When you succeed at an Acrobatics check to move through a threatened square without provoking attacks of opportunity or to move through an enemy's space, creatures denied attacks of opportunity by your Acrobatics check also cannot make attacks of opportunity against you when you cast spells for the remainder of your turn

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

This feat can be taken more than once, but at most once per 3 fighter levels

Select one advanced weapon training option, applying it to one fighter weapon group you have already selected with the weapon training class feature

Special: Fighters that have the weapon master archetype can select this feat beginning at 4th level. The benefits of a weapon master's advanced weapon training options apply only to his selected weapon rather than all weapons in the same fighter weapon group, and he can't select the weapon specialist advanced weapon training option. A weapon master can select this feat as a bonus feat; if he does so, it doesn't count for the purpose of the requirement that it can be taken at most once per 5 fighter levels

This feat can be taken more than once, but at most once per 5 fighter levels

You can perform a defensive roll while in the air. As an immediate action, you can attempt a Fly check when you are attacked while flying. If the result of the check is greater than the result of the attack roll, you dodge the attack, causing it to miss automatically. Whether you succeed or fail at the Fly check, the barrel roll leaves you off-balance and vulnerable, causing you to take a -10 penalty on Fly checks until the end of your next turn

For the purpose of class features (such as a ranger's combat style, a barbarian's fast movement, or a magus's spellcasting), you treat Gray Maiden plate as medium armor or heavy armor, whichever is more beneficial to a given ability. This does not affect the armor's statistics, and it is still considered heavy armor for all other purposes

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus

You can throw a single alchemical item as a full-attack action, increasing the effectiveness of the alchemical agent thrown. When throwing a single alchemical item as a full-attack action, you increase the DC of any effects associated with that alchemical item by 2. When your base attack bonus reaches +11 and every 5 points of bonus thereafter, increase the saving throw DC of the alchemical item by an additional 2. This feat does not apply to an alchemist's bombs

An alchemist can take this feat in place of an alchemist discovery. He does not need to meet its prerequisites. The alchemist uses his class level, rather than the base attack bonus granted by the alchemist class, to calculate his total base attack bonus for the purposes of determining the bonus granted by this feat

Whenever you use Cleave or Great Cleave, you can apply the additional damage you would gain from Vital Strike, Improved Vital Strike, or Greater Vital Strike to the initial target of your attack. When you do so, the strain on your body causes you to take an amount of damage equal to the extra damage dealt by your Vital Strike feat. This self-inflicted damage is not reduced by damage reduction

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. 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

If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat

You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed.

Choose a 1st-level deed from the swashbuckler's deeds class feature (you can't select opportune parry and riposte). Once chosen, this deed can't be changed

At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points up to a maximum of your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler's panache class feature. You can spend these panache points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items

If you gain levels in a class that has the panache class feature, you can immediately trade this feat for the Extra Panache feat

If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action

You gain a bonus on Perception checks made to determine awareness for the surprise round of combat, and a dodge bonus to AC in any surprise round in which you get to act. These bonuses are equal to the bonus you gain from trap sense

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

Choose one weapon with which you have the Weapon Focus feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25\%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75\% chance to negate the critical hit or sneak attack, taking only the attack's normal damage

You can take this feat multiple times. Each time you take the feat, it applies to a different weapon

You gain a +2 bonus on melee attack rolls against dwarves and gnomes

You're proficient with all of your race's racial weapons (the weapons mentioned in your race's weapon familiarity racial trait). If you're already proficient with any of those weapons, you instead gain Weapon Focus for one of those weapons as a bonus feat. Furthermore, if you gain Weapon Focus as a bonus feat with one of your racial weapons as a result of this feat, you can change which racial weapon your bonus Weapon Focus feat applies to by engaging in 10 minutes of practice with the new weapon

The benefits of this bonus Weapon Focus feat last until you choose to practice and apply it to a different racial weapon

When your hit points are reduced below 0, you can still take the full attack action [Source], but you take a -5 penalty on each attack roll

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

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

You automatically know whether a creature you can see has a dodge bonus to its AC. You gain up to a +2 bonus on attack rolls against a target that has a dodge bonus. This bonus cannot exceed the dodge bonus of the creature you attack

You don't take additional penalties on attack and damage rolls for fighting underwater with bludgeoning and slashing melee weapons for which you have taken the Weapon Focus feat

Your projectile attacks take a -1 penalty per 5 feet of water between you and the target. You still can't use thrown weapons effectively underwater except in special circumstances

You gain a +2 bonus on Swim checks and don't take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater

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)

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

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

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

The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to -1. Once per round while using Archon Style, when you have at least one hand free or when wielding a shield, you can divert one melee weapon attack targeting an adjacent ally to yourself. After resolving the attack, 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 choose to divert the attack after the opponent has declared the melee attack, but before the attack roll is rolled

You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC, and you can activate this effect as a swift action or a move action

Whenever you take damage from an attack you diverted to yourself using Archon Diversion, each ally threatening the attacking creature can make an attack of opportunity against that creature

While using this style, as a move action, you can protect adjacent allies from a single opponent that you currently threaten. This grants adjacent allies a +2 dodge bonus to AC against that opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a -2 penalty to AC against that opponent until your next turn. The dodge bonus against the designated opponent's attacks persists even if your allies move away from you

You take no penalty on your attack roll when attempting to disarm an opponent while you are unarmed

If you succeed at a disarm attempt without using a weapon and choose to pick up the disarmed weapon, you can attack with that weapon as though you were proficient with it until the end of your next turn. If you are already proficient with that type of weapon, you gain a +2 morale bonus to your attack rolls with that weapon until the end of your next turn

Choose two armor modifications (such as deflecting or jarring). You no longer suffer the drawbacks of wearing armor with those modifications

You can gain this feat multiple times, choosing two different armor modifications each time

Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1

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 armor. The Armor Focus feat counts as the armor training class feature for the purpose of armor mastery feat prerequisites and determines what types of armor you can use with armor mastery feats

Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it

When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks

All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it

Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it

You can use any armor tricks related to the chosen armor option if you meet the trick's prerequisites and are proficient with any armor that you use as part of the trick

In addition to the prerequisites listed in parentheses for each of the following armor tricks, you must be proficient with any armor used in the trick and have the Armor Trick feat with the appropriate armor option

You can gain Armor Trick multiple times. Each time you take the feat, it applies to a new armor trick option

Choose one Dexterity- or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor

You can gain this feat multiple times. Each time you take the feat, it applies to a new skill

If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent

You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite

The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge

Choose one of the following combat maneuvers: disarm, reposition, steal, sunder, or trip. You gain a +2 bonus when performing the selected maneuver while wielding a dueling sword. This bonus does not stack with the bonus provided by a combat maneuver feat with -improved- in its name (such as Improved Trip)

You can select this feat multiple times, choosing a different combat maneuver each time

You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk's style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats

You can use the unarmed strike damage of a monk 4 levels lower than your character level (minimum 1st) instead of the base damage for the chosen weapon. Ascetic Strike functions in all other ways as the brawler's close weapon mastery class feature

In addition, you ignore the still mind class feature prerequisite for the Monastic Legacy feat

Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen 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, as if attacks with the weapon were unarmed attacks

A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon

When using Asura Style, you gain improved uncanny dodge as a rogue of your character level

You can replace one of your attacks at your highest base attack bonus each round with a spellrending strike. If your spellrending strike hits, it deals no damage, but you can attempt to dispel a harmless divine spell affecting this target as per dispel magic, with a caster level equal to your character level. If you succeed at your dispel check, the target is sickened as if you had interrupted the spell with Asura Style and receives no saving throw to reduce the sickened duration

When you use a monk weapon or unarmed strike to attack a creature that is casting a divine spell, the target is sickened for 1d4 rounds. A target can attempt a Fortitude save (DC = 10 + half your character level + your Wisdom modifier) to reduce the duration of the sickened effect to 1 round

You can apply your Strength modifier instead of your Charisma modifier to performance combat checks

In addition, when you spend a swift action to attempt a performance combat check that was triggered by a successful bull rush or sunder combat maneuver check, you gain a +2 bonus on the performance combat check. For every 5 points by which your attack exceeded your opponent's CMD, this bonus increases by 2

Source PPC:WMH

Note If using the optional Stamina Pool rules, the following trick may be used with this feat

Trick: After successfully performing a bull rush or sunder combat maneuver, you can spend up to 5 stamina points to increase the bonus on performance combat checks that you gain from Awe-Inspiring Smash by 1 per stamina point spent

When you hit your opponent with a charge attack, you can attempt an awesome blow combat maneuver against that opponent as a free action

As a standard action, you can perform the awesome throw combat maneuver. You do this by making a thrown weapon attack; if you don't have the Throw Anything feat, you must use a large, bulky, and relatively regular-shaped object with a hardness of at least 5 (such as a rock or treasure chest). If that attack hits a corporeal opponent smaller than you, the opponent takes damage and is knocked away, flying 10 feet in a straight line away from you and falling prone. If an obstacle prevents the completion of your target's move, the target and the obstacle each take 1d6 points of damage, and the target is knocked prone in a space adjacent to the obstacle

While using Azata Style, whenever an opponent misses you with an attack of opportunity provoked by your movement through its threatened squares, you can attempt a trip combat maneuver against that creature at the end of your turn as a swift action, provided you are still adjacent to the creature when you end your movement for the round

This trip attempt does not provoke attacks of opportunity

You gain a bonus on your combat maneuver check equal to any bonuses to AC you gain against attacks of opportunity provoked by movement (such as that granted by the Mobility feat)

While using Azata Style, your base speed increases by 10 feet and you ignore the movement penalties applied by the first 10 feet of difficult terrain you move through in the round

While using this style, during any round in which you move at least 15 feet, you gain a +1 dodge bonus to your AC. This bonus lasts until the beginning of your next turn

When you perform a drag combat maneuver with your whip, you can choose not to move with your target, instead bringing your target closer to you. If you do this, you can't drag the target any farther than the distance it takes to move it adjacent to you, even if your result was high enough to drag the target farther. You gain a +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus doesn't stack with the bonus from Improved Drag

Balor Whip counts as Improved Drag for the purpose of qualifying for Quick Drag

You can declare a specialized judgment against a creature as a swift action. When pronouncing this judgment, you attempt a Knowledge check to identify the creature, or refer to your previous result if you've already identified the creature. If you succeed at the check or have already identified the creature, you can spend 1 round of bane and choose one judgment other than the healing judgment. You gain the benefits of this judgment against that creature for only 1 round plus 1 additional round for every 5 by which you exceeded the DC to identify the target. Subsequent uses of this judgment do not stack with this ability. A creature cannot be the target of this ability again for 24 hours

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

PPC:MSH

Your familiarity with summoning creatures has taught you how to send them away with a well-timed strike

Prerequisite(s): Arcane Strike or Disruptive; Spellcraft 8 ranks; arcane pool class feature

Benefit(s): When you confirm a critical hit against a target while using Arcane Strike or with a weapon enhanced by your arcane pool, if the target was summoned by a spell you identified using a Spellcraft check, it must succeed at a Will save (DC = 10 + 1/2 your character level + your Intelligence modifier) or be sent back to its home plane as per the dismissal spell

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

You gain a swim speed equal to your base speed. When you attack on a charge in water or on land and the attack hits, you can immediately make a second charge attack against a second opponent. All the normal requirements for making a charge, such as moving at least 10 feet and moving in a straight line, apply to this second attack. The total distance of the two charge attacks cannot exceed the normal maximum distance for a charge (usually double your speed)

The movement, including leaving the first target's threatened area, provokes attacks of opportunity as normally. You cannot use pounce or other abilities that grant extra attacks on your turn if you use Barracuda Dash to make a second attack

With a successful Swim check, you can move half your speed as a move action or your full speed as a full-round action. You can run and charge underwater, though the maximum distance you can move while doing so is half the normal maximum distance. Further, while making a charge attack in water or on land, you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn

Your unarmed strikes deal normal damage underwater, and you don't take penalties on attack rolls with unarmed strikes made underwater. You add your Wisdom modifier in addition to your Strength modifier on Swim checks

Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat's requirements

If you have the martial flexibility class feature, this feat instead grants you one additional use per day of that ability

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

A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute

If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save against a fear effect. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat

This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, and warpriest bonus feat

You gain a +2 bonus on Intimidate checks when not raging. When you fail a saving throw against a fear effect, you can choose to enter your rage rather than succumb to fear. You can not voluntarily end your rage until the fear effect expires or is ended in some other way (such as due to the death of the fear-inducing creature) or you exhaust your rounds of rage for the day. This feat has no effect if you are already raging when exposed to a fear effect

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

This feat is available to werebears, werebear-kin, and those who associated with these creatures

Pick one of the ranger's favored terrains. You gain a +2 bonus on Survival checks to track animals native to that terrain. Additionally, against animals native to that terrain that are at least one size category larger than you, you gain a +1 dodge bonus to your AC and a +1 insight bonus on attack rolls

You can take this feat multiple times. Each time you select this feat, you can choose an additional favored terrain to gain the listed benefits in

When you activate Beastmaster Style's benefit, you gain a +2 morale bonus on melee weapon attack rolls and +4 morale bonus on weapon damage rolls against the attacking creature. If the enemy attack dealt damage to your animal companion, these bonuses increase to +4 and +8, respectively. These bonuses last until the end of your next turn

If you are adjacent to your animal companion when it attempts a saving throw, you can attempt a Handle Animal check as an immediate action. Your animal companion does not attempt the saving throw, but instead uses your Handle Animal result as its result for the save

When you are adjacent to your animal companion and an attack is made against it, if you are also adjacent to the attacking creature, you can attempt a Handle Animal check as an immediate action to negate the hit. The hit is negated if your Handle Animal check result is greater than the attacker's attack roll

You cannot use this style if you are mounted on your animal companion

Befuddling Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll -- thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is confused for 1d4 rounds. You can attempt to use Befuddling Strike once per day for every 4 character levels you have, but can use it no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

You gain a bonus on Perception checks to pierce another creature's disguise and Sense Motive checks to avoid being surprised by an attack. These bonuses are equal to the bonus you gain from trap sense

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

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

A monk can gain Binding Throw as a bonus feat starting at 14th level

When you spend a swift action to attempt a performance combat check, you can sacrifice one cartridge or an amount of black powder required for a single shot to make either a loud sound or an impressive flash. If you choose to make your weapon's report louder, you gain a +4 bonus on all Intimidate checks you attempt for 1 round. If you choose to create an impressive flash, you gain a +4 bonus on any Perform checks you attempt for 1 round

Trick: You can spend 2 stamina points when using Black Powder Spectacle in order to gain a +4 bonus on Intimidate checks and Perform checks for 1 round

You receive a +2 bonus on CMB checks made to bind an opponent's weapon, as well as any opposed checks to maintain the bind. This bonus stacks with the +2 bonus from wielding a khopesh or temple sword. If you succeed in blade binding your opponent, your opponent becomes flat-footed until he either wrestles his blade free or drops his weapon

A monk may add Blade Binder to their bonus feat list at 6th level

You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized for you, even though it isn't a light weapon. When wielding a glaive, you can treat it as a one-handed piercing or slashing melee weapon and as if you were not making attacks with your off-hand for all feats and class abilities that require such a weapon (such as a duelist's or swashbuckler's precise strike)

As a move action, you can shorten your grip on the glaive, treating it as though it lacked the reach weapon property. You can adjust your grip to grant the weapon the reach property as a move action

As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you, that creature takes a number of points of fire damage equal to 1d6 plus half your ranks in Knowledge (planes); attacks made using reach weapons ignore this effect. A creature can halve this fire damage with a successful Reflex save (DC = 10 + half your level + your Constitution modifier)

You can use this feat's benefit a number of times per day equal to your ranks in Knowledge (planes). If you have at least 9 ranks in Knowledge (planes), activating this ability is a move action. If you have at least 15 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action

When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage

This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage 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.

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

When you trigger your painful stare, the target takes an amount of bleed damage equal to 1/3 your mesmerist level. Bleed damage from multiple uses of Bleeding Stare doesn't stack

In melee, every time you miss because of concealment (see Combat), 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

The Blind-Fight feat is of no use against a character who is the subject of a blink spell

While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength- or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite

While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite

While you are using Blinded Blade Style and you are blinded or unable to see, your ability to pinpoint creatures' locations using Blinded Competence improves to function like blindsight rather than blindsense, and the range increases to 30 feet. In addition, you add half your character level to the DCs of Bluff checks to feint you in combat

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, regenerate, remove blindness, or similar abilities

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery

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

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

Pathfinder Player Companion: Blood of Fiends © 2012, Paizo Publishing, LLC; Authors: Hal Maclean and Colin McComb.

When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + half your mesmerist level + your Charisma modifier) or be blinded for 1 round

When you damage a living creature with your bite attack, you gain a +1 morale bonus on attack and damage rolls with your bite attack until the end of your next turn

While you are using Blood Frenzy Style, when you make a full attack, you can make an additional unarmed or natural weapon attack for each enemy within your reach that is affected by a bleed effect. Until your next turn, you take a -2 penalty to AC for each additional attack gained in this way. In addition, the bleed damage your unarmed strikes deal from Blood Frenzy Strike increases to 2d6 points of bleed damage

While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself. Once every 1d4 rounds, you can make an unarmed attack with a -5 penalty; if you hit, you deal an additional 2d6 points of bludgeoning damage

While you are using Blood Frenzy Style, you gain a +2 bonus to your Strength and Constitution, and you take a -2 penalty to AC

You can enter Blood Frenzy Style only as an immediate action when you take damage. You cannot enter this style as a swift action, as with other style feats

Whenever a creature adjacent to you hits you with a melee attack that deals bleed damage, that creature must succeed at a Fortitude save (DC = 10 + 1/2 your character level + your Constitution modifier) or become blinded for 1d4 rounds as your blood sprays it in the face

Additionally, if you have a special ability that deals bleed damage (such as a rogue's bleeding strike rogue talent), as a standard action, you can deal 1 point of bleed damage to yourself to spray blood in the face of an adjacent creature of your choice, causing the same effect. The creature only needs to attempt the saving throw for the first of its attacks that deals bleed damage

While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike -- it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats

Whenever you threaten a critical hit with a piercing or slashing weapon (regardless of whether you confirm the critical hit or not), you deal 1 point of bleed damage to the targeted creature

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)

Whenever you take an amount of piercing, slashing, or bleed damage equal to or greater than double your character level, you can attempt an Intimidate check as an immediate action to demoralize the creature that dealt the damage as long as it is within 30 feet of you. If the damage resulted from a critical hit, you can cause the target creature to be sickened instead of shaken if you successfully demoralize it. You can use this feat only once per round to attempt an Intimidate check to demoralize an opponent

If you hit an opponent with both your primary weapon and your off-hand weapon as part of the same attack action, and both of those weapons are sawtooth sabres, you deal 1 point of bleed damage in addition to the normal damage dealt by these attacks

Trick: You can spend 2 stamina points when dealing bleed damage with the Bloody Sabres feat to increase the amount of bleed damage your opponent takes by 1

If an opponent within line of sight has damaged you within the last minute, you may study that opponent as a standard action. Thereafter, if you hit that opponent with a melee attack, you deal 1 point of bleed damage to that creature in addition to the normal damage dealt by your attack

You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage

A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack

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 flesh, you can spend a free action to make an Intimidate check to demoralize that opponent

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

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 extra points of damage with the attack

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

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

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 Strengthor Dexterity damage to that opponent

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

When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and you also deal the amount of falling damage appropriate to your fall to the target (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if your fall had been 10 feet shorter. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage

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

You gain a +2 bonus on Strength checks to break down doors, walls, dams, and other barriers and on combat maneuver checks to bull rush and overrun opponents. You ignore the first 5 points of hardness when you deal damage to doors, walls, dams, and other barriers

When you successfully bull rush a creature, it takes 1d4 points of damage for every 5 feet it is pushed through naturally occurring difficult terrain. This damage is in addition to any damage the creature might normally take from moving through the difficult terrain. Creatures with the woodland stride special ability or who are otherwise unaffected by difficult terrain are immune to this extra damage

When you successfully drag a creature, it takes 1d4 points of damage for every 5 feet it is dragged through naturally occurring difficult terrain. This damage is in addition to any damage the creature might normally take from moving through the difficult terrain. Creatures with the woodland stride special ability or who are otherwise unaffected by difficult terrain are immune to this extra damage

When you deliver a coup de grace with the selected weapon and kill the target, enemies within 30 feet of you who can see or hear you must succeed at a Will saving throw (DC = 10 + 1/2 your character level + your Charisma bonus) or become shaken. This is a mind-affecting fear effect

While using Brute Style, when you successfully perform an overrun or trip combat maneuver against an opponent that causes that opponent to fall prone, your opponent takes 1d6 points of Strength damage, and its base speed is halved until the Strength damage is healed. A successful Fortitude save (DC = 10 + your base attack bonus) reduces the Strength damage to 1 point and negates the movement speed reduction

While using Brute Style, when you make a full attack with a prone opponent adjacent to you that includes at least one unarmed strike, you can make an additional unarmed strike at your highest base attack bonus against that prone creature. These additional attacks don't stack with those granted by Medusa's Wrath, and this does not allow you to make an additional attack against a creature you tripped during your full attack. Additionally, you can use your Vicious Stomp feat against any opponent within your natural reach regardless of whether it falls prone adjacent to you

While using this style, you can use your Vicious Stomp feat against any opponent within 10 feet of you, as long as it is within your natural reach. If you don't have the Vicious Stomp feat, you gain no benefit from this feat

While using this style, you gain a +4 bonus feats on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style

A character with the armor training class feature can use Bulette Charge Style while wearing any type of armor with which she is proficient. Medium armor grants a +3 bonus, and light armor grants a +2 bonus

While using Bulette Charge Style, you gain a bonus on Acrobatics checks to jump equal to your Strength bonus. Additionally, when you perform an overrun combat maneuver, you can attempt to overrun multiple foes, but you take a cumulative -2 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round

While you're using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if your size is Medium) or 1d6 (if your size is Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus

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

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

As a standard action, you can ready yourself against oncoming foes. Until the start of your next turn, if a creature moves at least 10 feet in your direction and enters a square you threaten, you can attempt a grapple combat maneuver against that creature. If the creature is charging, you gain a +2 bonus on the check. A creature you grapple with this style can make only a single natural attack after its movement or charge, even if it has the pounce ability. You can make only one grapple attempt in this manner per round

When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can't use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair

When a creature is charging you, and you successfully grapple it with the Bull-Catcher Style feat, you can immediately move it as per the Bull-Catcher Toss feat. Once the creature is moved, you can break your grapple as an immediate action. If you do, select another creature in the repositioned target's threatened area. That creature becomes the new target of the initial charge attack

You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn

Trick: You can spend 5 stamina points to use Bullseye Shot as a swift action

When a flat-footed creature is unaware of your presence and you successfully grapple it, you can attempt a second grapple combat maneuver check to pin the creature as a free action. If you have the Chokehold feat, you can instead use this second combat maneuver check to initiate a chokehold

When an opponent confirms a critical hit against you with a melee weapon, you can attempt a special Bluff check against that opponent as an immediate action

The DC of this check is the same as the DC to demoralize the opponent with the Intimidate skill. If you are successful, the attacking opponent is shaken for 1 round as if you had successfully demoralized it with Intimidate

Exceeding the DC by 5 or more does not add to the shaken condition's duration. If you fail the special Bluff check granted by this feat, you can attempt it against opponents who saw you attempt the earlier check and fail, but you take a -2 cumulative penalty on that Bluff check and any subsequent Bluff checks attempted in conjunction with this feat against those opponents for 24 hours

As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent's Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC

You gain a +2 competence bonus on any Craft (siege engine) checks made to repair a firearm siege engine. In addition, if you are the crew leader for a firearm siege engine with the broken condition, that siege engine's misfire range is increased by only 2 instead of by 4, and the broken siege engine must misfire twice before it explodes

When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn

If you ready a ranged attack with a firearm to attack a spellcaster when he begins casting a spell and successfully hit your opponent, you can expend 1 grit point to increase the target's concentration check DC for being injured while casting by 5

Trick: When using Casterbane Shot, you can spend up to 5 stamina points to increase the DC of the concentration check imposed by the feat by an amount equal to the number of stamina points spent

Three times per day as a swift action, when you are within 30 feet of an ally who is an arcane spellcaster, you can channel a portion of her arcane power into your weapons. For 1 round, you gain a +1 bonus on all weapon damage rolls, and your weapons are treated as magic for the purpose of overcoming damage reduction. When your base attack bonus reaches +4 and every 4 points thereafter, this bonus increases by 1, to a maximum of +5 at 16th level

This feat counts as Arcane Strike for the purposes of prerequisites

When you use the opportune parry and riposte deed to successfully parry an opponent's attack, if you have your immediate action available and choose not to attempt a riposte, you gain a +1 dodge bonus to your AC and a +2 bonus on all combat maneuver checks against the opponent you successfully parried for 1 round

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

Whenever you score a critical hit against an opponent, the victim is unable to speak for 1d4+1 rounds. This prevents spellcasters from using spells with verbal components. A successful Fortitude saving throw reduces this muteness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus

You can apply the effects of only one critical feat to a given critical hit unless you have Critical Mastery

You can apply the benefits of Vital Strike, Improved Vital Strike, and Greater Vital Strike to all attacks made using Cerberus Style

Whenever you damage an opponent with Cerberus Style, that opponent cannot take 5-foot steps until the beginning of your next turn. Additionally, it is barred from dimensional travel. This effect functions as dimensional anchor, except that its duration is 1 round. Spell resistance applies; for the purpose of checks to overcome spell resistance, your caster level is equal to your character level

As a standard action, you can make a single unarmed strike at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against up to two other foes that are also within reach. You take a -2 penalty to your Armor Class until the start of your next turn for each additional attack you make with this feat

You treat a spiked chain as a one-handed martial weapon for all purposes. You can still choose to wield a spiked chain as a two-handed weapon, and if you do so, you gain a +2 bonus on combat maneuver checks to disarm or trip foes with your spiked chain

You can use a chain-flail 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

When you attack a target with an improvised weapon, you can give that weapon the broken condition to deal 1d4 points of additional damage on that attack

Additionally, you gain a +4 bonus on the roll to confirm a critical hit with this attack. If you confirm the crit, the extra damage granted by this feat is also multiplied and the improvised weapon is destroyed

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

A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This lasts for your next three weapon attacks or until the end of combat, whichever comes first

You do not take a penalty to AC while charging undead creatures and evil outsiders

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

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

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

When you are adjacent to a foe, as a full-round action, you can take a full-attack action to make melee attacks against the foe, moving 5 feet before each attack. You must move 5 feet before each melee attack you make, and can't exceed your maximum speed, exceed your maximum number of attacks in a round, or attack any other target until the beginning of your next turn

You must remain adjacent to the foe, and your movement provokes attacks of opportunity as normal unless you succeed at the appropriate Acrobatics checks. If your first attack against the foe hits, you are considered to be flanking the foe on your second attack. Subsequent attacks made as part of the full-attack action continue to be treated as if you were flanking the foe until one of your attacks misses, at which point your attacks are treated normally

You can choose to take a -2 penalty on a ranged weapon attack to ricochet it off a stone or metal surface and resolve the attack as if it originated from the chosen ricochet point for the purpose of determining cover (but not for determining concealment). Add the entire distance the weapon or ammunition traveled to determine range penalties for the attack. Bouncing a shot this way can potentially enable you to make ranged attacks against foes who have total cover against you by going around obstacles, but such a foe still has total concealment against your attack

When you successfully use your evasion class feature to avoid taking damage from an effect that allows a Reflex saving throw, you can attempt a special reposition combat maneuver check against any one foe within reach as an immediate action. If successful, you switch positions with the target of your combat maneuver. If your foe was not initially within range of the effect that you evaded, it must save against the effect as if it had been within the area of effect

As a standard action, you can attempt a grapple combat maneuver with a -5 penalty against a creature that is currently grappling another creature via its grab special ability. If you succeed, you pry open the creature's grasp, releasing any creatures it had grappled

Additionally, you can ready an action to trigger if a creature attempts a bite attack against you. When the readied action triggers, you can attempt a grapple combat maneuver with a +2 bonus. If you succeed, you grapple the creature and cause the bite attack to miss. As long as you maintain the grapple, the creature can't use its bite attack

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

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

When using a full-attack action with a two-handed weapon, you can give up your regular attacks and instead attempt a trip combat maneuver at your highest base attack bonus against each opponent within reach. You must attempt a separate combat maneuver check against each opponent

As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check with the same DC as that of climbing the surface as a move action. If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM can rule that this feat doesn't work on certain climbing surfaces

Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trick combat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trick combat maneuver, it provokes an attack of opportunity from you

A character with the swashbuckler weapon training class feature can use Cloak and Dagger Style with light and one-handed piercing weapons

In addition to the chosen weapon, a character with the weapon training class feature can use Cloak and Dagger Style with any light melee weapon belonging to any fighter weapon group he has selected with weapon training

While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you make an attack of opportunity against a target, you can attempt a free dirty trick combat maneuver check against the target as a free action as well. Additionally, whenever you successfully perform a dirty trick maneuver against a target, you can immediately attempt a steal combat maneuver check against the target as a free action. If you succeed, the target is unaware you have stolen an item

While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you hit an opponent that is denied its Dexterity bonus to AC or that you are flanking, or make an attack using Vital Strike (or its improved or greater versions), you can attempt a dirty trick combat maneuver check against that opponent as a free action. If you succeed, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Intelligence modifier) or take an additional penalty from the dirty trick selected from the following list: anchored in place and unable to move from that square, confused, exhausted, or staggered. This additional penalty lasts only 1 round, regardless of how long the dirty trick's normal penalty lasts, and can be removed by the target with a standard action. You can only attempt one free dirty trick combat maneuver check per round using this feat

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

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

If the massive damage optional rule is being used, 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)

As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier. This is a supernatural polymorph effect

You 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

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

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

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

The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round

When you deal damage with a melee attack to an opponent you have already damaged this round, you can reduce the total of any voluntary penalties to your melee attack rolls imposed by actions or feats (such as the Power Attack feat) by 1 (to a minimum penalty of 0). This reduction in penalties lasts until the beginning of your next turn and stacks with itself

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

You gain a vigor pool with a maximum number of points equal to your Constitution bonus. As a standard action, you can spend up to 1 vigor point per 3 Hit Dice you have (minimum 1) to regain 1d6 hit points per vigor point spent (maximum 7d6). Each time you spend vigor points, you become fatigued for 1 minute. You cannot spend vigor points while fatigued or exhausted. Spending vigor points doesn't provoke attacks of opportunity. The points in your vigor pool are replenished to their maximum after you rest for 8 hours

You can apply the effects of two stare feats to your painful stares

When you deal a direct hit to a creature with a splash weapon that normally also deals splash damage, you can choose to forgo dealing splash damage

If you do, the damage dealt to the target of the direct hit increases by 50\%. This damage is multiplied on a critical hit

This feat cannot be used with an alchemist's bombs

When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + half your mesmerist level + your Charisma modifier) or else become confused for 1 round. The target must roll twice to determine the result of its confused condition, and you select which roll is used

When you start your turn having swallowed at least one creature, each swallowed creature must succeed at a Fortitude save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) or gain a temporary negative level. Swallowed creatures that die from these negative levels are consumed as per disintegrate. This is a death effect

If you are of the undead type, each time a swallowed creature gains a temporary negative level from this ability, you add 5 temporary hit points to the number of hit points that swallowed creatures must deal to escape, up to a maximum of 15 temporary hit points. These temporary hit points last for 10 minutes

You can share a square with an ally your size or larger, even if your ally does not have the swarming racial trait. Neither you nor the creature you share a space with count as flanking your targets, but you gain a +2 shield bonus to AC while sharing a square with a larger ally. If you perform an aid another action to aid your ally's attack roll or AC, increase the bonus you provide by 1

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

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

You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.

Opponents with the Mobility feat do not gain the dodge bonus granted by that feat when they provoke attacks of opportunity by moving out of or within your threatened area

Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, it provokes an attack of opportunity from you. You must use an unarmed strike for this attack of opportunity

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 reflex saves

While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Reflex 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 Reflex saves

When you deal damage with a melee attack with a piercing weapon to an opponent you have already damaged this round, you can also reduce the value of that target's spell resistance or energy resistances by 1 until the start of your next turn. This reduction stacks with itself

You take only a -1 penalty on attack rolls for fighting defensively

Whenever you deflect an opponent's attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses

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)

You take only a -2 penalty on attack rolls for fighting 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

When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected 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

When dragging or repositioning an opponent, you use your full body to knock your opponent around like a constant wave. At the end of the drag or reposition maneuver, your opponent must succeed at a Fortitude save (DC = 10 + half your character level + your Wisdom modifier + 2 for every 5 feet you drag or reposition your opponent). On a failed save, your opponent becomes disorientated from the movement and takes a -2 penalty on attack rolls, combat maneuver checks, and Dexterity-based skill checks until the end of its next turn

When dragging or repositioning an opponent, at any point during the movement, you can make one unarmed attack against the opponent using your highest attack bonus. You can make one additional attack for every 5 feet you drag or reposition the opponent beyond the first 5 feet. You take a cumulative -5 penalty on each additional attack made in this way

When you successfully drag or reposition an opponent while using this style, at any point during the dragging or repositioning of the opponent, you can move 5 feet as an immediate action, including moving into a square previously occupied by the opponent, even if you have already taken a move action this round. This movement does not provoke attacks of opportunity

With an hour of work, you can temporarily add an armor modification of your choice to your armor, or temporarily remove an existing modification, at no cost. You must have access to masterwork artisan's tools designed for armorsmithing to perform this alteration. This alteration lasts for 8 hours. Armor modifications you add this way only provide their benefits to you; any other wearer suffers the modification's drawbacks but does not gain its benefits

With an hour of work, you can temporarily add a weapon modification of your choice to your weapon (or temporarily remove an existing modification) at no cost. You must have access to masterwork artisan's tools designed for weaponsmithing to perform this alteration. This alteration lasts for 8 hours. Weapon modifications you add this way only provide their benefits to you; any other wielder treats the weapon as one category more difficult to use than normal, but does not gain its benefits

When you wield a crescent blade and you threaten three or more opponents, you gain one additional attack at your highest base attack bonus

You can use Crescent Blade Dervish in conjunction with the Whirlwind Attack feat. In such a case, you can attack every foe you threaten, plus an additional foe of your choosing a second time

You do not take a penalty on attack rolls when wielding a crescent blade. Additionally, you treat crescent blades as if they had the disarm and trip qualities. (See page 20 for details on crescent blades.)

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

As a standard action, make a single attack with your chosen weapon. If the attack hits, the target's movement speed is halved until the start of your next turn. When your base attack bonus reaches +11, the target's movement is so hampered that even a 5-foot step provokes an attack of opportunity. When your base attack bonus reaches +16, the target must also succeed at a Reflex save with a DC equal to 10 + your base attack bonus or become entangled. An entangled creature's movement can be halved only once. You can use this feat's benefits only once per minute

or anything else required in order to take the feat. this entry is absent if a feat has no prerequisite. a feat may have more than one prerequisite

What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits

When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt

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

Starting at 6th level, a ranger with the archery combat style may select Crossbow Mastery as a combat style feat

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

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

Whenever you successfully bull rush an enemy and its movement is stopped by a solid object or barrier, you deal your unarmed strike damage to the foe, as long as it's within your threatened area. If you performed your bull rush as part of a charge, you gain a +2 bonus on your damage roll

When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack

When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver

When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round

When you ready an action, you do not need to declare what action you will take, only the trigger for that action and an action type (either standard, move, swift, or free). If you choose the standard action type, you can take a move action instead when your readied action triggers

When the condition triggers, you can choose a specific action of the appropriate type to take

When wielding a spiked chain one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The spiked chain must be one appropriate for your size. During your turn, you treat your reach with the spiked chain as 5 feet greater. You lose these benefits while fighting with multiple weapons or when using a shield (but not when using a buckler)

You gain a tail swipe attack. If used as part of a full-attack action, the attack is made at your full base attack bonus - 5. If the tail swipe hits, it deals 1d4 points of damage (assuming you are Medium) + 1/2 your Strength modifier. If you confirm a critical hit against a target with your tail swipe, as a free action you can attempt a trip combat maneuver against that target

You can change whether you're using the dorn-dergar as a normal or reach weapon as a swift action

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

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Dazing Fist forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A foe who fails this saving throw is dazed for 1 round, until just before your next turn. You can attempt to use Dazing Fist once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

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.

You can use your Wisdom modifier instead of your Dexterity modifier on ranged attack rolls when using a bow

While using Deadhand Style, as long as you have at least 1 point in your ki pool, your bonus on saving throws against fear effects increases to +4, and the DC of Intimidate checks attempted against you increases by 8

Additionally, if an enemy targets you with a fear effect, you can spend 1 point from your ki pool as an immediate action to gain a number of temporary hit points equal to twice your Hit Dice

While using Deadhand Style, when you damage a living creature with an unarmed strike, you can spend 2 points from your ki pool as a swift action to inflict 2 temporary negative levels on your enemy with no saving throw. Effects that reduce the ki cost also reduce the number of negative levels you inflict on your foe, but effects that increase the ki cost do not increase the number of negative levels you inflict. As long as the foe is affected by the temporary negative levels, you can't recover the ki points you spent, effectively reducing the size of your ki pool. The Fortitude save DC to remove the negative levels and prevent them from becoming permanent is equal to 10 + 1/2 your Hit Dice + your Wisdom modifier. Once the negative levels become permanent or the foe removes them, you can recover your spent ki points. If the foe dies before either happens, you can recover the spent ki after 24 hours

While using this style, if you have at least 1 point in your ki pool, you gain a +2 bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 4. As a swift action, you can spend 1 point from your ki pool to empower your unarmed strikes. Creatures hit with your unarmed strikes must succeed at a Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) or become shaken for a number of rounds equal to your Wisdom modifier. This is a mind-affecting fear effect

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

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

You have learned to leverage a grappling creature's weight against it. While you're grappled, attacks you make against the grappler using armor spikes, a light or one-handed weapon, a natural weapon, or an unarmed strike deal damage as if the strike or weapon were one size category larger than it actually is

You gain a gore natural attack that deals 1d6 points of damage. Due to the awkwardness of attacking this way, you can't make a gore attack and other natural weapon attacks as part of the same full attack. Treat your gore attack as a secondary attack if you also attack with a manufactured weapon as part of a full attack in a round

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 Conditions). The additional damage and bleed is not multiplied on a critical hit

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

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

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

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 can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike

When grappling a foe of your size or smaller, you can attempt to perform a death roll. Upon a successful grapple combat maneuver check to deal damage with your bite attack, you can immediately attempt a second grapple combat maneuver check as a free action. If successful, you knock the target prone. Upon knocking the target prone, you must either release the grapple or fall prone and maintain the grapple. This doesn't count as a combat maneuver check to maintain the grapple, and doesn't add any other effects (such as constrict) beyond knocking the target prone

You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round 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

When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action

Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result

When you make an attack of opportunity in a single round after you have already made an unsuccessful attack of opportunity that round, you gain a cumulative +2 insight bonus on your attack roll for each unsuccessful attack of opportunity. For example, if you have made one unsuccessful attack of opportunity and an enemy provokes another attack of opportunity from you during that same round, you gain a +2 insight bonus on that attack roll, and if you have made two unsuccessful attacks of opportunity in a round and an enemy provokes another attack of opportunity from you during that same round, you gain a +4 insight bonus on that attack roll, and so on

When you select this feat, choose a specific kind of creature, such as wolf, frost giant, goblin, or babau demon. You gain the ranger's favored enemy class ability against this particular type of creature with a bonus of +2

This feat does not grant the favored enemy class feature for the purposes of prerequisites. If you later gain the favored enemy class feature, you can replace this feat with a feat for which you qualify and whose prerequisites include the favored enemy class feature

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature

You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat)

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

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

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 deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect 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 deflected

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

Trick: When you successfully identify a demon using Knowledge (planes), you can spend up to 9 stamina points to increase the morale bonus on attack rolls and caster level checks from Demon Hunter by 1 per 3 stamina points spent

While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you gain a +2 bonus on melee weapon damage rolls against that opponent for every 5 feet it was moved by your bull rush

This bonus lasts until the end of your next turn, and it stacks with the damage bonus granted by Demonic Style

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

You can take this feat more than once. Each time you do, you must choose a new demon lord

While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you can immediately use Great Cleave as though you had used a standard action to do so. This occurs after the effect of your bull rush is fully resolved. The target of your bull rush must be the target of the first attack you make as part of Great Cleave

While using this style, when you use the charge action, the bonus on your attack roll increases by 1 and you deal 2 additional points of damage with melee attacks made as part of the charge

If you have the rage or bloodrage class feature, you can enter Demonic Style's stance as part of the free action to enter a rage. If you do, the style stance ends when your rage ends

When you trigger your painful stare, the target must succeed at a Will Save (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or become shaken for 1 round. This can't cause the target to become frightened, even if the target is already shaken

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

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

Trick: You can spend 2 stamina points to gain the benefits of Desperate Battler even while an ally is within 10 feet of you (but not when receiving the benefits of the aid another action)

Whenever you confirm a critical hit against an opponent, in addition to dealing critical damage as normal, you maim your target so much that it takes 2 points of Charisma damage and becomes staggered for 1 round

Trick: When you confirm a critical hit against an opponent, you can spend 4 stamina points to increase the Charisma damage that opponent takes from Destroy Identity to 1d3+1 points

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

As a standard action, you can attempt to smash an unattended inanimate object while attempting an Intimidate check (see Smashing an Object). If you break the object, you gain a bonus to the Intimidate check equal to half its hardness (minimum +1). If you destroy the object, the bonus is equal to its hardness (minimum +1). Creatures intimidated by this feat cannot be affected by it again for 24 hours

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

When you successfully stagger a foe with an unarmed strike using Diabolic Style, the target becomes further humiliated. The target cannot gain the benefit of any morale bonus for 1 minute after being staggered in this way, and for the duration of that minute, any additional staggered effects it suffers from your attacks of opportunity last for 2 rounds rather than 1. The durations of multiple staggered effects administered in this way stack

A monk of at least 10th level with this feat can select Improved Vital Strike as a monk bonus feat

While using Diabolic Style, the first time each round that you successfully hit with an attack of opportunity, you can apply the effects of any Vital Strike feat you have to that attack

A monk of at least 14th level with this feat can select Greater Vital Strike as a monk bonus feat

While using this style, you can make an attack of opportunity with an unarmed strike to deliver a humiliating swat to the target. If you hit the target, you inflict 1 point of nonlethal damage and the target must succeed at a Will saving throw (DC = 10 + half your level + your Charisma modifier) or become staggered for 1 round

A monk of at least 6th level with this feat can select Vital Strike as a monk bonus feat

If a summoned or called creature materializes in a space you threaten, you can make an attack of opportunity against that creature before it acts, gaining a +2 circumstance bonus on the attack roll if you successfully identified the spell used to summon or call that creature

When you use Dimensional Awareness to make an attack of opportunity against a creature being summoned or called into a square you threaten, you can additionally use an immediate action to attempt to send the creature back to its home plane. Attempt a Spellcraft check (DC = 15 + the creature's CR [minimum 1] + the spell level of the spell that summoned the creature). If you succeed, the creature does not get to act and is immediately sent back to its home plane

Whenever you successfully use a combat maneuver to disarm an opponent, the disarmed weapon lands up to 15 feet away from its wielder, in the direction you choose. Alternatively, you can make a ranged attack as an immediate action with the disarmed weapon against another opponent, as long as the disarmed weapon is a light or one-handed weapon. If the weapon is not a thrown weapon, you take a -4 penalty on the attack roll. You take a -4 penalty on your attack roll if you do not have a free hand

When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check

This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites

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)

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

When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or take a -6 penalty on Disable Device and Perception checks and a -2 penalty on Reflex saves for the next minute. If the target has the trap finding or trap sense class ability and fails this save, the target also loses the benefit of that ability (or abilities) for 1 minute

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

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

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

When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours

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

On a confirmed critical hit using an unarmed strike against an undead creature, you can expend two uses of your channel energy ability as a swift action to destroy that undead creature. The undead creature can negate this effect with a successful Will saving throw (DC = 10 + your base attack bonus)

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

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

With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2

While using Diva Style, you do not provoke attacks of opportunity from creatures you have successfully feinted against. Additionally, you can feint against a creature using Diva Style from up to 30 feet away

While using Diva Style, the first time you hit with a melee weapon in a round, you deal an additional amount of damage equal to your Charisma modifier to a target that is denied its Dexterity bonus to AC. This damage is precision-based, and is not multiplied on a critical hit

While using this style, you can use any Perform skill in place of Bluff to feint in combat. You can attempt a Perform check to feint as a move action when you begin a bardic performance

Whenever you are the target of an area-of-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

You gain a +2 bonus on saving throws against divine spells and effects and abilities from outsiders. If you must attempt a saving throw against a divine spell, you gain a +1 bonus on attack rolls against the creature that cast the spell

While using Djinni Style, as a standard action you can spend two Elemental Fist 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

You gain one additional Elemental Fist 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

You gain one additional Elemental Fist 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

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

While in Dolphin Style, as a full-round action underwater you can choose a circular path starting and ending in your current space whose length is no longer than you could swim with a single move action. You circle around that path until your next turn, and this movement doesn't provoke attacks of opportunity. You are considered to be in every space along the path for the purpose of threatening squares and providing flanking for other allies (but not yourself), as well as whether you are in the area of an area effect. Other creatures can attack you (and touch you with beneficial touch spells) as if you were in every space along the path. However, you don't count as being in any of the spaces for the purpose of other creatures moving through an occupied space. At the beginning of your next turn, choose any space along the path to stop circling

While in Dolphin Style, as a standard action underwater you can move up to half your swim speed, make a single melee attack against a creature within your reach, and then retreat back to your previous position. Your movement and attack don't provoke attacks of opportunity, even if your foe has an ability that allows attacks of opportunity with triggers other than moving out of a threatened area

You gain a +1 bonus on melee attack rolls against any creature adjacent to at least two of its other allies as long as you aren't flanking that creature, and your melee attacks ignore any bonus to AC gained by use of the aid another action

When you gain this feat, choose one domain-granted 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

You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power

When you successfully reposition an opponent, if you attempt to reposition it into a square already occupied by another creature, you can attempt a combat maneuver check as an immediate action to reposition that creature

You take a -4 penalty on this check. If you are successful, the second creature is pushed 5 feet in the direction of your original target's movement. You can move the secondary target an additional 5 feet for every 5 by which you exceed the secondary target's CMD. The secondary target does not provoke attacks of opportunity because of this movement unless you have the Greater Reposition feat. If you fail your combat maneuver check, the movement of your original target ends in front of the secondary target

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

Add your Strength bonus to damage rolls made with your off-hand weapon

Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action

While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus

Taking this feat allows you to qualify for the Elemental Fist feat 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

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

If you have the Elemental Fist feat, 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

As a swift action, you can spend 1 grit point to convert your gun's damage into acid, fire, electricity, or cold damage for 1 round. You can choose a different damage type each time you use this ability. This still counts as a ranged weapon attack for critical hit multipliers and abilities such as Deadly Aim

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

While using Dragonfly Style, you can attempt an Acrobatics check to high jump as a move action, and then immediately glide as the spell for 1 round. If you have not used your standard action after using Dragonfly Flight to make a high jump and start gliding, you can charge while gliding. This charge follows the rules for charging when you are only able to take a standard action

You add your Wisdom modifier to Acrobatics checks in addition to your Dexterity modifier. While using this style, when you are adjacent to a vertical surface or object capable of supporting your weight, such as a wall or a tree, you gain a +1 bonus on melee attack rolls against opponents your size or smaller, as if you were on higher ground

While using Dragonfly Style, the bonus on your melee attacks increases to +2 and applies to opponents up to two size categories larger than you. In addition, you can substitute a creature your size or larger in place of a vertical surface. You can freely use a willing creature in such a manner, but using a hostile creature requires a successful Acrobatics check with a DC equal to the creature's CMD. If you fail this check by 5 or more, you provoke an attack of opportunity from the hostile creature

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Draining Strike forces a foe that was damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is fatigued for 1 minute or until the foe is subject to any spell or effect that heals hit point damage 
 
   any spell that deals hit point damage 
 . If you have a base attack bonus of +14 or higher, the target is exhausted for the same duration instead. You can attempt to use Draining Strike once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

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

While you are using Savage Slam, if you succeed at your grapple combat maneuver check to knock the opponent prone, you can spend a swift action to attempt an Intimidate check to demoralize foes within 30 feet who could see your attack

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

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 character level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last 1 hour or until the temporary hit points gained by this effect are lost, whichever occurs first. Regardless, the penalty lasts for a full hour

As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler. If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe in it. The foe can free it by using a full-round action to escape or by destroying the cape; a typical cape has hardness 1 and 3 hit points. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain

You gain a +2 morale bonus on all Intimidate checks to demoralize opponents, and the DC of any attempt to demoralize you increases by 2. When you're participating in a duel, these bonuses increase to +4

Trick: During any combat that is not a duel, you can spend 1 stamina point at the start of your turn to treat the combat as a duel until the start of your next turn for the purpose of gaining the benefits of the Dueling Discipline feat

You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword in your hand. As long as you wield only a single dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), 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 deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist or swashbuckler

While using Style and wielding only a single dueling sword in one hand (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons), when you fight defensively or use Combat Expertise, you gain a +2 bonus on weapon damage rolls

While using Style, at the beginning of your turn, you can designate a focused target as a swift action. This designation lasts until the beginning of your next turn, and you take a -2 penalty to your AC against all other creatures' attacks for that duration. As an immediate action while using Combat Expertise or fighting defensively, you can attempt to parry the focused target's attack. This functions as the swashbuckler's opportune parry and riposte deed, except that it does not cost panache and you cannot riposte

When you attempt to parry an attack using Dueling Style Aegis, you do not take any penalties on the attack roll incurred from using Combat Expertise or fighting defensively

When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 bonus on Acrobatics checks

Trick: When you make an attack with a falcata using two hands while wearing a buckler, you can spend 3 stamina points to ignore the -1 penalty on attack rolls for using your shield arm to wield a weapon while wearing a buckler and to retain the buckler's shield bonus for 1 round

When you use a dueling sword to deal damage to a shaken, frightened, or panicked foe, you can add your Dexterity bonus to damage rolls instead of your Strength bonus. If you can already add your Dexterity bonus to damage rolls, you instead gain a +1 competence bonus on damage rolls made with a dueling sword

When you attempt a dueling parry during a duel, the penalty on your attack roll to parry is reduced from -5 to -3. To gain these benefits, you must be wielding only a dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons)

Trick: When you hit a foe with a melee attack made using a dueling sword, you can spend 4 stamina points to treat that foe as being shaken for the purpose of gaining a bonus from Duelist of the Roaring Falls until the start of your next turn

When attempting to bull rush or reposition a foe, you gain a +1 insight bonus on the combat maneuver check and a +4 dodge bonus to your AC against attacks of opportunity you provoke. You also gain a +1 insight bonus to your CMD against bull rush and reposition attempts. When you attempt a dueling dodge during a duel, your bonus to AC increases to +6. To gain these benefits, you must be wielding only a dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons)

Trick: By spending 5 stamina points when you attempt a combat maneuver check with a dueling sword, you gain a +4 bonus to your AC against attacks made by that target until the beginning of your next turn

Whenever you use Combat Expertise, fight defensively, or take the total defense action, choose a type of saving throw. (You can choose a different type each time you take such an action.) Once per round before attempting a saving throw using the selected save, you gain a +2 bonus on that save. If you have a base attack bonus of +11 or higher, this bonus increases to +3. If you have a base attack bonus of +16 or higher, the bonus instead increases to +4

Once per round when you hit a foe you have successfully feinted against via a melee attack using a dueling sword, you deal an extra 2d6 points of precision damage. When your base attack bonus reaches +11, this damage bonus increases to +3d6, and at base attack bonus +16, it increases to +4d6. This precision damage does not stack with damage from sneak attack, a vigilante's sudden strike, or similar effects. Any effect which protects against sneak attack damage also protects against this additional damage

When using Dwarven Seething, you can maintain bonuses from both your defensive training racial trait and hatred racial trait's against any number of opponents

You apply your hatred racial trait's bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2

While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent's type or subtype, as an immediate action

This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever occurs first

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

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

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

You gain one additional Elemental Fist attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire

You gain one additional Elemental Fist 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

While using Efreeti Style, as a standard action, you can spend two Elemental Fist attempts to unleash a 15-foot cone-shaped 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 Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from catching on fire

Your eidolon is capable of serving you as a combat-trained mount. If the eidolon's base form is not quadruped or serpentine, it also gains the ability to transmute its physical body into a form suitable for you to ride. This functions as the change shape ability, except the eidolon's base form changes to either quadruped or serpentine and its size changes to be one size category larger than its summoner's base size. Unlike other changes to size, this ability doesn't increase the eidolon's ability scores, reach, or weapon damage beyond that of its true form. (However, if the eidolon's size is reduced by this ability, its reach and weapon damage are adjusted accordingly.) If the eidolon's base form is not quadruped or serpentine when it gains this feat, it chooses which base form (quadruped or serpentine) to assume when using this ability. The eidolon cannot choose a base form that is not available to its subtype with this ability. If both base forms are available to the eidolon's subtype, it can change which base form it assumes when using this ability whenever it gains a new Hit Die. The eidolon can select evolutions that have either base form as a requirement, but any evolutions that require one of the base forms (but not the other) provide no benefit while the eidolon is assuming the shape of its other base form

Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction

You gain one additional Elemental Fist attempt per day. When you successfully grapple a creature, you may expend two uses of Elemental Fist as a swift action to set up an electric charge between yourself and the creature. If you do, the target takes electricity damage equal to 1d6 plus your Wisdom modifier each round you maintain the grapple. This damage ceases when you are no longer grappling the target

You gain one additional Elemental Fist attempt per day. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + half your character level + your Wisdom modifier) or be staggered for 1 round. This also applies to creatures that take electricity damage from your Electric Eel Conduit feat while grappled

You gain one additional Elemental Fist attempt per day. While you are in this style, your Elemental Fist attack deals electricity damage. When a creature takes electricity damage from your Elemental Fist attack, you gain a +4 bonus for 1 round on combat maneuver checks to grapple the creature

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

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

As a swift action, you can imbue your weapons with elemental energy. For 1 round, your weapons deal an additional 1 point of energy damage. The type of energy damage depends on your race: acid for oread, electricity for sylph, fire for ifrit, or cold for undine. For every 5 levels you possess, this bonus increases by 1, to a maximum of +5 at 20th level

You can use this feat instead of Arcane Strike to qualify for or attack with the Deadly Dealer feat

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

When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to redirect that attack back at your attacker or toward any other opponent adjacent to you and your attacker. This attack uses the same attack roll as the original attack, but it targets the opponent you choose

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

While using Elven Battle Style, you can add your Intelligence modifier to that weapon's damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size

While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don't themselves provoke attacks of opportunity

While using Elven Battle Style, any opponent that makes an attack against you and misses while you are fighting defensively or using total defense or the Combat Expertise feat provokes an attack of opportunity from you

Even if you have Combat Reflexes, you can't benefit from this feat more than once per round

While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon

While using Empty Quiver Style or Stabbing Shot to make melee attacks with a ranged weapon, if you successfully hit a foe, any ranged attacks you make with the same weapon until the beginning of your next turn do not provoke attacks of opportunity from that foe

If you have the Rapid Reload feat in addition to this feat, your chosen weapon is a crossbow or firearm, that weapon is unloaded, and you successfully hit a foe in melee with it, you can automatically load it as a free action

While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don't automatically threaten the area around you as if you were wielding a melee weapon

You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. In addition, you ignore the elf prerequisite for the Stabbing Shot feat

If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow

In addition to the chosen weapon, a character with this feat and the weapon training (bows, crossbows, or firearms) class feature can use Empty Quiver Style with any bow, crossbow, or firearm, respectively

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

When you successfully engulf or smother an opponent, successfully maintain a grapple combat maneuver on a smothered opponent, the opponent must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Strength modifier) or become staggered for 1 round. This is a mind-affecting fear effect

When you successfully engulf or smother an opponent, or successfully maintain a grapple combat maneuver on an engulfed or smothered opponent, that opponent must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Strength modifier) or become shaken for 1 round. This is a mind-affecting fear effect

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

As a swift action, you can spend 1 panache point to enrage a creature with an Intelligence of 4 or more within 60 feet that can see or hear you. Attempt an Intimidate check as if to demoralize the creature. If you succeed, the creature takes a -2 penalty to its AC until it has made at least one attack against you (including area effects that include you) or until it can no longer see or hear you

You can have only one opponent enraged at you with this feat at a time, and once you've enraged a creature, you can't enrage it again for 24 hours

You can use any equipment trick relating to the chosen item as long as you meet the trick's prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you

In addition to the feat or skill requirements listed for each of these tricks, you must have the Equipment Trick (piece of equipment) feat

You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment

When you deal damage with a melee attack with a bludgeoning weapon to an opponent you have already damaged this round, you can also reduce the value of that target's damage reduction by 1 until the beginning of your next turn. This reduction stacks with itself

When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon's strength rating. You don't take a penalty on attack rolls for having a Strength modifier lower than the strength rating of a weapon, provided you're proficient with that weapon

Whenever you trigger a painful stare, the target must succeed at a Will saving throw (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or become sickened by the pain for 1 round

When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures

You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat

You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon

As a move action, you can grant a teamwork feat you know to a single ally within 30 feet who can see and hear you. The selected ally gains the benefits of this bonus feat for 1 round plus 1 additional round for every 2 character levels you have, but only while the ally is adjacent to you or your animal companion. A given ally can benefit from this feat only once per day

You reduce the penalty on your Stealth checks to stay hidden while sniping by 10

When you succeed at a combat maneuver check to break a grapple, you can choose to throw back any enemies participating in the grapple who are up to one size category larger than you. Such foes are thrown 5 feet directly away from you and take an amount of nonlethal damage equal to that of your unarmed attack

Once per round, when you successfully pin an opponent, that opponent takes double the normal damage from your blood drain

Add your Wisdom bonus (if any) to the number of rounds that you gain the benefits of your meditation feats when using Combat Meditation

When you succeed at a sneak attack against a creature you selected as the target of your Seething Hatred feat, you use d8s to roll sneak attack damage instead of d6s

When you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), the creature you hit with the attack must succeed at a Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) or be illuminated as if by faerie fire for 1 minute. You can use this benefit a number of times per day equal to your Wisdom modifier (minimum 1)

When attacking a creature denied its Dexterity bonus to AC because of your successful feint, you increase the threat range of your dueling sword by 1 (typically to 18-20/x2), and gain a +2 bonus on attack rolls to confirm critical hits. After you make a dueling dodge or succeed at a dueling parry during a duel, you can make an attack of opportunity against the foe who attacked you if that foe is shaken, frightened, or panicked. To gain these benefits, you must be wielding only a dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons)

Trick: By spending 4 stamina points, you gain the ability to attempt a dueling dodge or a dueling parry against attacks made by a shaken, frightened, or panicked opponent, even if you aren't participating in a duel

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

You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon

When a target takes damage from your painful stare, it must succeed at a Fortitude saving throw (DC = 10 + 1/2 your mesmerist level + your Charisma modifier) or become fatigued for 1 round. This can't cause the target to become exhausted, even if the target is already fatigued

Upon reducing an enemy to 0 or fewer hit points, for the remaining duration of the combat encounter, you gain a +4 bonus on any Intimidate checks made to demoralize opponents who can see both you and the opponent you dropped

While using flurry of blows to make melee attacks, you can forgo your first attack to make a Bluff check to feint

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

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

When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point

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

If you are a monk, you can use the selected natural weapon with your flurry of blows class feature

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

You can take a standard action to cover a weapon in decomposing waste, slimy filth, or other virulent agent

The next attack with that weapon that succeeds against a foe exposes the target to filth fever. If the attack is a critical hit, the filth fever has an onset time of 1 round, and a save DC equal to 10 + 1/2 your base attack bonus + your Intelligence modifier

or creature that has the constrict special attack as a racial ability

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

A creature that takes damage from your constrict attack is also shaken until the start of your next turn

Double the number of damage dice for your constrict special attack

The first time in a round you use a combination feat to apply a reduction or penalty to yourself or an enemy, you can double the feat's numerical modifier. For example, you can double the reduction granted by Combat Rhythm to -2. This does not double any other effects of combination feats, such as damage

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

Pathfinder Player Companion: Faiths of Corruption © 2011, Paizo Publishing, LLC; Author: Colin McComb.

As long as you hold your clan, house, or party's flag, 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)

A flag is a colorful banner that bears the heraldry or symbol of a nation or organization. A character with the Flagbearer feat who bears a flag can grant additional combat bonuses to nearby allies. Carrying a flag in combat requires a free hand

Cost: 10 gp Weight 3 lbs

Trick: Whenever you can see your flag but aren't holding it, you can spend 1 stamina point to gain the benefits of Flagbearer for 1 minute as if you were holding it

When you cast flame blade, you gain a +10 enhancement bonus to your base speed as long as the spell persists, along with a +4 competence bonus on all Acrobatics checks. You add your Charisma modifier to damage rolls with your flame blade, and ignore the first 10 points of fire resistance possessed by a creature you hit with the flame blade for the purposes of determining the damage dealt by the flame blade. Against undead foes, you ignore the first 30 points of fire resistance. Immunity to fire still completely protects against damage from your flame blade

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 flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies

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

If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge. You gain the +2 bonus for charging on the attack roll for this ranged attack. You can then immediately draw a melee weapon during your charge. You take a -5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge (such as pounce), nor can you use abilities that grant you other ranged attacks on a charge, such as the hurling charge rage power

Choose either Fortitude saves against transformation effects (including transmutation spells and spell-like abilities) or Will saves against mind-affecting effects. You gain a bonus on the selected saving throw equal to half your favored enemy (aberration) bonus. Against aberrations' spells and abilities, you gain this bonus on Fortitude saves against transmutation effects and on Will saves against mind-affecting effects

You gain a bonus on Stealth checks equal to half your favored enemy (animal) bonus. Against animals, this bonus is equal to your full favored enemy bonus

Your weapon attacks ignore a number of points of damage reduction or hardness equal to half your favored enemy (construct) bonus. This feat allows you to only ignore damage reduction that is normally bypassed by adamantine, bludgeoning, piercing, and slashing weapons. Against constructs, the amount of damage reduction and hardness you ignore is equal to your full favored enemy bonus

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

Trick: You can spend 2 stamina points in order to gain the benefit of Focused Discipline for 1 round as if you had been targeted by a fear effect that failed to affect you

You gain a bonus on saving throws against breath weapons and fear effects equal to half your favored enemy (dragon) bonus. Whenever you succeed at a Reflex saving throw against a dragon's extraordinary or supernatural ability that would deal half damage, you instead take no damage. If you already have the evasion class feature, you instead gain an inquisitor's stalwart ability against dragons' extraordinary and supernatural abilities

You gain a bonus on attack rolls to confirm critical hits equal to half your favored enemy (fey) bonus. You treat your weapon attacks against fey as cold iron for the purpose of overcoming damage reduction and regeneration

If a creature makes three or more attacks with natural weapons against you during its turn, you gain partial cover against the third and subsequent natural attacks from that creature. If the creature makes five or more attacks against you with natural weapons, you gain cover (instead of partial cover) against the fifth and subsequent natural attacks. If the attacker is a magical beast, reduce by one the number of natural attacks it must make in order for you to gain cover or partial cover

You gain a bonus to your CMD equal to half your favored enemy (ooze) bonus. You also gain acid resistance equal to half your favored enemy (ooze) bonus. Against oozes, you instead apply your full favored enemy (ooze) bonus for both benefits

Your weapon attacks ignore a number of points of damage reduction equal to half your favored enemy (outsider [any one]) bonus. This feat allows you to ignore only damage reduction that is normally bypassed by chaotic-, evil-, good-, or lawful-aligned weapons. Against outsiders that match your favored enemy subtype, the amount of damage reduction and hardness you ignore is equal to your full favored class bonus

You gain a bonus equal to half your favored enemy (plant) bonus on Reflex saves to avoid being entangled and to your CMD whenever an opponent attempts to grapple you. Your weapons' critical hit multipliers increase by one against creatures with the plant type

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

Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat

When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action

You gain a bonus equal to half your favored enemy (undead) bonus on saving throws against ability damage, ability drain, energy drain, and negative energy effects. Once per day, when an undead creature's natural attack against you deals ability damage, deals ability drain, or bestows 1 or more negative levels, you can negate the damage, drain, or negative levels as an immediate action

You gain DR/ --  equal to half your favored enemy (vermin) bonus against vermin and creatures with the swarm subtype. When attempting Fortitude saves against a swarm's distraction ability, you gain a bonus on the save equal to the damage prevented by this feat. Against vermin with the swarm subtype, the amount of damage reduction is equal to your full favored enemy (vermin) bonus. This damage reduction does not stack with that from other sources

Whenever you succeed at a combat maneuver check to disarm an opponent, you can spend a swift action to make an unarmed strike attack at your highest base attack bonus against the target you disarmed

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

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)

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)

Your vigor pool gains 1 vigor point

Whenever you roll a natural 20 on an ability check, attack roll, saving throw, or skill check, and whenever you threaten a critical hit with an attack, you can spend 1 or more vigor points as a swift action to regain hit points as described in the Combat Vigor feat

While using Fox Style, you can use your base attack bonus in place of your ranks in Sense Motive to determine your Sense Motive skill bonus when foes attempt to feint against you, and creatures attempting to demoralize you don't gain a bonus for being bigger than you (though they still take a penalty for being smaller). If your Intelligence score is at least 19, the DC to demoralize or feint you increases by 4

While using this style, you can use your base attack bonus in place of your ranks in Bluff on Bluff checks to feint in combat and to create a distraction to hide. If your Intelligence is at least 19, you gain a +4 bonus on such Bluff checks when adding your Charisma modifier

While using Fox Style, you can perform dirty trick combat maneuvers as attacks of opportunity. If your Intelligence is at least 19, you gain a +4 bonus on dirty trick combat maneuver checks

You gain the freeze universal monster ability, allowing you to appear as an ordinary statue. If you attack a creature unaware of you while using this ability, you double your critical threat range

This effect doesn't stack with any other effect that expands the threat range of your attacks or weapons

As a free action, you can attempt an Intimidate check to demoralize a flat-footed opponent you attack

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

While raging, you gain a +4 competence bonus on saving throws made against spells and effects with the [good] descriptor

When making a trip attack, add your Dexterity bonus to your CMB.

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.

You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning

Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your Strength modifier. This applies to both unattended objects and those you damage as part of a successful sunder combat maneuver check

As a swift action, you can imbue a weapon you wield with spiritual energies for 1 round. An imbued weapon damages incorporeal creatures as though it were magical. If the imbued weapon has an enhancement bonus of +2 or greater, it functions as a ghost touch weapon

A weapon imbued in this way can deal precision damage (such as sneak attack damage) to incorporeal creatures

You can treat any reach weapon you wield as having the brace property against creatures that are Large or larger. If your readied attack hits, the creature takes a -2 penalty on melee attack rolls for 1 round

As a swift action, you can thin the barriers between yourself and the Shadow Plane, allowing you to create shadow weapons more easily. While this effect is active, you can create new shadow weapons as a free action

This does not increase the number of shadow weapons you can maintain at a single time

You can use this feat's benefit for a number of rounds per day equal to your ranks in Knowledge (planes). These rounds need not be consecutive

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

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

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

As a free action, you can pick up an unattended item as part of a movement. Picking up the item does not provoke an attack of opportunity. If you have Throw Anything, you can pick up a number of closely gathered items that could be held in one hand (such as dishes from a stack of plates) equal to your Dexterity modifier (minimum 1). You must have a hand free to use this feat

When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you're grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets

When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one

When you use this style, you do not take a -4 penalty on combat maneuver checks to grapple a foe with only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent

When attempting Sleight of Hand checks to lift or palm objects, you can use your Combat Maneuver Bonus for a steal combat maneuver in place of your Sleight of Hand modifier, though if you do so, you must use your Dexterity modifier and not your Strength modifier. You can steal items with the steal combat maneuver even if they are hidden in a bag or pack (provided you can reach the item within), but the opponent gains at least a +5 bonus to its CMD (as for a fastened object) in this case

When you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), you cause the foliage in the area to reach out and entangle your foe (as the condition) if it fails a Reflex save (DC = 10 + 1/2 your character level + your Wisdom modifier). The effect lasts for 1 minute or until the enemy breaks free with a successful Strength check or an Escape Artist check (DC = the effect's saving throw DC), whichever comes first

You can use this benefit a number of times per day equal to your Wisdom modifier (minimum 1). You can choose to use this ability as a free action after you hit the enemy with the attack. This is a supernatural ability

When using any Vital Strike feat in an area of light or heavy gravity, roll the weapon's damage dice for the attack one additional time. For example, if using Improved Vital Strike, you would roll the weapon's damage dice for the attack four times before adding other damage bonuses, instead of three times. You must have the appropriate prerequisite feat associated with the plane's gravity trait to gain this 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

If you are able to use your rend ability on the same turn that you also succeed at a bite attack, your rend deals an amount of additional damage equal to half your Strength modifier

When you use Improved Balor Whip to make a single attack at your highest attack bonus, your critical threat range increases to 19-20 and you gain a +4 bonus on critical confirmation rolls if you threaten a critical hit with that attack

If you are surprised by an animal native to the terrain you have chosen for Beast Hunter, you can act normally in the surprise round, though you are still considered flat-footed until it is your turn to act. You also gain a +4 bonus to confirm critical threats against animals native to the terrain you have chosen

If you have selected Beast Hunter multiple times, you gain the benefits of this feat for all of the terrains you have chosen for those feats

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

The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell

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)

Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a -5 penalty. In addition, a called shot that deals half the creature's hit points of damage (minimum 40) is a debilitating blow

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

You receive a +2 bonus on combat maneuver 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

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)

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

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

When you activate hunter's bond, you can select a number of targets equal to your Wisdom modifier as long as they all count as your favored enemy

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

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/ -- ).

Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend

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)

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

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus

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

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

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

When you use Spring Attack, you can select three targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus - 5, and the third attack made this way is made at your full base attack bonus - 10. All restrictions of Spring Attack apply to each target, and your movement does not provoke attacks of opportunity from any of your targets. You can't target the same creature more than once

A monk of at least 18th level can select this feat as a monk bonus feat, but only if he has Improved Spring attack and Spring Attack

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

When using Subjective Slam, you take only a -1 penalty on the combat maneuver check for every 100 feet of falling speed, and the maximum damage for such a slam increases to 12d6

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

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

You get a third attack with your off-hand weapon, albeit at a -10 penalty

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, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

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

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

When you use your deity's favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat's benefit. As usual, the reroll does not apply to any confirmation rolls

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

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

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

The damage die of your unarmed strikes increases to 1d10 (or 1d8 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal

You gain a +2 competence bonus to your Combat Maneuver Defense against awesome blow, bull rush, drag, reposition, or trip combat maneuvers from opponents larger than you

Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2 your character level + the higher of your Strength or Dexterity modifier) or become sickened for 1 minute

You can empower a starknife with magical power once per day per character level as a swift action

Until the end of your turn, add your Wisdom modifier to your damage rolls with the starknife in addition to any other modifiers you normally add. If you throw the starknife during that time, it returns to you at the beginning of your next turn (as per the returning weapon special ability)

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

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

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

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 a specific fighting school

Trick: By spending 5 stamina points, you can treat a hit with an unarmed strike as a critical hit for the purpose of determining the benefits that you gain from Hamatulatsu

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

As a standard action, you can make a single ranged attack with a weapon that deals bludgeoning damage against a creature no more than one size category larger than you that is within the weapon's first range increment

If you hit and damage the target, you can immediately attempt to perform a trip combat maneuver against that target. This does not provoke an attack of opportunity, and if your combat maneuver check fails by 10 or more, you do not fall prone

You add haunted fey aspect to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day

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, 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

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

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.

Your ability to spit poison granted by the Spit Venom feat deals 2d6 points of bleed damage on a failed saving throw in addition to all other effects. The bleeding can be stopped as normal with a successful DC 15 Heal check or the application of any effect that heals hit point damage. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat

Once per day, you can move up to your speed as an immediate action, but you must end this movement adjacent to an opponent who is about to make an attack against an ally. As long as you are visible to the opponent you moved next to, that opponent takes a -2 penalty on the attack roll to which you moved in response

Trick: By spending 4 stamina points, you can use this feat an additional time per day

Your animal companion, cohort, eidolon, familiar, or mount doesn't count as threatening your opponent for the purposes of feats that require you to be the only character threatening a target. Allies with Hit Dice equal to or less than 1/2 your own Hit Dice don't count as threatening opponents for the purposes of such feats

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

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

You can take this feat multiple times. Each time you take it, you apply it to a different qualifying hex

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

You treat a grappling hook as a one-handed weapon that deals piercing damage equal to a heavy pick of its size and that has the disarm and trip special weapon features. You do not incur penalties as you would for using a grappling hook as an improvised weapon. If you are proficient with whips and your grappling hook has at least 10 feet of rope or chain attached to it, you can treat it as a two-handed melee weapon with 15-foot reach, though you can use it against foes anywhere within your reach (including adjacent foes), though you don't threaten any squares with it

Changing between using a grappling hook as a normal weapon and a reach weapon is a move action. When performing a reposition maneuver with a grappling hook, you can only move the target toward you from its original position

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

Note: A monk can take any of these feats as bonus feats at the indicated levels. To benefit from the feats, monks must have both hands free and capable of delivering an unarmed strike

A monk can use this feat as long as he is wielding a two-handed weapon or both his hands are empty

You gain a +1 shield bonus to AC when lashed into a horn harness

A creature with this feat can take the Mounted Archery feat without possessing 1 rank in the Ride skill or the Mounted Combat feat

Whenever you're lashed into a horn harness and you ready an action to make a melee attack against the target of a charge made by the creature you're lashed to, you gain the attack bonus for charging and your attack deals double damage (or triple damage with a lance). This benefit does not stack with the benefit of Spirited Charge

As a full-round action, you can completely consume a dead, unconscious, paralyzed, or otherwise helpless humanoid creature that you could normally swallow with your swallow whole ability. When you do, you deal bite damage as a critical hit and swallow the humanoid as your swallow whole special ability

Allies of the swallowed creature within 30 feet that can see you indulge in this horrific feast must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) to avoid being shaken for 1d4 rounds. This part of the ability is a mind-affecting fear effect

Use your character level to determine your effective druid level for determining the powers and abilities of your mount

When you hit the same creature with unarmed strikes at least twice in the same round, you can attempt a bull rush combat maneuver against that creature as a swift action. You can also move with the target even if you have no movement remaining, but the distance you move can't exceed half your speed

When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends

Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor

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

While using Illusive Gnome Style, when you successfully use Bluff to feint against an opponent, you can pick one special weapon feature from among those listed by Illusive Gnome Surprise and deny the opponent its Dexterity modifier to AC, as normal for feinting; alternatively, you can pick two special weapon features instead of one

While feinting with a melee weapon that has “gnome” in its name, you can sacrifice a spell slot, a spell of the illusion school, or a spell from the gnome magic racial trait to gain a bonus on the skill check attempted to feint. This bonus is equal to 1 + the level of the spell sacrificed. If you sacrifice a 0-level spell, you cannot cast or sacrifice that spell again for 24 hours

While using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricks and on Bluff checks to feint. In addition, when you successfully use Bluff to feint against a foe, instead of denying that foe its Dexterity bonus to AC, you can treat one “gnome” weapon that you are wielding as if it had one of the following weapon special features: blocking, brace, disarm, distracting, performance, sunder, or trip. This benefit applies only against that foe and lasts for a number of rounds equal to your Charisma modifier (minimum 1)

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

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

You gain a +2 bonus on saving throws against pain effects. When you are drunk or soused, you gain DR 5/piercing or slashing

The armor check penalty of the selected armor decreases by 1 (to a minimum of 0). You also use your character level in place of your base attack bonus for the purpose of armor mastery feat prerequisites

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 armor

You receive a +2 bonus on checks to perform an awesome blow combat maneuver. You also gain a +2 bonus to your combat maneuver defense whenever an opponent tries to perform an awesome blow combat maneuver against you. Whenever you successfully perform an awesome blow combat maneuver, your opponent's movement provokes attacks of opportunity from all your allies (but not you).

When you succeed at a drag attempt with your whip against a non-adjacent target and the target ends the drag adjacent to you, as a free action you can make a single attack against the target at your highest attack bonus using the melee weapon held in your other hand. You gain an additional +2 bonus on drag combat maneuver checks when using a whip to drag, but this bonus does not stack with the bonus from Greater Drag

When fighting animals that are at least one size category larger than you and that are native to the terrain you have chosen with Beast Hunter, you gain a +4 bonus on combat maneuver checks and a +4 to your CMD against such animals‘ attempts to use combat maneuvers against you. Additionally, you gain a +2 bonus on Reflex saves against attacks by the animal that allow a Reflex save (such as attempting to avoid a trample attack)

If you have selected Beast Hunter multiple times, you gain this benefit for all of the terrains you have chosen for those feats

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

The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell

Add your bravery bonus against all mind-affecting effects instead of just against fear

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

You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round

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

When using the weapon you selected, your threat range is doubled

This effect doesn't stack with any other effect that expands the threat range of a weapon

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.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike

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

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

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

While using Feinting Flurry, if you successfully feint, your opponent is denied its Dexterity bonus to AC until the end of your turn

While raging, you gain spell resistance equal to 10 + your class level against spells with the [good] descriptor

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

You can use the Hammer Throw feat against targets at any range and of any size

When you activate hunter's bond, you can grant your allies your full favored enemy bonus against a single target

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

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

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 overrun 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 chose to avoid you

When you successfully parry a foe's melee attack (with a dueling parry or the parry class feature), your next melee attack against the target does not allow the enemy to apply its Dexterity bonus to AC (if any). This attack must be made before the end of your next turn

As long as you are wielding one or more weapons with which you are proficient, you gain the bonus on Intimidate checks from Position of Strength against creatures that are armed with fewer weapons than you are wielding

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

Your bonus to AC from the Dodge feat increases to +2 against charge attacks. When a creature charges you and misses with its attack, it loses its Dexterity bonus to AC against the next melee attack you make against it before the end of your next turn. If a creature misses with multiple attacks (such as when using the pounce ability), you can make one such attack against the creature's flat-footed AC before the end of your next turn for each of that creature's attacks that missed you

Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit

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

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

When you perform a shield bash, you may still apply the shield's shield bonus to your AC

You reduce the armor check penalty of any shield you are using by 1. You also use your character level in place of your base attack bonus for the purpose of shield mastery feat prerequisites

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

When you use Spring Attack, you can select two targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus - 5. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can't target the same creature twice

A monk of at least 14th level can select this feat as a monk bonus feat, but only if he has Spring Attack

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

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.

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

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

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

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

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

This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity -- either chaotic, evil, good, or lawful -- for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver

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

The damage die of your unarmed strikes increases to 1d8 (or 1d6 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal

You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization

Thrown splash weapons are not considered improvised weapons for the purposes of this feat

You gain a +1 shield bonus to AC when you are wielding an improvised weapon and have your other hand free

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

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

When you successfully feint in combat, if you succeed by 5 or more, the target no longer provides flanking to its allies and no longer gains or grants the benefits of teamwork feats until the beginning of your next turn

In addition, when you attempt a Bluff check to lie and the lie implies that one or more of the target's allies have betrayed her or are secretly against her, your lie is one step more believable than normal, from far-fetched to unlikely and from unlikely to believable (if the lie was already less believable than far-fetched, this feat has no effect)

Once per round when your mount must make a saving throw, you can make a Ride check as an immediate action. Your mount makes its save if your Ride check result is greater than the DC of the opponent's attack

If an opponent fails at a combat maneuver against you, you can use an attack of opportunity to make a melee attack against the opponent using your highest attack bonus. If the attack hits, instead of dealing damage, you can push the opponent back 5 feet for every 5 by which it failed its combat maneuver check (minimum 5 feet). Additionally, when you hit with an unarmed melee attack against an opponent who provoked an attack of opportunity by failing its Acrobatics check to move through a space you threaten, you can push the opponent back 5 feet instead of dealing damage. The opponent moves back in a straight line, but stops before hitting any obstacle or hazard

Whenever an opponent succeeds at a combat maneuver against you or at an Acrobatics check to avoid provoking an attack of opportunity when moving through a square you threaten, you immediately gain a +2 morale bonus to your CMD against the next combat maneuver against you or to the DC of the next Acrobatics check to avoid an attack of opportunity when moving through a square you threaten. This bonus stacks until either attempt fails against you

As long as you do not take a move action, you gain a +4 morale bonus to your CMD and to the DC of Bluff checks used for feint attempts against you. Additionally, you are considered to be one size category larger for the purpose of calculating your CMD when creatures attempt Acrobatics checks to move through spaces you threaten without provoking attacks of opportunity

While your gun is imbued with power from the Arcane Strike feat, you can spend a standard action to cast a spell of 3rd level or lower and deliver it via a force bullet. The spell must have a range of touch or produce a ray; if the spell would produce multiple rays, the bullet delivers the effect of only one ray. If the force bullet strikes a target, it deals its force damage and also delivers the effects of the spell. If the force bullet critically hits a target, the spell deals double damage

As long as you are conscious and not stunned, dazed, or confused, allies within 30 feet who can see and hear you gain your bravery bonus on saving throws against fear

If you have Improved Bravery, they gain your bravery bonus on saving throws against all mind-affecting effects. If you have Social Bravery, your bravery bonus is added to the DC of checks to demoralize them, feint against them, change their attitude, or convince them to perform a request

When you use your painful stare ability to increase your own damage, you deal an additional 1d6 points of damage. This damage increases to 2d6 at mesmerist level 12th and to 3d6 at mesmerist level 18th

When you use painful stare to augment an ally's damage, the target of the painful stare takes 1 additional point of damage for every 4 mesmerist levels you possess

You add your Wisdom modifier on Intimidate checks against animals in addition to your Charisma modifier. an animal with 4 or fewer Hit Dice is frightened instead of shaken on a successful Intimidate check to demoralize it

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier

Whenever an opponent you threaten makes an attack against a helpless, prone, or stunned ally or any attack against a noncombatant, that opponent provokes an attack of opportunity from you. If your attack of opportunity hits your foe, she takes a - 4 penalty on the attack roll that provoked this attack of opportunity

Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn

While using Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6

When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target

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

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

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

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

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

Joyless Toil forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + half your character level + your Wisdom modifier) in addition to taking damage normally. You must declare that you are using this feat before you make your attack roll -- thus, a failed attack roll wastes the attempt. An opponent who fails this saving throw is nauseated for 1 round or until the opponent is attacked. You can attempt to use Joyless Toil once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

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 full-attack action as you could attack if you were using a bow

When an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger's attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can't use the benefits of Juke if you ready an action to set a weapon with the brace special quality against a charging foe

When a foe more than 5 feet away from you makes a melee attack against you using reach, you gain a +4 dodge bonus to your AC against the attack

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.

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

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

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

As long as you have at least one hand free, you can use a swift action to retrieve a single unattended item or weapon that weighs 10 pounds or less from the ground, either in your square or in any adjacent square not occupied or threatened by an enemy. Additionally, when you kick up a weapon and attempt a feint before the end of your turn, you receive a +2 circumstance bonus on the feint attempt

When you reduce your target to below 0 hit points with a melee attack, as a swift action you can attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack

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

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)

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

While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge

While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action

While using the Kitsune Style feat, when a foe provokes an attack of opportunity from you, you can attempt to perform a dirty trick combat maneuver in place of making a melee attack

When you successfully identify a creature with the appropriate Knowledge check, you gain a +1 bonus on attack and damage rolls against that creature for 1 round

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

Prone creatures are denied their Dexterity bonus to AC against your attacks

You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC

When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple

The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2

While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent. The grappled opponent can take a breath during any round in which you do not maintain the grapple

The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent

When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe's armor or an item held in your foe's hand. This crushing damage bypasses half of the hardness of the armor or item

When you blind a creature using your Kudzu Grappler feat, you can also deal your unarmed strike damage to it

Opponents blinded by your Kudzu Grappler feat increase their miss chance against creatures they attack by 20\%. If the opponent has means of ignoring blindness, such as blindsight, they instead treat other creatures as if these creatures had normal concealment (20\% miss chance)

When using Kyton Style, your spiked chain attacks can be brutal, both to yourself and your foe. Before attempting an attack roll with a spiked chain attack, you can choose to make a Kyton Cut. Before making the attack, you take 1d6 points of nonlethal damage. This damage cannot be avoided or reduced in any way. If you are immune to nonlethal damage, you take normal damage instead. If the attack hits, its target takes an additional 1d6 points of nonlethal damage and a -4 penalty on concentration checks for 1 round. The penalty is a pain effect

When using Kyton Style, you gain a +1 shield bonus to your Armor Class as long as you are wielding a spiked chain. If the spiked chain is magical, add 1/2 its enhancement bonus to this shield bonus. If the spiked chain has the vicious ability, instead add its full enhancement bonus to the shield bonus

When using this style, you treat spiked chains as if they had the monk special weapon feature. Additionally, if you have Stunning Fist, you can spend 1 point from your ki pool to make a Stunning Fist attack with your spiked chain instead of an unarmed strike. This still costs a use of Stunning Fist as normal

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

Creatures you hit with a thrown weapon as well as creatures within 20 feet of your target must succeed at a Will save (DC = 10 + half your character level + your Charisma modifier) or become shaken until they damage you or 24 hours have passed. A creature that succeeds at its saving throw or that damages you after becoming shaken becomes immune to this effect for 24 hours

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

You gain a tail slap natural attack that deals damage as appropriate for your size (1d6 points for a Medium creature, or 1d4 points for a small creature). When you first gain this feat, choose bludgeoning, piercing, or slashing; this is the type of damage your tail inflicts, and it cannot be later changed. Due to the inherent awkwardness of attacking with your tail, you can't make a tail slap attack and other natural weapon attacks as part of the same full attack. Treat your tail slap attack as a secondary attack if you also attack with a manufactured weapon as part of a full-attack action

When you use your attach ability, your opponent must succeed at a Will save (DC = 10 + 1/2 your Hit Dice + your Constitution modifier) to avoid becoming shaken while you remain attached. This is a mind-affecting fear effect

Whenever you confirm a critical hit in combat, all allies within 30 feet gain a +2 morale bonus on attack rolls for the next round

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

When you spend a swift action to attempt a performance combat check after a successful charge attack or combat maneuver, you gain a +2 bonus on your performance combat check and gain a +4 bonus on your next Acrobatics, Climb, Fly, Ride, or Swim check attempted before the end of your next turn

When you succeed at a Reflex save against a spell or effect that affects an area, as an immediate action you can attempt an Acrobatics check to jump out of the effect's area

You must move to the nearest space you can see outside of the affected area. The DC for this Acrobatics check is equal to the number of feet you must move to escape the area, and you can't travel farther than your normal movement. If you use this feat, you are staggered on your next turn. This movement doesn't provoke attacks of opportunity from creatures in the area of the effect you are escaping

You treat all one- or two-handed melee weapons as if they had the brace special feature.

You can spend 1 panache point to draw one or more light or one-handed piercing weapons, whether hidden or not, when you roll initiative, even at the start of a surprise round in which you can't act. Drawing these weapons does not take an action

If you have the instant unveil deed, it doesn't cost any panache to use the ability described in the previous paragraph as long as you have at least 1 point of panache, and you can spend 1 panache point to draw a single light or one-handed piercing weapon, hidden or not, as an immediate action whenever a creature attacks you

If you take two actions to move or a withdraw action in a turn, you gain 50\% concealment for 1 round

While using this style, you take a -2 penalty to your AC against melee attacks. After a creature makes a melee attack against you, you can choose to add your Wisdom bonus to the damage from your unarmed strikes against that creature, rather than your Strength bonus. If you can normally add your Dexterity bonus to the attack's damage, you can instead replace it with your Wisdom bonus. This lasts until the beginning of the target creature's next turn

While you're using the Linnorm Style feat and an enemy hits you with a melee attack, you gain a +2 bonus on unarmed strike attack rolls you make against that creature until the beginning of that creature's next turn

If a creature's melee attack would normally miss you, you can allow it to hit you to gain this bonus; the attack deals the minimum amount of damage (as though the attacker had rolled a natural 1 on each damage die)

Furthermore, if a melee attack deals enough damage to knock you unconscious or kill you, you can make a single retaliatory unarmed strike attack against that opponent as a free action before you drop unconscious or die. If you do so, when you are restored to consciousness or to life, you are stunned for 1 round

When you use the Linnorm Vengeance feat to allow an enemy to hit you, you can make a retaliatory unarmed strike attack against that opponent as an immediate action. This acts as an attack of opportunity, and counts against the number of attacks of opportunity you can make each round. Additionally, once per day when a melee attack deals enough damage to knock you unconscious or kill you, the attacker must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier) or be stunned for 1 round. This save occurs after you make the retaliatory unarmed strike granted by the Linnorm Vengeance feat

While making a ranged attack, you can ignore any cover bonuses to AC, including total cover, unless the target also has cover from above, such as a roof or forest canopy. When using this feat, treat your target as if it were one range increment farther away. You can't use this feat unless you have headroom equal to at least half the attack's range

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

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

You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benefits when using moment of clarity during a rage

If you have the greater bloodrage class feature, you also gain a +1 bonus to the save DCs of spells you cast while in a bloodrage

As a swift action, you can spend 1 point from your ki pool to imbue the next unarmed strike you make on this turn with the maddening power of the spaces between the stars. If that attack doesn't hit, you take 2 points of Wisdom damage. If the attack hits, your opponent takes damage from your unarmed strike + 1d4+1 points of Wisdom damage. A successful Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) reduces this to 2 points of Wisdom damage

If you are using the sanity system, when you miss with a Maddening Strike, you take 4 points of sanity damage. If you hit, the target takes damage from the unarmed strike plus 8 points of sanity damage (or 4 points of sanity damage on a successful Will save)

You gain one additional use of Stunning Fist per day. When using this style, if you have at least 1 point in your ki pool, you increase the DCs of your confusion, madness, and insanity effects (including Maddening Strike) by 1. Additionally, when you successfully stun an opponent with your Stunning Fist attack, your target takes 1 point of Wisdom damage

If you are using the sanity rules, when you successfully stun an opponent with your Stunning Fist attack, the target takes 1d4 points of sanity damage instead of 1 point of Wisdom damage

When you damage a living creature with an unarmed strike while using Maddening Style, and you have at least 1 point in your ki pool, that creature suffers a -2 penalty on saving throws against any confusion, madness, and insanity effects (including your Maddening Strike) for 1 round. Additionally, if you reduce a creature to fewer than 0 hit points with a Stunning Fist attack, you can spend 2 points from your ki pool as a free action to obliterate your opponent, reducing their body to fine dust as per disintegrate. A living creature can attempt a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier) to negate this effect

While your unarmed strikes are imbued with power from the Arcane Strike feat, a successful hit with an unarmed strike grants you a number of temporary hit points equal to the bonus damage granted by Arcane Strike

When you wield an improvised weapon, it gains the disarm and trip weapon properties

You can trigger your painful stare one additional time per round

This feat can be taken once by a 3rd-level mesmerist, and again when he reaches 9th and 15th levels. Its effects stack. A mesmerist can take this feat in place of a bold stare improvement

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

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

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

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

While using Marid Style, as a standard action, you can spend two Elemental Fist 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 Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from becoming entangled

You gain one additional Elemental Fist 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 modifier) 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

You gain one additional Elemental Fist 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

You can use your base attack bonus in place of your ranks in Intimidate to determine your Intimidate skill bonus. When you confirm a critical hit against a creature, you can attempt an Intimidate check to demoralize that creature as an immediate action

Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus on damage rolls

The Martial Focus feat counts as the weapon training class feature with the chosen fighter weapon group for the purpose of weapon mastery feat prerequisites and what weapons you can use with weapon mastery feats

You make attack rolls with the selected weapon normally (without the non-proficient penalty)

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat

When mounted on a horse, you and your mount suffer no penalties for squeezing when you share a 10-foot space with another mount and rider with this feat. In addition, you and your mount gain a +2 bonus on CMD versus bull rush, overrun, and trip attempts.

You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality

You can immediately attempt a trip combat maneuver against a target that you successfully hit and damage with a thrown bludgeoning weapon with any attack, even as part of a full-attack action

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

While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a -2 penalty

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

When wielding a weapon with the performance weapon special quality that belongs to a category of weapons in which you have weapon training, you may add the bonus from your weapon training to any performance combat checks made as a result of using the weapon

When you hit an opponent with a melee or ranged weapon 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

Trick: You can spend 5 stamina points before making a melee or ranged attack with Measured Response to treat the attack roll's result as a 10

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

When you perform a coup de grace and deal only nonlethal damage, instead of attempting a Fortitude save to avoid death, the target must instead attempt a Fortitude save to avoid falling unconscious for 1 hour. The DC of this save is the same as that of a lethal coup de grace

Whenever you and two or more allies threaten an opponent, you can choose to forgo your flanking bonus to grant each of your allies a +1 flanking bonus on their attack rolls against the threatened creature. This bonus stacks with any flanking bonuses your allies might already have

As a standard action that does not provoke attacks of opportunity, you can attempt a coup de grace against a cowering, helpless, or stunned opponent that you have designated as your studied target

When you bull rush a creature and your check exceeds the target's CMD by 5 or more, you deal damage equal to your Strength modifier to that target

As a standard action, make a single attack with your chosen weapon. If the attack hits, the target must succeed at a Reflex save with a DC equal to 10 + your base attack bonus or lose its ability to make attacks of opportunity until the beginning of your next turn. When your base attack bonus reaches +11, you can instead cause the target to lose its Dexterity bonus to AC. When your base attack bonus reaches +16, you can instead cause the target to become flat footed

You can use this feat's benefits only once per minute

If you deal damage to a creature with your rend ability, the critical threat range of your bite attack becomes 18-20 until the start of your next turn. This increase does not stack with other effects that increase your bite's critical threat range (such as the keen weapon special ability or the Improved Critical feat)

If you are the only character threatening an opponent and that opponent uses a combat feat (including taking an action that benefits from a combat feat, or gaining any bonus to AC, attack rolls, damage rolls, or saving throws from a combat feat), you can take an immediate action to gain the benefit of that feat until the end of your next turn. You must meet all the feat's prerequisites. If a feat has a daily use limitation, as does Stunning Fist, any uses of that feat while you're using Mirror Move count toward that feat's daily limit for you

You can use Mirror Move once per day for every 4 levels you have attained

When you successfully use the Misdirection Tactics feat to negate a melee weapon attack, the opponent whose attack you negated provokes an attack of opportunity from you, even though you normally can't take attacks of opportunity while using the total defense action. This effect is in addition to the effect gained from Misdirection Redirection

When you successfully use the Misdirection Tactics feat to negate a melee weapon attack, you redirect your foe's attack and trick your foe into striking another creature of your choice within the foe's melee reach. To resolve this attack, your foe must make a new attack roll against the new target

While you are using the total defense action, if a melee attack would still hit your AC, you can attempt a Bluff check with a DC equal to the foe's attack roll as an immediate action. If you succeed at the check, you negate the attack (treat it as a miss). If the attack still hits, you cannot use this feat against the same opponent for 24 hours

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 deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed

While using a tower shield, add the shield's bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space as a move action

While using a tower shield, you add half of the shield's bonus to AC (including its enhancement bonus) to your touch AC and take only a -1 penalty on attack rolls because of the shield's encumbrance. While using Mobile Bulwark Style, whenever you would use a tower shield to gain total cover, you also grant any adjacent ally total cover against attacks passing through the selected edge of your space

While using a tower shield, you do not suffer a penalty on attack rolls because of the shield's encumbrance

While using Mobile Bulwark Style, whenever you use a tower shield to gain total cover, you also gain partial cover (and grant partial cover to adjacent allies) against spells passing through the selected edge of your space. Also, while using this style, you can gain total cover against a single attack made against you as an immediate or swift action

You 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

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

You can use Creative Armorsmith or Creative Weaponsmith to add a modification to a weapon or suit of armor that already has a modification. The modification you are adding must be one that you have selected with Armor Adept or Weapon Adept. In addition, others can use armor or weapons with your temporary modifications

Choose a modification that you have selected with the Armor Adept or Weapon Adept feat. Once per day with 10 minutes of drilling, you can instruct a number of allies equal to your Charisma modifier in the use of that modification

The allies to be trained must have an Intelligence of at least 3. The instructed allies gain the benefit of Armor Adept or Weapon Adept with that modification for 8 hours

Select one type of weapon, such as longsword. You are always considered to be proficient with modified weapons of that type

A warpriest with the focus weapon class feature can gain this feat with his deity's favored weapon in place of his bonus Weapon Focus feat. A magus with the kensai archetype can gain this feat with his chosen weapon in place of his bonus Weapon Focus feat

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

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

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

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

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

While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent

Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint

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

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

This feat is available to weretigers, weretiger-kin and those who associate with these creatures

When you make a charge attack against an opponent at least one size category larger than you, your unarmed attacks deal damage as though you were one size category larger. In addition, you gain a +2 bonus to the DC of any Stunning Fist effect you deliver with this charge attack

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

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

On your turn you may overrun more than one creature. Each overrun combat maneuver check beyond the first has a cumulative -5 penalty. If you fail to overrun a target, your movement ends. Your mount may only make a single hoof attack against one target that is knocked prone by your overrun (not one per prone opponent)

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

If your mount moves its speed or less, you can still take a full-attack action

As a standard action when in urban or subterranean terrain, you can scoop filth, sewage, mud, or similar grime off a nearby surface and hurl it at a foe as a ranged touch attack with a range increment of 5 feet. If the attack hits, you can immediately attempt a dirty trick combat maneuver against the target as a free action; this dirty trick can be used only to blind the target. As a ranged touch attack, this action provokes attacks of opportunity, even if your dirty trick attempts normally wouldn't provoke such attacks (such as via the Improved Dirty Trick feat)

A character with favored terrain (as the ranger class feature) can use this feat when in any of his favored terrains in addition to urban and subterranean

Penalties for fighting with multiple weapons are reduced by -2 with the primary hand and by -6 with off hands

This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms

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

If the result of your d6 roll is a natural 5 or 6 when using the derring-do deed, you can roll another d6 and add it to the Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check that the deed modifies. The number of d6s you roll is still limited to a number equal to your Dexterity modifier (minimum 1), and you can roll another d6 after a natural roll of 5 or 6 only once per use of derring-do

When you use the gunslinger's dodge deed to move, the movement granted by that deed does not provoke attacks of opportunity, and you gain a +4 dodge bonus to your Armor Class

When you hit an opponent with a two-handed firearm while using the pistol-whip deed, you can perform a reposition combat maneuver instead of knocking the target prone. However, you can't reposition the foe closer to you. This combat maneuver does not provoke attacks of opportunity

You gain a +1 bonus on attack rolls and damage rolls against creatures whose hatred racial trait or favored enemy class feature applies to you. For instance, an orc would gain this bonus against all dwarves and against rangers who chose humanoid (orc) as a favored enemy

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 when charging

You can turn nearly anything you might find in the wilderness into an improvised melee weapon. This improvised melee weapon is one-handed and deals 1d6 points of damage for Medium creatures and 1d4 for Small creatures. Depending on the weapon, it deals bludgeoning, piercing, or slashing damage (at the GM's discretion). Grabbing an object to use as a weapon is the same action as drawing a weapon. The weapon must be of a material that is naturally occurring in that terrain

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

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

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

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

In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent. 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

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

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

By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area

This feat counts as Dazzling Display for purposes of qualifying for Deadly Stroke and Shatter Defenses

Your presence can act as a fast and effective Dazzling Display. As a standard action, you use the benefit of Dazzling Display even when you are not wielding a weapon in which you have Weapon Focus. If you are wielding such a weapon, you gain a +2 bonus on the Intimidate check

Whenever you succeed at a combat maneuver check to disarm an opponent, the opponent must succeed at a Fortitude save (DC = 10 + your base attack bonus) or be hampered by the pain of the blow. For 1 round, if the target of your disarm combat maneuver failed its save, it can't use the limb or limbs that had been wielding the disarmed weapon to wield a weapon or shield, provide somatic components for spells, or manipulate objects. This is a pain effect

When you're holding a light source in an area that is otherwise dim or darker, foes within the normal or bright light radius shed by your light source take a -1 penalty on attack rolls against other targets that are also within the radius of your light. Blind creatures aren't affected by this feat

When using this style, you gain a cumulative +1 bonus on melee attacks for each enemy that threatens you, up to a maximum equal to your Dexterity modifier

In addition, when you attempt to grapple without two free hands, you take only a -2 penalty on your combat maneuver check instead of the usual -4

As a move action when using this style, you can select a number of creatures you are aware of equal to your Dexterity modifier. You can't be flanked by the selected creatures until the start of your next turn

While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack. You attempt a single combat maneuver check at a -5 penalty and apply the result to both targets

When making a full attack against a corporeal foe, you can forgo multiple attacks to make one unarmed strike at your highest base attack bonus. For each attack you forgo, you can add half your Strength modifier (minimum +0) to your damage roll. If you hit with this attack, you can attempt a bull rush combat maneuver check as a free action, substituting your attack roll result for the combat maneuver check result and adding a bonus equal to half your Strength modifier for each attack you forgo. This bull rush does not provoke an attack of opportunity, and you do not move as a result of the bull rush

If you use Power Attack with the first melee attack you make during a surprise round, you can sneak attack even if you are not flanking your target and it's not denied its Dexterity bonus to AC

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

While you are grappled (but not when you are controlling the grapple), you can attempt a dirty trick combat maneuver against the creature grappling you without provoking an attack of opportunity or taking a penalty on the combat maneuver check. If you have the Improved Dirty Trick feat, you gain a +2 bonus on combat maneuver checks to attempt such a dirty trick, and the condition the dirty trick imposes lasts for 1 round longer than normal. This bonus stacks with the bonuses granted by Improved Dirty Trick and Greater Dirty Trick feats

While wielding a greataxe, a falchion, or any melee weapon that has “orc” in its name, you can use the Bullying Blow feat with the first attack of a full-attack action or as part of a standard action to make one or more attacks (such as with the Cleave feat)

While using Orc Fury Style, you gain a +1 bonus on attack rolls and damage rolls against shaken opponents, and you don't take an attack penalty when using the Bullying Blow feat

While using Orc Fury Style, you gain a +4 bonus on saving throws against effects created by shaken foes

You can earn money with Intimidate by performing feats of strength and intimidation, exactly as if you were doing so with the Perform skill

Additionally, while you're raging, if a foe would be demoralized by your Intimidate skill and the foe is not currently shaken by your intimidation, you can instead distract that foe until the beginning of your next turn

During that time, the foe takes a -5 penalty on Perception checks that don't involve you and takes a -2 penalty to its AC against any creature other than you. These effects end early if a creature other than you attacks the foe or if you demoralize the foe and apply the shaken condition

When you spend a swift action to attempt a performance combat check, you may add your favored enemy bonus to the check if you're fighting a favored enemy

Trick: You can spend 2 stamina points to select another type of favored enemy (and subtype if humanoid or outsider is chosen). For the purposes of Ostentatious Weakness, that type counts as having been chosen with the favored enemy class feature, with a bonus equal to your highest favored enemy bonus

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

While using Outslug Style, you can move an additional 5 feet when making a 5-foot step

Choose one weapon from the close fighter weapon group. While using this style, when you take a 5-foot step, you gain a +1 dodge bonus to AC and a +1 bonus on weapon damage rolls with the chosen weapon until the beginning of your next turn

In addition to the chosen weapon, a character with the weapon training (close) or the brawler's close weapon mastery class feature can use Outslug Style with any close weapon

While using Outslug Style, you don't take a -2 penalty to your AC when using the Lunge feat. The bonuses to AC and on weapon damage rolls that you gain from Outslug Style increase to +2

While you are using Savage Slam, if you succeed at your grapple combat maneuver check to knock your opponent prone, the opponent must succeed at a Fortitude save (DC = 10 + your base attack bonus) or be staggered for 1 round. Oozes, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect

While using this style, as a full-round action you can ready two ranged attacks with the chosen weapon, each with its own triggering event

You take a -2 penalty on attack rolls made with these readied actions

A character with this feat and the weapon training (bows, crossbows, or firearms) class feature can use Overwatch Style with any bow, crossbow, or firearm, respectively, in addition to the chosen weapon

While using Overwatch Style, you can ready two ranged attacks as a standard action, rather than a full-round action

While using the Overwatch Style, as a full-round action you can ready up to four ranged attacks, each with its own triggering event. You take a -2 penalty on attack rolls made with these readied actions

While using Owl Style, you can use your base attack bonus in place of your ranks in Fly to determine your Fly skill bonus. You can charge through other creatures' spaces, but you must make a successful Acrobatics check to move through enemy spaces, as normal. If you fail an Acrobatics check to move through an enemy's space during a charge, your charge stops just before you enter that enemy's space; if you threaten that foe, you can make your charge attack against that foe

While using this style, you can use your base attack bonus in place of your ranks in Stealth to determine your Stealth skill modifier (as usual, this does not replace your ranks for other purposes, such as determining the effects of Skill Focus). While in this stance and using Stealth, you can charge at a -10 penalty beyond the penalty you take for using Stealth at full speed (which is typically -5)

Foes that fail their Perception checks and don't otherwise notice you (for instance, with an ability like blindsight) are denied their Dexterity bonuses to AC against all attacks you make against them during or at the end of that charge instead of just against the first attack

While using Owl Style, you can use your base attack bonus in place of your ranks in Acrobatics to determine your Acrobatics skill bonus. You can attempt Acrobatics checks to move on narrow or slick surfaces and to avoid attacks of opportunity while charging, incurring the same penalties and increased DCs that you usually would apply for moving at full speed

When you bull rush an enemy into another creature, both creatures take 1d6 points of bludgeoning damage, plus an additional 1d6 points of bludgeoning damage for every 5 feet your original target has moved as a result of your bull rush

For instance, if you successfully bull rush a goblin 10 feet and it then collides with another goblin, both creatures would take 3d6 points of bludgeoning damage

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

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

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

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Paralyzing Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is paralyzed for 1 round, until just before your next turn. You can attempt to use Paralyzing Strike once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement

Starting at 6th level, a ranger with the archery combat style may select Parting Shot as a combat style feat

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

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

You can choose to ready an attack as a full-round action instead of a standard action. When you do so, you gain a +2 bonus on your attack roll when your readied action triggers

When you trigger your painful stare, the damage dealt ignores 5 points of the target's damage reduction, unless that damage reduction is untyped (for example, DR 10/ -- )

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/ -- ).

Once per day, you can take 20 on a Perception check as a move action

You can take 10 on any skill check or concentration check, even if it is not normally allowed due to strenuous circumstances

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

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

When you take this feat, choose one of the following houses of combat styles; once this decision has been made it cannot be changed. While using this style, you gain a type of energy resistance based on the house you have chosen

If you have energy resistance from a racial trait or class feature, the energy resistance gained from this style stacks. Additionally, you gain a ki pool that you can use to activate abilities of your chosen House of Perfection style. Your pool contains 1 ki point at 1st level and increases by 1 point every 4 levels thereafter. If you have a ki pool from another source, you do not gain additional ki points from this feat

- Students of iron gain acid resistance 5

- Students of flame gain fire resistance 5

- Students of wind gain electricity resistance 5

You may select Perfect Style multiple times. Each time you do so, you must select a different house to belong to

Trick: You can spend up to 5 stamina points to increase the resistance granted to you by Perfect Style by 2 per stamina point spent

You treat all weapons you are proficient in as if they had the performance weapon quality

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

When you hit an opponent with a poisoned weapon and would deal sneak attack damage, you can choose to forgo some or all of the sneak attack damage to increase the poison's chance of success. For every 2d6 points of sneak attack damage you forgo, add 1 to the saving throw DC of the poison delivered with your attack

This increase to the poison save DC does not apply to creatures that are immune to precision damage

When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + half your mesmerist level + your Charisma modifier) or lose its Dexterity modifier to AC for 1 round

When you wield a reach weapon with which you are proficient, allies don't provide soft cover to opponents you attack with reach

As a move action, you can phase out one manufactured weapon or piece of ammunition you are holding. The next melee attack or thrown ranged attack you make with that weapon before the end of your turn is resolved as a touch attack and ignores cover, but does not ignore armor bonuses from force effects. You can attack through total cover this way, although you must still select the correct square for your target

You can use this feat's benefit once per day, plus an additional time per day for every 10 ranks you have in Knowledge (planes). This feat does not function on planes that are not coterminous with the Ethereal Plane

You can draw a light or one-handed piercing weapon and stab your opponent with it when you initiate a grapple. You take a -2 penalty on your combat maneuver check to initiate the grapple, but since you pull the weapon out as part of the grapple, you don't take the usual -4 penalty. If you succeed, you grapple your opponent as normal, and the weapon doesn't count as being in your hand either for the purposes of the -4 penalty or for dealing damage while maintaining a grapple. If your opponent successfully breaks the grapple, it takes an amount of damage equal to the base weapon damage of the weapon you used to initiate the grapple plus an additional 1d4 points of bleed damage. A successful DC 15 Heal check or any magical healing ends the bleed effect. If you choose to end the grapple, you can opt to not deal the bleed damage, but either way, your opponent still takes the base weapon damage. While maintaining this grapple, you gain a +2 circumstance bonus on all Intimidate checks made against your opponent

Once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round

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

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

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

As a full-round action, you can expend 1 ki point or one daily use of martial flexibility to use a limited version of the targeted strike deed, targeting either hands or legs with an unarmed attack. A target who succeeds at a Fortitude save (DC = 10 + your base attack bonus) can negate the effect. When your base attack bonus reaches +11, you can instead target head or torso, which the target can negate with a Fortitude save

When your BAB reaches +16, you can target two locations; the target must save against each effect separately

A monk can substitute his class level for his base attack bonus for this feat's effects

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

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

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

Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened

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

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

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

As long as you are wielding one or more weapons with which you are proficient, you gain a +4 bonus on Intimidate checks against unarmed creatures, which doesn't stack with Intimidating Prowess. Additionally, if you successfully use Intimidate to demoralize an unarmed creature, that creature becomes shaken for as long as you continue to be armed and they continue not to be, to a maximum of 1 minute. Creatures with natural attacks, or whose unarmed strikes deal lethal damage, are considered to be armed for the purposes of this feat

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 modifier 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

When you hit with a melee attack against an opponent you have already damaged this round, you can forgo dealing damage to instead regain 1 ki point. This feat can restore only 1 ki point every minute, to a maximum per day of 1 point for every 4 class levels you have

When you and the target of your attack are both in difficult terrain, treat the target as if he were flat-footed

In addition, if you attack a flat-footed enemy from a higher elevation (including while falling), you gain a +2 circumstance bonus on your attack roll

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other

If you are the only character threatening an opponent, you can treat solid, immovable objects that occupy a square (such as columns, tree trunks, and walls) and are adjacent to that opponent as allies threatening the opponent when determining whether you flank the foe

Before making an attack roll, you can declare a primal strike. If you do and the attack hits, it deals damage normally and your target must attempt a Fortitude saving throw (DC = 10 + half your character level + your Wisdom modifier). A target who fails this saving throw is confused for 1 round. If you are in an area of primal magic, the confused condition lasts for 1d4 rounds. You can attempt a primal strike attack once per day for every 4 character levels you have (see Special below if you have monk levels), but no more than once per round. A primal strike is a mind-affecting compulsion effect

If you have levels in the monk class, you can make a primal attack a number of times per day equal to your monk level, plus one additional time per day for every 4 levels you have in classes other than monk, though still no more than once per round

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

You gain an extra pool of manifestation points with a number of points equal to 1/2 your character level

You can use these points at any time during a psychic duel. When you are not participating in a psychic duel, You can spend 1 of these extra manifestation points as a swift action to gain a +1 bonus on saving throws against psychic spells until the start of your next turn, or 3 points as a swift action to gain a +2 bonus on saving throws against psychic spells until the start of your next turn

This pool refreshes at the start of each day

When you score a critical hit against the creature you are gaining a dodge bonus to AC against from Psychovore Style with your unarmed strike, that target also takes 1 point of Intelligence and Wisdom damage and you gain 2d8 temporary hit points. These temporary hit points last for 1 hour and don't stack with other temporary hit points you might gain with this feat

When you strike the creature you are gaining a dodge bonus to AC against from Psychovore Style with your unarmed strike, you can force that creature to attempt a Will saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A creature who fails its save is confused for 1d6 rounds. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). You can use this ability a number of times per day equal to 1 + your Wisdom bonus (minimum once per day), and no more than once per round. This is a mind-affecting effect, and a creature confused in this way never attacks you

When using this style, you can attempt a Sense Motive check (DC = 15 + CR of target) as a move action against a creature with an Intelligence score of 3 or higher. If you succeed, you gain a +1 dodge bonus to your AC against attacks from the target creature until you are no longer using this style. You can have this bonus against only one creature at a time: if you succeed at this Sense Motive check against another creature, you lose the bonus against the first creature. This bonus increases to +2 when you have 8 ranks in Sense Motive, and to +3 when you have 13 ranks in Sense Motive

When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action

You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target

Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess

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

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

Your bonus to AC from the Dodge feat increases to +2 when calculating your CMD. When a creature attempts a combat maneuver against you and fails, you gain a +2 circumstance bonus on attack rolls against that creature until the end of your next turn

When you hit a creature your size or smaller with a two-handed weapon attack modified 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

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

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

On your turn, you can perform a single dirty trick 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 dirty trick combat maneuver

On your turn, you can perform a single drag 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 drag

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

On your turn, you can perform a single reposition 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 reposition

On your turn, you can perform a single steal 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 steal

You do not provoke an attack of opportunity when sheathing a weapon, and you can combine a move action to sheathe a weapon with a regular move action. (You can both stow and draw a weapon as part of the same move action in this way.) If you have the Two-Weapon Fighting feat, you can sheathe two light or one-handed weapons in the time it would normally take to sheathe one

You can also quickly stow items in a backpack or other container that you are wearing or carrying. When you successfully use an action to pick up an item (including when you steal an item with a successful Sleight of Hand check or steal combat maneuver check), you can stow the item as part of the same action used to acquire it. You can try to hide this object by attempting a Sleight of Hand check with a -20 penalty, opposed by the Perception check results of all opponents

Once per day, you can train with someone who has a combat feat you do not possess to gain that feat. You must train with that person for 8 hours and must meet the feat's prerequisites to gain it this way. You gain this feat until you learn another one using this feat

When you ambush an enemy or enemies that are unaware of your presence, you can roll a Stealth check with a -5 penalty. The result indicates the Perception DC to hear your attacks (rather than the normal DC of -10 to hear pitched combat) until an opponent's first action, when the DC returns to -10. Other enemies present can still see the attack; Quiet Death only prevents the sounds of battle from alerting further enemies

If you are wearing armor spikes, as an immediate action when you take damage from a non-magical 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

Add +2 to the saving throw DC against your quivering palm attacks

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

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

- 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

While you are raging, fire and acid damage don't make your regeneration stop functioning on the round following the attack, and instead reduce the number of hit points regained by regeneration each round by 2 until the end of your next turn

As a full-round action, you can attempt to perform a disarm combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. If the disarm attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You cannot be disarmed by failing this disarm attempt

You can feint with a ranged weapon by throwing a thrown weapon or firing one arrow, bolt, bullet, or other piece of ammunition; this feint takes the same action as normal to feint, but depending on your weapon, you might have to reload or draw another weapon afterward. When you successfully use a ranged feint, you deny that enemy its Dexterity bonus to AC against your ranged attacks as well as your melee attacks for the same duration as normal. If your feints normally deny a foe its Dexterity bonus to AC against attacks other than your own, this applies only against others' melee attacks

As a full-round action, you can attempt to perform a trip combat maneuver with any ranged weapon at a -2 penalty. Add your Dexterity modifier to your CMB in place of your Strength modifier and apply range penalties to your combat maneuver check, doubling the penalties from range increments. If your target is more than 30 feet away, you take an additional -2 penalty. If the trip attempt is successful, the target also takes damage as if you had made a successful attack with that weapon. You can't be knocked prone by failing the trip attempt

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 at a -5 penalty

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 one-handed 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 full-attack action as you could attack if you were using a bow

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

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

You gain a +1 dodge bonus against attacks made by creatures at least two size categories smaller than yourself, and gain a +1 bonus to attack and damage rolls against such creatures. Additionally, you take only half damage from swarm attacks, and as a full-round action can make a single attack with a natural or bludgeoning weapon against an adjacent swarm. If the attack hits, you deal half damage to the target, even if the swarm is small enough to normally be immune to such attacks

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 deflect it so that you take no damage from it. your shield suffers the full effects of the spell or effect, if applicable

You gain a +2 dodge bonus to armor class against attacks of opportunity from opponents that are not adjacent to you

This feat counts as Dodge for the purposes of qualifying for the Mobility and Spring Attack feats

You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered flat-footed until you take an action

When you hit a diseased creature with a weapon attack, you deal an additional 1d6 points of damage. This is precision damage. Additionally, you gain a +2 bonus on combat maneuver checks against diseased creatures

When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a swift action

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

After missing with a ranged weapon attack using a firearm, you can spend 2 grit points as an immediate action to recall the shot. If you do so, the ammunition from the missed shot is magically loaded back into the firearm and is ready to fire again immediately

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

Once per turn, when an opponent only you threaten fails an attack against you, you can redirect the attack to target another foe. The new target must be adjacent to you and within reach of the opponent that missed you. Attempt a combat maneuver check; if the result exceeds both the Combat Maneuver Defense of the opponent who missed you and the Armor Class of the new target, the attack strikes and deals its normal damage

As long as you have at least 1 grit point, after an ally has made a ranged attack roll but before the results of the roll have been revealed, you can fire a loaded firearm at the volley as it moves toward its target, redirecting its path. Make an attack roll using your highest attack bonus, and use your result in place of your ally's original attack roll. On a successful hit, your ally's attack deals damage as normal. You may perform this action a number of times per round up to your Wisdom bonus (minimum 1)

Trick: By spending 4 stamina points, you can use this feat an additional time per round

Whenever an effect would grant you an enhancement or morale bonus to your Strength score (such as via bull's strength or a skald's inspired rage performance), you can instead apply that bonus to your Dexterity score. You make this choice when you first gain the bonus. The bonus type does not change

1 Details for this were not available in the source material

When you successfully trip an opponent within 30 feet with a ranged attack, you threaten that opponent until your next turn. You can make attacks of opportunity against that opponent with ranged weapons

This effect ends if you attack another target or the opponent moves from its current square

Whenever you sunder a held object, its bearer must succeed at a Reflex saving throw or the bearer catches on fire (taking 1d6 points of fire damage immediately, and an additional 1d6 points of fire damage each subsequent round the creature fails a Reflex saving throw). When your total Hit Dice reach 5, this damage increases by 1d6, and it increases by 1d6 every 5 levels thereafter, to a maximum of 5d6 at 20th level. The saving throw's DC is equal to 10 + 1/2 your HD + your Charisma modifier

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

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

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

When a creature hits you with a melee attack and attempts to use the grab ability, it provokes an attack of opportunity from you unless it has the Improved Grapple feat. If you hit the opponent with your attack, treat the damage you deal as 5 higher when calculating the penalty on the attacker's combat maneuver check to grapple you

Your vigor pool gains 1 vigor point. Whenever you spend vigor points, you can recover from 1d3 points of ability score damage from one physical ability score (Strength, Dexterity, or Constitution) instead of regaining 1d6 hit points. You can choose separately for each vigor point spent. For example, if you spend 2 vigor points, you could regain 2d6 hit points; recover 2d3 points of ability damage from up to two physical ability scores total; or regain 1d6 hit points and recover from 1d3 points of ability damage from one physical ability score

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

You can take this feat multiple times. Each time you take it, you apply it to a different qualifying revelation

When you succeed at a drag combat maneuver check, at the end of your movement, you can fall prone to launch your target over your head. If you do, you move the target of your drag combat maneuver into the space adjacent to you that is opposite its position at the end of your movement, and the target falls prone in that square or squares. You can't use this ability to move a creature into a square that is occupied by a solid object or obstacle. If there would not be enough room for the creature in its new position, the ability fails and the creature is not moved

You may ready a charge, though you may only move up to your speed on the charge

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

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

Trick: By spending 4 stamina points, you can attempt a drag combat maneuver check against any opponent that you successfully trip using Riptide Attack as a free action instead of a swift action

You gain a +2 bonus on Swim and Stealth checks while swimming in calm or rough water (but not while swimming in stormy water). In addition, if you're able to act in a surprise round and you start the surprise round in water, you can take both a move and a standard action. You still cannot take a full-round action during the surprise round

If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a -2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round

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

When you are in a square that has naturally occurring difficult terrain (bushes, rubble, undergrowth, and so forth), you gain a +2 circumstance bonus on combat maneuver checks and to your CMD

As long as two of your hands are free, you can cast a spell with a range of touch and deliver the spell to a single target as part of a charge action. When you do so, you gain a +2 bonus on caster level checks to overcome the target's spell resistance, and the critical threat range of that touch attack is 19-20. This increased threat range does not stack with similar abilities such as Improved Critical

As a full-round action, you can fly up to twice your Fly speed in a straight line, creating a shockwave of rushing winds around you as you move. Each flying creature you pass adjacent to as part of this movement must succeed at a DC 25 Fly check or be blown back 1d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Creatures that fail this check by 5 or more also lose 1d4×10 feet of altitude, and creatures that fail this check by 10 or more plummet to the ground

As a standard action, you can sabotage an item worn by a foe with a special sunder combat maneuver. You use this maneuver in melee to sabotage an item that is neither held nor hidden in a bag, pack, or other container

You must have at least one hand free to perform this combat maneuver, and doing so provokes an attack of opportunity from the creature against whom you are performing the maneuver, even though you have the Improved Sunder feat

When attempting the combat maneuver check, use your ranks in Disable Device in place of your base attack bonus and your Dexterity modifier in place of your Strength modifier

Any bonuses on combat maneuver checks specifically to sunder (such as the bonus granted by Improved Sunder) also apply to this maneuver, and any bonuses your target gains to CMD against sundering attempts also protect her from this maneuver. If you succeed at the check, instead of dealing damage, you sabotage the chosen item, causing it to gain the broken condition. If the item was already broken, you instead destroy the item or cause it to fall off

Items immune to sunder are also immune to this special combat maneuver, and this still can't destroy or remove an item such as an artifact that can normally be destroyed or removed only by specific means

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

You can take 1 minute to tightly embed sand into the joints and crevices of a pair of cestuses you wear

While they have sand embedded in them, the cestuses gain +1 hardness and +5 hit points. While wearing cestuses embedded with sand, you can perform a dirty trick combat maneuver to blind a foe in place of one of your melee attacks without provoking an attack of opportunity. Doing so causes the cestuses to no longer have sand embedded in them. You can embed a single cestus with sand as a full-round action, but you take a -4 penalty on the dirty trick combat maneuver check using a single cestus

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled

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

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

When you use Savage Slam, you can move yourself and your target up to half your speed before releasing the grapple. You provoke attacks of opportunity from this movement, but your target does not. If your target takes damage from Savage Slam, the target is shaken for 1 round

You become flat-footed until the start of your next turn if you move before using Savage Slam in this way

When you begin your turn grappling an opponent, instead of attempting a combat maneuver check to maintain the grapple, you can try to viciously slam your opponent down. As a standard action, you can attempt a grapple combat maneuver check against the opponent. If you succeed, you release your grapple and the opponent falls prone in an unoccupied square of your choice adjacent to you. If you attempt to throw your foe into a hazardous location, such as a wall of fire or a pit, the target receives a +4 bonus to its CMD against your attempt. As long as the opponent lands on solid ground or a solid object, it takes damage equal to your unarmed strike's damage

When attempting a performance combat check while raging, you may, as a free action, expend a number of your daily rounds of rage up to half your barbarian level to create a display of savagery. You gain a bonus on the performance combat check equal to half the number of rounds expended, rounded down. If you expend all your remaining rounds of rage in this manner, thus ending your rage, you gain an additional +2 bonus on the check

Trick: You can spend stamina points instead of rounds of rage when using Savage Surge

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

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

You can take this feat multiple times. Each time you take it, you apply it to a different qualifying arcane school power

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)

When you deal damage with an unarmed attack to an opponent you have already damaged this round, you can impose a -1 penalty on that target's attacks against creatures other than you. The penalties stack and remain until the target misses an attack or the start of your next turn, whichever comes first

You can use your swarming racial trait to enter the square of any willing ally that is the same size as you or up to one size category larger, granting you the benefits of the swarming racial trait as if your ally were also a ratfolk with the swarming racial trait. Your ally gains no benefits from sharing its space with you unless it also has the swarming racial trait. Additionally, you treat any ally who shares its space with you as having the same teamwork feats that you do for the purpose of determining whether you gain a bonus from teamwork feats. Your ally doesn't gain any of the bonuses from these feats unless she actually has the teamwork feats. You and your ally's positioning and actions must still meet the prerequisites listed in a teamwork feat's description in order to gain the teamwork feat's listed bonus, but your ally is considered to be adjacent to you while you share her space for the purpose of determining whether you or your ally gains a benefit

When you make an attack using a light source such as a sunrod or torch as an improvised weapon, the target must succeed at a Fortitude save or be dazzled for 1 round. On a critical hit, the target is instead blinded for 1 round. The DC of the effect is 10 + half your character level + your Dexterity modifier. Blind targets are immune to this effect

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

When you spend a swift action to attempt a performance combat check, you gain a +2 bonus on your performance combat check, and if you are shaken, sickened, or fatigued, these conditions are suppressed until the end of your next turn

Select a creature type from the Ranger Favored Enemies table. When you designate a creature of this type as your studied target and hit it with a melee or ranged weapon attack, your favored target bonus on damage rolls against it is doubled

When your foe is using Power Attack and you successfully use the opportune parry and riposte deed to parry its attack and then respond with a riposte, you add your foe's current bonus on damage rolls from Power Attack to your own damage roll, but you do not take the penalty to hit from your foe's Power Attack

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

You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment)

The first time each round that you hit a creature suffering from a fear effect, you can deal hidden strike or sneak attack damage as if you were flanking that creature (improved uncanny dodge and other effects that prevent flanking also prevent a hidden strike or sneak attack from this feat)

While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist 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 Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being staggered

You gain one additional Elemental Fist 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 Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round

You gain one additional Elemental Fist 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

While you are using Shapeshifter Style, if you use your change shape or wild shape ability as a standard action, you can also make a single melee attack with one of your natural weapons at your highest base attack bonus against one foe within your reach

A character with the wild shape class feature counts as having the change shape ability and shapechanger subtype for the purpose of meeting this feat's prerequisites

You reshape your body, gaining one of the following benefits. You choose the benefit when you enter the style, and while in the style you can change the benefit as a swift action

While you are using Shapeshifter Style, you gain a +2 bonus to your CMD versus bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers. If you begin your turn with the grappled condition, you can attempt a combat maneuver check or an Escape Artist check as a move action to attempt to break the grapple

Allies sharing your favored enemy bonuses from hunter's bond gain an additional benefit against a creature you've denoted as your quarry. Affected allies gain a +1 insight bonus on attack rolls against your quarry; this bonus increases to +4 on attack rolls to confirm critical hits against your quarry

If your hunter's bond is with an animal companion, your companion gains the full benefits of your quarry class feature. when you denote a quarry

While in Shark Style, when you're underwater with neutral, rising, or swiftly rising buoyancy, you can perform a terrifying leap to attack opponents directly above you. This works similarly to the charge action, except you can move only straight up, and you make a single piercing unarmed strike or bite attack. If the attack hits, it deals double damage; if the attack roll's result is also higher than 11 + the target's Swim modifier, the attack knocks the target off-balance until its next turn. Like with a charge, you can perform a partial version when limited to a single standard action (such as in the surprise round); in addition to moving half as far as normal for a partial charge, the attack doubles only the damage dice (as per Vital Strike) rather than the full damage roll

You can deal piercing or bludgeoning damage with your unarmed strikes. Your piercing unarmed strikes and bite attacks deal an additional 1d6 points of bleed damage

While in Shark Style, you gain scent while in water, but only against bleeding creatures. You also gain a +1 bonus on attack and damage rolls against bleeding creatures

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

When using this style, if you begin your turn wearing a gauntlet or spiked gauntlet on your off hand, and you are not using that hand to hold or make attacks with any other weapons or shield, you gain a +1 shield bonus to AC. You lose this shield bonus whenever you attack with your gauntlet or hold a weapon or shield in that hand. While receiving this shield bonus to AC, your gauntlet or spiked gauntlet is treated as a buckler for the purpose of using other feats and abilities (though you are also considered to have a free hand). This feat acts as the Improved Unarmed Strike feat for the purpose of satisfying the prerequisites of the Deflect Arrows and Snatch Arrows feats

You do not suffer any Two-Weapon Fighting penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus

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

When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills

Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it

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 Combat). 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

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

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

While using Shield Gauntlet Style, you can calculate the damage of your gauntlet or spiked gauntlet using the sacred weapon damage value of a warpriest with a level 4 less than your base attack bonus. The style also allows you to take one attack of opportunity each round that does not count toward your maximum number of attacks of opportunity. This must be used to make an attack with your gauntlet (or spiked gauntlet), or a disarm or steal combat maneuver. You do not provoke an attack of opportunity for performing either combat maneuver, and you are able to attempt a steal combat maneuver with this attack of opportunity despite the maneuver normally requiring a standard action

While using Shield Gauntlet Style, you no longer lose your shield bonus to AC when you attack with your gauntlet (or spiked gauntlet) or use it to hold a weapon. In addition, you add your gauntlet's enhancement bonus to the shield bonus to AC granted by this feat as if it were a shield enhancement bonus

While in Shielded Staff Style, if you hit a target with a shielded staff, you can attempt either a bull rush, disarm, sunder, or trip combat maneuver check as an immediate action. You lose your shield bonus until the start of your next turn if you attempt this combat maneuver

While using Shielded Staff Style, you add the attached buckler's or shield's enhancement bonus (if any) to the shield bonus you gain from this style

In addition, you do not take the -1 penalty to attacks made with a shielded staff. If both your shield and weapon have an enhancement bonus, use the higher of the two bonuses to determine your shielded staff's enhancement bonus to attack and damage rolls

When you enter this style, you attach your buckler or light shield to your quarterstaff, polearm, or spear, combining them into a weapon known as a shielded staff. While in this style, you can wield the shielded staff normally, but attacks you make with it take a -1 penalty. As long as you wield the shielded staff with two hands, you gain a +2 shield bonus to your AC (regardless of the shield or buckler's enhancement bonus). You can't make shield bash attacks with the attached buckler or shield, and detaching the buckler or shield from the weapon is a move action that provokes attacks of opportunity

The weapon and attached shield count as separate objects for the purposes of abilities or effects that target objects, except for disarm attempts, which treat the shielded staff as a single object. Anyone not in this style who attempts to wield the shielded staff treats it as an improvised weapon that deals bludgeoning damage

While using Shikigami Style, you can treat any magical item you're using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item's caster level divided by 4 (minimum +1), to a maximum bonus of +5

A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item's caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick

While in Shikigami Style, you can take a -2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality

While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size

If you act in the surprise round of a combat, as a free action you can attempt a single Intimidate check to demoralize a creature within 30 feet that can clearly see or hear you

As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement

When you attempt a Strength check to break an object that can shatter (nothing made of paper, cloth, leather, or other soft, pliable material), you gain a bonus on the Strength check equal to your base attack bonus. If you surpass the object's break DC, you can send shards of its material f lying out in all directions, dealing an amount of piercing, slashing, and bludgeoning damage equal to 1d4 plus 1 point per point of the object's hardness to all creatures within 10 feet of the object, including yourself

A successful Reflex save (DC = 10 + 1/2 your Hit Dice + your Strength modifier) halves the damage

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

Trick: When an opponent attempts a feint against you, you can spend up to 5 stamina points to increase the DC of the skill check made to feint by 1 per point of stamina spent

As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus

Light armor grants no armor bonus when donned using this feat

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

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

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

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

You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 square per range increment

Each creature you hit using a called shot, the targeted strike swashbuckler deed, or the targeting gunslinger deed must succeed at a Will save or be shaken for 1d3 rounds (DC = 10 + half your character level + your Charisma modifier)

You must be using this style and attacking with a weapon for which you have Weapon Focus to gain this benefit. This is a fear effect that doesn't stack with itself or with other fear effects. If a creature is already shaken and you make it shaken using this feat, the duration of the shaken condition is merely extended

If this attack deals damage, you can also have the injury leave a distinctive mark, such as a letter, shape, or other simple symbol. This mark heals naturally and disappears once the target has healed the damage dealt by your attack

As a free action after the attack, you can spend 1 grit point or 1 panache point to make the mark heal as a permanent scar unless the target succeeds at a Fortitude save (DC = 10 + half your character level + your Charisma modifier). You gain a +2 bonus on Perception checks to see through the disguises of creatures that bear your mark

Creatures that gain the shaken condition as a result of Signature Strike Style also take a -2 penalty to AC for the duration of the shaken condition that feat causes. While the shaken condition persists, you do not provoke attacks of opportunity when performing combat maneuvers against that target

When you use Signature Strike Style to give a creature the shaken condition, increase the duration to 1d4+1 rounds. When you confirm a critical hit against a creature marked by your Signature Strike Style, one ally within 60 feet who can see you can attempt a new saving throw against one ongoing effect with the emotion, fear, or mind-affecting descriptor caused by the marked creature

If the ally succeeds at this saving throw and the effect's remaining duration is 24 hours or less, the effect ends; if the remaining duration is more than 24 hours, the effect is suppressed for 1 minute

When you kill a creature during a surprise round, you can attempt a Stealth check, opposed by the Perception checks of potential observers, to prevent them from noticing your action and subsequently identifying you as the assailant

All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat

Whenever you confirm a critical hit against an opponent, you can choose a single curse effect currently affecting you to also affect the target. The target can negate this magical effect with a successful Will save (DC = 10 + your base attack bonus). If you are currently affected by multiple curses, you choose which one affects the target

This transferred curse affects the target exactly as it affects you, except that it lasts 1d4 minutes or the remaining duration of the curse affecting you, whichever is less. If the target succeeds at its Will save, or if you are not suffering from any curse effects, the target instead rolls twice on its next ability check, attack roll, saving throw, or skill check and takes the less favorable result. This is a curse effect

While you're using Sisterhood Style and wielding a longsword and either a light or heavy shield, the bonus on saving throws from Sisterhood Style increases to +2 and you grant half that bonus to all allies within 20 feet. In addition, you can choose up to two teamwork feats you have when entering the Sisterhood Style stance. As a swift action, you can grant one of those feats to two allies within 20 feet until the beginning of your next turn, or you can grant both feats to one ally within 20 feet until the beginning of your next turn

While using Sisterhood Style, you and adjacent allies gain an additional +1 bonus to the shield bonus granted by Shield Wall, and each of you adds your shield bonus to AC (not counting enhancement bonuses) to your CMD against bull rush combat maneuvers. In addition, you and adjacent allies do not provide soft cover against allies' attacks

While using this style and wielding a longsword and a light or heavy shield, you gain a +1 bonus on Reflex and Will saving throws. In addition, when you enter the Sisterhood Style stance, you can choose a teamwork feat you have. As a swift action, you can grant that feat to an ally within 10 feet until the beginning of your next turn

While using Skyseeker Style, whenever you hit an opponent larger than you with a melee attack, your weapon deals damage as if that weapon were one size category larger. You also gain a +4 bonus on sunder combat maneuver checks against targets larger than you

Once per round, when an opponent attacks you with a reach weapon, you can take a 5-foot step towards your opponent as an immediate action. If the movement takes you to a square that the opponent's reach weapon does not threaten, you receive a +4 bonus to AC against that attack. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total available movement

While using Skyseeker Style, you gain a cumulative +1 bonus on melee damage rolls for every size category your opponent is larger than you

Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size

You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied

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 one-handed weapon

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

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

When charging, instead of moving to the closest space from which you can attack your target, you can move to the space adjacent to your target and on the other side of it, as long as you move through the closest space from which you can attack the target and through the target's space to get there. When you move through the target's space, you must attempt an Acrobatics check with a DC equal to 10 + your opponent's CMD. Success allows you to move through the target's space without provoking an attack of opportunity from that target, and when you arrive in the destination space and make your attack, the target is considered flanked for that attack (or the first attack if you have more than one attack on a charge). On a failed check, you instead provoke an attack of opportunity and complete the charge as normal. Whether or not you succeed at the Acrobatics check, you take a -4 penalty to your AC until the start of your turn, instead of the normal -2 penalty

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

Any feats you have that apply when you use a flail also apply when you use a loaded sling as a melee weapon

You can use a sling to hurl alchemical splash weapons as ammunition with Slipslinger Grenadier during an attack action or a full-attack action, loading your sling with such weapons as a free action

While using Slipslinger Style, as a standard action you can use a sling to hurl an alchemical splash weapon, treating it as a sling bullet for the purpose of drawing and loading it into your sling. Your sling deals its normal weapon damage, plus the loaded splash weapon‘s effect or damage

This extra damage is not multiplied on a critical hit

You gain a +1 bonus on damage rolls made with all types of slings, and don't provoke attacks of opportunity when reloading a sling. In addition, you treat all ranged and thrown weapons that have “sling” in their name as if they were slings for all feats and class abilities that require such weapons, as well as the warslinger racial trait

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

You are able to control, guide, and communicate with slurks, as if they understood Draconic. You can also spend a standard action to manipulate the nodules on the slurk's back to activate its slime ability. Both you and the slurk can activate this ability during the same round

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

The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects

While using Smashing Style, if you successfully damage an object with the sunder combat maneuver, you reduce its hardness by 1. An object can't have its hardness reduced to less than 50\% of its normal hardness, and its hardness is restored when the damage dealt by the sunder attack is repaired

While using Smashing Style, each time you damage a suit of armor with a sunder combat maneuver, you reduce its armor bonus to its Armor Class by 1 and increase its armor check penalty by 1. Armor cannot have its armor bonus to AC reduced to less than 50\% of its normal bonus or its armor check penalty more than doubled. These reductions and increases both end when the damage dealt by the sunder is repaired

Whenever you successfully bull rush an enemy and its movement is stopped by a solid object or barrier, you can deal your unarmed strike damage to both the foe and the object or barrier, as long as the enemy is within your threatened area. If you performed your bull rush as part of a charge, you gain a +2 bonus on your damage roll. If the damage is enough to destroy the object or barrier, you can continue to push your target the remaining distance allowed by your bull rush combat maneuver

Choose one weapon from the axes, hammers, or flails fighter weapon group. While using this style, when you succeed at a sunder combat maneuver check against a suit of armor worn by an opponent, you can immediately attempt a bull rush or trip combat maneuver against that target with the same combat maneuver bonus. This maneuver does not provoke attacks of opportunity

A character with the weapon training (axes, hammers, or flails) class feature can use Smashing Style with any axe, flail, or hammer, respectively, in addition to the chosen weapon

Three times per day after being targeted by the smite attack of an enemy, you can immediately make an attack of opportunity against the target. You gain a bonus on this attack roll equal to your Charisma bonus. If this attack of opportunity hits, you gain a bonus on the damage roll equal to your character level. This attack of opportunity ignores all damage reduction the creature possesses

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

You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round

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

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

You can use your bite as a natural weapon

This is a primary attack that deals 1d6 points of damage

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

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

While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC

When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting 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

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

In social situations, your bravado protects you and makes you harder to read. Add your bravery bonus to the DCs of checks to demoralize you, feint against you, change your attitude, or convince you to perform a request (this also applies against Cutting Humiliation and Intoxicating Flattery). Additionally, add a morale bonus equal to your bravery bonus on Bluff and Intimidate checks

As a free action when you have no conscious allies within 30 feet of you, you can call upon your solitary prowess to enter a focused state. While in this state, your melee attacks deal an additional 1d6 points of damage. This damage is not multiplied on a critical hit. You can remain in this state for a number of rounds per day equal to your Hit Dice. These rounds do not need to be consecutive

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

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

As a standard action, you can make a weapon attack against a haunt. If successful, your attack deals damage equal to your weapon dice plus any enhancement bonus (but not other bonuses, such as those granted by Strength, Weapon Specialization, or class features like sneak attack). You can use any Vital Strike feat in order to enhance this attack

Whenever you use the attack action against a creature that is possessed, both the creature and any creature possessing it are damaged by your attack (the amount of damage includes your weapon's damage dice, your Strength modifier, weapon special abilities, and so on). The possessing creature can attempt a Will save (DC = 10 + 1/2 your base attack bonus + your Charisma modifier) to halve the damage. Damage Reduction applies normally against this attack, but incorporeal creatures take full damage from this attack as if they were corporeal

While using Spear Dancing Style and making a full attack using the chosen weapon as a double weapon, you can grant the reach special weapon feature to one or both of the weapon's ends until the end of your turn as a swift action

While using Spear Dancing Style, you gain the benefit of Weapon Finesse with the chosen weapon if it is appropriately sized for a creature of your size category. In addition, you can use any feat or ability that functions with a quarterstaff with your chosen weapon

When you must attempt a performance combat check because you used the withdraw action, you can attempt an Acrobatics check against your opponent's CMD before the performance combat check. Success allows you to withdraw without taking the standard -5 penalty on your check. In addition, for every 5 points by which your Acrobatics check result exceeds your opponent's CMD, you gain a +1 bonus on all Perform checks you make for the remainder of the round

Trick: When you use Spectacular Exit to withdraw without taking the -5 penalty on performance combat checks and you spend 5 stamina points, you don't need to succeed at an Acrobatics check in order to avoid the penalty

While your gun is imbued with power from the Arcane Strike feat, you can fire force bullets instead of regular ammunition. A force bullet deals 1d4 points of force damage for every five caster levels you have. Force bullets do not use black powder or ammunition and count as magic for the purpose of bypassing damage reduction

Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you

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, using your highest attack bonus

Trick: You can spend 4 stamina points after succeeding at a bull rush or overrun combat maneuver check to use Spiked Destroyer against that target as a free action

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

Per the Ki Throw feat, a monk can use ki to affect creatures larger than himself with this feat

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance)

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

While using Spring-Heeled Style, whenever you use Shot on the Run or Spring Attack, you can attack two different creatures at any point in your movement. Each attack is made at your full attack bonus. Any creature that you attack in melee with this feat cannot make attacks of opportunity against you for that movement, as normal for Spring Attack

While using Spring-Heeled Style, you can move up to twice your speed when using the Shot on the Run or Spring Attack feats

If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus feats from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon

A character with the armor training class feature can use Spring-Heeled Style while wearing any type of armor with which she is proficient

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

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

When you attack a foe using Vital Strike, you can choose to take a -2 penalty on your attack roll to also make the attack a staggering strike. You must make this choice before making the attack roll. If your attack roll is successful, your target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your character level + your Strength modifier) or be staggered until the start of your next turn. Once a creature that failed its save recovers from the effects of your staggering blow, it is immune to the effects of this feat for 24 hours. Constructs, oozes, plants, undead, incorporeal creatures, and creatures that are immune to critical hits are immune to this effect

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

When you damage a foe with your unarmed attack, you can also cause it to be staggered for 1 round (until just before your next turn). The target can avoid this with a successful Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier). You must declare that you are using this feat before you make your attack roll; thus, a failed attack roll ruins the attempt. You can attempt to use this feat once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability

Flanking creatures do not gain a +2 bonus to attack you (this does not prevent you from being sneak attacked or denied yourDexterity bonus). A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat

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

When wielding a starknife, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The starknife must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied

In addition, if you have the panache class feature, as long as you have at least 1 panache point, you gain a +5 bonus to your movement speed on your move action after taking an attack action with a starknife or on your Spring Attack or charge with a starknife

During a surprise round, after taking an attack action to attack a creature unaware of your presence, you can take a move action to move. If you are already capable of taking both a standard and a move action in the surprise round, this feat does not grant you any additional actions

As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target's space instead of your space

You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack)

When you hit an opponent while using the Startoss Comet feat, you can continue to make attacks against foes that are within one range increment of all previous opponents. You determine cover for each attack from the most recently hit foe's space instead of your space, and you cannot attack an individual foe more than once during this attack action

You can make a maximum number of attacks equal to 1 + 1 per 5 points of base attack bonus you possess. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not any subsequent attacks)

Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage)

You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler)

In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand

If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll

If you use Stand Still to prevent an opponent from moving, you may make a disarm or trip combat maneuver against your target as an immediate action

Trick: You can spend up to 4 stamina points to gain a +1 bonus per stamina point spent on any combat maneuver check that you attempt as part of Steady Engagement

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

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

While you are fighting defensively, as a free action you can select an opponent you have attacked on that turn and prepare yourself to counter one of its attacks. Once per round, when that opponent attempts a melee attack against you and the attack misses, the attacker provokes an attack of opportunity from you, provided that it is within your threatened area. You must use a club, quarterstaff, dan bong, sap, or tonfa to perform the attack of opportunity

When making a full attack using only clubs, a quarterstaff, dan bongs, saps, or tonfas, you can perform a combat maneuver as an extra attack using your full base attack bonus

When fighting with a club, quarterstaff, dan bong, sap, or tonfa with which you are proficient, you gain a +1 enhancement bonus on attack rolls as though it were a masterwork weapon. If the weapon actually is a masterwork weapon, it instead counts as having the blocking, disarm, distracting, performance, and trip special weapon qualities, even if the weapon normally doesn't have them

When you perform the pistol-whip deed while using this style, you gain a +1 bonus on the attack roll and on the combat maneuver check to knock the target prone; this increases to +2 when you use a two-handed firearm. If you successfully knock the target prone, you do not provoke attacks of opportunity from the target until the end of your next turn when you make ranged attacks with your firearm. You can treat one-handed firearms as light weapons for the purpose of abilities such as Weapon Finesse when performing the pistol-whip deed

When you are using Stock-Striker Style and successfully knock a target prone with the pistol-whip deed, as a swift action you can either push the target 5 feet away from you or perform the pistol-whip deed a second time against a foe that is adjacent to the first and within your reach. This second use of pistol-whip costs 0 grit points

After you knock a target prone with the pistol-whip deed while using Stock-Striker Style, you can fire one barrel of a loaded firearm you're wielding at the target as a move action; if your firearm has the scatter weapon quality, you can instead make a scattering shot so long as you include the target in the area of effect. For this attack, you take no attack penalty for making a ranged attack against a prone target, and the critical multiplier of your weapon increases by 1 (to a maximum of ×5)

Before making a melee attack with an unarmed strike, you can expend one use of Stunning Fist to declare a stone-handed strike. Resolve the attack normally, except your attack ignores an amount of the target's hardness equal to your monk level or one-quarter your base attack bonus (minimum 1), whichever is higher. This effect replaces other effects or conditions that would be caused by your Stunning Fist

As a standard action, you can call forth a low wall of unworked stone along any side of a square within 30 feet

This wall is 5 feet long, 3 feet high, 2 inches thick, and acts as a low obstacle, except that it provides only partial cover. A single 5-foot section of stone created by this feat has hardness 8 and 30 hp. You can only have one such wall in existence at a time for every 5 ranks in Knowledge (planes) you have (minimum 1); walls last for a number of rounds equal to your ranks in Knowledge (planes) before crumbling to dust. If you have 10 or more ranks in Knowledge (planes), you can create multiple walls as a single standard action by expending an equivalent number of uses of this ability

You can use this feat's benefit a number of times per day equal to your ranks in Knowledge (planes)

As a standard action, you can make a single attack with your chosen weapon while setting up a vortex of cuts that lasts until the beginning of your next turn. Any creature that begins its turn threatened by this weapon takes damage equal to your Strength or Dexterity bonus, whichever is greater

When your base attack bonus reaches +11, you also add your base weapon damage. When your base attack bonus reaches +16, you gain the distraction universal monster rule for this damage, but a creature that fails its save is only sickened. You can use this feat's benefits only once per minute

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

While using Street Style, the critical multiplier of your unarmed strikes becomes ×3, instead of ×2

While using this style, once per round as a swift action when you hit a target with an unarmed strike, you can deal an extra 1d6 points of damage and attempt a bull rush combat maneuver against that target

You can enter the style stance for street style only while in urban terrain, and the stance ends immediately if you cease to be in urban terrain

While using Street Style, the first time each round that you deal damage with an unarmed strike to a foe that you bull rushed with Street Style since the beginning of your last turn, that foe must succeed at a Fortitude save (DC = 10 + your base attack bonus) or be knocked prone and staggered for 1 round

When reduced to half of your maximum hit points or fewer, you gain a +1 morale bonus on attack and damage rolls. This bonus increases to +2 at 8th level and to +3 at 15th level

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

When using the duelist's or swashbuckler's precise strike, you can make a single strike as a standard action against an opponent that would be otherwise immune to your precise strike damage. If you hit, you deal your precise strike damage as normal against this enemy. When using the swashbuckler's precise strike deed, you can spend 1 panache point as a swift action to deal your regular precise strike damage on a single attack against an opponent that would typically be immune. If you have both class features, you can use either option in order to apply the full damage from both versions of precise strike

Additionally, against opponents with a chance of immunity to your precise strike (such as an opponent wearing armor with the fortification special ability), this feat reduces their chance of negating your precise strikes by 10\%

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

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

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

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

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

Before starting combat, you can attempt to break through a door, window, or wall to enter a room

If you succeed, the violence of your arrival is so great that all characters within 20 feet of your entry point must succeed at a Fortitude saving throw (DC = 10 + your base attack bonus) or be stunned instead of acting in the surprise round (if there is one) plus 1 round thereafter. Characters who succeed at this save are instead shaken for 1d4 rounds

Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent

When using this feat, in addition to dealing damage normally, you force a foe damaged by your unarmed attack to attempt a Fortitude save (DC = 10 + half your character level + your Wisdom modifier). If it fails, it loses its skill ranks and activated feats, such as Power Attack or Stunning Fist, for 1d4 rounds. You must declare you are using this feat before you make your attack roll; if you miss, the target is unaffected and your attempt is wasted. You can try to use Stupefying Strike once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures immune to critical hits can't be affected by this ability

While on a plane with subjective directional gravity, you halve all damage you take from impacts (such as falling damage). While on such a plane, if your “fall” would cause you to collide with a creature or object, you can slam into it with devastating force as a standard action. You must succeed at a touch attack to slam a creature or object, with a cumulative -1 penalty for every 50 feet of your current falling speed; at the GM's discretion, you can automatically hit vast objects such as walls. A creature or object hit by this slam takes 1d6 points of bludgeoning damage for every 50 feet of current falling speed, to a maximum of 6d6, and begins falling at your current speed according to your current subjective directional gravity

Whenever you confirm a critical hit against an undead creature, your attack bypasses all DR, deals full damage to incorporeal creatures, and acts as though it has the flaming burst weapon special ability

Trick: Whenever you threaten a critical hit against an undead creature, you can spend up to 4 stamina points to gain a +1 bonus per stamina point spent to confirm the critical hit

You can attempt to sunder an ongoing divine spell effect or divine spell-like ability by succeeding at a combat maneuver check

For any effect other than one on a creature, you must succeed at a combat maneuver check against a CMD of 15 + the effect's caster level. To sunder an effect on a creature, you must succeed at a normal sunder combat maneuver check against the creature's CMD + 5, ignoring any miss chance caused by a spell or spell-like ability. On a success, you suppress the effect for 1 round. If you exceed the CMD by 5 or more, you suppress the effect for 2 rounds. If you exceed the CMD by 10 or more, the effect is dispelled instead. If you fail to sunder a spell, you cannot attempt to sunder that effect again for 1 minute

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

At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter

Whenever you succeed at a combat maneuver check to disarm an opponent, you can attempt a second disarm at a -5 penalty against an opponent adjacent to the original target. You need not be threatening the second target. You can attempt only one additional disarm combat maneuver check per round with this feat

When you make a dueling dodge while wearing a cloak, you gain evasion (as the rogue ability). If a critical hit or sneak attack is scored on you, there is a 25\% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This feat only applies until the attack that triggered the immediate action is resolved. This feat does not stack with the fortification armor special ability or similar effects

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

While using this style, you treat the armor check penalty of your armor as if it were 1 less, and the maximum Dexterity bonus to AC as if it were 1 higher

A character with the armor training class feature can use Swift Iron Style while wearing any type of armor with which she is proficient. These benefits stack with armor training

Once per day when using Swift Iron Style, when you're hit by a weapon, unarmed attack, or natural weapon, you can treat all dice other than the weapon's base damage dice (including extra dice from sneak attack, critical hit, magic special weapon abilities, and Vital Strike) as having rolled 1s. You can use this ability a second time per day when your base attack bonus reaches +8, and a third time at +16

When you're charging, running, or taking no action in your turn other than movement, your armor does not reduce your movement

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

While using Swordplay Style, when you make one or more melee attacks, you can forgo a single melee attack to prepare an action to disrupt an opponent's attack

This functions as a swashbuckler's opportune parry and riposte deed, except that if your result is greater than your opponent's, you gain a +4 shield bonus to your Armor Class against attacks made by your opponent until the start of your next turn instead of preventing the hit, and you cannot attempt to riposte. If you have the opportune parry and riposte deed, you gain this Armor Class bonus anytime you successfully parry an opponent's attack

Choose one weapon from the heavy blades or light blades fighter weapon group. While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class. In addition, you do not take the penalty on melee attacks from Combat Expertise on the first attack roll you make each turn. You still take the penalty on additional attacks, including attacks of opportunity

A character with the swashbuckler weapon training or weapon training (heavy blades or light blades) class feature can use Swordplay Style with any light or one-handed piercing melee weapon, heavy blade, or light blade, respectively, in addition to the chosen weapon

While using Swordplay Style, as an immediate action, you can attempt a feint against an opponent that makes a melee attack against you and misses

When you successfully damage an enemy with the first attack of a full attack, you can attempt a Sleight of Hand check against that enemy's CMD as an immediate action. If you succeed, you can treat that enemy as flat-footed for the next attack you make as part of the full attack action

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

When making a reposition combat maneuver, 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

You can make a tail slap attack with your tail

This is a secondary natural attack that deals 1d6 points of bludgeoning damage. You also gain a +2 racial bonus on Acrobatics checks to balance and to your CMD against maneuvers that attempt to move you from your square

Your vigor pool gains 1 vigor point. Whenever an opponent that you threaten provokes an attack of opportunity from you, as a swift action you can spend 1 or more vigor points to regain hit points as described by the Combat Vigor feat, instead of making an attack of opportunity against that opponent. Spending vigor in this manner does not count against the total number of attacks of opportunity that you can make during a round

Choose one weapon with the reach special quality

When you attempt a trip combat maneuver check with the chosen weapon, your target doesn't receive a bonus to its CMD against your trip attempt for having more than two legs

In addition to the chosen weapon, a character with the weapon training class feature can use Tangled Limbs with any melee weapon from any fighter weapon group that he has selected with weapon training and that has the reach special quality

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

You can choose for your unarmed attacks to deal slashing damage. If you strike a target that has another creature grappled or pinned, as a swift action you can immediately attempt a grapple combat maneuver check against the target's CMD. If you succeed at the check, you can force the target to release a grappled creature or switch a pinned creature to being merely grappled

While you're using the Tatzlwyrm Claw Style feat, whenever an opponent attempts to initiate a grapple against you, you can attempt an Escape Artist check. If the result is higher than your CMD, you can use the result as your CMD against that combat maneuver. You must be aware of the attack and not flat-footed

While using the Tatzlwyrm Claw Style feat, you can attempt a combat maneuver check to maintain a grapple without using your arms. You must use at least two limbs in order to do this, and if you use all your legs, you can't take any movement while maintaining the grapple. If your combat maneuver check succeeds by 10 or more, you are able to make a single unarmed attack against the target of the grapple as a swift action

When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action

When you attack with a technological firearm that consumes charges, the save DC of any effect caused by that firearm increases by 1. If your bonuses from Point-Blank Shot apply, it increases by 2 instead

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

When you deal damage with a melee attack with a slashing weapon to an opponent you have already damaged this round, you can also deal 1 point of bleed damage that lasts for 2 rounds. This bleed damage stacks with itself, but only if dealt in the same round

Once per day, when you succeed at a Survival check to find or follow a creature's tracks, you can designate that creature to be your prize for a number of hours equal to 4 + your ranks in Survival. You gain a +2 morale bonus on Survival checks to follow your prize's tracks and on weapon damage rolls against your prize

If you find and subsequently render your prize dead or helpless, you gain a +2 morale bonus on attack rolls, saves, and skill checks for a number of hours equal to your ranks in Survival

An animal companion can choose this feat as if it were an animal feat

When you spend a swift action to attempt a performance combat check while you're raging, you gain a +2 bonus on the check if the trigger involved you dealing damage to a creature that had hit you within the last round

Trick: You can spend 3 stamina points to increase the bonus on performance combat checks that you gain from Thrilling Vengeance by 2

When using a one-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action

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

When using the Snatch Arrows feat, you can throw a caught piece of ranged ammunition (such as an arrow, bolt, or sling bullet, but not a firearm bullet) as though it were a thrown weapon with a range increment of 20 feet (even though it isn't your turn). The thrown ammunition deals the normal amount of damage for its type plus your Strength modifier, and you don't take a penalty for throwing a weapon that isn't designed to be thrown. This attack provokes attacks of opportunity as normal

You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty

While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands

Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit

If you use Power Attack in conjunction with this attack,increase your Strength bonus on one of the damage rollsby an additional one-half your Strength bonus

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

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

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

Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature

Choose one weapon with the reach special quality. When you attempt a trip combat maneuver check with the chosen weapon, you can try to trip creatures that are up to two size categories larger than you. If you have the Greater Weapon Focus feat with the chosen weapon, you can attempt to trip creatures up to three size categories larger than you are

In addition to the chosen weapon, a character with the weapon training class feature can use Titan's Tangle with any melee weapon from any fighter weapon group that he has selected with weapon training and that has the reach special quality

When you are disabled, you are not staggered, though performing standard actions still deals 1 point of damage to you. Taking a full-round action deals 2 points of damage to you

Trick: You can spend 1 stamina when disabled to take a standard action without losing a hit point

As a standard action, you can attempt a single trip combat maneuver check at your full base attack bonus against a foe within reach. If you succeed, the target is knocked prone as normal and you can attempt an additional trip combat maneuver check (using your full base attack bonus) against a foe that is adjacent to the first target and also within reach. You can attempt only one additional combat maneuver per round with this feat

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

Trick: By spending 2 stamina points when you hit an opponent with a torch, you can increase the amount of fire damage dealt by the torch to 1d4

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

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

When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills

Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it

When you spit poison using the ability granted by the Spit Venom feat, you can envenom a 5-foot-radius area within 30 feet for 1 round. Any creature that enters or begins its turn in this area is both exposed to the poison granted by Spit Venom and entangled as if you had targeted that creature with the ability granted by the Viscous Venom feat. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat

As a standard action, you can make a single ranged attack at your highest base attack bonus with an illuminated throwing weapon or piece of ammunition, such as a flaming shuriken or an arrow imbued with a magical light effect. If the attack hits its target, attacks against the same target gain a +2 circumstance bonus for 1 round, so long as those attacks originate in dim light or darker areas. The target counts as being in bright light until the projectile is removed or extinguished. Removing the projectile is a move action that provokes an attack of opportunity

You receive a +2 bonus on combat maneuver checks against creatures wielding exotic weapons, firearms, or technological weapons. You also receive a +2 bonus to your CMD whenever an opponent attempts any combat maneuver against you while wielding such a weapon. You gain these bonuses only if you are not wielding an exotic weapon, firearm, or technological weapon

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

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

You gain a +2 bonus on ranged combat maneuvers. When you attempt to perform a ranged combat maneuver, you can refrain from damaging the target at no penalty

If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff

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

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

As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you

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

When you succeed at an Acrobatics check to move through an enemy's space, you can spend a swift action to attempt a trip combat maneuver check against the opponent. Even if you fail this check by 10 or more, you do not fall prone

When you use your fly speed to leave the ground, you can create a blast of wind. Each creature that threatens you cannot make attacks of opportunities as you move away unless it succeeds at a Reflex save (DC = 10 + your skill ranks in Fly + your Dexterity modifier). A creature that fail this Reflex save by 10 or more is knocked prone. You must begin your move action standing on the ground to use this ability

While using Twin Fang Style, you can spend a full-round action to move up to twice your speed and then use Twin Fang Strike as if you were taking the attack action

While using Twin Fang Style, when you take an attack action while wielding two daggers or two kama, you can strike with both your primary and off-hand weapons. If you do so, both attacks take a -4 penalty and you apply precision damage and effects that occur when you hit only once, even if you hit with both attacks

Each time you make a full attack wielding a pair of daggers or a pair of kama and hit a creature with both weapons, you reduce its armor bonus to AC by 1 until the beginning of your next turn. This reduction stacks to a minimum armor bonus of +0. For example, if you hit a creature wearing a chain shirt with two primary attacks and two off-hand attacks, you would reduce its armor bonus to AC from +4 to +2

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

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 off-hand weapon after you hit that creature with your primary weapon, you can deal the extra off-hand weapon damage Twin Thunders grants you

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 modifier) 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

As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a -2 penalty to your AC until your next turn

If you have the Improved Feint feat, you can use this feat as a move action instead

Whenever you use two hands to throw a one-handed 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

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

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

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

You can gain the benefit of the Fencing Grace, Slashing Grace, or Starry Grace feats while fighting with two weapons. Your penalties from two-weapon fighting increase by 2 on all attack rolls you make when doing so, and you can't decrease the penalties to less than -2 even if other abilities would reduce the penalties further. Add 1/2 your Dexterity bonus to damage with your off-hand weapon instead of 1/2 your Strength modifier. If you attack without using your off-hand weapon, you can use the aforementioned feats despite your other hand being occupied

In addition, Two-Weapon Grace counts as Double Slice for the purposes of qualifying for the Two-Weapon Rend feat

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

*Note: It has been stated in an FAQ that this feat should function as the Universal Monster Ability Rend. In this case, the damage amount is the 1d10 +1-1/2 times your Strength+Other modifiers, like Power Attack, Piranha Strike, sneak attack (if both triggering attacks were eligible for it as well), etc. Weapon damage modifiers, such as enhancements, those specifically stated to be weapon damage  bonuses, like divine favor, etc. do not apply to the feat's bonus damage

When using this feat, in addition to dealing damage normally, you force a foe damaged by your unarmed attack to attempt a Reflex saving throw (DC = 10 + half your character level + your Wisdom modifier). A creature that fails this saving throw is flat-footed, and if it is larger than Medium size, it loses any special size modifier to its CMD against effects or combat maneuvers that would move it until its next turn. It is also knocked out of any stance associated with a style feat. You must declare that you are using this feat before you make your attack roll; if your attack roll fails, the target is unaffected and your attempt is wasted. You can attempt to use Unbalancing Blow once per day for every 4 character levels you have, but no more than once per round

Creatures immune to tripping are immune to this effect

While using Perfect Style, you can use your Wisdom modifier in place of your Charisma modifier when attempting Bluff checks to feint. You can spend 1 ki point as a swift action to gain the benefits of Improved Feint for 1 round

Trick: You can spend 2 stamina points instead of 1 ki point when using Unblinking Flame Feint

When using Perfect Style, the save DC of your stunning fist attack increases by 2 against flat-footed targets. When you spend 1 ki point to gain the benefits of Improved Feint for 1 round, you can attempt a feint as part of your movement when charging

When using Perfect Style, the save DC of your stunning fist attack increases by 2 against flat-footed targets. When you spend 1 ki point to gain the benefits of Improved Feint for 1 round, you may attempt a feint as part of your movement when charging

Trick: You can spend 2 stamina points instead of 1 ki point when using Unblinking Flame Fist

Whenever you gain 1 hit point as a fighter favored class benefit, you gain an additional hit point. Treat your effective Constitution score as being 4 higher for the purpose of determining when you would die from hit point damage. These benefits are retroactive

Whenever you spend a daily use of the resolve class feature, you gain 1 temporary hit point per Hit Die you have. These temporary hit points are lost first when you take damage, disappear after 1 minute, and are replenished each time you use the resolve class feature. Temporary hit points gained in this way persist for 24 hours and then, if you haven't lost them, they disappear

This feat can be taken multiple times. Each time you take it, the number of temporary hit points you gain each time you spend a daily use of the resolve class feature increases by 1 per Hit Die you have

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.

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)

You are able to share a space with a hostile creature at least one size category larger than you. You gain a +2 shield bonus to your AC while occupying an opponent's space, as well as a +2 bonus on all attack rolls against the creature whose space you share. Creatures you share a square with take a -2 penalty on all concentration checks. Entering a space occupied by an opponent provokes an attack of opportunity. This ability does not stack with similar abilities providing a creature benefits for being in another creature's space, such as a mouser swashbuckler's underfoot attack deed

This feat counts as the Disruptive feat for the purpose of qualifying for other feats that have Disruptive as a prerequisite

You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability

When you perform a grapple combat maneuver, you gain a +1 bonus on checks to maintain your grapple, and your grappled foes take a -1 penalty on checks to escape your grapple

When using Perfect Style and wielding thrown weapons, you can combine a full-attack action with a single move action. You must forgo the attack at your highest bonus but can take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks

When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks

Trick: You can spend 2 stamina points instead of 1 ki point when using Unfolding Wind Rush

When using Perfect Style, you double the range increment of any thrown weapon you wield. You can spend 1 ki point as a swift action to imbue a number of thrown weapons equal to your Wisdom bonus with the returning or seeking weapon special ability for 1 round

Trick: You can spend 2 stamina points instead of 1 ki point when using Unfolding Wind Strike

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

When using Perfect Style, you gain an amount of DR/adamantine equal to 1/3 your character level (maximum 6). Additionally, whenever you break an item with a hardness of 10 or more, you gain DR 1/- for a number of rounds equal to half the item's hit points (maximum 10 rounds); the value of this damage reduction increases by 1 for every 5 points of hardness above 10 the broken item had. You can spend 1 ki point as a swift action to double either of the damage reduction values granted by this feat for 1 round

When using Perfect Style, you gain an amount of DR/adamantine equal to 1/3 your character level (maximum 6). Additionally, whenever you break an item with at least hardness 10, you gain DR 1/ --  for a number of rounds equal to half the item's hit points (maximum 10 rounds); the value of this damage reduction increases by 1 for every 5 points of hardness above 10 the broken item possessed. You can spend 1 ki point as a swift action to double either of the damage reduction values granted by this feat for 1 round

Trick: You can spend 2 stamina points instead of 1 ki point when using Untwisting Iron Skin

When using Perfect Style, your attacks ignore an amount of hardness equal to your character level. Additionally, you gain a +4 bonus on Strength checks to break objects. If you spend 1 ki point as a swift action, you also gain the benefits of Improved Sunder for 1 round

When using Perfect Style, you can ignore an amount of hardness equal to your character level. Additionally, you gain a +4 bonus on Strength checks to break objects. If you spend 1 ki point as a swift action, you also gain the benefits of Improved Sunder for 1 round

Trick: You can spend 2 stamina points instead of 1 ki point when using Untwisting Iron Strength

You can shield bash with a buckler as if it were a light shield, and you can use the buckler in conjunction with any feats or abilities that normally apply to light shields. While using this style, whenever you successfully deal damage to an opponent with a shield bash using your buckler, that opponent takes a -2 penalty on all attack rolls made against you until the start of your next turn

While you are using Upsetting Shield Style, if a foe is taking a penalty on attack rolls against you as a result of Upsetting Shield Style, and that foe makes a melee attack roll against you that misses your AC by 5 or more, that foe provokes an attack of opportunity from you

You can only make one attack of opportunity against an opponent in this manner each round

While using Upsetting Shield Style, the penalty on attack rolls foes take for being hit by your shield bash attack applies to their attacks against any target. If an adjacent foe taking this penalty makes an attack roll against any target and misses the target's AC by 5 or more, that foe provokes an attack of opportunity from you. You can only make one attack of opportunity against an opponent as a result of this feat or Upsetting Strike each round

Add half of your shield's enhancement bonus to the shield bonus to AC that you grant to an ally using the Saving Shield feat. While using Vanguard Style, whenever you increase your threatened area with Combat Patrol, your ward retains the bonuses of Vanguard Style as long as he remains within your threatened area, and you can use Bodyguard, Saving Shield, and Vanguard Style whenever an ally that is within this threatened area is the target of an attack

While using this style, when an adjacent ally is required to make a Reflex saving throw, you can expend a use of an attack of opportunity to attempt the aid another action to improve your ally's Reflex save. Your ally gains a +2 bonus to all Reflex saves while adjacent to you until the beginning of your next turn

While using Vanguard Style, when an adjacent ally is attacked or required to make a Reflex saving throw, you can expend a use of an attack of opportunity to use both Bodyguard and Vanguard Style to protect that ally

You can also lose your shield bonus to AC to grant your ally a shield bonus to AC of the same value for as long as that ally gains a bonus to Reflex saves from Vanguard Style

You can spit venom as a secondary ranged attack with a range of 5 feet. This is a natural attack and doesn't provoke attacks of opportunity. A target struck by your venom must succeed at a Fortitude save (DC = your poison DC) or be blinded for 1d4 rounds and suffer the normal effects of your poison. You can't use this attack during any round in which you make a bite attack (and vice versa). After spitting venom, you are unable to use your poisonous bite or to spit venom for 1d4 rounds

Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike

You can ready an action to charge when an enemy enters a specific space you designate. You must be able to charge the square both when you ready the charge and when the readied action triggers, or you cannot attempt the readied action. When you make a readied charge, you can move only up to your speed

Your vigor pool gains 1 vigor point. The fatigued condition that you gain from spending vigor points (as described by the Combat Vigor feat) lasts for 3 rounds instead of 1 minute. In addition, when you take this feat, you gain a +2 bonus on saving throws against effects that cause fatigue or exhaustion

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

Your ability to spit poison granted by the Spit Venom feat deals 1d6 points of acid damage plus an additional 1d6 points of acid damage for every 3 Hit Dice you have, in addition to all other effects

This additional damage affects creatures even if they are immune to poison or succeed at their Fortitude saving throws. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat

You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach

When you spit poison using the ability granted by the Spit Venom feat, you can spit a glob of venomous goo at an enemy within 30 feet. Once struck, the target is both exposed to your nagaji poison as normal and entangled. An entangled target can break free from the sticky goo with a successful DC 15 Strength or Escape Artist check as a full-round action or by dealing 15 points of damage to the gooey substance with a slashing weapon. In addition, you gain one additional use per day of the ability to spit poison granted by the Spit Venom feat

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

When you change shape into your kitsune form and use the charge action in the same round, you can make a full attack against your opponent

As a move action when wearing heavy armor and using a heavy shield or tower shield, you increase the bonus to AC granted by your armor and your shield by 1 each until you move or are moved from your current square. You must be in contact with solid ground to gain this benefit. You can never increase an armor or shield bonus to AC by more than 1 each in this way

As a standard action, you can make a ranged touch attack using a ranged weapon with which you have Weapon Focus. If successful, instead of dealing damage or applying any other effects of the attack, you may attempt an Intimidate check to demoralize the target as a free action. The target doesn't need to be within 30 feet, nor does it need to be able to see or hear you

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

Choose a weapon modification (such as jagged hooks). You treat weapons with that modification as being of their normal category (simple, martial, or exotic)

You can gain this feat multiple times, choosing a different weapon modification each time

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

You gain a +1 bonus on all attack rolls you make using the selected weapon

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

As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit

You gain a +2 bonus on all damage rolls you make using the selected weapon

You can use any weapon tricks relating to the chosen weapon option if you meet the trick's prerequisites and are proficient with any weapon or shield that you use as part of the trick

Each time you take the feat, it applies to a new weapon trick option

Special: You can use these tricks only while wearing light or no armor, wielding a light or one-handed manufactured weapon in one hand, and holding nothing in your off hand

Special: You can use these tricks only while wielding a weapon from the polearm weapon group

Special: You can use these tricks while wielding a ranged weapon

Special: You can use these tricks while wielding any two-handed weapon

Special: You can use these tricks only while wielding two weapons

You can gain Weapon Trick multiple times. Each time you take the feat, it applies to a new weapon trick option

When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon's normal damage type or another damage type as a swift action

If your base attack bonus is +5 or higher, using this feat is a free action instead

In areas of strong or severe wind or when affected by wind effects or spells that penalize ranged attacks, you take only half the ranged attack penalty. You can make ranged attacks in windstorm-level winds at a -4 penalty

When you are mounted and use the charge action, your mount can make one turn of up to 90 degrees as part of the move, as long as each part of the move is at least 10 feet. You may make an attack during any part of this move. Your total movement for the round can't exceed double your mounted speed. Allied creatures do not impede your charge, though you cannot attack from or end your move in an ally's space

When you successfully reposition an opponent, its movement need not remain within your reach, though once the opponent leaves your reach, its remaining movement must be in a straight line. This movement doesn't provoke attacks of opportunity unless you have the Greater Reposition feat

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

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 ×2 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

When you succeed at a combat maneuver check to maintain a grapple, instead of choosing to damage, move, pin, or tie up your opponent, you can lift and rapidly spin your opponent. At the end of the spin, you can place the opponent in any square adjacent to you. The opponent is sickened for a number of rounds equal to your Strength or Dexterity modifier, whichever is higher

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

The damage die of your unarmed strikes increases to 1d6 (or 1d4 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal

If you move more than 5 feet this turn, you gain 20\% concealment for 1 round against ranged attacks

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

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 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

A number of times per day equal to your Wisdom modifier (minimum 1), when you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), your strike saps the strength of your opponent. The creature hit must succeed at a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier) or become fatigued for a number of rounds equal to your Wisdom modifier (minimum 1). You can choose to use this ability as a free action after you hit the target with the attack. This is a supernatural ability

You gain a +2 bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of hags and witches. In addition, whenever you confirm a critical hit against a hag or a witch, any of your allies affected by a mind-affecting effect from that creature can attempt a new saving throw against the effect as an immediate action

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

While using Wolf Style, when you deal at least 10 points of damage to a prone opponent with a natural weapon or an unarmed strike, as a swift action you can savage that creature. When you do, your opponent must succeed at a Fortitude save (DC = 10 + half your character level + your Wisdom modifier). If the target fails the saving throw, it takes either 1d4 Charisma damage or 1d4 Constitution damage, or it becomes fatigued (your choice). Ability score damage dealt with this ability cannot equal or exceed the victim's actual ability score total

While using this style, whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe's base speed decreases by 5 feet until the end of its next turn. For every 10 points of damage your attack deals beyond 10, the foe's base speed decreases by an additional 5 feet. If the penalty meets or exceeds the total base speed of the foe, you can attempt to trip the foe as a free action after the attack of opportunity is resolved

While using Wolf Style, you gain a +2 bonus when you attempt a trip combat maneuver as part of an attack of opportunity. Whenever you successfully trip a creature, as a free action you can choose an available space that is both adjacent to you and the creature's original space for the tripped creature to land prone in

If you take two actions to move or a withdrawal action in a turn while starting or ending your movement in either naturally occurring difficult terrain (bushes, brambles, etc.) or a space with a natural object providing at least partial cover (a tree, rock, etc.), you gain concealment until you attack, until you move out of that space, or until the end of your next turn, whichever occurs first

When an opponent's attack misses you by 5 or more, you can attempt a disarm combat maneuver check against that foe as an immediate action

While using this style, you can make attacks with a dagger, punching dagger, scorpion whip, spiked gauntlet, or whip when using a flurry of blows or brawler's flurry. Only one of these attacks can be made with a whip or scorpion whip

While using Wyvern Fury Style, if you successfully attack a foe with a whip or scorpion whip, as a swift action you can choose one ally. Until the beginning of your next turn, that ally can leave spaces threatened by that foe without provoking an attack of opportunity from the foe

While using the Wyvern Fury Style feat, if you use flurry of blows or brawler's flurry and take a 5-foot step, you can take an additional 5-foot step. You can take this extra 5-foot step only between two attacks in your flurry, but you can take both your 5-foot steps consecutively without making an attack between them

When wearing armor made of one of the materials listed below, you can use the listed ability twice per day (unless otherwise stated)

- Adamantine: As an immediate action after being struck by an attack, you convert half the lethal damage of the attack into nonlethal damage

- Angelskin: As a swift action, you shine with bright light as daylight for 1 round

- Darkleaf Cloth: As a swift action, you gain the woodland stride druid class feature for 1 minute

- Dragonhide: As an immediate action when you take energy damage of the same type to which the dragonhide armor is immune, you reduce the damage taken by 10 hit points

- Elysian Bronze: As an immediate action after being struck by an attack from a magical beast or monstrous humanoid, you convert half the lethal damage of the attack into nonlethal damage

- Fire-Forged Steel or Frost-Forged Steel: As a swift action, any unarmed strikes, shield bashes, or attacks with a spiked gauntlet or armor spikes you make are treated as having the flaming special ability (for fire-forged steel) or the frost special ability (for frost-forged steel) for 1 minute

- Horacalcum: Once per day as a swift action, you can grant yourself the benefits of haste for 1 round

- Living Steel: As an immediate action after being struck by an attack with a metal weapon, you can use the living steel's ability to damage metal weapons, as if the attacker had rolled a natural 1 on the attack

- Mithral: As an immediate action, you gain spell resistance against transmutation spells equal to 5 + the armor's enhancement bonus + your character level for 1 round

- Noqual: The armor's resistance bonus on saves increases to +4 for 1 round

You can use the ability granted by Armor Material Expertise two additional times per day

you take falling damage, you can direct half of the damage to your armor. This damage ignores the armor's hardness

You can use Ironclad Reactions more than once per round, but not more than once for each act you take that provokes an attack of opportunity. Each 5-foot step you take still counts as expending one use of an attack of opportunity

You treat your size as two categories larger for the purposes of determining the size of creatures against which you can attempt bull rush, drag, overrun, and trip combat maneuvers

When you are using Power Attack, you gain a +1 bonus to your CMD until the beginning of your next turn. When your base attack bonus reaches +4, and every 4 points thereafter, this bonus increases by another 1

Once per round when a foe successfully hits you with an attack of opportunity, you can expend a use of an attack of opportunity to take a 5-foot step. You can do this even if you have already taken a 5-foot step

If you hit a creature that is no more than one size category larger than you with a Power Attack, the creature you attacked is also knocked off balance. Until the beginning of your next turn, it takes a -4 penalty to its CMD against combat maneuvers that move it or knock it prone

You treat your size as one category larger for the purposes of determining the size of creatures against which you can attempt bull rush, drag, overrun, and trip combat maneuvers

When you are hit by a confirmed critical hit or a sneak attack, there is a 25\% chance that the critical hit or sneak attack is negated and damage is instead rolled normally

This chance stacks with the light fortification and moderate fortification armor special abilities

You add your armor's enhancement bonus as a bonus on your initiative checks

You don't take the -2 penalty for attempting disarm combat maneuver checks with a ranged weapon using Ranged Disarm, and you can attempt a steal combat maneuver check instead of a disarm combat maneuver check when using Ranged Disarm. In addition, when you successfully disarm or steal an item from an opponent, that item is deposited in that opponent's square

For every 5 by which your attack exceeds the target's CMD, you can deposit the item 5 feet away from the target (to a maximum of the attack's maximum range or until your projectile strikes an object that it cannot penetrate). If you use this ability with a thrown weapon and have the Ricochet Toss feat, both the weapon and the item return to you

You don't take the -2 penalty for making trip attempts with a ranged weapon using Ranged Trip, and you can attempt special ranged trip combat maneuver checks against flying creatures. If the combat maneuver succeeds, the target falls at a rate of up to 100 feet per round (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 feet per round) until it hits the ground. Upon impact, it falls prone and takes falling damage (half the normal damage if it fell 100 feet per round; otherwise, normal damage for the distance fallen). A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally

When you successfully hit a creature with a ranged attack, as a swift action, you can have the weapon (or its ammunition, for projectile weapons) lodge itself within the creature's body, causing the creature to take a -2 penalty on ability checks, attack rolls, saving throws, and skill checks as a result of the intense pain. Penalties from multiple lodged weapons do not stack. If the creature is a spellcaster, it gains a 25\% spell failure chance with all spells it casts that include somatic components. This penalty can be removed with the treat deadly wounds use of the Heal skill or by removing the lodged weapon as a standard action, which ends the penalties and causes the creature to take an amount of damage equal to the weapon's base damage (without any bonuses)

When a ranged attack is made against you or a target adjacent to you, you can cut the weapon (or ammunition) out of the air, deflecting the attack so the target takes no damage. As an attack of opportunity, make a melee attack roll at your highest bonus. If the result is greater than the attack roll total of the ranged attack, the attack is deflected. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects cannot be deflected

As a full-round action, you can bat aside all of your foe's defenses to ensure you make a single, especially effective melee attack. You make a single melee attack using an appropriate weapon against a single target, but make as many attack rolls as you could in a full-attack action using that weapon. You make the attack rolls in order from highest bonus to lowest, as if you were making a full attack

If any of the attack rolls hit the target, your single attack is considered to have hit and you roll damage normally

If one or more rolls are critical threats, you confirm the critical hit only once using your highest base attack bonus

If you hit with two or more attacks, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength modifier) or suffer a condition for 1d4 rounds. If at least two attacks hit, you can choose from deafened, entangled, or shaken. If at least three attacks hit, you can also choose from blinded or staggered. If at least four attacks hit, you can also choose the dazed condition. Once you have forced a foe to attempt a saving throw to avoid suffering a condition via this feat, you cannot attempt to inflict that condition on it again with Devastating Assault for 24 hours

In addition to the options allowed by the utility shot gunslinger deed, you gain access to the following utility shots

Open/Close Object: You can use a ranged attack to open or close an object as a standard action. You make an attack roll against an unattended and unlocked door, window, or container within the first range increment of your weapon. Such an object has an AC equal to 3 + the object's size modifier (minimum +0) + its hardness. If you hit, the object opens if it is closed or closes if it is open. Otherwise, this ability functions as the open/close spell

Triggering Shot: You can use a ranged attack to trigger a trap. You make a ranged attack against a trap you are aware of that is within your weapon's first range increment. The trap's AC is equal to 10 + its Disable Device DC. If you hit, the trap automatically triggers as if its trigger condition had been met

Use Object: You can attempt to use a simple object by shooting it as a standard action

This ability functions as the scoot unattended object use of the utility shot deed, except you pull or push the object in such a way that it activates. For example, you can shoot an unattended lever, causing it to activate and lower a drawbridge

Select one of the following gunslinger deeds: dead shot, startling shot, or targeting

You can perform the selected deed a number of times per day equal to your highest mental ability score modifier (Intelligence, Wisdom, or Charisma; minimum 1)

You can use this deed with an appropriate ranged weapon. If you also have the selected deed as a class feature, reduce the number of grit points that you need to use it by 1, as per the Signature Deed feat

Each time you select it, choose a different gunslinger deed. A gunslinger can ignore the weapon training class feature prerequisite of Impressive Grit

When you hit an opponent with a ranged attack as part of an attack action and that opponent is grappling an ally, your grappled ally can use your attack roll result in place of her combat maneuver check result, whichever is higher, to escape from the grapple during her next turn

You can perform the utility shot gunslinger deed with an appropriate ranged weapon with which you are proficient. If you have both the utility shot deed and this feat, you gain a +4 bonus on attack rolls made as part of a utility shot and you can use the utility shot deed while you have no grit points

A gunslinger can ignore the weapon training class feature prerequisite of Marksman's Deed

When you make a full attack with an appropriate melee weapon and your first attack misses or is blocked, deflected, parried, or otherwise caused to not hit the target, you can immediately make an unarmed attack against the same target with the same attack bonus. You then cannot make any more attacks as part of that full attack

When you make a ranged attack with an appropriate thrown weapon, the weapon returns to your hand immediately after the attack is resolved

This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you. Improvised thrown weapons don't return to you unless you have the Throw Anything feat

You can use Cut from the Air against unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects. Spell effects that do not require attack rolls cannot be deflected

per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you

a standard action, you can make a single melee attack with an appropriate weapon while targeting a specific body part of your foe. On a successful attack, you affect the target as if you had used the targeting gunslinger deed. You can use this ability two times per day, plus one additional time per day when your base attack bonus reaches +10, +15, and +20

While wielding an appropriate melee weapon, you gain the following special abilities, based on which special material the weapon is primarily constructed of (if any)

Choose one weapon style (a style feat that lists Weapon Focus as a prerequisite) that you have

You can have the chosen style and a second style active at once. Starting a stance provided by a style feat is still a swift action, but you can assume both the chosen weapon style's stance and another style's stance simultaneously using this action

This ability doesn't stack with other abilities that allow you to have multiple styles active at the same time