This campaign uses the Elephant in the Room feat-tax rules plus our extensions. If a feat you want required something below, the requirement is either gone or satisfied by the merged feat.
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Free combat option for anyone with BAB +1.
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Combat Reflexes (Combat) You can make additional attacks of opportunity.
Free combat option for anyone with BAB +1.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modif ier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Precise Shot (Combat) You are adept at firing ranged attacks into melee.
Free combat option for anyone with BAB +1.
You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Free combat option for anyone with BAB +1.
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Free combat option for anyone with BAB +1.
When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Free combat option for anyone with BAB +1. (Extended rule.)
When you shoot or throw ranged weapons at an opponent engaged in melee, you can choose to take a -1 penalty to your AC and gain a +2 competence bonus on your attack roll. However, when you roll a natural 1 on a ranged attack roll made with this bonus, you automatically hit a random adjacent creature that threatens your intended target.
Free combat option for anyone with BAB +1. (Extended rule.)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Removed. Anything that required it no longer does.
If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.
Removed. Its only purpose was standing in for a prerequisite that is now free. (Extended rule.)
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Trip — You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Improved Disarm — You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Improved Dirty Trick — You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Improved Feint — You can make a Bluff check to feint in combat as a move action.
Improved Reposition — You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Improved Steal — You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Bull Rush — You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Improved Drag — You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.
Improved Overrun — You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Improved Sunder — You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
When you use the gunslinger’s dodge deed to move, the movement granted by that deed does not provoke attacks of opportunity, and you gain a +4 dodge bonus to your Armor Class. Musketeer’s Reposition (Combat, Grit) You can knock a foe away with your two-handed firearm.
One feat. The merged stages below activate at the levels their old prerequisites required.
Mobility — You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
You get a third attack with your off-hand weapon, albeit at a –10 penalty. Greater Vital Strike (Combat) You can make a single attack that deals incredible damage.
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Two-Weapon Fighting — In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Your experience in the Dimension of Dreams allows you to enter the demiplane with ease. You no longer have to attempt a Charisma check when entering the Dimension of Dreams to determine whether or not you are at a disadvantage, instead automatically arriving unhindered.
One feat. The merged stages below activate at the levels their old prerequisites required.
Lucid Dreamer — You have greater control of the highly morphic qualities and wild magic of the Dimension of Dreams. You gain a +4 bonus on Charisma checks to determine your initial condition when your lucid body (see page 242) enters a dream and when attempting impossible feats in a dreamscape, and a +2 bonus on caster level checks to prevent a spell or spell-like ability from going awry because of wild magic. If someone casts a dream council spell that includes
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. 2
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Snap Shot — You threaten an additional 5 feet with Snap Shot.
Greater Snap Shot — Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20. Greater Whip Mastery (Combat) You can use a whip to make combat maneuvers with ease.
As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Weapon of the Chosen — This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity-either chaotic, evil, good, or lawful-for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver.
Greater Weapon of the Chosen — When you use your deity's favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat's benefit. As usual, the reroll does not apply to any confirmation rolls.
As a standard action, you can attempt a combat maneuver check against a creature no more than one size category larger than yourself. This provokes an attack of opportunity from the target of the maneuver. If the check is successful, you can prevent the target from using one arm (or similar limb) or one natural attack of your choice for 1 round. For every 5 by which your check result exceeds the target's CMD, the affected arm or natural attack is unusable for 1 additional round. The target can regain the use of its disabled limb or natural attack by taking a standard action to do so.
One feat. The merged stages below activate at the levels their old prerequisites required.
Improved Uncivilized Tactics — You don't provoke an attack of opportunity when attempting a combat maneuver check to use Uncivilized Tactics. In addition, you receive a +2 bonus on such checks.
Greater Uncivilized Tactics — You gain a +2 bonus on checks to use Uncivilized Tactics. This bonus stacks with the bonus granted by Improved Uncivilized Tactics. Additionally, a foe must take a full-round action to recover the use of a limb or natural attack you've incapacitated with Uncivilized Tactics.
Take the base Style feat and you have the whole chain — you never spend a second or third feat on it. You do not get the later stages immediately: each one switches on by itself once you meet what it always required, shown under Unlocks at. The gate is not the same for every style — Snapping Turtle goes by BAB, Dragon by Acrobatics ranks, Panther by Wisdom alone — so check your own. Anything Elephant already makes free is left out.
While using this style, as a move action, you can protect adjacent allies from a single opponent that you currently threaten. This grants adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus against the designated opponent’s attacks persists even if your allies move away from you. Authoritative Spell (Metamagic) Your magic holds all the intricacies of Axis’s idealized laws, enforcing their strictures upon your enemies.
Archon Diversion Unlocks at: BAB +4 or monk 4, Improved Unarmed Strike The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to -1, and you can spend a move action instead of a standard action to use this ability. Once per round while using Archon Style, when you have at least one hand free, you can divert one melee weapon attack that would have struck an adjacent ally and take the blow in your ally's stead, using your own AC to determine whether the attack
Archon Justice Unlocks at: BAB +8 or monk 7, Improved Unarmed Strike You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability. Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent.
When you use a monk weapon or unarmed strike to attack a creature that is casting a divine spell, the target is sickened for 1d4 rounds. A target can attempt a Fortitude save (DC = 10 + half your character level + your Wisdom modifier) to reduce the duration of the sickened effect to 1 round.
Asura Sight Unlocks at: BAB +9 or monk 9 When using Asura Style, you gain improved uncanny dodge as a rogue of your character level.
Asura Spellrend Unlocks at: BAB +13 or monk 13 You can replace one of your attacks at your highest base attack bonus each round with a spellrending strike. If your spellrending strike hits, it deals no damage, but you can attempt to dispel a harmless divine spell affecting this target as per dispel magic, with a caster level equal to your character level. If you succeed at your dispel check, the target is sickened as if you had interrupted the spell with Asura Style and receives no saving thr
While using this style, during any round in which you move at least 15 feet, you gain a +1 dodge bonus to your AC. This bonus lasts until the beginning of your next turn. Blazing Aura (Combat, Conduit) You cover yourself in coils of flame drawn from the Plane of Fire.
Azata Mischief Unlocks at: BAB +6, Dodge, Mobility While using Azata Style, whenever an opponent misses you with an attack of opportunity provoked by your movement through its threatened squares, you can attempt a trip combat maneuver against that creature at the end of your turn as a swift action, provided you are still adjacent to the creature when you end your movement for the round. This trip attempt does not provoke attacks of opportunity. You gain a bonus on your combat maneuver check equal
Azata Sprint Unlocks at: BAB +10, Dodge, Mobility, Wind Stance While using Azata Style, your base speed increases by 10 feet and you ignore the movement penalties applied by the first 10 feet of difficult terrain you move through in the round. Azata Style (Combat, Style) Your quickness and grace keep you alive.
Your unarmed strikes deal normal damage underwater, and you don't take penalties on attack rolls with unarmed strikes made underwater. You add your Wisdom modifier in addition to your Strength modifier on Swim checks.
Barracuda Slam Unlocks at: Acrobatics 5 ranks, Swim 5 ranks, Wis 13, Improved Unarmed Strike With a successful Swim check, you can move half your speed as a move action or your full speed as a full-round action. You can run and charge underwater, though the maximum distance you can move while doing so is half the normal maximum distance. Further, while making a charge attack in water or on land, you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn.
Barracuda Dash Unlocks at: Acrobatics 7 ranks, Swim 7 ranks, Wis 13, Improved Unarmed Strike You gain a swim speed equal to your base speed. When you attack on a charge in water or on land and the attack hits, you can immediately make a second charge attack against a second opponent. All the normal requirements for making a charge, such as moving at least 10 feet and moving in a straight line, apply to this second attack. The total distance of the two charge attacks cannot exceed the normal maximum distance for a charge (usually double y
When you are adjacent to your animal companion and an attack is made against it, if you are also adjacent to the attacking creature, you can attempt a Handle Animal check as an immediate action to negate the hit. The hit is negated if your Handle Animal check result is greater than the attacker's attack roll.
Beastmaster Salvation Unlocks at: Handle-animal 5 ranks, Sense-motive 5 ranks, Cha 13, Alertness If you are adjacent to your animal companion when it attempts a saving throw, you can attempt a Handle Animal check as an immediate action. Your animal companion does not attempt the saving throw, but instead uses your Handle Animal result as its result for the save. Beastmaster Style (Combat, Style) Your animal companion is your most treasured friend, and you steadfastly protect it from your foes.
Beastmaster Ire Unlocks at: Handle-animal 9 ranks, Sense-motive 5 ranks, Cha 13, Alertness When you activate Beastmaster Style's benefit, you gain a +2 morale bonus on melee weapon attack rolls and +4 morale bonus on weapon damage rolls against the attacking creature. If the enemy attack dealt damage to your animal companion, these bonuses increase to +4 and +8, respectively. These bonuses last until the end of your next turn.
While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength- or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight APG feat, as well as any feat that lists Improved Blind-Fight APG as a prerequisite.
Blinded Competence Unlocks at: Perception 10 ranks, Blind Fight, Improved Blind Fight While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpos
Blinded Master Unlocks at: Perception 15 ranks, Blind Fight, Blinded Blade Precision, Greater Blind Fight, Improved Blind Fight While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures' locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat.
While you are using Blood Frenzy Style, you gain a +2 bonus to your Strength and Constitution, and you take a -2 penalty to AC.
Blood Frenzy Strike Unlocks at: BAB +4, Str 15, Improved Unarmed Strike While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself. Once every 1d4 rounds, you can make an unarmed attack with a -5 penalty; if you hit, you deal an additional 2d6 points of bludgeoning damage.
Blood Frenzy Assault Unlocks at: BAB +6, Str 17, Bloody Assault, Improved Unarmed Strike While you are using Blood Frenzy Style, when you make a full attack, you can make an additional unarmed or natural weapon attack for each enemy within your reach that is affected by a bleed effect. Until your next turn, you take a -2 penalty to AC for each additional attack gained in this way. In addition, the bleed damage your unarmed strikes deal from Blood Frenzy Strike increases to 2d6 points of bleed damage.
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear f lesh. When you do, you deal 2d6 extra points of damage with the attack. Body Shield (Combat) With a sly maneuver, you force a grappled opponent into the path of an incoming attack.
Boar Ferocity Unlocks at: Intimidate 6 ranks, Improved Unarmed Strike You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent. Boar Shred (Combat) The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor.
Boar Shred Unlocks at: Intimidate 9 ranks, Improved Unarmed Strike You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s f lesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style. Boar Style (Combat, Style) Your sharp teeth and nails rip your foes open.
While using this style, you can use your Vicious Stomp feat against any opponent within 10 feet of you, as long as it is within your natural reach. If you don't have the Vicious Stomp feat, you gain no benefit from this feat.
Brute Stomp Unlocks at: BAB +8, Str 19, Int 13, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp While using Brute Style, when you make a full attack with a prone opponent adjacent to you that includes at least one unarmed strike, you can make an additional unarmed strike at your highest base attack bonus against that prone creature. These additional attacks don't stack with those granted by Medusa's Wrath, and this does not allow you to make an additional attack against a creature you tripped during your full attack. Additionally, you can u
Brute Assault Unlocks at: BAB +10, Str 23, Int 13, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp While using Brute Style, when you successfully perform an overrun or trip combat maneuver against an opponent that causes that opponent to fall prone, your opponent takes 1d6 points of Strength damage, and its base speed is halved until the Strength damage is healed. A successful Fortitude save (DC = 10 + your base attack bonus) reduces the Strength damage to 1 point and negates the movement speed reduction.
While using this style, you gain a +4 bonus on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style.
Bulette Leap Unlocks at: Str 15, Improved Overrun While using Bulette Charge Style, you gain a bonus on Acrobatics checks to jump equal to your Strength bonus. Additionally, when you perform an overrun combat maneuver, you can attempt to overrun multiple foes, but you take a cumulative -2 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round.
Bulette Rampage Unlocks at: Str 15, Improved Overrun While you're using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if you're Medium) or 1d6 (if you're Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus.
As a standard action, you can ready yourself against oncoming foes. Until the start of your next turn, if a creature moves at least 10 feet in your direction and enters a square you threaten, you can attempt a grapple combat maneuver against that creature. If the creature is charging, you gain a +2 bonus on the check. A creature you grapple with this style can make only a single natural attack after its movement or charge, even if it has the pounce ability. You can make only one grapple attempt in this manner per round.
Bull-Catcher Toss Unlocks at: brawleracg 4, Dex 13, Improved Grapple When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can't use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair.
BULL-CATCHER WRANGLE Unlocks at: brawleracg 8, Dex 13, Improved Grapple When a creature is charging you, and you successfully grapple it with the Bull-Catcher Style feat, you can immediately move it as per the Bull-Catcher Toss feat. Once the creature is moved, you can break your grapple as an immediate action. If you do, select another creature in the repositioned target's threatened area. That creature becomes the new target of the initial charge attack.
As a standard action, you can make a single unarmed strike at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against up to two other foes that are also within reach. You take a -2 penalty to your Armor Class until the start of your next turn for each additional attack you make with this feat.
Cerberus Snare Unlocks at: BAB +9 or monk 9 Whenever you damage an opponent with Cerberus Style, that opponent cannot take 5-foot steps until the beginning of your next turn. Additionally, it is barred from dimensional travel. This effect functions as dimensional anchor, except that its duration is 1 round. Spell resistance applies; for the purpose of checks to overcome spell resistance, your caster level is equal to your character level.
Cerberus Crush Unlocks at: BAB +13 or monk 13, Vital Strike You can apply the benefits of Vital Strike, Improved Vital Strike, and Greater Vital Strike to all attacks made using Cerberus Style.
When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. You can also make a single turn of up to 90 degrees during your charge. You must see your target at the beginning of your charge, and can make only a single attack at the end, even if you would normally be able to make multiple attacks (such as with the pounce ability).
Stag Horns Unlocks at: Dex 13, Dodge, Improved Unarmed Strike, Mobility While using Charging Stag Style, if you make a successful unarmed attack at the end of a charge, you can attempt a free grapple check against the target of your charge without provoking an attack of opportunity.
Stag Submission Unlocks at: Dodge, Improved Unarmed Strike, Mobility When you are in Charging Stag Style and succeed at a combat maneuver check to pin a foe, you can choose to also knock the foe prone or to deal your unarmed attack damage to the foe.
Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trick APG combat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trick combat maneuver, it provokes an attack of opportunity from you.
Cloak and Dagger Subterfuge Unlocks at: BAB +11, Int 13, Improved Dirty Trick, Weapon Focus While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you make an attack of opportunity against a target, you can attempt a free dirty trick APG combat maneuver check against the target as a free action as well. Additionally, whenever you successfully perform a dirty trick maneuver against a target, you can immediately attempt a steal APG combat maneuver check against the target as a free action. If you succeed, the
Cloak and Dagger Tactics Unlocks at: BAB +16, Int 13, Improved Dirty Trick, Vital Strike, Weapon Focus While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you hit an opponent that is denied its Dexterity bonus to AC or that you are flanking, or make an attack using Vital Strike (or its improved or greater versions), you can attempt a dirty trick APG combat maneuver check against that opponent as a free action. If you succeed, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your I
You take only a –2 penalty on attack rolls for f ighting defensively. While using this style and f ighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. Crane Wing (Combat) You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to def lect melee attacks with ease.
Crane Wing Unlocks at: BAB +5 or monk 5, Dodge, Improved Unarmed Strike When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. Benefit: You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an
Crane Riposte Unlocks at: BAB +8 or monk 7, Dodge, Improved Unarmed Strike You take only a –1 penalty on attack rolls for fighting defensively. Whenever you def lect an opponent's attack using Crane Wing or lose the doge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses. Crane Style (Combat, Style) Your unarmed fighting techniques blend poise with graceful defense.
When you successfully drag or reposition an opponent while using this style, at any point during the dragging or repositioning of the opponent, you can move 5 feet as an immediate action, including moving into a square previously occupied by the opponent, even if you have already taken a move action this round. This movement does not provoke attacks of opportunity. Cultivate Magic Plants (Item Creation) You combine a natural green thumb and knowledge of magic in order to grow magic plants.
Crashing Wave Buffet Unlocks at: BAB +6, Wis 15, Improved Drag, Improved Reposition, Improved Unarmed Strike When dragging or repositioning an opponent, you use your full body to knock your opponent around like a constant wave. At the end of the drag or reposition maneuver, your opponent must succeed at a Fortitude save (DC = 10 + half your character level + your Wisdom modifier + 2 for every 5 feet you drag or reposition your opponent). On a failed save, your opponent becomes disorientated from the movement and takes a -2 penalty on attack rolls, comba
Crashing Wave Fist Unlocks at: BAB +9, Wis 15, Improved Drag, Improved Reposition, Improved Unarmed Strike When dragging or repositioning an opponent, at any point during the movement, you can make one unarmed attack against the opponent using your highest attack bonus. You can make one additional attack for every 5 feet you drag or reposition the opponent beyond the first 5 feet. You take a cumulative -5 penalty on each additional attack made in this way.
When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.
Cudgeler Sweep Unlocks at: BAB +5 or monk 5, Bludgeoner When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver.
Cudgeler Takedown Unlocks at: BAB +9 or monk 9, Bludgeoner When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.
While using this style, if you have at least 1 point in your ki pool, you gain a +2 bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 4. As a swift action, you can spend 1 point from your ki pool to empower your unarmed strikes. Creatures hit with your unarmed strikes must succeed at a Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) or become shaken for a number of rounds equal to your Wisdom modifier. This is a mind-affecting fear effect. Disconcerting Knowledge You unsettle your enemies by demonstrating that you how to defeat them. saving throw. You can’t reroll the saving throw if you negate the damage, such as by having damage reduction greater than or equal to the damage you dealt to yourself; instead, you spend the immediate action and daily use of this feat but gain no benefit. You must take the result of the second
Deadhand Initiate Unlocks at: Knowledge-religion 6 ranks, Wis 19, Improved Unarmed Strike You can use your knowledge to demoralize an enemy. When you use a standard action to Intimidate a creature with a base CR of 2 or greater, you can use a Knowledge skill that could be used to identify the creature’s type in place of Intimidate when attempting to demoralize that creature. The target creature must be intelligent and understand the language that you are using when conveying the disconcerting knowledge. Disrupting Fist (Combat) Your p
Deadhand Master Unlocks at: Knowledge-religion 14 ranks, Wis 23, Improved Unarmed Strike While using Deadhand Style, when you damage a living creature with an unarmed strike, you can spend 2 points from your ki pool as a swift action to inflict 2 temporary negative levels on your enemy with no saving throw. Effects that reduce the ki cost also reduce the number of negative levels you inflict on your foe, but effects that increase the ki cost do not increase the number of negative levels you inflict. As long as the foe is affected by
While using this style, when you use the charge action, the bonus on your attack roll increases by 1 and you deal 2 additional points of damage with melee attacks made as part of the charge.
Demonic Momentum Unlocks at: BAB +5, Improved Bull Rush While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you gain a +2 bonus on melee weapon damage rolls against that opponent for every 5 feet it was moved by your bull rush. This bonus lasts until the end of your next turn, and it stacks with the damage bonus granted by Demonic Style. Demonic Slaughter (Combat) You punch into your foes’ ranks and cut them down.
Demonic Slaughter Unlocks at: BAB +9, Cleave, Great Cleave, Improved Bull Rush While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you can immediately use Great Cleave as though you had used a standard action to do so. This occurs after the effect of your bull rush is fully resolved. The target of your bull rush must be the target of the first attack you make as part of Great Cleave. Demonic Style (Combat, Style) Self-preservation is irrelevant in the face of your fury.
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style your Elemental Fist can deal only electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus. 2
Djinni Spirit Unlocks at: BAB +11 or monk 9, Con 15, Wis 15, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Advanced Player’s Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or
Djinni Spin Unlocks at: BAB +13 or monk 11, Con 15, Wis 17, Elemental Fist, Improved Unarmed Strike While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player’s Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a targ
You gain a +1 bonus on melee attack rolls against any creature adjacent to at least two of its other allies as long as you aren't flanking that creature, and your melee attacks ignore any bonus to AC gained by use of the aid another action.
Dolphin Dart Unlocks at: Swim 6 ranks, BAB +6 or monk 6, Improved Unarmed Strike While in Dolphin Style, as a standard action underwater you can move up to half your swim speed, make a single melee attack against a creature within your reach, and then retreat back to your previous position. Your movement and attack don't provoke attacks of opportunity, even if your foe has an ability that allows attacks of opportunity with triggers other than moving out of a threatened area.
Dolphin Circle Unlocks at: Swim 10 ranks, BAB +10 or monk 10, Improved Unarmed Strike While in Dolphin Style, as a full-round action underwater you can choose a circular path starting and ending in your current space whose length is no longer than you could swim with a single move action. You circle around that path until your next turn, and this movement doesn't provoke attacks of opportunity. You are considered to be in every space along the path for the purpose of threatening squares and providing flanking for other allies (but
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore diff icult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your f irst unarmed strike on a given round.
Dragon Ferocity Unlocks at: Acrobatics 5 ranks, Str 15, Improved Unarmed Strike, Stunning Fist While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one- half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonu
Dragon Roar Unlocks at: Acrobatics 8 ranks, Str 15, Improved Unarmed Strike, Stunning Fist You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.
You add your Wisdom modifier to Acrobatics checks in addition to your Dexterity modifier. While using this style, when you are adjacent to a vertical surface or object capable of supporting your weight, such as a wall or a tree, you gain a +1 bonus on melee attack rolls against opponents your size or smaller, as if you were on higher ground.
Dragonfly Wings Unlocks at: Acrobatics 5 ranks, Climb 5 ranks, Dex 15, Wis 15, Improved Unarmed Strike While using Dragonfly Style, the bonus on your melee attacks increases to +2 and applies to opponents up to two size categories larger than you. In addition, you can substitute a creature your size or larger in place of a vertical surface. You can freely use a willing creature in such a manner, but using a hostile creature requires a successful Acrobatics check with a DC equal to the creature's CMD. If you fail this check by 5 or more, you provok
Dragonfly Flight Unlocks at: Acrobatics 10 ranks, Climb 10 ranks, Dex 15, Wis 15, Improved Unarmed Strike While using Dragonfly Style, you can attempt an Acrobatics check to high jump as a move action, and then immediately glide APG as the spell for 1 round. If you have not used your standard action after using Dragonfly Flight to make a high jump and start gliding, you can charge while gliding. This charge follows the rules for charging when you are only able to take a standard action.
You apply your hatred racial trait's bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.
Dwarven Seething Unlocks at: BAB +5, Medium Size While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent's type or subtype, as an immediate action. This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever o
Dwarven Fury Unlocks at: BAB +7, Medium Size When using Dwarven Seething, you can maintain bonuses from both your defensive training racial trait and hatred racial trait's against any number of opponents.
While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls. Earth Child Topple (Combat) Your mastery of balance and momentum allows you to bring down giants with your bare hands.
Earth Child Topple Unlocks at: Acrobatics 6 ranks, Wis 13, Improved Trip, Improved Unarmed Strike You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature.
Earth Child Binder Unlocks at: Acrobatics 9 ranks, Wis 13, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way.
You gain one additional Elemental Fist (Advanced Player’s Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target. Efreeti Touch (Combat) Your knowledge of the secrets of the burning wind and blazing sun allows you to collect f lames into your hands and unleash them in a gout of elemental fire.
Efreeti Stance Unlocks at: BAB +11 or monk 9, Con 15, Wis 15, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Reflex
Efreeti Touch Unlocks at: BAB +13 or monk 11, Con 15, Wis 17, Elemental Fist, Improved Unarmed Strike While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player’s Guide 158) attempts to unleash a 15-foot cone- shaped burst of f lame. Creatures caught in the cone take your unarmed strike damage plus the f ire damage from your Elemental Fist and catch on f ire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on f
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style, your Elemental Fist attack deals electricity damage. When a creature takes electricity damage from your Elemental Fist attack, you gain a +4 bonus for 1 round on combat maneuver checks to grapple the creature.
Electric Eel Shock Unlocks at: BAB +11 or monk 7, Wis 15, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or be staggered for 1 round. This also applies to creatures that take electricity damage from your Electric Eel Conduit feat while grappled.
Electric Eel Conduit Unlocks at: BAB +13 or monk 9, Wis 17, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Pathfinder RPG Advanced Player's Guide 158) attempt per day. When you successfully grapple a creature, you may expend two uses of Elemental Fist as a swift action to set up an electric charge between yourself and the creature. If you do, the target takes electricity damage equal to 1d6 plus your Wisdom modifier each round you maintain the grapple. This damage ceases when you are no longer grappling the targ
While wielding a longsword, a rapier, or any melee weapon that has 'elven' in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don't themselves provoke attacks of opportunity.
Elven Battle Focus Unlocks at: BAB +4, Int 13, Elven Battle Training While using Elven Battle Style, you can add your Intelligence modifier to that weapon's damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size. Benefit: While using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricks APG and on Bluff checks to feint. In addition, when you successfully use Bluff to feint against a foe, inste
Elven Battle Torrent Unlocks at: BAB +10, Int 13, Elven Battle Training While using Elven Battle Style, any opponent that makes an attack against you and misses while you are fighting defensively or using total defense or the Combat Expertise feat provokes an attack of opportunity from you. Even if you have Combat Reflexes, you can't benefit from this feat more than once per round.
While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don't automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat APG. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.
Empty Quiver Flexibility Unlocks at: Rapid Shot, Stabbing Shot, Weapon Focus While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.
Empty Quiver Flurry Unlocks at: Rapid Shot, Stabbing Shot, Weapon Focus While using Empty Quiver Style or Stabbing Shot to make melee attacks with a ranged weapon, if you successfully hit a foe, any ranged attacks you make with the same weapon until the beginning of your next turn do not provoke attacks of opportunity from that foe.
While using this style, you can use your base attack bonus in place of your ranks in Bluff on Bluff checks to feint in combat and to create a distraction to hide. If your Intelligence is at least 19, you gain a +4 bonus on such Bluff checks when adding your Charisma modifier. Fox Trickery (Combat) Whenever a foes drops his guard, you can make him suffer with a dirty trick.
Fox Insight Unlocks at: Int 13 While using Fox Style, you can use your base attack bonus in place of your ranks in Sense Motive to determine your Sense Motive skill bonus when foes attempt to feint against you, and creatures attempting to demoralize you don’t gain a bonus for being bigger than you (though they still take a penalty for being smaller). If your Intelligence score is at least 19, the DC to demoralize or feint you increases by 4. Fox Style (Combat, Style) Your mart
Fox Trickery Unlocks at: Int 13, Improved Dirty Trick While using Fox Style, you can perform dirty trick combat maneuvers (Pathfinder RPG Advanced Player's Guide 320) as attacks of opportunity. If your Intelligence is at least 19, you gain a +4 bonus on dirty trick combat maneuver checks.
When you use this style, you do not take a -4 penalty on combat maneuver checks to grapple a foe by using only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.
Grabbing Drag Unlocks at: brawler 4 When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you’re grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets. Grabbing Master (Combat) You
Grabbing Master Unlocks at: brawler 8 When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage both opponents you are grappling, instead of just one. Grabbing Style (Combat, Style) You are adept at the one-handed grab.
While feinting with a melee weapon that has 'gnome' in its name, you can sacrifice a spell slot, a spell of the illusion school, or a spell from the gnome magic racial trait to gain a bonus on the skill check attempted to feint. This bonus is equal to 1 + the level of the spell sacrificed. If you sacrifice a 0-level spell, you cannot cast or sacrifice that spell again for 24 hours.
Illusive Gnome Bewilderment Unlocks at: Int 13, Gnome Weapon Focus, Improved Feint While using Illusive Gnome Style, when you successfully use Bluff to feint against an opponent, you can pick one special weapon feature from among those listed by Illusive Gnome Surprise and deny the opponent its Dexterity modifier to AC, as normal for feinting; alternatively, you can pick two special weapon features instead of one.
Illusive Gnome Surprise Unlocks at: Int 13, Gnome Weapon Focus, Improved Feint While using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricks APG and on Bluff checks to feint. In addition, when you successfully use Bluff to feint against a foe, instead of denying that foe its Dexterity bonus to AC, you can treat one “gnome” weapon that you are wielding as if it had one of the following weapon special features: blocking UC, brace, disarm, distracting UC, performance UC, sunder, or tri
As long as you do not take a move action, you gain a +4 morale bonus to your CMD and to the DC of Bluff checks used for feint attempts against you. Additionally, you are considered to be one size category larger for the purpose of calculating your CMD when creatures attempt Acrobatics checks to move through spaces you threaten without provoking attacks of opportunity.
Indomitable Mountain Peak Unlocks at: BAB +6, Wis 15, Combat Reflexes, Improved Unarmed Strike Whenever an opponent succeeds at a combat maneuver against you or at an Acrobatics check to avoid provoking an attack of opportunity when moving through a square you threaten, you immediately gain a +2 morale bonus to your CMD against the next combat maneuver against you or to the DC of the next Acrobatics check to avoid an attack of opportunity when moving through a square you threaten. This bonus stacks until either attempt fails against you.
Indomitable Mountain Avalanche Unlocks at: BAB +9, Wis 15, Combat Reflexes, Improved Unarmed Strike If an opponent fails at a combat maneuver against you, you can use an attack of opportunity to make a melee attack against the opponent using your highest attack bonus. If the attack hits, instead of dealing damage, you can push the opponent back 5 feet for every 5 by which it failed its combat maneuver check (minimum 5 feet). Additionally, when you hit with an unarmed melee attack against an opponent who provoked an attack of opportunity by fail
When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.
Jabbing Dancer Unlocks at: brawler 5, Dodge, Improved Unarmed Strike Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity, as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn.
Jabbing Master Unlocks at: brawler 8, Dodge, Improved Unarmed Strike, Mobility While you use Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6. Jabbing Style (Combat, Style) A cluster of quick strikes deals more damage than a single roundhouse swing.
While using this style, you take only a –1 penalty to AC for charging. Further, opponents that f lank you gain only a +1 bonus on attack rolls against you. Janni Tempest (Combat) Your gale of attacks easily throws your opponents off balance.
Janni Tempest Unlocks at: Acrobatics 5 ranks, Perform-dance 5 ranks, Improved Unarmed Strike While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver. Jawbreaker (Combat) You deliver a powerful strike to the mouth, breaking teeth and bone.
Janni Rush Unlocks at: Acrobatics 8 ranks, Perform-dance 8 ranks, Improved Unarmed Strike While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied
While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again. Knockout Artist You can throw devastating knockout punches.
Kirin Strike Unlocks at: Knowledge-arcana 9 ranks, Knowledge-dungeoneering-local-nature-planes-or-religion 3 ranks, Int 13, Improved Unarmed Strike You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2). Kirin Style (Combat, Style) Your study and your grace allows you to exploit your enemies’ weaknesses.
Kirin Path Unlocks at: Knowledge-arcana 12 ranks, Knowledge-dungeoneering-local-nature-planes-or-religion 5 ranks, Int 13, Improved Unarmed Strike Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You
You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC.
Kobold Flood Unlocks at: Small Size Or Smaller You can make a grapple combat maneuver check to mount a prone Medium or Large foe. If you're successful, you move into the target's square and are considered to be on top of the target. For the target to stand, it must succeed at a combat maneuver check to break your grapple.
Kobold Groundling Unlocks at: Small Size Or Smaller Prone creatures are denied their Dexterity bonus to AC against your attacks.
When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.
Kraken Throttle Unlocks at: BAB +5 or monk 5, Wis 13, Improved Grapple, Improved Unarmed Strike The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2. While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent (Pathfinder RPG Core Rulebook 445). The grappled opponent can take a breath during any round in which you d
Kraken Wrack Unlocks at: BAB +7 or monk 7, Wis 13, Improved Grapple, Improved Unarmed Strike The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent. When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe's armor or
When using this style, you treat spiked chains as if they had the monk special weapon feature. Additionally, if you have Stunning Fist, you can spend 1 point from your ki pool to make a Stunning Fist attack with your spiked chain instead of an unarmed strike. This still costs a use of Stunning Fist as normal. A lingering spell-like ability causes an instantaneous spelllike ability that affects an area to persist until the beginning of its next turn. Targets already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell-like ability with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet. with a level less than or equal to 1/2 your caster level (round down)- 1. For a summary, see Table 3-1.
Kyton Shield Unlocks at: BAB +5, Knowledge-planes 3 ranks, Wis 15, Exotic Weapon Proficiency When using Kyton Style, you gain a +1 shield bonus to your Armor Class as long as you are wielding a spiked chain. If the spiked chain is magical, add 1/2 its enhancement bonus to this shield bonus. If the spiked chain has the vicious ability, instead add its full enhancement bonus to the shield bonus.
Kyton Cut Unlocks at: BAB +8 or monk 6, Knowledge-planes 3 ranks, Wis 17, Exotic Weapon Proficiency When using Kyton Style, your spiked chain attacks can be brutal, both to yourself and your foe. Before attempting an attack roll with a spiked chain attack, you can choose to make a Kyton Cut. Before making the attack, you take 1d6 points of nonlethal damage. This damage cannot be avoided or reduced in any way. If you are immune to nonlethal damage, you take normal damage instead. If the attack hits, its target takes an additional 1d6 points of n
Your thrown weapons glow with holy light, illuminating a 20-foot-radius area where they fall for 1 round. A target damaged by one of these weapons becomes dazzled for 1 round.
Lantern Light Unlocks at: monk 7, Point Blank Shot, Precise Shot When you make a single ranged attack with a thrown weapon, that weapon temporarily transforms into pure holy light, overcoming the target's damage reduction, if any.
Lantern Glare Unlocks at: monk 11, Point Blank Shot, Precise Shot Creatures you hit with a thrown weapon as well as creatures within 20 feet of your target must succeed at a Will save (DC = 10 + half your character level + your Charisma modifier) or become shaken until they damage you or 24 hours have passed. A creature that succeeds at its saving throw or that damages you after becoming shaken becomes immune to this effect for 24 hours.
Once per round while using this style, when an ally with this feat hits a target that you both threaten using a melee attack, you gain a +2 bonus on attacks of opportunity made against that target for 1 round. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity).
Linnorm Hunter Retreat Unlocks at: BAB +4, Cha 13, Dex 13, Dodge When an ally with this feat uses Linnorm Hunter Style and hits a target with a melee attack, you can move 5 feet as an immediate action without provoking an attack of opportunity from that target.
Linnorm Hunter Coordination Unlocks at: BAB +6, Cha 13, Dex 13, Dodge When you and an ally with this feat are using Linnorm Hunter Style and threatening the same target, you can make a single melee attack at your highest base attack bonus against that target as a full-round action. If your attack is successful, you deal extra damage with this feat equal to the damage of one of your ally's natural attacks. This extra damage is not multiplied on a critical hit.
While using this style, you take a -2 penalty to your AC against melee attacks. After a creature makes a melee attack against you, you can choose to add your Wisdom bonus to the damage from your unarmed strikes against that creature, rather than your Strength bonus. If you can normally add your Dexterity bonus to the attack's damage, you can instead replace it with your Wisdom bonus. This lasts until the beginning of the target creature's next turn.
Linnorm Vengeance Unlocks at: BAB +6 or monk 6, Wis 13, Improved Unarmed Strike While you're using the Linnorm Style feat and an enemy hits you with a melee attack, you gain a +2 bonus on unarmed strike attack rolls you make against that creature until the beginning of that creature's next turn. If a creature's melee attack would normally miss you, you can allow it to hit you to gain this bonus; the attack deals the minimum amount of damage (as though the attacker had rolled a natural 1 on each damage die). BED Furthermore,
Linnorm Wrath Unlocks at: BAB +9 or monk 9, Wis 13, Improved Unarmed Strike When you use the Linnorm Vengeance feat to allow an enemy to hit you, you can make a retaliatory unarmed strike attack against that opponent as an immediate action. This acts as an attack of opportunity, and counts against the number of attacks of opportunity you can make each round. Additionally, once per day when a melee attack deals enough damage to knock you unconscious or kill you, the attacker must succeed at a Fortitude saving throw (DC =
You gain one additional use of Stunning Fist per day. When using this style, if you have at least 1 point in your ki pool, you increase the DCs of your confusion, madness, and insanity effects (including Maddening Strike) by 1. Additionally, when you successfully stun an opponent with your Stunning Fist attack, your target takes 1 point of Wisdom damage.
Maddening Strike Unlocks at: Knowledge-arcana 8 ranks, Wis 17, Cha 13, Improved Unarmed Strike, Stunning Fist As a swift action, you can spend 1 point from your ki pool to imbue the next unarmed strike you make on this turn with the maddening power of the spaces between the stars. If that attack doesn't hit, you take 2 points of Wisdom damage. If the attack hits, your opponent takes damage from your unarmed strike + 1d4+1 points of Wisdom damage. A successful Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) reduces this to 2 points o
Maddening Obliteration Unlocks at: Knowledge-arcana 10 ranks, Wis 19, Cha 15, Improved Unarmed Strike, Stunning Fist When you damage a living creature with an unarmed strike while using Maddening Style, and you have at least 1 point in your ki pool, that creature suffers a –2 penalty on saving throws against any confusion, madness, and insanity effects (including your Maddening Strike) for 1 round. Additionally, if you reduce a creature to fewer than 0 hit points with a Stunning Fist attack, you can spend 2 points from your ki pool as a free action to obliterat
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist. Mantis Torment (Combat) Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch.
Mantis Wisdom Unlocks at: Heal 6 ranks, Improved Unarmed Strike, Stunning Fist Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts. Marid Coldsnap (
Mantis Torment Unlocks at: Heal 9 ranks, Improved Unarmed Strike, Stunning Fist You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued. Mantis Wisdom (Combat) Your knowledge of vital areas allows you to
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet.
Marid Spirit Unlocks at: BAB +11 or monk 9, Con 15, Wis 15, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Advanced Player’s Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (D
Marid Coldsnap Unlocks at: BAB +13 or monk 11, Con 15, Wis 17, Elemental Fist, Improved Unarmed Strike While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player’s Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevent
While using a tower shield, add the shield's bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space (Pathfinder Roleplaying Game Core Rulebook 153) as a move action.
Mobile Fortress Unlocks at: BAB +4, Str 15, Shield Focus, Tower Shield Proficiency While using a tower shield, you add half of the shield's bonus to AC (including its enhancement bonus) to your touch AC and take only a -1 penalty on attack rolls because of the shield's encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space.
Mobile Stronghold Unlocks at: BAB +7, Str 17, Shield Focus, Tower Shield Proficiency While using a tower shield, you do not suffer a penalty on attack rolls because of the shield's encumbrance. While using Mobile Bulwark Style, whenever you use a tower Sssd ds (se se o ra iid through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action.
You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Monkey Moves Unlocks at: Acrobatics 8 ranks, Climb 8 ranks, Wis 13, Improved Unarmed Strike While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round. 2
Monkey Shine Unlocks at: Acrobatics 11 ranks, Climb 11 ranks, Wis 13, Improved Unarmed Strike, Stunning Fist While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent's space. This movement does not provoke attacks of opportunity. While you are in your opponent's space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the oppo
As a move action when using this style, you can select a number of creatures you are aware of equal to your Dexterity modifier. You can't be flanked by the selected creatures until the start of your next turn.
Octopus Focus Unlocks at: Acrobatics 3 ranks, Perception 3 ranks, Dex 13, Dodge When using this style, you gain a cumulative +1 bonus on melee attacks for each enemy that threatens you, up to a maximum equal to your Dexterity modifier. In addition, when you attempt to grapple without two free hands, you take only a -2 penalty on your combat maneuver check instead of the usual -4.
Octopus Thrash Unlocks at: Acrobatics 7 ranks, Perception 7 ranks, Dex 13, Dodge, Improved Trip While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack. You attempt a single combat maneuver check at a -5 penalty and apply the result to both targets.
While wielding a greataxe, a falchion, or any melee weapon that has 'orc' in its name, you can use the Bullying Blow feat with the first attack of a full-attack action or as part of a standard action to make one or more attacks (such as with the Cleave feat).
Orc Rampage Unlocks at: Intimidate 5 ranks, Bullying Blow, Intimidating Prowess While using Orc Fury Style, you gain a +1 bonus on attack rolls and damage rolls against shaken opponents, and you don't take an attack penalty when using the Bullying Blow feat.
Orc Snarl Unlocks at: Intimidate 7 ranks, Bullying Blow, Intimidating Prowess While using Orc Fury Style, you gain a +4 bonus on saving throws against effects created by shaken foes.
While using this style, as a full-round action you can ready two ranged attacks with the chosen weapon, each with its own triggering event. You take a -2 penalty on attack rolls made with these readied actions.
Overwatch Tactician Unlocks at: Precise Shot, Rapid Shot, Weapon Focus While using Overwatch Style, you can ready two ranged attacks as a standard action, rather than a fullround action.
Overwatch Vortex Unlocks at: BAB +11, Precise Shot, Rapid Shot, Weapon Focus While using the Overwatch Style, as a fullround action you can ready up to four ranged attacks, each with its own triggering event. You take a -2 penalty on attack rolls made with these readied actions.
While using this style, you can use your base attack bonus in place of your ranks in Stealth to determine your Stealth skill modifier (as usual, this does not replace your ranks for other purposes, such as determining the effects of Skill Focus). While in this stance and using Stealth, you can charge at a –10 penalty beyond the penalty you take for using Stealth at full speed (which is typically –5). Foes that fail their Perception checks and don’t otherwise notice you (for instance, with an ability like blindsight) are denied their Dexterity bonuses to AC against all attacks you make against them during or at the end of that charge instead of just against the first attack. Owl Swoop (Combat) Your martial training helps you move with acrobatic poise.
Owl Swoop Unlocks at: Acrobatics 1 ranks, Stealth 1 ranks, Dex 15, Skill Focus While using Owl Style, you can use your base attack bonus in place of your ranks in Acrobatics to determine your Acrobatics skill bonus. You can attempt Acrobatics checks to move on narrow or slick surfaces and to avoid attacks of opportunity while charging, incurring the same penalties and increased DCs that you usually would apply for moving at full speed. Persuasive Bribery You know how to get the most out of bribes.
Owl Dive Unlocks at: BAB +7 or monk 5, Acrobatics 1 ranks, Fly 1 ranks, Stealth 1 ranks, Dex 17, Skill Focus While using Owl Style, you can use your base attack bonus in place of your ranks in Fly to determine your Fly skill bonus. You can charge through other creatures’ spaces, but you must make a successful Acrobatics check to move through enemy spaces, as normal. If you fail an Acrobatics check to move through an enemy’s space during a charge, your charge stops just before you enter that enemy’s space; if you threaten that foe, you can make your char
While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity. Passing Trick (Combat) Slipping past a foe gives you the chance to feint.
Panther Claw Unlocks at: Wis 15, Combat Reflexes, Improved Unarmed Strike While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier. Panther Parry (Combat) Your vicious strikes impair your foe’s ability to attack you when you move.
Panther Parry Unlocks at: Wis 15, Combat Reflexes, Improved Unarmed Strike While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity. Panther Style (Combat, Style) You can strike back at enemies who attack you when you move.
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Gorgon's Fist Unlocks at: BAB +6, Improved Unarmed Strike As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.
Medusa's Wrath Unlocks at: BAB +11, Improved Unarmed Strike, Gorgons Fist Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Cockatrice Strike Unlocks at: BAB +14, Improved Unarmed Strike, Gorgons Fist, Medusas Wrath As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
You gain one additional Elemental Fist (Advanced Player’s Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target. Shake It Off (Teamwork) You support your allies and help them recover from crippling effects.
Shaitan Skin Unlocks at: BAB +11 or monk 9, Wis 15, Elemental Fist, Improved Unarmed Strike You gain one additional Elemental Fist (Advanced Player’s Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Ref lex save (D
Shaitan Earthblast Unlocks at: BAB +13 or monk 11, Con 15, Wis 17, Elemental Fist, Improved Unarmed Strike While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Ref lex save (DC 10 + 1/2 your character level +
You reshape your body, gaining one of the following benefits. You choose the benefit when you enter the style, and while in the style you can change the benefit as a swift action. Brutal Attack: Choose one of your natural attacks. You gain a +1 bonus on damage rolls with that attack when using this style, plus an additional +1 for every feat you have that lists Shapeshifter Style as a prerequisite (maximum +3). Steady Grip: You gain a climb speed of 10 feet. Tensed Sinews: You gain a +1 bonus on Reflex saving throws and a +5 enhancement bonus to your base speed. Toughened Hide: You gain a +1 enhancement bonus to your existing natural armor bonus.
Shapeshifter Twist Unlocks at: BAB +5 While you are using Shapeshifter Style, you gain a +2 bonus to your CMD versus bull rush, drag APG, grapple, overrun, reposition APG, and trip combat maneuvers. If you begin your turn with the grappled condition, you can attempt a combat maneuver check or an Escape Artist check as a move action to attempt to break the grapple.
Shapeshifter Savage Unlocks at: BAB +8 While you are using Shapeshifter Style, if you use your change shape or wild shape ability as a standard action, you can also make a single melee attack with one of your natural weapons at your highest base attack bonus against one foe within your reach.
You can deal piercing or bludgeoning damage with your unarmed strikes. Your piercing unarmed strikes and bite attacks deal an additional 1d6 points of bleed damage.
Shark Tear Unlocks at: Swim 6 ranks, BAB +6 or monk 6, Improved Unarmed Strike While in Shark Style, you gain scent while in water, but only against bleeding creatures. You also gain a +1 bonus on attack and damage rolls against bleeding creatures.
Shark Leap Unlocks at: Swim 10 ranks, BAB +10 or monk 10, Improved Unarmed Strike While in Shark Style, when you're underwater with neutral, rising, or swiftly rising buoyancy, you can perform a terrifying leap to attack opponents directly above you. This works similarly to the charge action, except you can move only straight up, and you make a single piercing unarmed strike or bite attack. If the attack hits, it deals double damage; if the attack roll's result is also higher than 11 + the target's Swim modifier, the attack kn
When using this style, if you begin your turn wearing a gauntlet or spiked gauntlet on your off hand, and you are not using that hand to hold or make attacks with any other weapons or shield, you gain a +1 shield bonus to AC. You lose this shield bonus whenever you attack with your gauntlet or hold a weapon or shield in that hand. While receiving this shield bonus to AC, your gauntlet or spiked gauntlet is treated as a buckler for the purpose of using other feats and abilities (though you are also considered to have a free hand). This feat acts as the Improved Unarmed Strike feat for the purpose of satisfying the prerequisites of the Deflect Arrows and Snatch Arrows feats.
Shielded Gauntlet Attack Unlocks at: Weapon Focus While using Shield Gauntlet Style, you can calculate the damage of your gauntlet or spiked gauntlet using the sacred weapon damage value of a warpriestACG with a level 4 less than your base attack bonus. The style also allows you to take one attack of opportunity each round that does not count toward your maximum number of attacks of opportunity. This must be used to make an attack with your gauntlet (or spiked gauntlet), or a disarm or stealAPG
Shielded Gauntlet Master Unlocks at: Weapon Focus While using Shield Gauntlet Style, you no longer lose your shield bonus to AC when you attack with your gauntlet (or spiked gauntlet) or use it to hold a weapon. In addition, you add your gauntlet's enhancement bonus to the shield bonus to AC granted by this feat as ifit were a shield enhancement bonus.
When you enter this style, you attach your buckler or light shield to your quarterstaff, polearm, or spear, combining them into a weapon known as a shielded staff. While in this style, you can wield the shielded staff normally, but attacks you make with it take a -1 penalty. As long as you wield the shielded staff with two hands, you gain a +2 shield bonus to your AC (regardless of the shield or buckler's enhancement bonus). You can't make shield bash attacks with the attached buckler or shield, and detaching the buckler or shield from the weapon is a move action that provokes attacks of opportunity. The weapon and attached shield count as separate objects for the purposes of abilities or effects that target objects, except for disarm attempts, which treat the shielded staff as a single object. Anyone not in this style who attempts to wield the shielded staff treats it as an improvised w
Shielded Staff Ambush Unlocks at: BAB +4, Dex 15, Two Weapon Fighting While in Shielded Staff Style, if you hit a target with a shielded staff, you can attempt either a bull rush, disarm, sunder, or trip combat maneuver check as an immediate action. You lose your shield bonus until the start of your next turn if you attempt this combat maneuver.
Shielded Staff Master Unlocks at: BAB +8, Dex 17, Improved Two Weapon Fighting, Two Weapon Fighting While using Shielded Staff Style, you add the attached buckler's or shield's enhancement bonus (if any) to the shield bonus you gain from this style. In addition, you do not take the -1 penalty to attacks made with a shielded staff. If both your shield and weapon have an enhancement bonus, use the higher of the two bonuses to determine your shielded staff's enhancement bonus to attack and damage rolls.
Each creature you hit using a called shot (Pathfinder RPG Ultimate Combat 193), the targeted strike swashbuckler deed, or the targeting gunslinger deed must succeed at a Will save or be shaken for 1d3 rounds (DC = 10 + half your character level + your Charisma modifier). You must be using this style and attacking with a weapon for which you have Weapon Focus to gain this benefit. This is a fear effect that doesn't stack with itself or with other fear effects. If a creature is already shaken and you make it shaken using this feat, the duration of the shaken condition is merely extended. If this attack deals damage, you can also have the injury leave a distinctive mark, such as a letter, shape, or other simple symbol. This mark heals naturally and disappears once the target has healed the damage dealt by your attack. As a free action after the attack, you can spend 1 grit point or 1 panach
Signature Strike Taunt Unlocks at: BAB +9, Intimidate 9 ranks, Precise Shot, Weapon Focus Creatures that gain the shaken condition as a result of Signature Strike Style also take a -2 penalty to AC for the duration of the shaken condition that feat causes. While the shaken condition persists, you do not provoke attacks of opportunity when performing combat maneuvers against that target.
Signature Strike Triumph Unlocks at: BAB +11, Intimidate 11 ranks, Precise Shot, Weapon Focus When you use Signature Strike Style to give a creature the shaken condition, increase the duration to 1d4+1 rounds. When you confirm a critical hit against a creature marked by your Signature Strike Style, one ally within 60 feet who can see you can attempt a new saving throw against one ongoing effect with the emotion UM, fear, or mind-affecting descriptor caused by the marked creature. If the ally succeeds at this saving throw and the effect's
While using this style and wielding a longsword and a light or heavy shield, you gain a +1 bonus on Reflex and Will saving throws. In addition, when you enter the Sisterhood Style stance, you can choose a teamwork feat you have. As a swift action, you can grant that feat to an ally within 10 feet until the beginning of your next turn.
Sisterhood Rampart Unlocks at: BAB +4, Cha 13, Shield Focus, Shield Wall, Weapon Focus While using Sisterhood Style, you and adjacent allies gain an additional +1 bonus to the shield bonus granted by Shield Wall, and each of you adds your shield bonus to AC (not counting enhancement bonuses) to your CMD against bull rush combat maneuvers. In addition, you and adjacent allies do not provide soft cover against allies' attacks.
Sisterhood Dedication Unlocks at: BAB +6, Cha 13, Shield Focus, Shield Wall, Weapon Focus While you're using Sisterhood Style and wielding a longsword and either a light or heavy shield, the bonus on saving throws from Sisterhood Style increases to +2 and you grant half that bonus to all allies within 20 feet. In addition, you can choose up to two teamwork feats you have when entering the Sisterhood Style stance. As a swift action, you can grant one of those feats to two allies within 20 feet until the beginning of your next turn, or
Once per round, when an opponent attacks you with a reach weapon, you can take a 5-foot step towards your opponent as an immediate action. If the movement takes you to a square that the opponent's reach weapon does not threaten, you receive a +4 bonus to AC against that attack. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total available movement.
Skyseeker Thrash Unlocks at: BAB +4, Con 13, Step Up While using Skyseeker Style, you gain a cumulative +1 bonus on melee damage rolls for every size category your opponent is larger than you.
Skyseeker Impact Unlocks at: BAB +9, Con 13, Step Up While using Skyseeker Style, whenever you hit an opponent larger than you with a melee attack, your weapon deals damage as if that weapon were one size category larger. You also gain a +4 bonus on sunder combat maneuver checks against targets larger than you.
You gain a +1 bonus on damage rolls made with all types of slings, and don't provoke attacks of opportunity when reloading a sling. In addition, you treat all ranged and thrown weapons that have 'sling' in their name as if they were slings for all feats and class abilities that require such weapons, as well as the warslinger racial trait.
Slipslinger Bombardment Unlocks at: Quick Draw, Throw Anything You can use a sling to hurl alchemical splash weapons as ammunition with Slipslinger Grenadier during an attack action or a full-attack action, loading your sling with such weapons as a free action.
Slipslinger Grenadier Unlocks at: Throw Anything While using Slipslinger Style, as a standard action you can use a sling to hurl an alchemical splash weapon, treating it as a sling bullet for the purpose of drawing and loading it into your sling. Your sling deals its normal weapon damage, plus the loaded splash weapon's effect or damage. This extra damage is not multiplied on a critical hit.
Choose one weapon from the axes, hammers, or flails fighter weapon group. While using this style, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity.
Smashing Crush Unlocks at: Str 13, Improved Sunder, Weapon Focus While using Smashing Style, if you successfully damage an object with the sunder combat maneuver, you reduce its hardness by 1. An object can't have its hardness reduced to less than 50% of its normal hardness, and its hardness is restored when the damage dealt by the sunder attack is repaired.
Smashing Dent Unlocks at: BAB +6, Str 13, Improved Sunder, Weapon Focus While using Smashing Style, each time you damage a suit of armor with a sunder combat maneuver, you reduce its armor bonus to its Armor Class by 1 and increase its armor check penalty by 1. Armor cannot have its armor bonus to AC reduced to less than 50% of its normal bonus or its armor check penalty more than doubled. These reductions and increases both end when the damage dealt by the sunder is repaired.
You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not f lat-footed.
Snake Sidewind Unlocks at: Acrobatics 3 ranks, Sense-motive 6 ranks, Improved Unarmed Strike You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have
Snake Fang Unlocks at: Acrobatics 6 ranks, Sense-motive 9 ranks, Combat Reflexes, Improved Unarmed Strike While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent. Snake Sidewind (Combat) Your sensitive twisting movements make you difficult to anticipate combat.
While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC. Sneaking Precision Your knowledge of your enemies’ vulnerable spots is especially punishing.
Snapping Turtle Clutch Unlocks at: BAB +3 or monk 3, Improved Grapple, Improved Unarmed Strike While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty. Snapping Turtle Shell (Combat) Your guarding hand is almost magical in its skill at def lecting inco
Snapping Turtle Shell Unlocks at: BAB +5 or monk 5, Improved Grapple, Improved Unarmed Strike While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical confirmation rolls against you. Snapping Turtle Style (Combat, Style) Your deft unarmed style allows you to shield your body from harm.
Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features.
Spear Dancing Reach Unlocks at: Dex 17, Two Weapon Fighting, Weapon Focus While using Spear Dancing Style and making a full attack using the chosen weapon as a double weapon, you can grant the reach special weapon feature to one or both of the weapon's ends until the end of your turn as a swift action.
Spear Dancing Spiral Unlocks at: Dex 15, Two Weapon Fighting, Weapon Focus While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon.
If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon.
Spring-Heeled Sprint Unlocks at: Shot On The Run or Spring Attack, BAB +7, Dex 15, Dodge, Mobility While using Spring-Heeled Style, you can move up to twice your speed when using the Shot on the Run or Spring Attack feats
Spring-Heeled Reaping Unlocks at: Shot On The Run or Spring Attack, BAB +11, Dex 17, Dodge, Mobility While using Spring-Heeled Style, whenever you use Shot on the Run or Spring Attack, you can attack two different creatures at any point in your movement. Each attack is made at your full attack bonus. Any creature that you attack in melee with this feat cannot make attacks of opportunity against you for that movement, as normal for Spring Attack.
Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).
Startoss Comet Unlocks at: Dex 13, Point Blank Shot, Weapon Focus As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target's space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Str
Startoss Shower Unlocks at: BAB +4, Dex 13, Point Blank Shot, Weapon Focus When you hit an opponent while using the Startoss Comet feat, you can continue to make attacks against foes that are within one range increment of all previous opponents. You determine cover for each attack from the most recently hit foe's space instead of your space, and you cannot attack an individual foe more than once during this attack action. You can make a maximum number of attacks equal to 1 + 1 per 5 points of base attack bonus you posse
When fighting with a club, quarterstaff, dan bong UE, sap, or tonfa UE with which you are proficient, you gain a +1 enhancement bonus on attack rolls as though it were a masterwork weapon. If the weapon actually is a masterwork weapon, it instead counts as having the blocking UE, disarm, distracting UE, performance UE, and trip special weapon qualities, even if the weapon normally doesn't have them.
Stick-Fighting Counter Unlocks at: BAB +4 While you are fighting defensively, as a free action you can select an opponent you have attacked on that turn and prepare yourself to counter one of its attacks. Once per round, when that opponent attempts a melee attack against you and the attack misses, the attacker provokes an attack of opportunity from you, provided that it is within your threatened area. You must use a club, quarterstaff, dan bong UE, sap, or tonfa UE to perform the attack
Stick-Fighting Maneuver Unlocks at: BAB +6 When making a full attack using only clubs, a quarterstaff, dan bongs UE, saps, or tonfas UE, you can perform a combat maneuver as an extra attack using your full base attack bonus.
When you perform the pistol-whip deed while using this style, you gain a +1 bonus on the attack roll and on the combat maneuver check to knock the target prone; this increases to +2 when you use a two-handed firearm. If you successfully knock the target prone, you do not provoke attacks of opportunity from the target until the end of your next turn when you make ranged attacks with your firearm. You can treat one-handed firearms as light weapons for the purpose of abilities such as Weapon Finesse when performing the pistol-whip deed.
Stock-Striker Sweep Unlocks at: BAB +7 When you are using Stock-Striker Style and successfully knock a target prone with the pistol-whip deed, as a swift action you can either push the target 5 feet away from you or perform the pistol-whip deed a second time against a foe that is adjacent to the first and within your reach. This second use of pistol-whip costs 0 grit points.
Stock-Striker Takedown Unlocks at: BAB +9, Point Blank Shot After you knock a target prone with the pistolwhip deed while using Stock-Striker Style, you can fire one barrel of a loaded firearm you're wielding at the target as a move action; if your firearm has the scatter weapon quality, you can instead make a scattering shot so long as you include the target in the area of effect. For this attack, you take no attack penalty for making a ranged attack against a prone target, and the critical multiplier of
While using this style, once per round as a swift action when you hit a target with an unarmed strike, you can deal an extra 1d6 points of damage and attempt a bull rush combat maneuver against that target.
Street Sweep Unlocks at: BAB +6 or monk 5, Str 15, Improved Bull Rush, Improved Unarmed Strike While using Street Style, the first time each round that you deal damage with an unarmed strike to a foe that you bull rushed with Street Style since the beginning of your last turn, that foe must succeed at a Fortitude save (DC = 10 + your base attack bonus) or be knocked prone and staggered for 1 round. Structural Strike (Combat, Panache) You use your knowledge of how things fit together to find ways to punch through the defenses of any foe.
Street Carnage Unlocks at: BAB +8 or monk 7, Str 15, Improved Bull Rush, Improved Unarmed Strike While using Street Style, the critical multiplier of your unarmed strikes becomes x3, instead of x2.
While using this style, you treat the armor check penalty of your armor as if it were 1 less, and the maximum Dexterity bonus to AC as ifit were 1 higher.
Swift Refuge Unlocks at: Str 13, Dex 13 Once per day when using Swift Iron Style, when you're hit by a weapon, unarmed attack, or natural weapon, you can treat all dice other than the weapon's base damage dice (including extra dice from sneak attack, critical hit, magic special weapon abilities, and Vital Strike) as having rolled is. You can use this ability a second time per day when your base attack bonus reaches +8, and a third time at +16.
Swift Sprint Unlocks at: Str 13, Dex 13 When you're charging, running, or taking no action in your turn other than movement, your armor does not reduce your movement.
Choose one weapon from the heavy blades or light blades fighter weapon group. While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class. In addition, you do not take the penalty on melee attacks from Combat Expertise on the first attack roll you make each turn. You still take the penalty on additional attacks, including attacks of opportunity.
Swordplay Upset Unlocks at: BAB +5, Improved Feint, Weapon Focus While using Swordplay Style, as an immediate action, you can attempt a feint against an opponent that makes a melee attack against you and misses.
Swordplay Deflection Unlocks at: BAB +7, Improved Feint, Weapon Focus While using Swordplay Style, when you make one or more melee attacks, you can forgo a single melee attack to prepare an action to disrupt an opponent's attack. This functions as a swashbuckler's opportune parry and riposte ACG deed, except that if your result is greater than your opponent's, you gain a +4 shield bonus to your Armor Class against attacks made by your opponent until the start of your next turn instead of preventing the hit, and you
You can choose for your unarmed attacks to deal slashing damage. If you strike a target that has another creature grappled or pinned, as a swift action you can immediately attempt a grapple combat maneuver check against the target's CMD. If you succeed at the check, you can force the target to release a grappled creature or switch a pinned creature to being merely grappled.
Tatzlwyrm Grappler Unlocks at: Escape-artist 3 ranks, Dex 13, Improved Grapple, Improved Unarmed Strike While you're using the Tatzlwyrm Style feat, whenever an opponent attempts to initiate a grapple against you, you can attempt an Escape Artist check. If the result is higher than your CMD, you can use the result as your CMD against that combat maneuver. You must be aware of the attack and not flat-footed.
Tatzlwyrm Rake Unlocks at: Escape-artist 8 ranks, Dex 13, Improved Grapple, Improved Unarmed Strike While using the Tatzlwyrm Style feat, you can attempt a combat maneuver check to maintain a grapple without using your arms. You must use at least two limbs in order to do this, and if you use all your legs, you can't take any movement while maintaining the grapple. If your combat maneuver check succeeds by 10 or more, you are able to make a single unarmed attack against the target of the grapple as a swift action.
While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Tiger Claws Unlocks at: BAB +6 or monk 5, Improved Unarmed Strike While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus. I
Tiger Pounce Unlocks at: BAB +9 or monk 8, Improved Unarmed Strike While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn. Tiger Style (Combat, Style) Your unarmed fighting style emulates the strength and ferocity of a tiger.
While using this style, when an adjacent ally is required to make a Reflex saving throw, you can expend a use of an attack of opportunity to attempt the aid another action to improve your ally's Reflex save. Your ally gains a +2 bonus to all Reflex saves while adjacent to you until the beginning of your next turn.
Vanguard Hustle Unlocks at: Dex 13, Bodyguard, Combat Patrol, Combat Reflexes, Mobility, Saving Shield Add half of your shield's enhancement bonus to the shield bonus to AC that you grant to an ally using the Saving Shield feat. While using Vanguard Style, whenever you increase your threatened area with Combat Patrol, your ward retains the bonuses of Vanguard Style as long as he remains within your threatened area, and you can use Bodyguard, Saving Shield, and Vanguard Style whenever an ally that is within this threatened area is the target of an
Vanguard Ward Unlocks at: Bodyguard, Combat Reflexes While using Vanguard Style, when an adjacent ally is attacked or required to make a Reflex saving throw, you can expend a use of an attack of opportunity to use both Bodyguard and Vanguard Style to protect that ally. You can also lose your shield bonus to AC to grant your ally a shield bonus to AC of the same value for as long as that ally gains a bonus to Reflex saves from Vanguard Style. You punish those who fail to press their attack. Prerequi
While using this style, whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe’s base speed decreases by 5 feet until the end of its next turn. For every 10 points of damage your attack deals beyond 10, the foe’s base speed decreases by an additional 5 feet. If the penalty meets or exceeds the total base speed of the foe, you can attempt to trip the foe as a free action after the attack of opportunity is resolved. Wolf Trip (Combat) You have studied the manner in which wolves bring down their prey.
Wolf Trip Unlocks at: Knowledge-nature 6 ranks, Wis 15, Improved Unarmed Strike While using Wolf Style, you gain a +2 bonus when you attempt a trip combat maneuver as part of an attack of opportunity. Whenever you successfully trip a creature, as a free action you can choose an available space that is both adjacent to you and the creature’s original space for the tripped creature to land prone in. Wood Crafter Eschewing the use of metals in your craft, you excel at crafting armor from wood.
Wolf Savage Unlocks at: Knowledge-nature 9 ranks, Wis 17, Improved Unarmed Strike Whenever you deal a prone opponent at least 10 points of damage with a natural weapon or unarmed strike, you can savage your foe as a swift action. Your victim becomes disfigured unless it succeeds at a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier). The effects of this disfigurement are identical to those of a bestow curse spell (caster level equal to your character level).
While using this style, you can make attacks with a dagger, punching dagger, scorpion whipuc, spiked gauntlet, or whip when using a flurry of blows or brawler's flurry. Only one of these attacks can be made with a whip or scorpion whip.
Wyvern Sting Unlocks at: Acrobatics 6 ranks, Exotic Weapon Proficiency While using Wyvern Fury Style, if you successfully attack a foe with a whip or scorpion whipuc, as a swift action you can choose one ally. Until the beginning of your next turn, that ally can leave spaces threatened by that foe without provoking an attack of opportunity from the foe.
Wyvern Wing Unlocks at: Acrobatics 10 ranks, Exotic Weapon Proficiency While using the Wyvern Style feat, if you use flurry of blows or brawler's flurry and take a 5-foot step, you can take an additional 5-foot step. You can take this extra 5-foot step only between two attacks in your flurry, but you can take both your 5-foot steps consecutively without making an attack between them.