You can become so tough that it’s difficult to knit your flesh back together.
Prerequisite: Endurance, Diehard, Unstoppable*
Benefit: When you are below 0 hp, you can choose to gain DR 5/- until you have 1 hp or more again. However, if you use this feat, you cannot be healed by any cure spells or effects while you have the benefit.
*a Gamingmage feat.
A kiss/curse mechanic that can turn you into a monster. Great for parties without a healer, or warriors who need to fight on their own.
Arrow at The Ready (combat)
You are never caught with your weapon idle.
Benefit: You can nonchalantly walk around with your bow or crossbow loaded at all times. If you also have the Quick Draw feat, you can make a full attack with a bow during a surprise round.
A boon for bows and crossbow users alike, this feat lets you be prepared for a serious ambush! Something my friend Paul has been bugging about for ages.
Stand Your Ground (combat)
You can defend yourself from a flurry of attacks.
Prerequisite: Combat Expertise, BaB +4
Benefit: When you use the Combat Expertise feat and an opponent makes a full attack on you, you double your AC bonus from Combat Expertise against each attack after the first. You can only use Stand Your Ground against a particular opponent once per minute.
Sometimes, Pathfinder is all about avoiding full attacks. And nothing else. Once you get to 8th level or so, the full attacks of monsters can instantly kill most members of the party, while your two-weapon fighter’s full attack does the same to the enemy. This feat lets you avoid the unavoidable when you need it.
I feel that the “once per opponent per minute” restriction is necessary, but it’s also very clunky. Anyone have a better suggestion to balance this feat?