Have you ever looked at the fighter’s feats and thought to yourself “wow, there’s not nearly enough of these.” Me too, every day I was working on the fighter guide. PF2’s release has a ridiculous amount of content, but when you’re used to a 10 year old system that released two splatbooks a month for most of its runtime in addition to yearly hardcovers (sometimes more than yearly), there’s only so much the brand new system can do. Fortunately, I’ve got your back. Something that I personally found a bit lacking back in the Playtest was the lack of meaning in weapon proficiency. +2 to hit is nice and feels good, but is kind of boring. So for our first foray into new content, I present a set of feats designed to refine a fighter’s style around their weapon group of choice.

Crushing Blow <AA> FEAT 1

<Fighter> <Flourish> <Press>

Prerequisites Expert in hammers.

Your continued assault shatters steel as well as bones. Make a single melee Strike with a hammer. If it hits and deals damage, you also deal 1d6 damage plus your Strength modifier (doubled on a critical hit) to an item the target is wearing, in addition to the damage dealt. If you deal this damage to the target’s armor, it is also added to the damage of the Strike. This damage increases by 1d6 if you’re a master in hammers, and 2d6 if you’re legendary.

Spear Dance <A> FEAT 1

<Fighter> <Open> <Stance>

Prerequisites Expert in spears, Trained in Performance

Requirements Wielding a spear

Your twirl and thrust with your spear in a graceful and elegant manner one might assume wasn’t a combat style, until they were impaled. Once per round as part of an action or reaction made to attack, you may attempt to Feint one target of your attack using Performance in place of Deception.

Choke Up <A> FEAT 4

<Fighter> <Flourish>

Prerequisites Expert in polearms

Requirements Wielding a polearm with the reach trait

You choke up your grip on your polearm, giving you more power at the cost of reach. Until the start of your next turn, your polearm loses the reach trait and increases its damage die by one step and increases the size of its deadly die by one step. If it did not have the deadly trait, it gains deadly d8.

Driving Blow <A> FEAT 6

<Fighter> <Flourish>

Prerequisites Master in hammers.

Hammers are made for smashing, and smashing is much easier with a hard surface to smash against. Make a Strike with a hammer against a prone target or a target adjacent to a wall or other large, solid object. If it hits and deals damage, the target is either enfeebled 1, clumsy 1, stupefied 1, or takes a -10 Status penalty to speed (your choice). If the Strike is a critical hit, the condition or penalty is doubled. This effect lasts until the start of your next turn.

Spear Sweep <AA> FEAT 8

<Fighter> <Flourish> <Press>

Prerequisites Master in spears

Requirements You are in Spear Dance

You make a flourishing spin with your spear extended. Attempt a single Athletics check to Trip all creatures adjacent to you. Any item bonuses that apply to your spear apply to this check.

Chain Wrap <AA> FEAT 8

<Fighter> <Flourish> <Press>

Prerequisites Master in flails.

You wrap the chain of your flail around your opponent’s weapon and attempt to dislodge it. Make a melee Strike with a flail. If you hit and deal damage, you can attempt an Athletics check to Disarm the creature you hit, ignoring Disarm’s requirement that you have a hand free. If you roll a success, you get a critical success instead. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.

Hammer Quake <AA> FEAT 16

<Fighter>

Prerequisites Legendary in hammers.

Requirements You are touching the ground.

Make a single Strike, hitting the ground with a hammer, and compare the result against the AC of every creature touching the ground within a 15-foot emanation. The damage of this Strike is equal to your hammer’s weapon dice plus your Strength modifier; do not add additional dice or effects.

Critical Success The creature takes double damage and is knocked prone.

Success The creature takes full damage and must make a Reflex save against your fighter DC or be knocked prone.

Failure The creature takes half damage.

Critical Failure The creature takes no damage.