TEXT: One of the most common complaints about the
  feat-heavy fighter class in particular, and warrior
  classes in general, is that there are too few feats
  specifically designed for high-level characters.
  While there are any number of expansive feat
  chains, most of these can be completed at lower-
  middle (for fighters) to middle levels (barbarians,
  rangers, monks, and paladins) of play, forcing the
  player to either choose sub-optimal feats for his
  character, or in the case of fighters specifically, to
  1
  Fantasy Player’s
  Companion
  Higher Level Feats
  for the Fighting Man
  by Patrick Younts
  Requires the use of the Dungeons & Dragons®
  Player’s Handbook
  
  begin pursuing a second feat chain – this latter
  choice, especially, can have the unfortunate result of
  diluting a character’s concept, so that a mounted,
  lance bearing knight also ends up becoming an
  archer extraordinaire, for example. 
  With this collection of feats, I hope to change
  that. The new feats introduced here are intended pri-
  marily for higher level characters, and are designed
  to continue the progression of existing feat chains,
  to build upon the more powerful class abilities war-
  rior characters possess, or add new abilities which
  high level warriors might find not only very useful,
  but widely applicable to warriors of all concepts. 
  A Note of Caution: With very few exceptions,
  these feats are intended for higher level warriors,
  and as such, many of them are very impressive in
  scope and power. This means that while it is cer-
  tainly possible to alter the requirements to allow
  them to be used by lower level characters, you
  should be very careful when doing so, as they are
  balanced against the powerful abilities of spellcast-
  ers, and high Challenge Rating monsters. 
  Unless otherwise noted, all feats presented with-
  in this sourcebook can be selected as fighter bonus
  feats.
  Always Braced
  Your spear is always ready to receive a charge
  from a foolish warrior. 
  Prerequisites: Weapon Focus with weapon that
  can be readied to inflict double damage against a
  charging creature, Weapon Specialization with cho-
  sen weapon, Quick Draw. 
  Benefits: So long as you have your chosen
  weapon in hand, and are not flat-footed or otherwise
  denied your Dexterity bonus, you can ready your
  weapon to receive a charge as a free action.
  Armor Focus
  After a long period of acclimation, you have
  grown accustomed to the weight and awkwardness
  of your armor, and are no longer much burdened by
  it. 
  Prerequisites: Proficiency in chosen armor,
  base attack bonus +1. 
  Benefits: The armor check penalty of your
  armor is lowered by –1, and its maximum Dexterity
  bonus increased by +1. 
  Special: This feat can be selected multiple times.
  Its effects apply only to a specific style of armor
  (chainmail, studded leather, full plate), and do not
  stack. Each time it is selected, the bonus is applied
  to a different style of armor. 
  Armor Specialization
  After much experience in battle, you have
  learned to use your armor more efficiently. 
  Prerequisites: Proficiency in chosen armor,
  Armor Focus in chosen armor, Fighter level 4th. 
  Benefits: The armor bonus of your chosen
  armor is increased by +1.  
  Special: This feat can be selected multiple times.
  Its effects apply only to a specific style of armor
  (chainmail, studded leather, full plate), and do not
  stack. Each time it is selected, the bonus is applied
  to a different style of armor.
  Catastrophic Charge
  Your mounted charges strike with the force of a
  thunderbolt. 
  Prerequisites: Handle Animal 6 ranks, Ride 12
  ranks, Mounted Combat, Ride By Attack, Spirited
  Charge, Swift Charge.
  Benefits: When mounted and using the charge
  action, you inflict triple damage with a melee
  weapon, or quadruple damage with a lance. 
  Deadly Strike
  Your strikes hit with the force of a hammer,
  sending a lethal shockwave of pain through your
  opponent’s bodies. 
  Prerequisites: Weapon Focus in chosen
  weapon, Improved Critical with chosen weapon,
  base attack bonus +12. 
  Benefits: When you inflict 50 or more points of
  damage with a single attack from your chosen
  weapon, the DC for the Fortitude save to avoid
  death from massive damage is 17, rather than 15. 
  Special: This feat can be applied to a weapon
  twice. The 2nd time, the Fortitude save DC is
  increased to 19. The feat can be selected additional
  times, with each new selection applying to a new
  weapon. 
  Dedicated Weapon
  You have chosen your weapon, and cannot easi-
  ly be separated from it. 
  Prerequisites: Weapon Focus in chosen
  weapon, Greater Weapon Focus in chosen weapon,
  Fighter level 10th. 
  Benefits: You gain a +4 bonus to your opposed
  attack roll to defend against a sunder attempt, and
  2
  
  your weapon’s hardness is increased by 2 for the
  purposes of resisting damage from sundering.
  Against a disarm attempt, you gain a +4 bonus to
  your opposed attack roll to defend, and if your roll
  defeats the attacker’s, you gain a +2 bonus to your
  own attack roll to disarm him in return (as per the
  rules for failing a disarm attempt in the PHB). 
  Special: This feat can be selected multiple
  times, and is applied to a different weapon each
  time it is selected.  
  Exacting Shot
  You can strike from a distance with pinpoint
  accuracy, striking the most vulnerable points in
  your opponent’s body with ease. 
  Prerequisites: Dexterity 21, Point Blank
  Shot, Precise Shot, Improved Precise Shot,
  Weapon Focus with chosen weapon, base attack
  bonus +13. 
  Benefits: When attacking with a chosen
  ranged weapon, you apply your Dexterity modi-
  fier, rather than Strength modifier, as a bonus to
  damage rolls.
  Special: This feat can be applied to a weapon
  that can be used both as a ranged weapon, and as
  a melee weapon, such as a shortspear. When such
  a weapon is selected to benefit from this feat, you
  add your Dexterity bonus, rather than your
  Strength bonus, only when the weapon is used in
  ranged combat. 
  This feat can be selected multiple times, and is
  applied to a different ranged weapon each time it
  is selected. 
  Exquisite Grace
  Your skill and grace with your weapon is
  unmatched, allowing you to strike vulnerable
  areas with ease. 
  Prerequisites: Weapon Finesse, Weapon
  Focus 
  with 
  chosen 
  weapon, 
  Weapon
  Specialization with chosen weapon, Greater
  Weapon Focus with chosen weapon, Greater
  Weapon Specialization with chosen weapon,
  Fighter level 14th. 
  Benefits: When using your chosen, finessed
  weapon, you apply your Dexterity modifier,
  rather than Strength modifier, as a bonus to dam-
  age rolls. 
  Special: This feat can be selected multiple
  times, and is applied to a different weapon each
  time it is selected. 
  Extended Smite
  Your holy glory is sustained by the power of
  your great faith.  
  Prerequisites: Cha 15, Paladin level 12th. 
  Benefits: When you use your smite evil abili-
  ty, the benefits apply to all attacks made during
  the round. So, for example, a 12th level paladin
  using his smite evil ability with a full attack
  action would apply its benefits to both attacks
  made during the round. 
  Normal: When used, the smite evil ability
  applies only to a single melee attack.  
  Extraordinary Weapon Focus
  Your skill with your chosen weapon is stag-
  gering. 
  Prerequisites: Weapon Focus with selected
  weapon, Greater Weapon Focus with selected
  weapon, Fighter level 14th.
  Benefits: You gain a +1 bonus to all attack
  rolls made using the selected weapon. This bonus
  stacks with that gained from Weapon Focus, and
  Greater Weapon Focus. 
  Special: This feat can be selected multiple
  times. Its effects do not stack. Each time you take
  the feat, it applies to a new weapon. 
  Extraordinary Weapon Specialization
  Your ability to inflict damage with your cho-
  sen weapon is remarkable. 
  Prerequisites: Weapon Focus with selected
  weapon, Weapon Specialization with selected
  weapon, Greater Weapon Focus with selected
  weapon, Greater Weapon Specialization with
  selected weapon, Fighter level 16th. 
  Benefits: You gain a +2 bonus on all damage
  rolls use make using the selected weapon. This
  bonus stacks with other bonuses on damage rolls,
  including the ones from Weapon Specialization,
  and Greater Weapon Specialization. 
  Special: You can gain Extraordinary Weapon
  Specialization multiple times. Its effects do not
  stack. Each time you take the feat, it applies to a
  new type of weapon. 
  3
  
  Favored Slayer 
  You know how to strike your favored enemies
  where it hurts the most. 
  Prerequisites: Ranger level 10.  
  Benefits: The critical multiplier of any
  weapon you wield is increased by one step, from
  x2 to x3 for example, but only against your
  favored enemies. 
  Fists of Iron
  Your naked fists are as hard as an iron gaunt-
  let, allowing you to wreak terrible injury upon
  those you strike. 
  Prerequisites: Str 13, Improved Unarmed
  Strike, Power Attack, Weapon Focus (unarmed),
  Improved Critical (unarmed). 
  Benefits: The critical multiplier of your
  unarmed attacks is increased by one step, typical-
  ly from x2 to x3.
  Special: A character with levels in the monk
  class can select this feat twice, increasing the crit-
  ical multiplier by an additional step, most typi-
  cally from x3 to x4.  
  Forceful Trample
  When you successfully trample an opponent,
  your mount’s hooves can strike them with incred-
  ible power. 
  Prerequisites: Handle Animal 6 ranks, Ride
  12 ranks, Mounted Combat, Trample, Undeniable
  Trample. 
  Benefits: When you perform a successful
  mounted overrun, your mount’s hoof attack
  inflicts double damage (triple damage on a suc-
  cessful critical hit). In addition, with a successful
  hoof attack on a trample, your opponent must
  succeed at a Fortitude save (DC 10 + _ your level
  + mount’s Strength bonus) or be dazed for one
  round.    
  Greater Armor Focus
  After a long period of acclimation, you have
  grown accustomed to the weight and awkward-
  ness of your armor, and are no longer much bur-
  dened by it. 
  Prerequisites: Proficiency in chosen armor,
  Armor Focus, Fighter level 8th. 
  Benefits: The armor check penalty of your
  armor is lowered by –1, and its maximum
  Dexterity bonus increased by +1. 
  Special: This feat can be selected multiple
  times. Its effects apply only to a specific style of
  armor (chainmail, studded leather, full plate), and
  stack with the benefits of Armor Focus. Each
  time it is selected, the bonus is applied to a dif-
  ferent style of armor. 
  Greater Armor Specialization
  After much experience in battle, you have
  learned to use your armor more efficiently. 
  Prerequisites: Proficiency in chosen armor,
  Armor 
  Focus 
  in 
  chosen 
  armor, Armor
  Specialization in chosen armor. Fighter level
  12th.   
  Benefits: The armor bonus of your chosen
  armor is increased by +1.  
  Special: This feat can be selected multiple
  times. Its effects apply only to a specific style of
  armor (chainmail, studded leather, full plate), and
  stack with the benefits of Armor Specialization.
  Each time it is selected, the bonus is applied to a
  different style of armor.
  Greater Dodge
  Your ability to dodge melee attacks is
  improved substantially. 
  Prerequisites: 
  Dex 
  15, 
  Dodge. 
  Benefits: You gain a +1 dodge bonus to your
  Armor Class against a specific, designated oppo-
  nent. 
  Special: This feat stacks with the dodge bonus
  gained from the Dodge feat. You can select this
  feat a 2nd time: the 2nd time it is selected, you
  can designate a second opponent to gain a +2
  dodge bonus to your Armor Class against.  
  Greater Combat Expertise
  Your ability to defend yourself with your
  weapon is extraordinary. 
  Prerequisites: Int 13, Combat Expertise, base
  attack bonus +10.
  Benefits: When you use the attack action or
  the full attack action in melee, you can take a
  penalty of as much as –10 on your attack roll and
  add the same number (+10 or less) as a dodge
  bonus to your Armor Class. This number may not
  exceed your base attack bonus. The changes to
  attack and Armor Class last until your next
  action.  
  4
  
  Killing Blow
  Your attacks are eminently lethal, felling oppo-
  nents in one mighty blow.
  Prerequisites: Weapon Focus in chosen
  weapon, Improved Critical with chosen weapon,
  base attack bonus 14+
  Benefits: When you attack with your chosen
  weapon, the massive damage threshold for your
  attacks is lowered to 45. This means that when you
  inflict 45 or more points of damage in a single
  attack, your opponent must attempt a Fortitude
  save to avoid dying instantly, regardless of their hit
  points. 
  Special: This feat can be applied to a weapon
  twice. The 2nd time, the massive damage thresh-
  old is reduced to 40. The feat can be selected addi-
  tional times, with each new selection applying to a
  new weapon. 
  Normal: The massive damage threshold is 50
  points of damage with a single attack. 
  Masterful Expertise
  Your ability to defend yourself with your
  weapon is legendary. 
  Prerequisites: Int 13, Combat Expertise,
  Greater Combat Expertise, base attack bonus +12.
  Benefits: When you use the attack action or the
  full attack action in melee, you can take a penalty
  of as much as –10 on your attack roll and add 1 and
  _ times that number (to a maximum of +15) as a
  dodge bonus to your Armor Class. This number
  may not exceed your base attack bonus. The
  changes to attack and Armor Class last until your
  next action.  
  Pincushion
  When you catch a foe unprepared, you can
  pierce them through and through in the space of a
  breath. 
  Prerequisites: Dex 17, Improved Initiative,
  Quick Draw, Point Blank Shot, Rapid Shot,
  Manyshot, base attack bonus +12.
  Benefits: When you use the Manyshot feat to
  attack a flatfooted opponent within 30 ft., you suf-
  fer no penalties to your attack roll, regardless of
  how many arrows you fire.
  Normal: When you fire two arrows using the
  Manyshot feat, you suffer a –4 penalty to your
  attack roll, with an additional –2 penalty for each
  arrow beyond the second you fire.  
  Riposte Attack
  You have trained yourself to take advantage of
  your opponent’s failed attacks. 
  Prerequisites: Dex 13, Int 13, Combat
  Expertise, Combat Reflexes, Dodge, Greater
  Dodge, Base Attack Bonus +6. 
  Benefits: When the opponent designated as
  the target of your Dodge feat misses you with a
  melee attack by an amount equal to, or less than
  the sum of your dodge bonus gained from the
  Dodge, Greater Dodge, Combat Expertise and
  Greater Combat Expertise feats, you can make an
  immediate attack of opportunity against them.
  This attack is made as a free action, immediately
  after the failed attack, and before any other
  attacks the opponent makes in the round. 
  You can make a number of riposte attacks
  equal to the amount of attacks of opportunity you
  can make on your turn, and each riposte is made
  at your full attack bonus, minus any penalties to
  your attack rolls incurred by the Combat
  Expertise or Greater Combat Expertise feats.    
  Senses-Addling Blow
  Your melee attacks strike with incredible
  force.
  Prerequisites: Str 19, Improved Critical with
  chosen melee weapon, Power Attack, Weapon
  Focus with chosen melee weapon, base attack
  bonus +9.  
  Benefits: When you successfully inflict a crit-
  ical hit with your chosen melee weapon, the tar-
  get is forced to attempt a Fortitude save against a
  DC equal to 10 + _ your level + your Strength
  modifier, in addition to suffering damage as nor-
  mal. On a failed save, the victim is dazed for 1
  round.   
  Swift Charge
  You can coax your mount to charge great dis-
  tances with lightning speed. 
  Prerequisites: Handle Animal 6 ranks, Ride 9
  ranks, Mounted Combat, Ride By Attack.
  Benefits: When performing a mounted
  charge, you can direct your mount to move up to
  triple its speed. Doing so requires a successful
  Ride check, made as a free action, against DC 15.
  On a failed check, your mount can only charge up
  to double its speed.     
  5
  
  Swift Whirlwind
  You can strike at all nearby opponents with the
  speed of a serpent. 
  Prerequisites: Dex 15, Int 13, Combat
  Expertise, Dodge, Mobility, Spring Attack, Wild
  Whirlwind, base attack bonus +15.
  Benefits: When you use an attack action, you
  can make one melee attack at your full base
  attack bonus against all opponents within reach,
  but each attack takes a –4 penalty. 
  Normal: You can only make a whirlwind
  attack as a full round action. 
  Terrible, Swift Sword
  When you catch an opponent off their guard,
  you can slay them in one swift, terrible stroke. 
  Prerequisites: Dex 13, Improved Initiative,
  Quick Draw, Weapon Focus with chosen melee
  weapon, Weapon Specialization with chosen
  melee weapon, Improved Critical with chosen
  melee weapon, base attack bonus +12. 
  Benefits: If you draw your weapon and suc-
  cessfully strike a flat-footed foe within an area
  you threaten, you automatically inflict a critical
  hit, and do not need to roll to confirm the critical
  hit. 
  Terrifying Rage
  Your primal fury is terrifying to behold. 
  Prerequisites: Greater rage ability.
  Benefits: On the round you enter an enraged
  state, all opponents within a 30 ft. radius of you
  must succeed at a Will save against a DC equal to
  10 + _ your level + your Charisma modifier or be
  shaken for the duration of your rage. Those who
  succeed at their save are immune to the effects of
  your terrifying rage for a full day. Terrifying
  Rage is a mind-affecting, fear effect.  
  Unkillable
  You can withstand blows that would instantly
  slay a lesser warrior. 
  Prerequisites: Endurance, Diehard, Base
  Fortitude save +7.
  Benefits: You do not have to attempt a
  Fortitude save to avoid death from massive dam-
  age until you take 60 or more points of damage
  from a single attack.
  Normal: The massive damage threshold is
  normally 50 points of damage. 
  Undeniable Trample
  You are so skilled as a rider that you can tram-
  ple opponents with no chance of retaliation. 
  Prerequisites: Handle Animal 6 ranks, Ride
  19 ranks, Mounted Combat, Trample. 
  Benefits: When performing a mounted tram-
  ple, you do not provoke an attack an opportunity
  from your target. In addition, both you and your
  mount benefit from a +4 bonus to Armor Class
  against attacks of opportunity provoked by mov-
  ing through threatened areas during your charg-
  ing, mounted overrun. 
  Normal: Attempting to overrun provokes an
  attack of opportunity from your target.  
  Wild Whirlwind 
  Your whirlwind strikes with such astounding
  speed that you can savage opponents multiple
  times. 
  Prerequisites: Dex 15, Int 13, Combat
  Expertise, Dodge, Mobility, Spring Attack, base
  attack bonus +12. 
  Benefits: When you use a full attack action to
  perform a whirlwind attack, you can make two
  melee attacks against all opponents within reach.
  The 1st attack is made at your full base attack
  bonus, and the 2nd is made at your next iterative
  attack bonus, but every attack in the round is
  made at a –2 penalty. 
  As with whirlwind, you forfeit any bonus or
  extra attacks granted by feats or abilities (such as
  the Cleave feat).
  6
  
  7
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