Well lets see...
Augmented Bonus (6 CP) adds a second attribute modifier to a particular value in a specific situation. "
Improved" (+6 CP) makes it apply to a fairly common situation - such as melee combat. Since you only want it for a particular weapon, the 12 CP cost is Specialized in that weapon - reducing it to (6 CP). Flavor text might be "with canny insight you seek out weak points in your opponents defenses" (use Int or Wis Mod), "Your mighty endurance lets you put the maximum effort into every blow" (use Con Mod), or whatever you like (for Cha or Dex mod).
Martial Arts is the usual way to represent skill with particular weapons - whether armed or unarmed. Since it's a skill, it doesn't have to cost CP and can be made even cheaper with
Adept.
Expertise allows you to take a pair of values and shift bonuses back and forth between them. For example, reducing your Attack Bonus to add to Damage or vice versa (
Power Attack), or your attack bonus to add to your armor class or vice versa (
Combat Expertise), or Reflex Saves to add to Int-Based Skills or vice versa (you get distracted and aren't paying attention when you concentrate - or can focus on evasion and forget about thinking).
"
Leap Attack" lets you combine a jump with a charge against an opponent. If you end your jump in a square from which you threaten your target, you deal +100% the normal bonus damage from your use of the Power Attack feat. If you use this tactic with a two-handed weapon, you instead triple the extra damage from Power Attack."
So the Eclipse version uses Double Damage when Charging (Eclipse generally doesn't care how you move, so you can presumably make Charging attacks by running, leaping, flying, or even by diving onto something) (6 CP), which would double all damage when you use a charging attack. We're Corrupting it for Increased Effect (Triple Damage) / effect only applies to the extra damage from Expertise. Except for not caring if if you're using a two-handed weapon or not (this version triples the damage either way) the net effect is identical to
Leap Attack.
Honestly, however, what you want is probably just
<i>Expertise </i>(Attack Bonus and Damage), Specialized and Corrupted for Triple Effect / Only in Melee, only with your Chosen Weapon (6 CP) - which lets you trade in up to +5 worth of attack bonus for +3 Damage per point of Attack Bonus traded in. If that's what you want, there's no need to fool around with Leap Attack or prerequisites to get it.
As for concentration checks in lieu of saves... the quickest and easiest way is to take
Luck with +8
Bonus Uses, Specialized and Corrupted / only for Saving Throws, only to "take 20" in advance rather than rerolling, effective result is only what you get on a skill check, not an automatic success (6 CP). Now, admittedly that's limited uses - but it doesn't call for being in a particular stance or having a particular maneuver readied and nine times a day ought to be enough for any given saving throw.
Reflex Training and
Opportunist are the general "I get to do something out of the normal sequence of events" powers. For example, "
Great Cleave" can be built as "
Opportunist / I get to make another attack on any target within reach when one of my attacks drops an opponent" (6 CP). There are no prerequisites, and you can make it cheaper = although since you will almost always be using your chosen weapon, "Only with my chosen weapon" would probably only count as a Corruption.
Dungeon Crasher can be built in various ways, the cheapest is probably as a Martial Art:
Dungeon Crasher Style (Str-Based):
Requires: Str 16+, BAB 2+, Desire to smash stuff.
Possible Basic Techniques (may take all of them):
- Defenses I-IV, Specialized for Double Effect and Corrupted for Increased Effect (Applies to Saves too) / Only versus Traps.
- Power I-IV, Specialized and Corrupted for Triple Effect / only to add +3 per level to the damage from Bull Rushing someone into a wall.
Possible Master Techniques (4 picks Maximum);
- Breaking (Add your Dungeon Smasher skill total to your rolls to break things).
- Improved Bull Rush: You no longer suffer an Attack Of Opprotunity when you Bull Rush and gain a +4 bonus on your strength check to push back a defender.
- "Sneak Attack" variant I-III, Specialized and Corrupted for Increased Effect/only with a successful Bull Rush maneuver ending in a wall to smash the opponent into.
- Mind Like Moon, Specialized for Increased Effect / if the user is Surprised, he or she may roll initiative normally, but the only action they may take in the surprise round is to attempt to Bull Rush an opponent. If all opponents are too far away to be Bull Rushed, the effect is up to a full move towards them.
Possible Possible Occult Techniques (4 Picks Maximum):
- Inner Strength x2 (Provides 6 or 12 (if taken twice) phantom "constituition points" to power other occult abilities with.
- Light Foot, Specialized for Double Effect (Spend 1 Con to gain a +60 to Leap or run across water, grease, or other difficult terrain without difficulty) / only to Bull Rush a target.
- Ki Block (Spend 2 Con to try to completely negate an incoming attack, requires some checks though).
So, if you have a Str Mod of +4 (guessing from the Combat Thread) spending 5 SP or CP on the "
Dungeon Crasher Style" would get you a total of +9 and five techniques.
- Defenses I gets you to +2 on AC and Saves versus Traps. (Can go up to +8 with three more picks).
- Power II gets you +6 on damage from smashing someone into a wall. (Can go up to +12 with two more picks).
- Sneak Attack I gets you +3d6 damage when Bull Rushing someone into a wall. (Can go up to +9d6, with another two picks).
- Breaking.
This doesn't precisely match of course: the bonus damage for smashing someone is +3d6+6 rather than 4d6 and your ability to smash stuff gets a +9 bonus rather than a +5 - but both of those are improvements. Another +6 Skill Points or Character Points while going up in level (plus any improvements in your Strength Modifier) will get you at least three more techniques. If you invest them in +2 dice more Sneak Attack and +1 Defenses, your total bonuses become:
- +4 to AC and Saves versus Traps
- +15 (or more) to Break Stuff.
- Bull Rush into Walls for 9d6+6 plus Strength (Could be +12 if your Str has gone up enough to get another pick).
Plus, of course, there's room for further expansion with more skill points.
Now there is a small limitation; you can only use one Martial Art at a time - but switching is a free action and that can be gotten around with an Immunity anyway.
In general, Eclipse gives Fighter-types a variety of upgrades on their toys.