Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. If your combat maneuver is successful, the target cannot use his weapons for 1 round. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. You can attempt to hinder a foe in melee as a standard action. You can also choose unarmed strike (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You can use strength and agility to send foes crashing to the ground. When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. You receive a +2 bonus on checks made to attempt a disarm. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand. If your attack exceeds the target’s CMD, the target is knocked prone. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. I would prefer things that don't lock you into specific weapons, but I'm the GM here, so I can remove those rules if necessary. When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The abilities of your animal companion are calculated as though your class were 4 levels higher, to a maximum effective level equal to your character level. | 3.5e SRD You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. You become proficient with Tower Shields. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. This bonus stacks with the bonus granted by Trip. If 0 hp or less, fight on for 1 round before. This bonus damage is not multiplied on a critical hit. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. Vicious stomp does not trip, but it stacks with greater trip to prove 2 attacks of opportunity. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. The effects of your bardic performance carry on, even after you have stopped performing. You can make your spells last twice as long. You can attempt to trip your opponent in place of a melee attack. You get a +2 bonus on all Mobility and Stealth skill checks. Your skill with your favored weapon can frighten enemies. If you have both these feats and trip a foe, do you get to make two attacks of opportunity (assuming that you can)? When you score a critical hit on a foe, your target immediately becomes exhausted. Whenever you score a critical hit, your opponent is permanently blinded. Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell's actual level.)

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