Benefit: As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way.
Normal: Applying poison to a weapon or single piece of ammunition is a standard action.
You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: 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.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.
Benefit: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC-if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inf licts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist.
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Amateur Gunslinger (Combat)
Prerequisites:You have no levels in a class that has the grit class feature
Source: Ultimate Combat
Although you are not a gunslinger, you have and can use grit.
Prerequisites: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
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Ammo Drop (Combat)
Prerequisites:Sleight of Hand 1 rank, proficient with sling
Source: Halflings Of Golarion
Your coordination is so perfect that you can simply drop ammunition from your hand at the exact moment required for it to fall into an open sling as your twirl it around.
Prerequisites: Sleight of Hand 1 rank, proficient with sling.
Benefit: You can load a sling or one end of a double sling with one hand as a swift action or move action. This does not provoke an attack of opportunity.
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Arc Slinger (Combat)
Prerequisites:Point-Blank Shot, proficient with sling or halfling sling staff
Source: Ultimate Combat
You can twirl your sling in a way that maximizes its effectiveness.
Prerequisites:Point-Blank Shot, proficient with sling or halfling sling staff.
Benefit: When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
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Arcane Armor Mastery (Combat)
Prerequisites:Arcane Armor Training, Medium Armor Proficiency, caster level 7th
Source: PFRPG Core
You have mastered the ability to cast spells while wearing armor.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
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Arcane Strike (Combat)
Prerequisites:Ability to cast arcane spells
Source: PFRPG Core
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisites: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
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Archon Diversion (Combat)
Prerequisites:Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +4 or monk level 4th
Source: Blood Of Angels
You are able to throw yourself in front of danger to protect your friends.
Benefit: 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 hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed. You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.
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Archon Justice (Combat)
Prerequisites:Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, base attack bonus +8 or monk level 7th
Source: Blood Of Angels
Your righteous indignation knows no bounds, and foes that attack your companions soon learn the error of their foolish ways.
Benefit: 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.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.
Benefit: You can attempt to initiate a grapple against a foe trapped by your Beartrap Bite feat without provoking attacks of opportunity. You gain a +2 bonus on damage rolls against foes you are grappling.
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Beartrap Bite (Combat)
Prerequisites:Weapon Focus (bite), base attack bonus +6
You can hold your foes even if you do not manage to grapple them.
Prerequisites:Weapon Focus (bite), base attack bonus +6.
Benefit: Whenever you confirm a critical hit against a foe with your bite attack, if your confirmation roll matches or exceeds your foe's CMD, you can clamp down on your foe to prevent it from moving away as a free action. The foe cannot move outside the area threatened by your bite attack unless it breaks free of your bite. It can attempt to free itself with a combat maneuver check or Escape Artist check as if you were grappling it, but neither of you gains the grappled condition. You cannot use your bite attack while you maintain your grip on your foe, but you can release the bite as a swift action to end the effect.
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Belier's Bite (Combat)
Prerequisites:Improved Unarmed Strike
Source: Cheliax Empire Of Devils
Your unarmed strikes cause your opponent to bleed.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage. The belier devil appears in Pathfinder Adventure Path volume #12.
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Betraying Blow (Combat)
Prerequisites:Solo Maneuvers, base attack bonus +8
Source: Bastards Of Golarion
When you break an alliance, you make sure it's broken for good.
Benefit: Whenever you use a melee attack to deal nonlethal damage to a creature that only you threaten, roll a Bluff check opposed by your opponent's Sense Motive check. You deal an additional amount of nonlethal damage equal to 1/2 the difference between your Bluff check and your opponent's Sense Motive check (minimum 0). If your opponent has an attitude of friendly or helpful toward you (including temporarily due to Intimidate checks, charm person, and similar effects), you instead deal an amount of extra nonlethal damage equal to the difference between your checks. Regardless, the amount of extra nonlethal damage you deal with this feat cannot exceed your Hit Dice.
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Binding Throw (Combat)
Prerequisites:Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw
Source: Ultimate Combat
You can strike your enemy and use the blow as an opportunity to grab and hold him.
Benefit: After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Normal: The grapple combat maneuver is a standard action.
Special: A monk can gain Binding Throw as a bonus feat starting at 14th level.
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Blind-Fight (Combat)
Source: PFRPG Core
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
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Blinding Flash (Combat)
Prerequisites:Dex 13, Combat Expertise
Source: Dragon Empires Primer
You can temporarily blind your opponent by using your weapon or shield to flash sunlight into its eyes.
Benefit: As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent's eyes, dazzling your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 + 1/2 your character level + your Dex modifier) to resist the effect. This is a sight-dependent effect, and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of bright light to use this feat.
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Bloody Assault (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +6
Source: Advanced Player's Guide
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
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Bloody Vengeance (Combat)
Prerequisites:Worshiper of Calistria, base attack bonus +1
Source: Faiths Of Balance
Your retaliatory strikes have long-lasting effects.
Prerequisites: Worshiper of Calistria, base attack bonus +1.
Benefit: If an opponent has damaged you within the past minute, you may study that opponent as a standard action. Thereafter, if you hit that creature with a melee attack, the target takes 1 point of bleed damage each round at the start of its turn. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage does not stack. Bleed damage bypasses any damage reduction the creature might possess.
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Bludgeoner (Combat)
Source: Ultimate Combat
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Benefit: 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.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, 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.
Benefit: As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.
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Bodyguard (Combat)
Prerequisites:Combat Reflexes
Source: Advanced Player's Guide
Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.
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Bounding Hammer (Combat)
Prerequisites:Proficiency with hammer, base attack bonus +6
Source: Dwarves Of Golarion
You can throw a hammer so it rebounds near you.
Prerequisites: Proficiency with hammer, base attack bonus +6.
Benefit: As a standard action, you may throw a hammer at an opponent within 20 feet. If you hit (whether or not the attack damages the target), the hammer rebounds off of the creature and lands in your square. If you have the Snatch Arrows feat, you may choose to catch the hammer when it enters your square (though this does not give you the ability to immediately throw the hammer). This ability may not work against some creatures or in certain circumstances as determined by the GM; for example, your weapon does not bounce off incorporeal creatures (unless it has the ghost touch ability), it may stick to creatures with the adhesive ability, the slowing effect of fighting underwater prevents you from using this feat, and so on.
Normal: A thrown weapon drops in the square where it hit its target.
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Break Guard (Combat)
Prerequisites:Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting
Source: Ultimate Combat
You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.
Benefit: While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon.
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Bull Rush Strike (Combat)
Prerequisites:Str 13, Improved Bull Rush, Power Attack, base attack bonus +9
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Benefit: You can spend a move action to steady your shot. When you do, you gain a +4 bonus on the next ranged attack roll you make before the end of your turn.
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Catch Off-Guard (Combat)
Source: PFRPG Core
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
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Channel Smite (Combat)
Prerequisites:Channel energy class feature
Source: PFRPG Core
You can channel your divine energy through a melee weapon you wield.
Prerequisites: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
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Charge of the Righteous (Combat)
Prerequisites:Base attack bonus +1
Source: Faiths Of Purity
You charge undead and fiends with confidence in your righteous cause.
Prerequisites: Base attack bonus +1.
Benefit: When you charge an undead creature or an evil outsider, you do not take the -2 penalty for charging.
Normal: When you charge, you take a -2 penalty to AC until the start of your next turn.
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Charge Through (Combat)
Prerequisites:Str 13, Improved Overrun, Power Attack, base attack bonus +1
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
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Charging Hurler (Combat)
Prerequisites:Point-Blank Shot
Source: Ultimate Combat
You know how to use your momentum to enhance your thrown weapon attacks.
Benefit: You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn.
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Chokehold (Combat)
Prerequisites:Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th
Source: Ultimate Combat
While grappling, you can cut off an opponent's air and blood supply.
Benefit: While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold.
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Cleave (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: PFRPG Core
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack 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 a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
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Cleaving Finish (Combat)
Prerequisites:Str 13, Cleave, Power Attack
Source: Ultimate Combat
When you strike down an opponent, you can continue your swing into another target.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
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Close-Quarters Thrower (Combat)
Prerequisites:Dex 13, Dodge, Weapon Focus with selected thrown weapon
Source: Ultimate Combat
You are agile enough to avoid melee attacks while throwing weapons or bombs.
Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.
Normal: Making a ranged attack provokes attacks of opportunity.
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Clustered Shots (Combat)
Prerequisites:Point-Blank Shot, Precise Shot, base attack bonus +6
Source: Ultimate Combat
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
Special: If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage).
Benefit: 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.
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Combat Expertise (Combat)
Prerequisites:Int 13
Source: PFRPG Core
You can increase your defense at the expense of your accuracy.
Prerequisites: Int 13.
Benefit: 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.
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Combat Meditation (Combat)
Prerequisites:Wis 13, Meditation Master, character level 5th
Source: Faiths & Philosophies
Quick momentary meditation allows you to gain insight in combat.
Benefit: You can meditate as a full-round action. If you do, you gain all the benefits of your meditation feats, but they last for only 1 round per character level. Combat meditation allows you to expend the +1 insight bonus granted from the Meditation Master feat to instead roll twice when attempting an ability check, attack roll, saving throw, or skill check, taking the better of the two results. You must decide to use this ability before the initial roll is made. You may only use this alternate ability in place of bonuses granted by the Meditation Master feat. You can perform combat meditation a number of times per day equal to your Wisdom modifier.
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Combat Patrol (Combat)
Prerequisites:Combat Reflexes, Mobility, base attack bonus +5
Source: Advanced Player's Guide
You range across the battlefield, dealing with threats wherever they arise.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
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Combat Reflexes (Combat)
Source: PFRPG Core
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
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Combat Style Master (Combat)
Prerequisites:Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th
Source: Ultimate Combat
You shift between combat styles, combining them to increased effect.
Prerequisites:Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.
Benefit: You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round.
Normal: It takes a swift action to begin or switch your styles.
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Cornugon Shield (Combat)
Prerequisites:Dex 15, Weapon Focus (spiked chain)
Source: Cheliax Empire Of Devils
You can use your spiked chain as both armor and weapon.
Benefit: When wielding a spiked chain, you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
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Cornugon Smash (Combat)
Prerequisites:Power Attack, Intimidate 6 ranks
Source: Cheliax Empire Of Devils
Your terrible attacks strike fear into your enemies.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
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Cornugon Stun (Combat)
Prerequisites:Stunning Fist
Source: Cheliax Empire Of Devils
You are able to make stunning attacks with special monk weapons.
Benefit: You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip attacks when throwing it. Failing at this attack does not knock you prone.
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Covering Defense (Combat)
Prerequisites:Shield Focus, base attack bonus +6
Source: Advanced Player's Guide
You are skilled at protecting yourself and your allies with your shield.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield's shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Ref lex saves.
Benefit: While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Ref lex saves against area of effect attacks equal to your shield's base bonus to armor class plus any bonuses granted by feats or class abilities. This does not transfer any enhancement bonuses on a shield to Ref lex saves.
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Crane Riposte (Combat)
Prerequisites:Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th
Source: Ultimate Combat
You use your defensive abilities to make overpowering counterattacks.
Benefit: You take only a -1 penalty on attack rolls for fighting defensively. Whenever you are fighting defensively, and you use Crane Wing to add a dodge bonus against one attack, that attack provokes an attack of opportunity from you if it misses. In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).
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Crane Wing (Combat)
Prerequisites:Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th
Source: Ultimate Combat
You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Benefit: Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you are using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so def lected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.
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Critical Focus (Combat)
Prerequisites:Base attack bonus +9
Source: PFRPG Core
You are trained in the art of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
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Critical Mastery (Combat)
Prerequisites:Critical Focus, any two critical feats, 14th-level fighter
Source: PFRPG Core
Your critical hits cause two additional effects.
Prerequisites:Critical Focus, any two critical feats, 14th-level fighter.
Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat.
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Crusader's Fist (Combat)
Prerequisites:Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6
Source: Ultimate Combat
You pour divine energy into the enemy you strike.
Prerequisites: Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.
Benefit: When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit.
Benefit: You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow.
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Darting Viper (Combat)
Prerequisites:Base attack bonus +4, proficiency with the dwarven dorn-dergar
Source: Dwarves Of Golarion
When using a dorn-dergar, you can quickly attack both near and distant foes.
Prerequisites: Base attack bonus +4, proficiency with the dwarven dorn-dergar.
Benefit: You may change whether you're using the dorndergar as a normal or reach weapon as a swift action.
Normal: Changing whether a dorn-dergar is a normal or reach weapon is a move action.
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Dastardly Finish (Combat)
Prerequisites:Sneak attack +5d6
Source: Advanced Player's Guide
You can take advantage of an enemy's debilitated state to attempt a coup de grace.
Prerequisites: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.
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Dazing Assault (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +11
Source: Advanced Player's Guide
You can daze foes with wild attacks.
Prerequisites: Str 13, Power Attack, base attack bonus +11.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Dazzling Display (Combat)
Prerequisites:Weapon Focus, proficiency with the selected weapon
Source: PFRPG Core
Your skill with your favored weapon can frighten enemies.
Prerequisites:Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
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Deadly Aim (Combat)
Prerequisites:Dex 13, base attack bonus +1
Source: PFRPG Core
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: 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.
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Deadly Finish (Combat)
Prerequisites:Base attack bonus +11
Source: Ultimate Combat
Your attacks don't just fell your opponents-they kill them outright.
Prerequisites: Base attack bonus +11.
Benefit: When you hit with a melee attack and reduce your opponent to -1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 + the damage your attack dealt) or die.
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Deadly Stroke (Combat)
Prerequisites:Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11
Source: PFRPG Core
With a well-placed strike, you can bring a swift and painful end to most foes.
Benefit: As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.
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Death from Above (Combat)
Source: Ultimate Combat
You allow gravity to add extra force to your charges.
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.
Benefit: You gain a +2 circumstance bonus against flying opponents when you have set a weapon against a charge, or when you are allowed an attack of opportunity against the flying opponent.
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Death or Glory (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +6
Source: Ultimate Combat
Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses.
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).
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Defensive Weapon Training (Combat)
Prerequisites:Int 13, base attack bonus +5
Source: Ultimate Combat
You know how to defend yourself against a certain class of weaponry.
Prerequisites: Int 13, base attack bonus +5.
Benefit: Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.
Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.
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Deflect Arrows (Combat)
Prerequisites:Dex 13, Improved Unarmed Strike
Source: PFRPG Core
You can knock arrows and other projectiles off course, preventing them from hitting you.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to def lect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be def lected.
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Demon Hunter (Combat)
Prerequisites:Knowledge (planes) 6 ranks
Source: Inner Sea World Guide
You are well-versed in demonic lore.
Prerequisites: Knowledge (planes) 6 ranks.
Benefit: You gain a +2 bonus on Knowledge (planes) checks to know the powers and abilities of demons. You gain a +2 morale bonus on all attack rolls and a +2 morale bonus on caster level checks to penetrate spell resistance made against creatures with the demon subtype you recognize as demons.
Benefit: When you take this feat, choose a demon lord. When fighting followers of that demon lord, including cultists or demons, you gain a +2 bonus on damage rolls and rolls to confirm critical hits against these creatures.
Special: You can take this feat more than once. Each time you do, you must choose a new demon lord.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist's precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
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Desperate Battler (Combat)
Source: Inner Sea World Guide
Your experiences fighting against numerous foes that have already overwhelmed your allies, friends, and family have forced you to excel at fighting on your own.
Benefit: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.
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Devastating Strike (Combat)
Prerequisites:Vital Strike, base attack bonus +9
Source: Ultimate Combat
Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.
Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit.
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Dirty Trick Master (Combat)
Prerequisites:Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11
Source: Bastards Of Golarion
You are adept at stifling your enemies and can expertly make a bad situation even worse.
Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature's), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).
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Disarming Strike (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Disarm, base attack bonus +9
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Benefit: As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in.
Benefit: As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.
Benefit: Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack.
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Disorienting Blow (Combat)
Prerequisites:Stunning Fist, base attack bonus +11
Source: Dragon Empires Primer
When you successfully strike your opponent with your Stunning Fist, you leave it in a state of confusion.
Benefit: You must choose to use this ability before making an attack roll with your Stunning Fist, and this effect replaces other effects or conditions that would be caused by Stunning Fist. If you successfully hit your opponent and it fails its Fortitude save, it becomes confused for 1 round. Additional disorienting blows to the confused target add to the duration of its confusion. This feat is otherwise subject to all of the limits and conditions of Stunning Fist.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
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Disruptive (Combat)
Prerequisites:6th-level fighter
Source: PFRPG Core
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: 6th-level fighter.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
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Distance Thrower (Combat)
Prerequisites:Str 13
Source: Ultimate Combat
You are accurate with thrown weapons at longer ranges than normal.
Prerequisites: Str 13.
Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
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Divert Harm (Combat)
Prerequisites:Int 13, Combat Expertise, base attack bonus +6, evasion class feature
Source: Bastards Of Golarion
You know how to throw your enemies into harm's way at the last second.
Prerequisites: Int 13, Combat Expertise, base attack bonus +6, evasion class feature.
Benefit: Whenever you are the target of an areaof- effect attack that normally deals half damage on a successful Reflex save (such as a fireball spell or dragon's breath weapon), you may, as an immediate action, wrestle an adjacent foe into harm's way. This does not alter the position of you or your opponent, but your opponent must attempt a Reflex save against the attack in your place. If your opponent fails, it takes half damage from the attack and you take none; if it succeeds, it takes no damage and you take damage as normal as though you'd failed your saving throw (though this damage is still reduced by abilities such as improved evasion). This feat works even if the opponent was already in the affected area of the attack (so it is possible that an unlucky opponent could take as much as 1-1/2 times the damage normally possible from the attack). You can use this ability only on a foe within one size category of yourself.
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Djinni Spin (Combat)
Prerequisites:Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th
Source: Ultimate Combat
You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Benefit: 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 target from being deafened.
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Djinni Spirit (Combat)
Prerequisites:Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th
Source: Ultimate Combat
By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Benefit: 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 be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.
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Dodge (Combat)
Prerequisites:Dex 13
Source: PFRPG Core
Your training and ref lexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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Domain Strike (Combat)
Prerequisites:Domain class feature, Improved Unarmed Strike
Source: Ultimate Combat
You unleash a domain power upon your enemy as part of your unarmed strike.
Benefit: When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.
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Dorn-Dergar Master (Combat)
Prerequisites:Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar
Source: Dwarves Of Golarion
You can use a dorn-dergar with only one hand.
Prerequisites:Two-Weapon Fighting, base attack bonus +4, proficiency with the dwarven dorn-dergar.
Benefit: You can use a dorn-dergar as a one-handed weapon. When using it one-handed, changing whether it's a normal or reach weapon is a full-round action. If you have the Darting Viper feat, changing its reach is a move action.
Normal: A dorn-dergar requires two hands to wield.
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Double Slice (Combat)
Prerequisites:Dex 15, Two-Weapon Fighting
Source: PFRPG Core
Your off-hand weapon while dual-wielding strikes with greater power.
Benefit: While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. 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 bonus.
Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112).
Benefit: 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.
Special: If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.
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Dragonslayer (Combat)
Prerequisites:Knowledge (arcana) 4 ranks, base attack bonus +4
Source: Dragonslayer's Handbook
You have been trained to fight dragons.
Prerequisites: Knowledge (arcana) 4 ranks, base attack bonus +4.
Benefit: Whenever you confirm a critical hit against an opponent that has a breath weapon, you can forgo the extra critical damage to instead prevent your foe from using its breath weapon for a number of rounds equal to twice the critical multiplier of your attack, in addition to any normal delay mentioned in the breath weapon effect's description.
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Dreadful Carnage (Combat)
Prerequisites:Str 15, Power Attack, Furious Focus, base attack bonus +11
Source: Advanced Player's Guide
Slaying an enemy demoralizes your other nearby foes.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
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Drunken Brawler (Combat)
Prerequisites:Endurance
Source: Faiths Of Purity
You have learned how to fight effectively while drunk.
Benefit: When you drink a tankard of ale or strong alcohol, you take a -2 penalty on Reflex saving throws, but gain a number of temporary hit points equal to your level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses lasts an hour or until the temporary hit points gained by this effect are spent, whichever occurs first. The penalties last for a full hour.
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Efreeti Stance (Combat)
Prerequisites:Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th
Source: Ultimate Combat
Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.
Benefit: 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 Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.
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Efreeti Touch (Combat)
Prerequisites:Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th
Source: Ultimate Combat
Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.
Benefit: 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 coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. 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 fire.
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Eldritch Claws (Combat)
Prerequisites:Str 15, natural weapons, base attack bonus +6
Source: Advanced Player's Guide
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
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Elemental Fist (Combat)
Prerequisites:Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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Elephant Stomp (Combat)
Prerequisites:Str 13, Power Attack, Improved Overrun, base attack bonus +1
Benefit: When you overrun an opponent and your maneuver check exceeds your opponent's CMD by 5 or more, instead of moving through your opponent's space and knocking her prone, you may stop in the space directly in front of the opponent (or the nearest adjacent space) and make one attack with an unarmed strike or a natural weapon against that opponent as an immediate action.
Normal: When your overrun maneuver check exceeds your opponent's CMD by 5 or more, you move through the target's space and she is knocked prone.
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Enforcer (Combat)
Prerequisites:Intimidate 1 rank
Source: Advanced Player's Guide
You are skilled at causing fear in those you brutalize.
Prerequisites: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
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Enhanced Ki Throw (Combat)
Prerequisites:Ki pool class feature, Ki Throw (see the Pathfinder RPG Advanced Player's Guide)
Source: Dragon Empires Primer
You enhance the force of your ki throws, enabling you to devastate your opponents as you slam them to the ground.
Prerequisites: Ki pool class feature, Ki Throw (see the Pathfinder RPG Advanced Player's Guide).
Benefit: When using the Ki Throw feat, you can expend 1 ki point to amplify the force of your attack. If your ki throw succeeds, when the target hits the ground, it takes damage as if you had hit it with an unarmed strike.
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Equipment Trick (Combat)
Prerequisites:Base attack bonus +1
Source: Magical Marketplace
Choose one piece of equipment, such as boots, a cloak, rope, a shield, or a heavy blade scabbard. You understand how to use that item in combat.
Prerequisites: Base attack bonus +1.
Benefit: You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you.
Special: You can gain the Equipment Trick feat multiple times. Each time you take the feat, it applies to a new type of equipment.
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Exotic Weapon Proficiency (Combat)
Prerequisites:Base attack bonus +1
Source: PFRPG Core
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
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False Opening (Combat)
Prerequisites:Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon
Source: Ultimate Combat
When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.
Prerequisites: Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.
Benefit: Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
Benefit: Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an Intimidate check to demoralize the opponent as an immediate action. This action counts as an attack of opportunity.
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Feinting Flurry (Combat)
Prerequisites:Dex 15, flurry of blows class feature, Combat Expertise
Source: Dragon Empires Primer
Your subtle flourishes mislead your enemy, tricking it into changing its footing.
Prerequisites: Dex 15, flurry of blows class feature, Combat Expertise.
Benefit: While using flurry of blows to make melee attacks, you can forgo your first attack to make a Bluff check to feint.
Benefit: When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.
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Felling Smash (Combat)
Prerequisites:Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6
Source: Ultimate Combat
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
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Feral Combat Training (Combat)
Prerequisites:Improved Unarmed Strike, Weapon Focus with selected natural weapon
Source: Ultimate Combat
You were taught a style of martial arts that relies on the natural weapons from your racial ability or class feature.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike.
Special: If you are a monk, you can use the selected natural weapon with your flurry of blows class feature.
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Final Embrace (Combat)
Prerequisites:Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3
Source: Ultimate Combat
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.
Prerequisites: Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.
Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size.
Normal: You can grab and constrict creatures one size smaller than you.
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Final Embrace Horror (Combat)
Prerequisites:Str 15, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace; base attack bonus +6
Source: Ultimate Combat
Your constricting attack has become stronger and more lethal.
Prerequisites: Str 15, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace; base attack bonus +6.
Benefit: A creature that takes damage from your constrict attack is also shaken until the start of your next turn.
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Final Embrace Master (Combat)
Prerequisites:Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9
Source: Ultimate Combat
Few creatures can survive the crushing horror of your Final Embrace.
Prerequisites: Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.
Benefit: Double the number of damage dice for your constrict special attack.
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Firebrand (Combat)
Prerequisites:Worshiper of Asmodeus
Source: Faiths Of Corruption
You can make use of a torch as a deadly, macelike weapon.
Prerequisites: Worshiper of Asmodeus
Benefit: You treat a torch as a light weapon that deals bludgeoning damage equal to that of a light mace of its size, plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon.
Normal: A torch used in combat is treated as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
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Flagbearer (Combat)
Prerequisites:Cha 15
Source: Inner Sea World Guide
When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance.
Prerequisites: Cha 15.
Benefit: As long as you hold your clan, house, or party's f lag (see page 293), members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
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Flanking Foil (Combat)
Source: Ultimate Combat
Fighting multiple foes is easy for you.
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
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Focused Discipline (Combat)
Source: Inner Sea World Guide
Familiarity with the military traditions of your homeland inspires uncommon valor in you.
Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.
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Focused Shot (Combat)
Prerequisites:Int 13, Point Blank Shot, Precise Shot
Source: Advanced Player's Guide
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
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Following Step (Combat)
Prerequisites:Dex 13, Step Up
Source: Advanced Player's Guide
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
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Footslasher (Combat)
Source: Rival Guide
You are trained to strike at a large foe's feet to impede its movement and cause great pain.
Benefit: If you damage a foe that is of a larger size category than you with a weapon that does piercing or slashing damage, you can attempt to damage the creature's feet in a way that impedes its movement. Attacking a foe in this way is a standard action-you cannot use Footslasher as part of a full-attack action. When you use Footslasher, you take a -2 penalty on your attack roll, but if you hit and deal at least 1 point of damage to the target, it is affected as if by caltrops-its speed is reduced by half. This penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check or receives at least 1 point of magical healing. Footslasher does not stack with itself-once a foe has been wounded by this attack, its speed cannot be further reduced by additional attacks (or by damage from caltrops).
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Fortified Armor Training (Combat)
Prerequisites:Proficient with armor or shield
Source: Ultimate Combat
You have learned to let your armor bear the brunt of the worst attacks.
Prerequisites: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
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Furious Focus (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: Advanced Player's Guide
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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Fury's Fall (Combat)
Prerequisites:Improved Trip
Source: Cheliax Empire Of Devils
You can use strength and agility to send foes crashing to the ground.
Benefit: If you successfully use a whip to trip a foe, you can choose to drop your whip. Your tripped target gains the entangled condition. The target can break free of the whip by making a DC 10 Strength check or a DC 15 Escape Artist check (add the enhancement bonus of the whip to these DCs), or by using a full-round action to disentangle himself. Escaping the whip by making a Strength check means the whip gains the broken condition. If the whip has a magical quality such as flaming, apply this quality's damage to the target every round on your turn.
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Gang Up (Combat)
Prerequisites:Int 13, Combat Expertise
Source: Advanced Player's Guide
You are adept at using greater numbers against foes.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to f lank an opponent.
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Gorgon's Fist (Combat)
Prerequisites:Improved Unarmed Strike, Scorpion Style, base attack bonus +6
Source: PFRPG Core
With one well-placed blow, you leave your target reeling.
Benefit: 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.
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Gory Finish (Combat)
Prerequisites:Dazzling Display, Weapon Focus
Source: Ultimate Combat
By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes.
Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you reduce your target to negative hit points, you can spend a swift action to make an Intimidate check to demoralize all foes within 30 feet who could see your attack.
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Great Cleave (Combat)
Prerequisites:Str 13, Cleave, Power Attack, base attack bonus +4
Source: PFRPG Core
You can strike many adjacent foes with a single blow.
Benefit: As a standard action, you can make a single attack 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 a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.
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Greater Bull Rush (Combat)
Prerequisites:Improved Bull Rush, Power Attack, base attack bonus +6, Str 13
Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target's CMD. In addition, removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target's CMD. Removing the condition requires the target to spend a move action.
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Greater Disarm (Combat)
Prerequisites:Combat Expertise, Improved Disarm, base attack bonus +6, Int 13
Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
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Greater Drag (Combat)
Prerequisites:Str 13, Improved Drag, Power Attack, base attack bonus +6
Benefit: You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by drag do not provoke attacks of opportunity.
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Greater Feint (Combat)
Prerequisites:Combat Expertise, Improved Feint, base attack bonus +6, Int 13
Source: PFRPG Core
You are skilled at making foes overreact to your attacks.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: A creature you feint loses its Dexterity bonus against your next attack.
Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
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Greater Overrun (Combat)
Prerequisites:Improved Overrun, Power Attack, base attack bonus +6, Str 13
Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).
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Greater Rending Fury (Combat)
Prerequisites:Improved Rending Fury, Rending Fury, base attack bonus +12, rend special attack
Source: Ultimate Combat
When your claws latch on to an opponent, the effect is bloody and horrific.
Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.
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Greater Serpent Lash (Combat)
Prerequisites:Serpent Lash, base attack bonus +4
Source: Rival Guide
Your ability to disarm and pull foes off balance with your whip is impressive.
Benefit: When you make a successful disarm or trip maneuver using the Serpent Lash feat, you can make your additional disarm or trip attempt against any target within your whip's reach. With a reposition maneuver, you can move the target creature to any point within your whip's reach.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead rolled normally.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
Benefit: 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.
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Greater Steal (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Steal, base attack bonus +6
Source: Advanced Player's Guide
You have a knack for snatching items from your opponents in combat.
Benefit: You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.
Normal: Creatures automatically notice items taken from them through the steal combat maneuver.
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Greater Sunder (Combat)
Prerequisites:Improved Sunder, Power Attack, base attack bonus +6, Str 13
Source: PFRPG Core
Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
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Greater Trip (Combat)
Prerequisites:Combat Expertise, Improved Trip, base attack bonus +6, Int 13
Source: PFRPG Core
You can make free attacks on foes that you knock down.
Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Greater Weapon Focus (Combat)
Prerequisites:Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter
Source: PFRPG Core
Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Greater Weapon Specialization (Combat)
Prerequisites:Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter
Source: PFRPG Core
Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Benefit: You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using your whip. To do so, use the normal grapple rules with the following changes. Attack: You cannot use your whip to attack while you are using it to grapple an opponent. Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Free Hands: You take no penalty on your combat maneuver check for having fewer than two hands free when you use your whip to grapple. Reach: Rather than pulling your grappled opponent adjacent to you when you successfully grapple and when you move the grapple, you must keep him within your whip's reach minus his own reach to maintain the grapple. If the difference in reach is less than 0, such as is the case for a Medium whip wielder and a Gargantuan creature, you cannot grapple that opponent with your whip. If you have to pull a creature adjacent to you to grapple it with your whip, you still provoke an attack of opportunity from that opponent unless you have the Improved Grapple feat. Tie Up: While adjacent to your opponent, you can attempt to use your whip to tie him up. If you do so to an opponent you have grappled rather than pinned, you take only a -5 penalty on the combat maneuver check rather than the normal -10.
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Hamatula Grasp (Combat)
Prerequisites:Hamatula Strike, Improved Grapple, Strength 13, base attack bonus +9
Benefit: When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a -2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
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Hamatula Strike (Combat)
Prerequisites:Improved Grapple, Strength 13, Base Attack Bonus +7
Source: Cheliax Empire Of Devils
You can catch your opponents on your weapon and hold them in place.
Prerequisites:Improved Grapple, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a -4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.
Benefit: Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but you may only choose one type at a time. If you critically hit a foe with your unarmed strike while doing piercing damage, the additional pain caused by the strike causes the foe to become sickened for 1 round (or staggered for 1 round if the target is already sickened). Multiple critical hits in a round against a single foe do not increase the duration of the sickened or staggered condition.
Special: Hamatulatsu may be selected as a substitute bonus feat at 6th level by a monk even if the monk does not otherwise meet the prerequisites. This fighting style is normally only taught to women of the Sisterhood of the Golden Erinyes.
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Hammer the Gap (Combat)
Prerequisites:Base attack bonus +6
Source: Ultimate Combat
You repeatedly strike the same location, causing increasing amounts of damage.
Prerequisites: Base attack bonus +6.
Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.
Benefit: You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.
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Heavy Armor Proficiency (Combat)
Prerequisites:Light Armor Proficiency, Medium Armor Proficiency
Benefit: Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the same attack bonus. The target is not considered flat-footed against this second attack.
Special: This ability only functions when carrying a light load or less.
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Hex Strike (Combat)
Prerequisites:Hex class feature, Improved Unarmed Strike
Source: Ultimate Combat
Chanting and cursing, you put a hex on your enemy as part of your unarmed strike.
Benefit: When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen hex to that opponent. Doing so does not provoke attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex.
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Hold the Blade (Combat)
Prerequisites:Improved Disarm, base attack bonus +10
Source: Dragon Empires Primer
You can take your opponent's weapon after being stabbed in the back.
Benefit: Whenever an enemy deals damage to you with a melee weapon as part of a flanking attack or sneak attack, you can make a combat maneuver check to disarm against that opponent as an immediate action. You must have at least one hand free when you use this feat. When you use this feat, you take a -4 penalty to your AC until your next turn. You can only use this feat once per round.
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Horn Of The Criosphinx (Combat)
Prerequisites:Base attack bonus +6 or monk level 6th
Source: People Of The Sands
You end your charge in a devastating two-handed attack.
Prerequisites: Base attack bonus +6 or monk level 6th.
Benefit: Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage roll.
Normal: A character wielding a two-handed weapon adds 1-1/2 times her Strength bonus to damage rolls.
Special: A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty.
Benefit: When you succeed at a sunder combat maneuver against a holy or unholy symbol, you can attempt an Intimidate check to demoralize as a free action. This demoralization affects all followers of the deity or philosophy whose symbol you sundered who saw you sunder it and are within 30 feet. If you destroyed the symbol, you gain a +5 bonus on your Intimidate check. You can use this feat when sundering any physical holy symbol-it doesn't have to be the hand-held variety commonly used by clerics and other divine spellcasters.
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Improved Blind-Fight (Combat)
Prerequisites:Perception 10 ranks, Blind-Fight
Source: Advanced Player's Guide
Your keen senses guide your hand against hidden foes.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.
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Improved Bull Rush (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: PFRPG Core
You are skilled at pushing your foes around.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
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Improved Charging Hurler (Combat)
Prerequisites:Charging Hurler, Point-Blank Shot
Source: Ultimate Combat
Every muscle in your body adds its force to your thrown weapons.
Benefit: When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
Normal: Using Charging Hurler requires you to end your movement within 30 feet of your opponent.
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Improved Cleaving Finish (Combat)
Prerequisites:Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6
Source: Ultimate Combat
You can cut down many opponents in a single strike.
Benefit: You can use Cleaving Finish any number of times per round.
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Improved Critical (Combat)
Prerequisites:Proficient with weapon, base attack bonus +8
Source: PFRPG Core
Attacks made with your chosen weapon are quite deadly.
Prerequisites: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon.
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Improved Devastating Strike (Combat)
Prerequisites:Devastating Strike, Vital Strike, base attack bonus +13
Source: Ultimate Combat
The fury and power channeled through your attack is enough to kill a lesser being outright.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.
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Improved Disarm (Combat)
Prerequisites:Int 13, Combat Expertise
Source: PFRPG Core
You are skilled at knocking weapons from a foe's grasp.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
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Improved Drag (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: Advanced Player's Guide
You are skilled at dragging foes around the battlefield.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.
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Improved Feint (Combat)
Prerequisites:Int 13, Combat Expertise
Source: PFRPG Core
You are skilled at fooling your opponents in combat.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
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Improved Initiative (Combat)
Source: PFRPG Core
Your quick ref lexes allow you to react rapidly to danger.
Benefit: When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a -4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target's square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target. If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of -4 on your combat maneuver check for each target after the first.
Special: A monk may take this as a bonus feat at 14th level.
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Improved Overrun (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: PFRPG Core
You are skilled at running down your foes.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
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Improved Precise Shot (Combat)
Prerequisites:Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11
Source: PFRPG Core
Your ranged attacks ignore anything but total concealment and cover.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Chapter 8.
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Improved Rending Fury (Combat)
Prerequisites:Rending Fury, base attack bonus +9, rend special attack
Source: Ultimate Combat
Honing the deadliness of your claws, you are a living hurricane of rending fury.
Prerequisites:Rending Fury, base attack bonus +9, rend special attack.
Benefit: Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.
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Improved Reposition (Combat)
Prerequisites:Int 13, Combat Expertise
Source: Advanced Player's Guide
You have learned how to force your enemies to move around the battlefield.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.
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Improved Second Chance (Combat)
Prerequisites:Int 13, Combat Expertise, Second Chance, base attack bonus +11
Source: Advanced Player's Guide
You can turn a missed strike into a second chance without sacrificing later attacks.
Benefit: When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a -5 penalty to each attack.
Normal: When using the Second Chance feat, you must normally forgo the rest of your attacks that turn.
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Improved Shield Bash (Combat)
Prerequisites:Shield Proficiency
Source: PFRPG Core
You can protect yourself with your shield, even if you use it to attack.
Benefit: After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.
Normal: If you use the Sidestep feat, you cannot take a 5-foot step during your next turn.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a steal combat maneuver.
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Improved Sunder (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: PFRPG Core
You are skilled at damaging your foes' weapons and armor.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
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Improved Trip (Combat)
Prerequisites:Int 13, Combat Expertise
Source: PFRPG Core
You are skilled at sending your opponents to the ground.
Benefit: 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.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
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Improved Two-Weapon Feint (Combat)
Prerequisites:Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6
Source: Ultimate Combat
Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully feint, that opponent is denied his Dexterity bonus to AC until the end of your turn.
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Improved Two-Weapon Fighting (Combat)
Prerequisites:Dex 17, Two-Weapon Fighting, base attack bonus +6
Benefit: 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.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
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Improved Unarmed Strike (Combat)
Source: PFRPG Core
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
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Improved Vital Strike (Combat)
Prerequisites:Vital Strike, base attack bonus +11
Source: PFRPG Core
You can make a single attack that deals a large amount of damage.
Prerequisites:Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Improved Whip Mastery (Combat)
Prerequisites:Weapon Focus (whip), Whip Mastery, base attack bonus +5
Source: Ultimate Combat
You are able to entangle opponents with the coils of your whip.
Benefit: While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within your whip's reach and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use the whip to grasp onto an object within your whip's reach, using 5 feet of your whip as if it were a grappling hook, allowing you to use the rest of your whip to swing on like a rope. As a free action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.
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Improvised Weapon Mastery (Combat)
Prerequisites:Catch Off-Guard or Throw Anything, base attack bonus +8
Source: PFRPG Core
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of ×2.
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In Harm's Way (Combat)
Prerequisites:Bodyguard
Source: Advanced Player's Guide
You put yourself in danger's path to save your allies.
Benefit: While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
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Intimidating Prowess (Combat)
Source: PFRPG Core
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
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Jaguar Pounce (Combat)
Prerequisites:Base attack bonus +4
Source: Sargava
Your ambushes are especially lethal.
Prerequisites: Base attack bonus +4.
Benefit: When making a charge or using Spring Attack against an opponent who is flat-footed or helpless, you treat your first melee attack against that target as if you had the Improved Critical feat.
Benefit: 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 on a successful critical hit.
Benefit: 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.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat.
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Juggle Load (Combat)
Prerequisites:Ammo Drop, Sleight of Hand 1 rank, proficient with sling
Source: Halflings Of Golarion
Your fingers are so nimble that reloading your sling is almost effortless for you.
Prerequisites:Ammo Drop, Sleight of Hand 1 rank, proficient with sling.
Benefit: You can load a sling or double sling as a free action. This does not provoke attacks of opportunity. This feat allows you to fire your sling as many times in a fullattack action as you could attack if you were using a bow.
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Ki Diversity (Combat)
Prerequisites:Ki pool class feature, Wis 13, Kusari-Gama 25 TPA
Source: Faction Guide
You have trained at the feet of the masters of the Kusari- Gama, a secret society of monk warriors. With their secrets you have mastered new ways to apply your ki.
Prerequisites: Ki pool class feature, Wis 13, Kusari-Gama 25 TPA.
Benefit: You learn how to channel your ki in a new ability. Choose one of the following ki powers: Bone Crusher: When you succeed at a trip or disarm combat maneuver, you may spend 1 point from your ki pool as a swift action to deal damage to your opponent as if you had hit them with an unarmed strike. Dim Mak: You may spend 1 point from your ki pool as a swift action to execute your next Stunning Fist attack as a melee touch attack rather than a normal melee attack. Mind of the Kensai: You may spend 1 point from your ki pool as a swift action to imbue a single melee weapon in your hands with the ki focus weapon special ability until your next turn. Wings of the Crane: If you have the Deflect Arrows feat, you may spend 1 point from your ki pool as an immediate action to use that feat to deflect a second missile weapon that round. If you have the Snatch Arrows feat, you may use this ability to catch a second weapon, but not throw it back. Zen Combatant: You may spend 1 point from your ki pool as a swift action to substitute your Wisdom score for your Strength or Dexterity for all melee or ranged attacks you make that round.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, you may choose an additional ability from the list above. Monks can select this feat as a monk bonus feat.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
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Kirin Path (Combat)
Prerequisites:Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks
Source: Ultimate Combat
You turn knowledge of your enemy into a flawless defense.
Benefit: 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 must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.
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Kirin Strike (Combat)
Prerequisites:Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks
Source: Ultimate Combat
You have read the texts of the perfect way, and know how identify to your enemies' weak spot.
Prerequisites: Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Benefit: 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).
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Landing Roll (Combat)
Prerequisites:Dex 13, Dodge, Mobility
Source: Ultimate Combat
You have learned the technique of rolling safely away when an enemy trips you.
Benefit: If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.
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Large Target (Combat)
Prerequisites:Proficient with sling
Source: Halflings Of Golarion
The larger a creature is, the easier you find it to strike a vulnerable spot when attacking with a sling.
Prerequisites: Proficient with sling.
Benefit: Your attacks with all kinds of slings add a +1 bonus on damage rolls for every size category your opponent is larger than you. For example, if you are Small and your opponent Large (a difference of two sizes), you gain a +2 damage bonus. This is considered precision damage and is not multiplied on a critical hit.
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Let Them Come (Combat)
Prerequisites:Dwarf, Ninth Battalion TPA 25
Source: Faction Guide
You have trained to fight onrushing enemy hordes. With a carefully timed strike you ensure that their reckless charge will be their undoing.
Prerequisites: Dwarf, Ninth Battalion TPA 25.
Benefit: You treat all one- or two-handed melee weapons as if they had the brace special feature.
Normal: Only weapons with the brace special feature can be readied against charges.
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Light Armor Proficiency (Combat)
Source: PFRPG Core
You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
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Lightning Stance (Combat)
Prerequisites:Dex 17, Dodge, Wind Stance, base attack bonus +11
Source: PFRPG Core
The speed at which you move makes it nearly impossible for opponents to strike you.
Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
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Low Profile (Combat)
Prerequisites:Dex 13, Small size or smaller
Source: Advanced Player's Guide
Yours small stature helps you avoid ranged attacks.
Prerequisites: Dex 13, Small size or smaller.
Benefit: You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
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Lunge (Combat)
Prerequisites:Base attack bonus +6
Source: PFRPG Core
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Benefit: 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.
Benefit: 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.
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Manyshot (Combat)
Prerequisites:Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
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Marid Coldsnap (Combat)
Prerequisites:Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th
Source: Ultimate Combat
You can summon a torrent of water to blast your enemies, chilling them to the bone.
Benefit: 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 prevents a target from becoming entangled.
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Marid Spirit (Combat)
Prerequisites:Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th
Source: Ultimate Combat
You can manipulate cold energy to protect yourself and freeze your foes.
Benefit: 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 (DC 10 + 1/2 your character level + your Wis modif ier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.
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Martial Weapon Proficiency (Combat)
Source: PFRPG Core
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
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Master Combat Performer (Combat)
Prerequisites:Performing Combatant or at least three performance feats, base attack bonus +6
Source: Ultimate Combat
You are a master of the techniques and weapons of the arena and the stage.
Prerequisites:Performing Combatant or at least three performance feats, base attack bonus +6.
Benefit: You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.
Benefit: If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend actions to aim a siege engine, you and your crew can use move actions instead of full-round actions to aim the siege engine (page 160).
Normal: Full-round actions are required to load and aim siege engines.
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Measured Response (Combat)
Prerequisites:Worshiper of Abadar, base attack bonus +1
Source: Faiths Of Balance
You believe that a conservative but consistent response guarantees success.
Prerequisites: Worshiper of Abadar, base attack bonus +1.
Benefit: When you hit an opponent with a melee or ranged attack, you may choose to deal average damage (rounded down), as if you had rolled exactly the average amount on the damage die or dice. You add your damage bonuses and penalties as normal.
Special: Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Benefit: 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.
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Missile Shield (Combat)
Prerequisites:Dex 13, Shield Focus
Source: Advanced Player's Guide
You are skilled at def lecting ranged attacks with your shield.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may def lect it so that you take no damage, as if you had the Def lect Arrows feat. You must be aware of the attack and not flat-footed.
Benefit: 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.
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Monastic Legacy (Combat)
Prerequisites:Still mind class feature, Improved Unarmed Strike
Source: Ultimate Combat
Your formal unarmed training continues to bolster your training in other areas.
Benefit: Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does not make levels in classes other than monk count toward any other monk class features.
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Monkey Lunge (Combat)
Prerequisites:Lunge, Acrobatics 1 rank
Source: Sargava
You can quickly recover from your lunges, helping you to avoid counterattacks.
Benefit: As a standard action, you can use the Lunge feat to increase the reach of your melee attacks by 5 feet until the end of your turn, without suffering a penalty to your AC. You cannot use this feat if you carry a medium or heavy load.
Normal: You take a -2 penalty to your AC until your next turn when making a lunge attack.
Benefit: 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.
Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.
Benefit: 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 opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.
Benefit: While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Benefit: Whenever you use Dazzling Display to demoralize foes, you can motivate your allies to better serve you. In addition to possibly demoralizing foes within 30 feet, your Intimidate check while using Dazzling Display also applies to allies within 30 feet who can see you. The DC for this effect is the same as it would be to demoralize your allies. Each ally so affected gains a +1 morale bonus on attack rolls and skill checks for the duration that it would normally be shaken.
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Mounted Archery (Combat)
Prerequisites:Ride 1 rank, Mounted Combat
Source: PFRPG Core
You are skilled at making ranged attacks while mounted.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
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Mounted Combat (Combat)
Prerequisites:Ride 1 rank
Source: PFRPG Core
You are adept at guiding your mount through combat.
Prerequisites: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
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Mounted Shield (Combat)
Prerequisites:Mounted Combat, Shield Focus
Source: Advanced Player's Guide
Your defensive tactics defend both you and your mount.
Benefit: You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.
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Multiweapon Fighting (Combat)
Prerequisites:Dex 13, three or more hands
Source: PFRPG Bestiary
This multi-armed creature is skilled at making attacks with multiple weapons.
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by -2 with the primary hand and by -6 with off hands.
Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) See Two- Weapon Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.
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Natural Jouster (Combat)
Prerequisites:Centaur (or any tauric creature at the GM's discretion)
Source: AP 69
Prerequisites: Centaur (or any tauric creature at the GM's discretion)
Benefit: You gain proficiency with the lance. You can wield a lance one-handed as if you were mounted, and you deal double damage with a lance while charging.
Benefit: If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a -5 penalty on the attack roll. If you succeed, you wrench that opponent's neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent's Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.
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Net Adept (Combat)
Prerequisites:Exotic Weapon Proficiency (net), base attack bonus +1
Source: Ultimate Combat
You have trained to use the net as a melee weapon.
Benefit: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net.
Normal: A net is a ranged weapon that imposes a -4 penalty on ranged attack rolls if it is unfolded. Folding a net takes a proficient user 2 rounds.
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Net and Trident (Combat)
Prerequisites:Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting
Source: Ultimate Combat
Your skill with lighter weapons allows you to wield one alongside your net.
Benefit: You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit.
Normal: A net is a two-handed ranged weapon.
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Net Maneuvering (Combat)
Prerequisites:Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3
Source: Ultimate Combat
With sweeping movements and brute force, you can use your net to put foes at a disadvantage.
Benefit: In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in this way. Further, if you have an opponent entangled in your net, you can attempt to drag or reposition that opponent as long as he is within your net's reach or you control the trailing rope on your net.
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Net Trickery (Combat)
Prerequisites:Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6
Source: Ultimate Combat
You have become very proficient at using your net to hinder your enemies.
Benefit: In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If you have an opponent entangled in your net, you can attempt to trip that opponent as long as he is within your net's reach or you control the trailing rope on your net. You also gain a +2 bonus on drag and reposition combat maneuver checks you make using your net.
Benefit: While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and Intimidate checks.
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Nightmare Striker (Combat)
Prerequisites:Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire
Source: Ultimate Combat
Your faerie fire not only illuminates your foes, but it also shows you their weaknesses.
Benefit: While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for every 5 by which the opponent failed her save.
Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
Benefit: Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.
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Osyluth Guile (Combat)
Prerequisites:Bluff 8 ranks, Dodge
Source: Cheliax Empire Of Devils
You are skilled at misdirecting an opponent's attacks.
Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent's melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.
Benefit: 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.
Benefit: 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.
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Parting Shot (Combat)
Prerequisites:Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6
Source: Advanced Player's Guide
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.
Benefit: Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in combat.
Special: If you have the Underfoot feat and the opponent is larger than you, you gain a +2 bonus on the Bluff check this feat allows.
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Patient Strike (Combat)
Prerequisites:Int 13
Source: Pathfinder Society Primer
Your training under the Master of Swords has taught you that a well-timed strike is worth waiting for and that patience will serve you well in the long run.
Prerequisites: Int 13.
Benefit: You can choose to ready an attack as a fullround action instead of a standard action. When you do so, you gain a +2 bonus on your attack roll when your readied action triggers.
Normal: Readying an attack is a standard action and doesn't grant a bonus on your attack roll.
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Penetrating Strike (Combat)
Prerequisites:Weapon Focus, 12th-level fighter, proficiency with weapon
Source: PFRPG Core
Your attacks are capable of penetrating the defenses of some creatures.
Prerequisites:Weapon Focus, 12th-level fighter, proficiency with weapon.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).
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Perfect Awareness (Combat)
Prerequisites:Wis 17, Combat Meditation, Meditation Master, character level 9th
Source: Faiths & Philosophies
You can set aside all irrelevant sensory information to understand your surroundings perfectly for a moment.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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Performance Weapon Mastery (Combat)
Source: Ultimate Combat
You wield all your weapons with the flair of a performer.
Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
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Performing Combatant (Combat)
Prerequisites:Dazzling Display, any one performance feat
Source: Ultimate Combat
You treat every combat as a performance, bringing flare and showmanship.
Benefit: You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance feat to use. You automatically gain any bonus on the performance combat check the feat grants, and then you make a DC 20 performance combat check. On a success, you gain the full effect of the performance feat you chose.
Benefit: Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no damage, but the targeted creature is prevented from making the move action that granted a 5-foot step or the withdraw action and does not move.
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Pinning Knockout (Combat)
Prerequisites:Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th
Source: Ultimate Combat
An opponent you have pinned is easy for you to knock out.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinning Rend (Combat)
Prerequisites:Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th
Source: Ultimate Combat
You tear flesh when you damage an opponent that you have pinned.
Benefit: While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, that opponent also takes bleed damage equal to your unarmed strike or weapon damage dice. Any creature that is immune to critical hits is immune to the effects of this feat.
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Pinpoint Poisoner (Combat)
Prerequisites:Poison use class feature, Craft (alchemy) 6 ranks, Adder Strike, Improved Unarmed Strike, Two-Weapon Fighting or flurry of blows class feature
Source: Ultimate Combat
You deftly use specially prepared needles to apply poison for maximum effect.
Benefit: When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts is a free action.) While holding these darts, you can spend a standard action to attack with one or a full-attack action to attack with both. Such attacks are considered melee touch attacks that deal 1d2 damage plus any bonuses you gain on your normal unarmed strike damage, and they deliver the poison. You can instead throw such darts as if they were shuriken, making your ranged attack rolls against the target's AC.
Normal: Applying poison to a weapon or single piece of ammunition is a standard action.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
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Piranha Strike (Combat)
Prerequisites:Weapon Finesse, base attack bonus +1
Source: Sargava
You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Benefit: 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.
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Point Blank Master (Combat)
Prerequisites:Weapon Specialization with selected ranged weapon
Source: Advanced Player's Guide
You are adept at firing ranged weapons in close quarters.
Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat, but he must have Weapon Focus instead of Weapon Specialization in the selected weapon.
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Point-Blank Shot (Combat)
Source: PFRPG Core
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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Porcupine Defense (Combat)
Prerequisites:Combat Expertise, Combat Reflexes, base attack bonus +6
Benefit: Whenever an opponent of at least one size category larger than yourself attempts a combat maneuver attack against you, you gain a +2 bonus on any allowed attacks of opportunity. If your opponent may make such attacks without provoking attacks of opportunity, you instead gain a +2 bonus to CMD against such maneuvers.
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Power Attack (Combat)
Prerequisites:Str 13, base attack bonus +1
Source: PFRPG Core
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: 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.
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Precise Shot (Combat)
Prerequisites:Point-Blank Shot
Source: PFRPG Core
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
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Prone Shooter (Combat)
Prerequisites:Weapon Focus (crossbow or firearm), base attack bonus +1
Source: Ultimate Combat
While prone, you use the ground to stabilize your aim while using a crossbow or firearm.
Prerequisites:Weapon Focus (crossbow or firearm), base attack bonus +1.
Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.
Special: If you have the Prone Slinger feat, Weapon Focus (sling) satisfies this feat's Weapon Focus prerequisite, and you can apply this feat's benefit to attack rolls you make using a sling with which you have Weapon Focus.
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Prone Slinger (Combat)
Source: Ultimate Combat
Your sideways sling release allows you to launch bullets and stones even while prone.
Benefit: While prone, you can use a sling to make ranged attacks.
Normal: Crossbows and firearms are the only ranged weapons that can be used while prone.
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Punishing Kick (Combat)
Prerequisites:Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8
Source: Advanced Player's Guide
Your kicks are so powerful you use them to push or knock back your foes.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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Pushing Assault (Combat)
Prerequisites:Str 15, Power Attack, base attack bonus +1
Source: Advanced Player's Guide
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modif ied by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
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Quarterstaff Master (Combat)
Prerequisites:Weapon Focus (quarterstaff), base attack bonus +5
Source: Ultimate Magic
You can wield a quarterstaff as either a two-handed or one-handed weapon.
Prerequisites:Weapon Focus (quarterstaff), base attack bonus +5.
Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
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Quick Bull Rush (Combat)
Prerequisites:Str 13, Improved Bull Rush, Power Attack, base attack bonus +6
Source: Ultimate Combat
You can barrel into your opponent and follow this with an attack.
Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.
Normal: A bull rush combat maneuver is a standard action.
Benefit: On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.
Normal: A dirty trick combat maneuver is a standard action.
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Quick Drag (Combat)
Prerequisites:Str 13, Improved Drag, Power Attack, base attack bonus +6
Benefit: On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.
Normal: A drag combat maneuver is a standard action.
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Quick Draw (Combat)
Prerequisites:Base attack bonus +1
Source: PFRPG Core
You can draw weapons faster than most.
Prerequisites: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
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Quick Reposition (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Reposition, base attack bonus +6
Source: Ultimate Combat
Your opponent becomes an unwitting dance partner, following your lead while you fight.
Benefit: On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.
Normal: A reposition combat maneuver is a standard action.
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Quick Steal (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Steal, base attack bonus +6
Source: Ultimate Combat
You are adept at relieving foes of their belongings even while you strike.
Benefit: On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the steal.
Normal: A steal combat maneuver is a standard action.
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Quillbreaker Defense (Combat)
Prerequisites:Proficiency with armor spikes
Source: Magical Marketplace
You know how to put armor spikes to defensive use by thrusting them into the path of an oncoming attack just in time.
Prerequisites: Proficiency with armor spikes.
Benefit: If you are wearing armor spikes, as an immediate action when you take damage from a nonmagical attack, you can give your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce the damage taken by 10.
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Quivering Palm Adept (Combat)
Prerequisites:Quivering palm class feature
Source: Dragon Empires Primer
Your quivering palm strikes are more potent than most.
Prerequisites: Quivering palm class feature.
Benefit: Add +2 to the saving throw DC against your quivering palm attacks.
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Quivering Palm Versatility (Combat)
Prerequisites:Quivering palm class feature, base attack bonus +13
Source: Dragon Empires Primer
You can alter the way you apply a quivering palm's vibrations to an opponent's body to cause extreme pain, put it in a coma, or destroy its memories.
Prerequisites: Quivering palm class feature, base attack bonus +13.
Benefit: After successfully using your quivering palm attack on a creature, you can produce one of the following effects instead of killing the creature, as long as you do so within a number of days equal to your monk level. Coma: The subject falls unconscious and is helpless for a number of days equal to your monk level. Memory Loss: The subject falls unconscious for 24 hours and awakens with huge gaps in its memory. The target's memories of the recent past (a number of consecutive days equal to your monk level) are completely obliterated, and can only be restored by a wish or miracle spell. Pain: The subject takes 1d6 points of nonlethal damage per monk level you possess. You must choose the desired effect before the quivering palm's attack roll is made. Unless the target succeeds at its Fortitude save against your quivering palm attack, it succumbs to the desired effect when you will it (a free action). This feat is otherwise subject to all of the limits and conditions of quivering palm.
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Rapid Grappler (Combat)
Prerequisites:Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th
Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
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Rapid Reload (Combat)
Prerequisites:Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm)
Source: Inner Sea World Guide
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or onehanded firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a fullattack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may def lect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.
Benefit: Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver against that opponent. If you succeed, you cannot move with the opponent.
Normal: A bull rush combat maneuver is a standard action.
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Reckless Aim (Combat)
Prerequisites:Point-Blank Shot, Precise Shot
Source: Blood Of Fiends
Your lack of regard for others proves a boon when you fire projectiles into melee.
Benefit: 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.
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Rending Claws (Combat)
Prerequisites:Str 13, two claw natural weapon attacks, base attack bonus +6
Source: Advanced Player's Guide
Your claw attacks do greater harm to your enemy.
Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
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Rending Fury (Combat)
Prerequisites:Base attack bonus +6, rend special attack
Source: Ultimate Combat
You easily tear your enemies limb from limb with your natural attacks.
Prerequisites: Base attack bonus +6, rend special attack.
Benefit: You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with one claw attack, while a girallon that has this feat must hit one target with two claw attacks to rend. You can only make this rend attack once per round.
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Repositioning Strike (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Reposition, base attack bonus +9
Source: Advanced Player's Guide
Your critical hits can move your foes where you wish.
Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. This does not provoke an attack of opportunity.
Normal: You must perform a reposition combat maneuver to reposition an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
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Revelation Strike (Combat)
Prerequisites:Revelation class feature, Improved Unarmed Strike
Source: Ultimate Combat
Your unarmed strike brings a revelation down upon your foe.
Benefit: When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen revelation to that opponent. Doing so provokes no attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying revelation.
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Rhino Charge (Combat)
Prerequisites:Power Attack, Improved Bull Rush, base attack bonus +5
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
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Riptide Attack (Combat)
Prerequisites:Worshiper of Gozreh, Improved Drag, Improved Trip
Source: Faiths Of Balance
You can follow up a successful trip attempt with a drag maneuver.
Benefit: When you succeed at a trip combat maneuver, you may automatically make a drag combat maneuver against your tripped target as a swift action. Your base attack bonus for the drag check is the same as the base attack bonus you used for the trip check. The drag attempt provokes attacks of opportunity as normal.
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Sap Adept (Combat)
Prerequisites:Sneak attack +1d6
Source: Ultimate Combat
You know just where to hit to knock the sense out of your foe.
Prerequisites: Sneak attack +1d6.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice you rolled.
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Sap Master (Combat)
Prerequisites:Sneak attack +3d6, Sap Adept
Source: Ultimate Combat
You knock the sense out of foes with a well-timed surprise attack.
Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.
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Saving Shield (Combat)
Prerequisites:Shield Proficiency
Source: Advanced Player's Guide
You deflect attacks that could mean your ally's death.
Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
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School Strike (Combat)
Prerequisites:Wizard school class feature, Improved Unarmed Strike
Source: Ultimate Combat
You focus the secrets of your school of wizardry into your unarmed strike.
Benefit: When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen school power to that opponent. Doing so provokes no attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power.
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Scorpion Style (Combat)
Prerequisites:Improved Unarmed Strike
Source: PFRPG Core
You can perform an unarmed strike that greatly hampers your target's movement.
Benefit: 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).
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Second Chance (Combat)
Prerequisites:Int 13, Combat Expertise, base attack bonus +6
Source: Advanced Player's Guide
Quick ref lexes turn missed strikes into second chances.
Benefit: When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at your highest base attack bonus.
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Serpent Lash (Combat)
Prerequisites:Weapon Finesse, proficient in whip
Source: Rival Guide
You are adept at vexing multiple foes with your whip.
Benefit: As a standard action, you can make a disarm or trip maneuver with your whip. If it succeeds, you can make an additional disarm or trip maneuver with the same bonus against a target adjacent to the first and also within your whip's reach. In addition, you can use your whip to perform reposition maneuvers, though you take a -4 penalty on your CMB and you may only move the target toward you from its original position. This feat originally appeared in Pathfinder Campaign Setting: Osirion, Land of the Pharaohs.
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Shadow Strike (Combat)
Prerequisites:Base attack bonus +1
Source: Advanced Player's Guide
You accurately strike even those you cannot clearly see.
Prerequisites: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
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Shaitan Earthblast (Combat)
Prerequisites:Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th
Source: Ultimate Combat
With a forceful stomp you release a blast of acid from the earth to burn your enemies.
Benefit: 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 + your Wis modif ier) reduces the damage by half and prevents a target from being staggered.
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Shaitan Skin (Combat)
Prerequisites:Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th
Source: Ultimate Combat
You can manipulate acid to shield yourself and disable your enemies.
Benefit: 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 (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.
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Shatter Defenses (Combat)
Prerequisites:Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon
Source: PFRPG Core
Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
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Shield Focus (Combat)
Prerequisites:Shield Proficiency, base attack bonus +1
Source: PFRPG Core
You are skilled at def lecting blows with your shield.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
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Shield of Swings (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +1
Source: Advanced Player's Guide
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
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Shield Proficiency (Combat)
Source: PFRPG Core
You are trained in how to properly use a shield.
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Benefit: Any opponents hit by your shield bash are also targeted by a free disarm attempt, substituting your attack roll for the combat maneuver check. This disarm attempt does not provoke an attack of opportunity. You cannot use this ability during the same round as a bull rush attempt made with Shield Slam or with any other abilities that affect how your shield bash works. When using a shield, you gain a +4 bonus on Strength checks to avoid being blown away by a strong wind and on Climb checks to catch yourself on a wall or slope when falling.
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Shield Specialization (Combat)
Prerequisites:Proficiency with selected shield, Shield Focus, fighter level 4th
Source: Advanced Player's Guide
You have mastered the use of one type of shield.
Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
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Shot on the Run (Combat)
Prerequisites:Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4
Source: PFRPG Core
You can move, fire a ranged weapon, and move again before your foes can react.
Benefit: Opponents do not gain a +2 bonus on attack rolls for flanking you, although they can still sneak attack you. You also gain a +3 bonus on Sense Motive checks made to resist a foe's Bluff checks to feint in combat.
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Sidestep (Combat)
Prerequisites:Dex 13, Dodge, Mobility
Source: Advanced Player's Guide
You can reposition yourself after a foe's missed swing.
Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement does not provoke attacks of opportunity. 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 movement.
Benefit: When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move the weapon. You also halve the time required to assemble a siege engine.
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Siege Engineer (Combat)
Prerequisites:Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine
Source: Ultimate Combat
You are proficient with all siege weaponry.
Prerequisites: Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine.
Benefit: You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not generate mishaps on the roll of a natural 1.
Benefit: You take no size penalty for aiming a directfire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 square per range increment.
Normal: Direct-fire weapons impose a -2 attack roll penalty per size category by which the weapon is larger than the creature aiming it. An indirect-fire weapon that misses misdirects fire by 1d4 squares per range increment.
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Simple Weapon Proficiency (Combat)
Source: PFRPG Core
You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons without penalty.
Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.
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Slaying Sprint (Combat)
Prerequisites:Dodge, Mobility, Spring Attack, base attack bonus +13
Source: Rival Guide
With swift feet and deadly intent, you finish off your target before anyone sees your blade.
Benefit: You can move up to half your speed instead of taking a 5-foot step when taking a full-round action to perform a coup de grace. Performing a coup de grace does not provoke attacks of opportunity. You can use this feat only when wielding a light or onehanded weapon.
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Sleeper Hold (Combat)
Prerequisites:Greater Grapple, base attack bonus +8
Source: Dragon Empires Primer
By maintaining a grapple hold on your opponent, you can cause it to lose consciousness.
Benefit: You must declare that you are using this feat before you make a combat maneuver check to maintain a grapple (thus a failed check to maintain the grapple ruins the attempt). If you maintain a grapple for a number of consecutive rounds equal to your opponent's Constitution bonus (minimum 1 round), you can attempt to knock out your opponent. The victim must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Str modifier) or else it falls unconscious for 1d4 rounds. Each successive round you attempt this, the target takes a cumulative -1 penalty on its saving throw. When you use this feat, you take an additional -2 penalty to your AC. Creatures that are immune to bleed damage, stunning, or critical hits are immune to this ability.
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Sliding Axe Throw (Combat)
Prerequisites:Dex 13, base attack bonus +1
Source: Dwarves Of Golarion
You may aim your thrown axe to avoid an enemy's shield and even trip your opponent.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a -2 penalty on a ranged attack roll with an axe, bouncing it or sliding it along the ground. If the target is flat-footed, running, or charging, this attack ignores any bonuses to the target's AC from its shield. If the attack hits, you may immediately make a trip attempt against the target as a free action. If you fail to trip your opponent, your opponent does not get an attempt to trip you in return. This ability may not work in certain circumstances as determined by the GM, such as if the ground is soft, there is an obstacle or difficult terrain on the floor between you and your target, and so on.
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Sling Flail (Combat)
Prerequisites:Weapon Focus (sling), base attack bonus +1
Source: Ultimate Combat
You can use your loaded sling to effectively strike at nearby foes.
Prerequisites:Weapon Focus (sling), base attack bonus +1.
Benefit: You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane ammunition, but magical or masterwork ammunition loses its special properties after a single hit.
Special: Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon.
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Slow Time (Combat)
Prerequisites:Wis 15, Combat Meditation, Meditation Master, character level 7th
Source: Faiths & Philosophies
Meditation allows you to perceive time as if it were moving more slowly.
Benefit: Once per day, when you meditate as a full-round action using the Combat Meditation feat, you gain the effects of haste for 1 round per 2 character levels. These effects do not stack with the haste spell, the speed magic weapon special ability, or other effects granting the same result. This is an extraordinary ability.
Benefit: 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.
Benefit: 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.
Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.
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Snapping Turtle Clutch (Combat)
Prerequisites:Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd
Source: Ultimate Combat
Your unarmed style allows you to turn your opponent's attack into an opportunity.
Benefit: 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.
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Snapping Turtle Shell (Combat)
Prerequisites:Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th
Source: Ultimate Combat
Your guarding hand is almost magical in its skill at def lecting incoming blows.
Benefit: 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.
Benefit: When using the Def lect Arrows feat you may choose to catch the weapon instead of just def lecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
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Snoutgrip (Combat)
Prerequisites:Combat Expertise, Combat Reflexes, Improved Grapple, Improved Unarmed Strike, base attack bonus +12 or 10th-level monk
Benefit: As an immediate action, whenever an opponent up to one size category larger than you misses you with its bite attack, you can attempt a grapple with a -5 penalty on the check. If you succeed, you have grappled your opponent and are holding its mouth shut, preventing it from using its bite attack, breath weapon, or spells with a verbal component until it escapes your grapple. You may make this grapple attempt even if the target is out of your reach.
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Solo Maneuvers (Combat)
Source: Bastards Of Golarion
You fight best when you're on your own.
Benefit: Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that creature and a +1 bonus to CMD against combat maneuvers made by that creature.
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Sorcerous Strike (Combat)
Prerequisites:Sorcerer bloodline class feature, Improved Unarmed Strike
Source: Ultimate Combat
The power flowing through your veins also flows through your unarmed strike.
Benefit: When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can spend a swift action to deliver the effects of the chosen bloodline power to that opponent. Doing so provokes no attacks of opportunity.
Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying bloodline power.
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Spellbreaker (Combat)
Prerequisites:Disruptive, 10th-level fighter
Source: PFRPG Core
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
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Spiked Destroyer (Combat)
Prerequisites:Worshiper of Gorum, proficient in spiked armor
Source: Faiths Of Balance
You can attack with your armor spikes while using bull rush or overrun.
Prerequisites: Worshiper of Gorum, proficient in spiked armor.
Benefit: When you succeed at a bull rush or overrun combat maneuver, you may automatically make an attack roll with your armor spikes against the target of the maneuver as a swift action. This attack is made using your highest attack bonus.
Benefit: On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. If your bull rush succeeds, you can move that opponent to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull rush allows. The target is then knocked prone. If the bull rush fails, you can use the Ki Throw feat as normal. If you also have the Improved Ki Throw feat, a successful bull rush allows you to push the opponent into a space secondary targets occupy. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space.
Special: Per the Ki Throw feat, a monk can use ki to affect creatures larger than himself with this feat.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
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Spring Attack (Combat)
Prerequisites:Dex 13, Dodge, Mobility, base attack bonus +4
Source: PFRPG Core
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Benefit: When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack that deals no damage or nonlethal damage.
Normal: When making attacks that deal no damage or nonlethal damage, you take a -4 penalty on attack rolls.
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Stance of the Xorn (Combat)
Prerequisites:Wis 15, base attack bonus +3
Source: Dwarves Of Golarion
You have heightened awareness of enemies on all sides.
Prerequisites: Wis 15, base attack bonus +3.
Benefit: Flanking creatures do not gain a +2 bonus to attack you (this does not prevent you from being sneak attacked or denied your Dexterity bonus). A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Normal: Flanking opponents gain a +2 flanking bonus to hit.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
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Steady Engagement (Combat)
Prerequisites:Worshiper of Irori, Combat Reflexes, Stand Still
Source: Faiths Of Balance
You can draw on your excellent balance to trip or disarm opponents when they try to disengage.
Benefit: If you use the Stand Still feat to prevent an opponent from moving, you may make a disarm or trip combat maneuver against the target as an immediate action.
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Step Up (Combat)
Prerequisites:Base attack bonus +1
Source: PFRPG Core
You can close the distance when a foe tries to move away.
Prerequisites: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. 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 movement.
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Step Up and Strike (Combat)
Prerequisites:Dex 13, Following Step, Step Up, base attack bonus +6
Source: Advanced Player's Guide
When a foe tries to move away, you can follow and make an attack.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.
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Strike Back (Combat)
Prerequisites:Base attack bonus +11
Source: PFRPG Core
You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
Prerequisites: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
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Stunning Assault (Combat)
Prerequisites:Str 13, Power Attack, base attack bonus +16
Source: Advanced Player's Guide
You powerful but imprecise attacks can stun your enemies.
Prerequisites: Str 13, Power Attack, base attack bonus +16.
Benefit: You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
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Stunning Fist (Combat)
Prerequisites:Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8
Source: PFRPG Core
You know just where to strike to temporarily stun a foe.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Benefit: Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style (see Pathfinder RPG Ultimate Combat).
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity.
Normal: You must perform a sunder combat maneuver to sunder an opponent's weapon.
Benefit: At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining whether it is aware combat has begun. If none of your opponents are aware of you, you may act during the surprise round. If an opponent is effectively unaware of any foes, it cannot act during the surprise round.
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Swift Aid (Combat)
Prerequisites:Int 13, Combat Expertise, base attack bonus +6
Source: Advanced Player's Guide
With a quick but harmless swipe, you can aid an ally's assault.
Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.
Normal: Making a ranged attack provokes attacks of opportunity.
You excel at moving foes right where you want them.
Prerequisites: Int 13, Combat Expertise, Improved RepositionAPG.
Benefit: When making a reposition combat maneuver (Pathfinder RPG Advanced Player's Guide 322), you can move an enemy into a trap or other hazardous area, such as a pit, wall scythe, or blade barrier. When you do so, the moved enemy is treated as though it had activated the trap or triggered the hazard, and it takes a -2 penalty to AC and on saving throws to mitigate the trap or hazard's effects.
Normal: You cannot reposition a foe into an intrinsically dangerous space such as a pit or blade barrier.
You trained at one of Taldor's elite fighting schools and are skilled at rondelero, the art of fighting with the falcata (see the Advanced Player's Guide) and buckler.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.
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Throw Anything (Combat)
Source: PFRPG Core
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a -4 penalty on attack rolls made with an improvised weapon.
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Tiger Claws (Combat)
Prerequisites:Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th
Source: Ultimate Combat
You can sacrifice multiple attacks to make a single devastating strike.
Benefit: 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, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.
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Tiger Pounce (Combat)
Prerequisites:Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th
Source: Ultimate Combat
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.
Benefit: 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.
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Touch of Serenity (Combat)
Prerequisites:Wis 18, Improved Unarmed Strike, base attack bonus +8
Source: Advanced Player's Guide
With a single touch you can reduce the threat of even the most savage of foes.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
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Tower Shield Proficiency (Combat)
Prerequisites:Shield Proficiency
Source: PFRPG Core
You are trained in how to properly use a tower shield.
Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
Normal: A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
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Trample (Combat)
Prerequisites:Ride 1 rank, Mounted Combat
Source: PFRPG Core
While mounted, you can ride down opponents and trample them under your mount.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
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Trick Riding (Combat)
Prerequisites:Ride 9 ranks, Mounted Combat
Source: Advanced Player's Guide
You are not only skilled at controlling a horse in combat; you can make it look like art.
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped.
Normal: You must perform a trip combat maneuver to trip an opponent.
Benefit: As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
Special: If you are a magus with the staff magus archetype, you can use spellstrike on any one trip combat maneuver you make with the staff.
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Two-Handed Thrower (Combat)
Prerequisites:Str 15
Source: Ultimate Combat
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.
Prerequisites: Str 15.
Benefit: Whenever you use two hands to throw a onehanded or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.
Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a twohanded weapon is a full-round action.
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Two-Weapon Defense (Combat)
Prerequisites:Dex 15, Two-Weapon Fighting
Source: PFRPG Core
You are skilled at defending yourself while dual-wielding.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
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Two-Weapon Feint (Combat)
Prerequisites:Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting
Source: Ultimate Combat
You use one weapon to distract your enemy while slipping another past his defenses.
Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
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Two-Weapon Fighting (Combat)
Prerequisites:Dex 15
Source: PFRPG Core
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisites: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
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Under and Over (Combat)
Prerequisites:Agile Maneuvers, Small size or smaller
Source: Advanced Player's Guide
You can slip under a foe trying to grab you, knocking him off balance.
Benefit: If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.
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Underfoot (Combat)
Prerequisites:Dodge, Mobility, Small size or smaller
Source: Advanced Player's Guide
You slip under and around your larger foes.
Prerequisites:Dodge, Mobility, Small size or smaller.
Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent's threatened area (this stacks with the +4 bonus provided by Mobility, for a total bonus of +6).
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Unseat (Combat)
Prerequisites:Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1
Source: PFRPG Core
You are skilled at unseating your mounted opponents.
Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
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Violent Display (Combat)
Prerequisites:Dazzling Display, Weapon Focus, base attack bonus +6
Benefit: When you land a successful sneak attack or confirm a critical hit against a creature with a weapon with which you have Weapon Focus, you can use Dazzling Display as an immediate action.
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Vital Strike (Combat)
Prerequisites:Base attack bonus +6
Source: PFRPG Core
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
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Wave Strike (Combat)
Prerequisites:Weapon expertise class feature or Quick Draw, Bluff 1 rank
Source: Ultimate Combat
You present a serene facade until you unsheathe your weapon and strike in one fluid motion.
Prerequisites: Weapon expertise class feature or Quick Draw, Bluff 1 rank.
Benefit: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.
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Weapon Finesse (Combat)
Source: PFRPG Core
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: 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.
Special: Natural weapons are considered light weapons.
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Weapon Focus (Combat)
Prerequisites:Proficiency with selected weapon, base attack bonus +1
Source: PFRPG Core
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Weapon Specialization (Combat)
Prerequisites:Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th
Source: PFRPG Core
You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
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Whip Mastery (Combat)
Prerequisites:Weapon Focus (whip), base attack bonus +2
Source: Ultimate Combat
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.
Prerequisites:Weapon Focus (whip), base attack bonus +2.
Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.
Normal: Attacking with a whip provokes attacks of opportunity as if you used a ranged weapon. A whip deals no damage to a creature that has an armor bonus of +1 or natural armor bonus of +3.
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Whip-Slinger (Combat)
Prerequisites:Proficient with sling
Source: Halflings Of Golarion
You can use your sling as a sap to make attacks of opportunity.
Prerequisites: Proficient with sling.
Benefit: When wielding a sling, double sling, or halfling sling staff, you threaten areas around you as normal and can make attacks of opportunity with the sling into these threatened areas. The sling deals 1d4 nonlethal bludgeoning damage (1d6 for a Medium wielder), threatens a critical hit on a 20, and deals x2 damage on a critical hit. If the sling isn't loaded with ammunition when you make an attack of opportunity, you take a -4 penalty on the attack roll.
Normal: Slings and double slings are ranged weapons, do not threaten areas, and cannot make attacks of opportunity. A halfling sling staff can be used as a simple melee weapon that deals bludgeoning damage equal to that of a club its size; as a melee weapon, it threatens areas normally and its wielder can make attacks of opportunity with it.
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Whirlwind Attack (Combat)
Prerequisites:Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
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Wind Stance (Combat)
Prerequisites:Dex 15, Dodge, base attack bonus +6
Source: PFRPG Core
Your erratic movements make it difficult for enemies to pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Your attacks can prevent winged opponents from flying.
Prerequisites: Base attack bonus +9.
Benefit: Whenever you confirm a critical hit against an opponent that uses wings to fly, you can forgo the extra critical damage to instead prevent it from flying for a number of rounds equal to twice the critical multiplier of your attack. Opponents that are flying at the time of the critical effect must succeed at a DC 20 Fly check to avoid taking falling damage.
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Wings Of The Androsphinx (Combat)
Prerequisites:Int 13, Combat Expertise, Improved Reposition, base attack bonus +1 or monk level 1st
Source: People Of The Sands
You can reshape the kinetic energy of foes' charges.
Benefit: You gain a +2 bonus to AC against charge attacks. If a creature charges you and fails its attack roll, as an immediate action you can attempt a reposition combat maneuver (Pathfinder RPG Advanced Player's Guide 322) to reposition that foe. If you use a readied action to attack a creature charging you, you can roll to attack and then attempt to reposition that creature as a free action before it resolves its charge attack.
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Witchbreaker (Combat)
Prerequisites:Iron Will
Source: People Of The North
Your training and skill in combating witches and hags have made you resistant to their magic, and you can disrupt their magical hatred.
Benefit: You gain a +2 bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of witches and hags. In addition, whenever you score a critical hit against such a creature, any allies under the effects of a mind-affecting effect from that creature may attempt a new save against the effect as an immediate action.
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Critical Feats
14 feats
Banishing Critical (Combat)
Prerequisites:Critical Focus, ability to cast dismissal or banishment, caster level 9th
Source: Blood Of Angels
With your combination of combat and spellcasting prowess, you send otherworldly monsters back to their place of origin.
Prerequisites:Critical Focus, ability to cast dismissal or banishment, caster level 9th.
Benefit: When you confirm a critical hit with a slashing or bludgeoning weapon, you may cast dismissal or banishment on that target as an immediate action, and the target takes a -4 penalty on its Will save to resist the spell's effect. You must have dismissal or banishment prepared or otherwise available to cast, and using this ability casts the corresponding spell.
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Bleeding Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +11
Source: PFRPG Core
Your critical hits cause opponents to bleed profusely.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Blinding Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +15
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Crippling Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +13
Source: Advanced Player's Guide
You are able to maim a target and hinder its movement.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Deafening Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +13
Source: PFRPG Core
Your critical hits cause enemies to lose their hearing.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Exhausting Critical (Combat)
Prerequisites:Critical Focus, Tiring Critical, base attack bonus +15
Source: PFRPG Core
Your critical hits cause opponents to become exhausted.
Benefit: Whenever you score a critical hit, your opponent takes a -1 penalty to its natural armor bonus for the duration of the encounter. This penalty is cumulative, but cannot reduce an opponent's natural armor bonus below 0.
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Impact Critical Shot (Combat)
Prerequisites:Dex 13, Point-Blank Shot, base attack bonus +9
Source: Ultimate Combat
With a series of ranged attacks, you bring your foes to their knees or force them to move.
Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. If you choose to bull rush, you cannot move with the target. Your maneuver does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent, and you must perform a trip combat maneuver to trip an opponent.
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Impaling Critical (Combat)
Prerequisites:Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11
Benefit: Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time he starts his turn, you deal damage equal to your weapon's damage dice plus the extra damage dice from your weapon's properties. As an immediate action, you can pull your weapon out of your opponent. If your opponent is ever outside your reach, you must spend a free action to let go of your weapon or pull it out of him. Your opponent can also spend a move action to pull your weapon out. When the weapon comes out, your opponent takes damage as if starting his turn impaled. While you impale your opponent with your weapon, you cannot use it to attack, and you must hold on to it.
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Improved Impaling Critical (Combat)
Prerequisites:Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13
Source: Ultimate Combat
When you impale a target, you hinder its movement and can cause severe bleeding.
Benefit: While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you to pull your weapon out. If you have let go of your weapon, the impaled opponent must spend a standard action to remove the weapon. Until the opponent pulls the weapon out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the weapon comes out, instead of dealing the damage normal for Impaling Critical, you can deal bleed damage equal to your weapon's damage dice result once per round at the start of that opponent's turn.
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Sickening Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +11
Source: PFRPG Core
Your critical hits cause opponents to become sickened.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Staggering Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +13
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Stunning Critical (Combat)
Prerequisites:Critical Focus, Staggering Critical, base attack bonus +17
Source: PFRPG Core
Your critical hits cause opponents to become stunned.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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Tiring Critical (Combat)
Prerequisites:Critical Focus, base attack bonus +13
Source: PFRPG Core
Your critical hits cause opponents to become fatigued.
Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn.
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Hero's Display (Combat)
Prerequisites:Dazzling Display, Weapon Focus, and proficiency with the selected weapon
Source: Ultimate Combat
With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized.
Benefit: When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +2 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display.
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Masterful Display (Combat)
Prerequisites:Dazzling Display, any two performance feats
Source: Ultimate Combat
You craft a special victory performance that causes the crowd to go wild.
Benefit: Choose the effects of any two performance feats you have. When you make a performance combat check, you gain the benefits of those two feats, but you only gain a +2 bonus on the performance combat check.
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Mocking Dance (Combat)
Prerequisites:Acrobatics 4 ranks or Perform (dance) 4 ranks
Source: Ultimate Combat
You do a little dance that mocks your foe and entertains the crowd.
Prerequisites: Acrobatics 4 ranks or Perform (dance) 4 ranks.
Benefit: When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking attacks of opportunity, or you can move your speed and provoke attacks of opportunity. You cannot end this move in a space where you threaten an enemy. If you do move at least 5 feet, you gain a +2 bonus on the performance combat check.
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Murderer's Circle (Combat)
Prerequisites:Dodge, Acrobatics 4 ranks
Source: Ultimate Combat
After savaging your foe, you circle like a hunter ready for the kill.
Benefit: When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat maneuver, and you are adjacent to the target of the critical hit or combat maneuver, you can move to any other space that is adjacent to the target without provoking attacks of opportunity. You must have a clear path to that space and the ability to reach it by spending a move action. If you end this move in any space other than the one where you started, you gain a +2 bonus on the performance combat check.
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Savage Display (Combat)
Prerequisites:Dazzling Display
Source: Ultimate Combat
With your victory and a roar, you push yourself on with increased savagery.
Benefit: When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on damage rolls until the end of your next turn. This extra damage is not precision damage.
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Racial Combat Feats
82 feats
Ankle Biter (Combat)
Prerequisites:Goblin, Escape Artist 1 rank
Source: Goblins Of Golarion
You know how take a mouthful out of anyone who tries to overpower you.
Prerequisites: Goblin, Escape Artist 1 rank.
Benefit: If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural attack does not provoke an attack of opportunity itself and deals base damage appropriate for a creature of your current size (usually 1d4 for Small creatures). If grappled or pinned, you can continue to make this additional bite attack each round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt with your bite that round.
Special: You cannot make this bite attack when you are the aggressor, including if you manage to reverse a grapple or make any other attack of opportunity.
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Banner of Doom (Combat)
Prerequisites:Base attack bonus +8, banner class feature, tiefling
Source: Blood Of Fiends
The mere sight of your fiendish banner is enough to send ripples of fear through your enemies.
Prerequisites: Base attack bonus +8, banner class feature, tiefling.
Benefit: As long your banner is clearly visible, all enemies within 60 feet take a -2 penalty on saving throws against fear. This penalty does not stack with other effects that provide enemies with penalties on saving throws against fear.
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Blazing Aura (Combat)
Prerequisites:Inner Flame, Scorching Weapons, character level 13th, ifrit
Source: Advanced Race Guide
An inferno rages inside you, causing your body to radiate intense heat.
Benefit: When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.
When you strike from the cover of darkness, you inject foes with a fraction of your foul magic.
Prerequisites: Base attack bonus +5, darkness spell-like ability, sneak attack class feature, tiefling.
Benefit: When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you temporarily blind your opponent for 1 round. A successful Fortitude save (DC 10 + the amount of sneak attack damage dealt) negates this effect.
Benefit: You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.
Prerequisites: Base attack bonus +5, natural weapon racial trait, tengu.
Benefit: Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.
Special: The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.
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Blundering Defense (Combat)
Prerequisites:Cautious Fighter, halfling
Source: Advanced Race Guide
Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies.
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.
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Bullying Blow (Combat)
Prerequisites:Intimidate 1 rank, orc
Source: Advanced Race Guide
With a simple hit, you more easily intimidate an opponent.
Prerequisites: Intimidate 1 rank, orc.
Benefit: As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.
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Cautious Fighter (Combat)
Prerequisites:Halfling
Source: Advanced Race Guide
You care more about survival than victory.
Prerequisites: Halfling.
Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.
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Claw Pounce (Combat)
Prerequisites:Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation)
Source: Advanced Race Guide
You can charge and make an attack with your paws.
Prerequisites: Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation).
Benefit: When you make a charge, you can make a full attack with your claws.
Normal: Charging is a special full-round action that limits you to a single attack.
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Cleave Through (Combat)
Prerequisites:Str 13, Cleave, Power Attack, base attack bonus +11, dwarf
Source: Advanced Race Guide
You are ferocious at hewing smaller opponents.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites.
Normal: You may only make additional attacks with Cleave against creatures you threaten when you make your initial attack.
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Cloven Helm (Combat)
Prerequisites:Dented Helm, Hard-Headed, base attack bonus +11, dwarf
Benefit: When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to def lect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.
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Critical Versatility (Combat)
Prerequisites:Fighter level 11th, human
Source: Advanced Race Guide
An open mind and combat training grant versatility to your critical hits.
Prerequisites: Fighter level 11th, human.
Benefit: Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat.
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Deathless Initiate (Combat)
Prerequisites:Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6
Source: Ultimate Combat
For you, impending death is a call to wrath.
Prerequisites: Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.
Benefit: You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls.
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Deathless Master (Combat)
Prerequisites:Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9
Source: Ultimate Combat
Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault.
Prerequisites: Base attack bonus +1, Intimidate 1 rank, hobgoblin.
Benefit: To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.
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Dented Helm (Combat)
Prerequisites:Hard-Headed, base attack bonus +6, dwarf
Source: Advanced Race Guide
Your helm protects you from hard hits.
Prerequisites:Hard-Headed, base attack bonus +6, dwarf.
Benefit: When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.
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Desperate Swing (Combat)
Prerequisites:Cautious Fighter, base attack bonus +1, halfling
Source: Advanced Race Guide
You land your most telling blows in desperate situations.
Benefit: Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat.
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Destroyer's Blessing (Combat)
Prerequisites:Half-orc or orc, rage class feature
Source: Advanced Race Guide
Breaking things adds to your power.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point. You can only gain these benefits once per round.
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Destroyer's Blessing (Combat)
Prerequisites:Half-orc or orc, rage class feature, worshiper of the Destroyer
Source: Orcs Of Golarion
Breaking things adds to your power.
Prerequisites: Half-orc or orc, rage class feature, worshiper of the Destroyer.
Benefit: When you are raging and you succeed at a sunder attempt, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, you heal 1 hit point.
Benefit: 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.
Normal: You can only trip opponents who are one size category larger than you.
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Earth Child Topple (Combat)
Prerequisites:Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks
Source: Ultimate Combat
Your mastery of balance and momentum allows you to bring down giants with your bare hands.
Benefit: 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.
Normal: You can trip only those opponents that are one size category larger than you.
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Elven Accuracy (Combat)
Prerequisites:Elf
Source: Advanced Player's Guide
Your sharp eyesight makes difficult shots easier.
Prerequisites: Elf.
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.
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Elven Battle Training (Combat)
Prerequisites:Base attack bonus +1, elf
Source: Advanced Race Guide
You have been specially trained to wield a variety of traditional elven weapons.
Prerequisites: Base attack bonus +1, elf.
Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
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Ferocious Tenacity (Combat)
Prerequisites:Ferocity racial trait, half-orc or orc, rage class feature
Source: Advanced Race Guide
You spit in the face of death.
Prerequisites: Ferocity racial trait, half-orc or orc, rage class feature.
Benefit: Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by 1 point, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and take 20 hit points of damage from a hit (which is enough to bring you to -18 hit points, thereby killing you), you may spend 1 round of rage to reduce the damage by 1 hit point (leaving you perilously close to death at -17 hit points); if you spend 17 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Note: If this damage still makes you fall unconscious, your rage ends just like it normally would, lowering your Constitution to its normal value and reducing your hit point total as normal. Therefore, it is possible to use this feat to prevent yourself from instantly dying, yet you still die because your negative hit points exceed your normal Constitution score-take your normal Constitution into account when deciding how many rounds of rage to spend with this feat.
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Ferocious Tenacity (Combat)
Prerequisites:Half-orc or orc, ferocity racial trait, rage class feature
Source: Orcs Of Golarion
You spit in the face of death.
Prerequisites: Half-orc or orc, ferocity racial trait, rage class feature.
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point.
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Ferocious Tenacity (Combat)
Prerequisites:Half-orc or orc, ferocity racial trait, rage class feature
Source: Orcs Of Golarion
You spit in the face of death.
Prerequisites: Half-orc or orc, ferocity racial trait, rage class feature.
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at -14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
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Fire Hand (Combat)
Prerequisites:Goblin
Source: Advanced Race Guide
Born with a torch in your hand, you have a gift with anything that burns.
Prerequisites: Goblin.
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.
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Fury of the Tainted (Combat)
Prerequisites:Cha 13, rage class feature, tiefling
Source: Blood Of Fiends
The unstoppable anger you feel toward do-gooders and self-proclaimed saints makes you a force to be reckoned with.
Prerequisites: Cha 13, rage class feature, tiefling.
Benefit: While raging, you gain a +4 competence bonus on saving throws made against spells and effects with the good descriptor.
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Giant Killer (Combat)
Prerequisites:Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf
Source: Advanced Race Guide
Your cleaving strokes menace giants and larger foes.
Benefit: This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
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Gloom Strike (Combat)
Prerequisites:Blind-Fight, fetchling
Source: Advanced Race Guide
Few creatures are as accustomed to fighting in the shadows as you.
Benefit: When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.
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Gnome Weapon Focus (Combat)
Prerequisites:Base attack bonus +1, gnome, proficient with all martial weapons
Source: Advanced Race Guide
Your extensive training with traditional gnome weapons gives you an advantage.
Prerequisites: Base attack bonus +1, gnome, proficient with all martial weapons.
Benefit: You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.
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Goblin Gunslinger (Combat)
Prerequisites:Goblin
Source: Advanced Race Guide
You have learned how to fire the big guns.
Prerequisites: Goblin.
Benefit: You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
Normal: You take a -2 penalty when using an inappropriately sized weapon.
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Gore Fiend (Combat)
Prerequisites:Half-orc or orc, rage class feature
Source: Orcs Of Golarion
Horrible wounds, whether on yourself or your enemies, makes your blood sing.
Prerequisites: Half-orc or orc, rage class feature.
Benefit: When you are raging and you confirm a critical hit with a melee weapon or suffer a critical hit yourself (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage.
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Great Hatred (Combat)
Prerequisites:Gnome, hatred racial trait
Source: Advanced Race Guide
Your rage burns with vast intensity.
Prerequisites: Gnome, hatred racial trait.
Benefit: You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
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Grudge Fighter (Combat)
Prerequisites:Orc
Source: Advanced Race Guide
You feel great anger at anyone who dares to attack you, and this fury makes your own attacks that much stronger.
Prerequisites: Orc.
Benefit: You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
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Halfling Slinger (Combat)
Prerequisites:Halfling
Source: Halflings Of Golarion
You have honed your racial talent for slingcraft.
Prerequisites: Halfling.
Benefit: You gain a +1 racial bonus on attack rolls made using a sling.
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Hard-Headed (Combat)
Prerequisites:Base attack bonus +1, dwarf
Source: Advanced Race Guide
Your thick skull is almost a weapon unto itself.
Prerequisites: Base attack bonus +1, dwarf.
Benefit: You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause you to become staggered or stunned.
Benefit: You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for which you have no daily uses remaining, you can expend this independent use to do so. Further, while you are under the effect of haunted fey aspect (page 230), you can discharge that spell as a free action after you hit an opponent with a charge attack or score a critical hit against an opponent. If you do, that opponent becomes shaken for 1 round.
Benefit: You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, you also have concealment (20% miss chance) against an opponent until that opponent deals you damage.
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Improved Fury of the Tainted (Combat)
Prerequisites:Cha 13, Fury of the Tainted, base attack bonus +8, rage class feature, tiefling
Source: Blood Of Fiends
Your hatred for goodness is rivaled only by your ability to repel it.
Prerequisites: Cha 13, Fury of the Tainted, base attack bonus +8, rage class feature, tiefling.
Benefit: While raging, you gain spell resistance equal to 10 + your class level against spells with the good descriptor.
You are adept at hitting larger opponents where it hurts.
Prerequisites: Base attack bonus +4, halfling, low-blow racial trait.
Benefit: Your bonus to conf irm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit conf irmation roll, you can reroll the conf irmation roll, but must take the new result even if it is worse.
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Improved Surprise Follow-Through (Combat)
Prerequisites:Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8
Source: Advanced Race Guide
You follow up an attack with a surprising series of sweeping blows.
Benefit: Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.
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Kobold Ambusher (Combat)
Prerequisites:Stealth 4 ranks, kobold
Source: Advanced Race Guide
You are adept at moving fast and staying hidden.
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a -10 penalty on the check to do so.
Normal: When moving greater than half speed up to your full speed, you take a -5 penalty on Stealth checks. When you are able to run or charge while using Stealth, you take a -20 penalty on the Stealth check.
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Kobold Sniper (Combat)
Prerequisites:Stealth 1 rank, kobold
Source: Advanced Race Guide
You snipe quickly, making it harder for others to find the location of your attack.
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a -10 penalty on your Stealth checks to stay hidden.
Normal: You take a -20 penalty on your Stealth check to maintain your obscured location while sniping.
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Lead from the Back (Combat)
Prerequisites:Goblin, Intimidate 1 rank
Source: Goblins Of Golarion
You allies depend far too much on your leadership and encouraging words for you to actually put yourself in harms' way.
Prerequisites: Goblin, Intimidate 1 rank.
Benefit: During any round in which you gain the benefit of cover or concealment against at least one opponent, and you are not threatened by any opponent, you can bark orders and encouragement to your allies as a standard action. Doing so grants all allies within 30 feet a +1 bonus on all weapon damage rolls for 1 round.
Your luck increases the potency of your weapon attacks.
Prerequisites: Base attack bonus +5, adaptive luck racial trait, halfling.
Benefit: Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater.
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Martial Mastery (Combat)
Prerequisites:Martial Versatility, fighter level 16th, human
Source: Advanced Race Guide
You broaden your study of weapons to encompass multiple similar weapons.
Benefit: Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group (Ultimate Combat 45).
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Martial Versatility (Combat)
Prerequisites:Fighter level 4th, human
Source: Advanced Race Guide
You further broaden your study of weapons to encompass multiple similar weapons.
Prerequisites: Fighter level 4th, human.
Benefit: Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.
Special: You may take this feat more than once. Each time it applies to a different feat.
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Nimble Striker (Combat)
Prerequisites:Dex 13, base attack bonus +1, catfolk, sprinter racial trait
Source: Advanced Race Guide
You were born to charge your enemies and nobody does it better.
Benefit: This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls.
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Orc Weapon Expertise (Combat)
Prerequisites:Base attack bonus +1, orc
Source: Advanced Race Guide
You can do more with the weapons orcs favor the most.
Prerequisites: Base attack bonus +1, orc.
Benefit: When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain the benefit you chose so long as you are actually proficient with that weapon. Bully: Gain a +1 bonus on damage rolls against creatures at least one size smaller than you. Defender: Gain a +1 shield bonus to your AC (or +2 if wielding a two-handed weapon). Disrupter: Add +3 to opponents' concentration checks to cast a spell within your threatened area. This only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you have already used all of your available attacks of opportunity for the round, this increase does not apply. Killer: Gain a +2 competence bonus on attack rolls made to confirm critical hits. Thug: Deal +1 point of nonlethal damage with the weapon. Trickster: Gain a +2 bonus on a single type of combat maneuver check that you can perform with that weapon. This feat has no effect if you are not proficient with the weapon you're using.
Special: You can gain this feat multiple times. Each time you take this feat, you must choose a different benefit. You may only apply one of these benefits per round (chosen as a free action at the start of your turn).
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Reverse-Feint (Combat)
Prerequisites:Toughness, base attack bonus +1, orc
Source: Advanced Race Guide
You can goad an opponent into attacking you in order to make your counter attack all the more powerful.
Prerequisites:Toughness, base attack bonus +1, orc.
Benefit: As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll.
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Risky Striker (Combat)
Prerequisites:Base attack bonus +1, halfling
Source: Advanced Race Guide
You can make yourself a little more vulnerable to larger creatures in order to land a devastating blow.
Prerequisites: Base attack bonus +1, halfling.
Benefit: You can choose to take a -1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.
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Roll With It (Combat)
Prerequisites:Goblin, Acrobatics 1 rank
Source: Goblins Of Golarion
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisites: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place. You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.
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Saddle Shrieker (Combat)
Prerequisites:Goblin, Ride 1 rank
Source: Goblins Of Golarion
You sometimes get carried away when encouraging your mount to fight.
Prerequisites: Goblin, Ride 1 rank.
Benefit: You can choose to take a -1 penalty on all attack rolls and combat maneuver checks to grant your mount a +1 bonus on all attack rolls and damage rolls made with natural weapons. These effects affect you and your mount for 1 round. When your base attack bonus reaches +4, and every 4 points thereafter, this penalty increases by -1 and the bonus to your mount's attack and damage increases by +1 to a maximum of +5. You must choose to use this feat before making an attack roll.
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Scorching Weapons (Combat)
Prerequisites:Ifrit
Source: Advanced Race Guide
Elemental fire stirs within your body, boiling your blood and rendering you resistant to flame.
Prerequisites: Ifrit.
Benefit: You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.
Benefit: When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a trip combat maneuver. If you succeed, the target is considered off balance (see Table 13-7: Combat Adjustments Underwater on page 433 of the Core Rulebook) until it recovers its balance, usually by making a Swim check on its turn. This feat has no effect on creatures with a swim speed, those using magic such as freedom of movement, and creatures that can't be tripped.
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Sharpclaw (Combat)
Prerequisites:Ratfolk
Source: Advanced Race Guide
Your nails are large and strong.
Prerequisites: Ratfolk.
Benefit: You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.
Benefit: As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this feat once per day, plus one additional time per day for every 5 points by which your base attack bonus exceeds +10.
Benefit: When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or break open doors.
Special: The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects.
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Spit Venom (Combat)
Prerequisites:Nagaji
Source: Advanced Race Guide
You have mastered the nagaji warrior technique of spitting venom into your opponent's eyes.
Prerequisites: Nagaji.
Benefit: As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice + your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice you have.
Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits-whether or not it does damage-your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a -2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity.
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Surprise Follow-Through (Combat)
Prerequisites:Str 13, Cleave, Power Attack, base attack bonus +1
Source: Advanced Race Guide
When striking one opponent, you catch its ally off guard.
Benefit: Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll.
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Sympathetic Rage (Combat)
Prerequisites:Half-orc or orc, nonlawful
Source: Advanced Race Guide
Seeing an ally rage fills you with your own fury.
Prerequisites: Half-orc or orc, nonlawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued.
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Sympathetic Rage (Combat)
Prerequisites:Half-orc or orc, non-lawful
Source: Orcs Of Golarion
Seeing an ally enter a rage causes you to enter a rage-like state.
Prerequisites: Half-orc or orc, non-lawful.
Benefit: Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued.
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Tail Terror (Combat)
Prerequisites:Base attack bonus +1, kobold
Source: Advanced Race Guide
You have strengthened your tail enough to make slap attacks with it.
Prerequisites: Base attack bonus +1, kobold.
Benefit: You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.
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Tangle Feet (Combat)
Prerequisites:Dodge, Mobility, Underfoot (Advanced Player's Guide 173), goblin, Small size or smaller
Source: Advanced Race Guide
Creatures who cross your path find themselves tripping over their own feet.
Prerequisites:Dodge, Mobility, Underfoot (Advanced Player's Guide 173), goblin, Small size or smaller.
Benefit: When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature's balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.
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Tantrum (Combat)
Prerequisites:Bluff 1 rank, rage class feature, gnome
Source: Gnomes Of Golarion
Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.
Prerequisites: Bluff 1 rank, rage class feature, gnome.
Benefit: You may use the Bluff skill to feint while raging. The effect of the feint lasts only until the first time you hit the target.
Benefit: As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. However, the ally also takes a -2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an Intimidate check with the same DC used to demoralize your ally.
Special: If you have 10 or more ranks in Intimidate, the morale bonus increases to +2.
Benefit: When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat.
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Tree Hanger (Combat)
Prerequisites:Acrobatics 1 rank, vanara
Source: Advanced Race Guide
You can use your tail to defend against trip attacks and to hang from nearby protrusions.
Prerequisites: Acrobatics 1 rank, vanara.
Benefit: You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a swift action you may make a DC 15 Acrobatics check to jump upward and use your tail to hang from that object. While hanging, you can't be tripped, you ignore the effects of difficult terrain in your square, and you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if you are moved against your will), you lose your grip on the object and are no longer hanging. While hanging, you cannot use your tail for anything else.
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Twin Thunders (Combat)
Prerequisites:Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons
Source: Ultimate Combat
When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.
Prerequisites: Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Benefit: Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit with your primary weapon, roll the damage dice for your off-hand weapon twice and add the results together before adding any bonuses. Such extra weapon damage dice are not multiplied on a critical hit.
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Twin Thunders Flurry (Combat)
Prerequisites:Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6
Source: Ultimate Combat
Your dual bludgeoning strikes are especially deadly when you are fighting giants.
Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, each time you hit a creature of the giant subtype with your offhand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you.
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Twin Thunders Master (Combat)
Prerequisites:Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9
Source: Ultimate Combat
With thunderous simultaneous strikes, you can batter a mighty giant into submission.
Benefit: Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving throw (DC 10 + half your level + your Str modif ier) or become staggered for 1 round. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. In a similar way, you can stun an opponent that is already dazed.
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Uncanny Defense (Combat)
Prerequisites:Cautious Fighter, base attack bonus +3, halfling
Source: Advanced Race Guide
Your instinct for self-preservation gives you many advantages.
Benefit: While fighting defensively or taking the total defense action, you gain a bonus on your Ref lex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action.
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Vast Hatred (Combat)
Prerequisites:Gnome, hatred racial trait
Source: Advanced Race Guide
Your rage stretches beyond normal bounds.
Prerequisites: Gnome, hatred racial trait.
Benefit: Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes).
Special: You may take this feat more than once. Its benefits do not stack. Each time you select this feat, you select two additional creature types to which your hatred racial trait applies.
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Witty Feint (Combat)
Prerequisites:Bluff 1 rank, weapon training class feature, gnome
Source: Gnomes Of Golarion
Your blending of conversation and martial prowess makes it difficult for opponents to slip past your guard.
Prerequisites: Bluff 1 rank, weapon training class feature, gnome.
Benefit: When you successfully feint against an opponent in combat, instead of denying the opponent his Dexterity bonus, you may gain a dodge bonus to your AC against his attacks. This bonus is equal to your weapon training bonus for your current weapon. The bonus lasts until combat ends, you switch opponents, or you switch to a different weapon, whichever comes first.
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Style Feats
23 feats
Archon Style (Combat)
Prerequisites:Combat Expertise, Improved Unarmed Strike, base attack bonus +2 or monk level 2nd
Source: Blood Of Angels
You have trained thoroughly to protect your allies from harm, even if it means temporarily sacrificing your own safety in the process.
Benefit: While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any 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 persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability.
Benefit: 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 flesh. When you do, you deal 2d6 bleed damage with the attack.
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Crane Style (Combat)
Prerequisites:Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st
Source: Ultimate Combat
Your unarmed fighting techniques blend poise with graceful defense.
Benefit: You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.
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Djinni Style (Combat)
Prerequisites:Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th
Source: Ultimate Combat
Your hands sheathed in an auras of lightning, you move like the wind.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal 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.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult 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 first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.
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Earth Child Style (Combat)
Prerequisites:Wis 13, dwarf or gnome, defensive training racial trait, Improved Unarmed Strike, Acrobatics 3 ranks
Source: Ultimate Combat
Your martial training makes you a dangerous and elusive target for giants.
Prerequisites: Wis 13, dwarf or gnome, defensive training racial trait, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: 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.
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Efreeti Style (Combat)
Prerequisites:Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th
Source: Ultimate Combat
Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.
Benefit: 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.
Benefit: While using this style, you take only a -1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.
Benefit: 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.
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Kobold Flood (Combat)
Prerequisites:Combat Expertise, Kobold Groundling, Kobold Style, Small size or smaller
Source: Kobolds Of Golarion
You are an expert at keeping creatures on the ground.
Benefit: 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.
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Kobold Groundling (Combat)
Prerequisites:Combat Expertise, Kobold Style, Small size or smaller
Source: Kobolds Of Golarion
Your small size grants you superiority over grounded foes.
Benefit: 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.
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Marid Style (Combat)
Prerequisites:Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th
Source: Ultimate Combat
You conjure tendrils of icy water to strike your enemies from a distance.
Benefit: 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.
Benefit: 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.
Normal: You take a -4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.
Benefit: 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.
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Shaitan Style (Combat)
Prerequisites:Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th
Source: Ultimate Combat
You strike with the caustic forces from within the earth.
Benefit: 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.
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Snake Style (Combat)
Prerequisites:Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks
Source: Ultimate Combat
You watch your foe's every movement and then punch through its defense.
Benefit: 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 flat-footed.
Normal: An unarmed strike deals bludgeoning damage.
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Snapping Turtle Style (Combat)
Prerequisites:Improved Unarmed Strike, base attack bonus +1 or monk level 1st
Source: Ultimate Combat
Your deft unarmed style allows you to shield your body from harm.
Benefit: 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.
Normal: Unarmed strikes deal bludgeoning damage.
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Wolf Savage (Combat)
Prerequisites:Wis 17, Improved Unarmed Strike, Wolf Style, Wolf Trip, Knowledge (nature) 9 ranks
Benefit: 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 disf igured unless it succeeds at a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modif ier). The effects of this disf igurement are identical to those of a bestow curse spell (caster level equal to your character level).
Benefit: 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 for 1 round. The foe's base speed decreases by an additional 5 feet for every 5 points of damage your attack deals beyond 10. If this penalty meets or exceeds the remaining number of feet your foe can move during its turn, you may attempt a combat maneuver check to trip your foe as an free action.
Benefit: You gain a +2 bonus on all combat maneuver checks to trip as part of an attack of opportunity. While using Wolf Style, whenever you successfully trip a creature, as a free action you may choose an available square adjacent to you for the tripped creature to land prone in.
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Teamwork Combat Feats
28 feats
Broken Wing Gambit (Combat)
Prerequisites:Bluff 5 ranks
Source: Ultimate Combat
You feign weakness, making yourself a tempting and distracting target.
Prerequisites: Bluff 5 ranks.
Benefit: Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat.
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Brutal Grappler (Combat)
Prerequisites:Half-orc or orc
Source: Orcs Of Golarion
When helping an ally grapple, you can damage the target.
Prerequisites: Half-orc or orc.
Benefit: When you and an ally with this feat have grappled the same creature, you may attempt to damage the opponent on your turn (whether you were the one who first initiated the grapple or were assisting your ally in doing so). You and the ally are treated as aiding each other in the grapple (+2 bonus on your grapple combat maneuver) as long as you both decide to maintain the grapple.
Normal: When multiple creatures grapple one target, the creature that first initiates the grapple is the only one that makes a check to damage a grappled opponent, with a +2 bonus for each creature that assists the grapple using the Aid Another action.
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Cavalry Formation (Combat)
Prerequisites:Mounted Combat
Source: Ultimate Combat
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.
Benefit: You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.
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Circling Offense (Combat)
Prerequisites:Dodge, Mobility, base attack bonus +3
Source: Rival Guide
You are skilled at approaching large foes with an ally in a way that makes it difficult for your foes to find an advantage against you or your ally.
Prerequisites:Dodge, Mobility, base attack bonus +3.
Benefit: You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature's reach, provided the creature is of a larger size category than you and provided at least one other ally with Circling Offense is within the creature's reach. If a creature that you're receiving this dodge bonus against attacks you and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.
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Coordinated Charge (Combat)
Prerequisites:You have at least two other teamwork feats, base attack bonus +10
Source: Ultimate Combat
You are an expert at leading your allies into the fray.
Prerequisites: You have at least two other teamwork feats, base attack bonus +10.
Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.
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Coordinated Defense (Combat)
Source: Advanced Player's Guide
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
When working in tandem, you can make it difficult for foes to use their magical abilities.
Benefit: When you and at least one ally with this feat threaten the same enemy, the enemy treats the DC to cast spells defensively as 2 higher for each threatening character with this feat. If you or your allies are incapable of taking an attack of opportunity against the target for any reason, the effects of this feat do not apply.
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Coordinated Maneuvers (Combat)
Source: Advanced Player's Guide
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
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Enfilading Fire (Combat)
Prerequisites:Point-Blank Shot, Precise Shot, one other teamwork feat
Source: Ultimate Combat
Your ranged attacks take advantage of the flanking maneuvers of allies.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
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Extend The Bulwark (Combat)
Source: Magical Marketplace
You can bolster a trained ally's defenses by interposing your own armored body.
Benefit: If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you may give your ally a circumstance bonus to her AC equal to half the armor bonus provided by your armor. This bonus lasts for 1 round. During this round, you gain no bonus to your AC from your armor.
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Feint Partner (Combat)
Prerequisites:Bluff 1 rank
Source: Ultimate Combat
A little diversion is all you need to slip through your foe's defenses.
Prerequisites: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.
Benefit: Whenever an ally who also has this feat performs the dirty trick combat maneuver against a foe that you both threaten, you may attempt a dirty trick combat maneuver against the same foe as an immediate action to inf lict a second condition. If the foe uses an action to remove the first condition, it also removes the condition imposed by your immediate action.
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Lookout (Combat)
Source: Advanced Player's Guide
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally -1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
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Outflank (Combat)
Prerequisites:Base attack bonus +4
Source: Advanced Player's Guide
You look for every edge when flanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Benefit: You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.
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Pack Attack (Combat)
Prerequisites:Base attack bonus +1
Source: Ultimate Combat
You are skilled at surrounding your enemies.
Prerequisites: Base attack bonus +1.
Benefit: When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved in a round.
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Paired Opportunists (Combat)
Source: Advanced Player's Guide
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. 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). This does not allow you to take more than one attack of opportunity against a creature for a given action.
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Precise Strike (Combat)
Prerequisites:Dex 13, base attack bonus +1
Source: Advanced Player's Guide
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
You and your allies are adept at bypassing enemy defenses.
Prerequisites: Base attack bonus +6.
Benefit: As a full-round action, you may make a single attack against a target. If the attack hits and deals damage to the target, all of your allies with this feat ignore up to 5 points of damage reduction against the same target for 1 round. This feat does not apply to damage reduction without a type (such as DR 10/-).
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Seize the Moment (Combat)
Prerequisites:Combat Reflexes, Improved Critical
Source: Ultimate Combat
You and your allies are poised to pounce whenever one of you scores a telling blow.
Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (Core Rulebook 153).
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Swap Places (Combat)
Source: Advanced Player's Guide
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn.
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Tandem Trip (Combat)
Source: Ultimate Combat
You know how to work together to trip your foes.
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.
Benefit: When adjacent to an ally who also has this feat, you gain evasion against a dragon's breath weapon and tail sweep special attacks. If you already have evasion, you gain improved evasion instead.
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Target of Opportunity (Combat)
Prerequisites:Point-Blank Shot, base attack bonus +6
Source: Ultimate Combat
You and your allies pelt your enemies with a deadly barrage of missiles.
Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.
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Topple Foe (Combat)
Prerequisites:Combat Expertise, Improved Trip
Source: Rival Guide
You and your allies can work together to trip larger foes.
Benefit: If you attempt to trip a foe that is larger than you, you gain a +1 bonus on your CMB check to trip the foe as long as an ally with Topple Foe is flanking the foe with you. If multiple allies with Topple Foe are flanking the foe with you, you gain an additional +2 bonus on your CMD check for each additional ally that's flanking the target. The bonuses granted by this feat stack with those granted by Improved Trip and Greater Trip. Each time you attempt to trip the same foe in consecutive rounds, the bonus granted to your trip attempt increases by +1 per ally, to a maximum bonus of +4 per flanking ally on the 4th round of consecutive trip attempts.
Benefit: Whenever an ally who also has this feat performs a dirty trick combat maneuver against a foe you both threaten, you can use an immediate action to increase the inf licted condition's duration by 1 round.