposes like setting against a charge.
Thicket of Blades [Combat]
Benefit: While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten.
Your opponents also cannot use the withdraw action (PH 143) to treat the square they start in as no longer threatened by you.
Stand Still [Combat]
Benefit: - Whenever you land an attack of opportunity, the opponent must immediately halt their move action.
Rapid Shot [Combat]
Benefits: Improved Rapid Shot - Whenever you do a full round attack action, you may do one extra ranged attack at your highest BAB.
Whenever you make a ranged attack as a standard action, you may make two instead at your highest BAB.
Sniper [Combat]
Benefits: Any benefit of being within 30' of an opponent is retained out to 60'.
Your range increments are 50% longer than they would ordinarily be.
Sharp Shooting – Your ranged attacks ignore Cover Bonuses (total cover still bones you).
Opponents struck by your ranged attacks do not automatically know what square your attack came from, and must attempt to find you normally.
Mounted Combat [Combat]
Benefit:
Mounted Combat - Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC)
Ride-By-Attack - When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Trample - When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets (see Overrun, page 157).
Spirited Charge - When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Mounted Hunter [Combat]
Benefit:
Mounted Combat - Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC)
Mounted Archery - The penalty you take when using a ranged weapon if your mount is taking a double move or running is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from -4 to - 2. You can attack at any time during your mount's move.
Improved Rapid Shot - Whenever you do a full round attack action, you may do one extra ranged attack at your highest BAB
Proficiency [Skill]
Benefits: You are proficient with everything.
Supporting Fire [Combat]
Benefits: - When armed with a Ranged Weapon, you may make attacks of opportunity against opponents who provoke them within 30' of you. Movement within this area does not provoke an attack of opportunity.
- Whenever an ally within 30’ of you provokes an attack of opportunity, you may provide cover fire.
Covering Fire from Races of War
(Take an attack with your ranged weapon and roll a normal attack roll. Until the beginning of your next turn one of your allies may use the result of your attack roll as their Armor Class against one attack of opportunity.
Edge Option: If you have The Edge against an opponent whose attack of opportunity was negated by Covering Fire, your ranged weapon may hit them. Simply compare the attack roll to their armor class as if it was also a normal attack.)
-Level 3-
Wings of Evil [Magic] [Fiend]
Benefits: You have a fly speed double that of your normal ground speed. You have good maneuverability, and you must be able to flap your wings to stay aloft.
Special: If you would prefer to have insectile wings or feathered wings instead, you can do that. The maneuverability and speed are unchanged. Once the look and feel of the wings is selected it cannot be changed.
Great Whirlwind [Combat]
Benefit: As a full round action, you may take a regular move action and make a single attack against each opponent you can reach at any point during your movement. Roll one attack roll and compare to each available opponent's AC individually.
Arcane Archer [Combat] [Magic]
Benefit: - If you cast a Touch Spell, you can deliver it with a ranged weapon (though you must hit with a normal attack to deliver the spell).
- Whenever you fire an arrow you may add 1d6/2 levels Fire, Cold, Acid or Electricity Damage.
Fire Arrows catch things on fire. (Reflex Negates, use your DC for the Fire.)
Cold arrows apply Slow for 1 round. (Will negates)
Acid arrows cause targets to become sickened for 1 round. (Fort Negates)
Electric Arrows deal damage in a line within the first range increment. (Use one attack roll)
DC = 10 + ½ level + (Stat mod you use for ranged attacks)
Giant Slayer [Combat]
Everyone has a specialty. Yours is miraculously finding ways to stab creatures in the face when it seems improbable that you would be able to reach that high.
Benefits: - When you perform a "grab on" Grapple maneuver, you do not provoke an attack of opportunity.
- You gain a +4 Dodge bonus to your AC and Reflex Saves against attacks from any creature with a longer natural reach than your own.
- You have The Edge against any creature you attack that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.
Incredible Speed [Combat]
Increase your base movement by 30’.
Improved Mounted Combat
Benefit:
- You suffer no penalty to your ride or handle animal skill checks when training or riding unusual mounts such as magical beasts or dragons.
- You may use your Ride Check in place of your mount's Balance, Jump, Climb, or Reflex Saving Throws.
- Any time a spell effect would target your mount, you may elect to have it target you instead. Any time a spell effect would target you, you may elect to have it affect your Mount instead.