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.

You can spend 2 stamina points to apply poison to a manufactured weapon as a swift action

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

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

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 (see Combat) instead of your Strength bonus

You can spend a number of stamina points equal to your Dexterity bonus while attempting combat maneuver checks. For every 2 stamina points that you spend in this way, you are considered to be one size category larger than your actual size when determining whether you can affect a target creature with your combat maneuver and when calculating your size bonus for that check

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

Choose one of the following combat maneuvers: disarm, reposition

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

You gain a +2 morale bonus on 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

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 Aldori Dueling Discipline feat

You gain a +2 bonus on initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand (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

You can spend up to 6 stamina points at the start of your turn to increase the shield bonus that you gain from the Aldori Dueling Mastery feat by 1 per 2 stamina points spent until the start of your next turn

While using Aldori Style and wielding only a single Aldori 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 Aldori 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 (

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

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 (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items

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

Choose a second 1st-level gunslinger deed. You can spend grit to use this deed, or you can spend 5 stamina points to use either of your deeds in place of grit. If you gain levels in a class that grants the grit class feature, you retain the ability to spend 5 stamina points in place of grit when using any of your 1st-level deeds, and this becomes a combat trick of the Extra Grit

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 (see page 56; you can't select opportune parry and riposte). Once chosen, this deed cannot be changed

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

Choose a second 1st-level swashbuckler deed. You can spend panache

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 can spend 3 stamina points to grant the benefit of this feat to an adjacent ally. (

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

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 can spend 1 stamina point to increase the maximum bonus from Anticipate Dodge by 2 (this is still limited by the creature's dodge bonus, however)

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 (see page 44)

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)

You can spend 1 stamina point when making a sling or sling staff attack to gain the benefits of Point-Blank Shot within the first two range increments of the sling or staff

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

When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Mastery as a free action, or spend a number of stamina points equal to the spell's level (minimum 1) to ignore your armor's arcane spell failure chance entirely for that casting

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

When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Training as a free action

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

You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent

The penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent decreases to -1, and you can spend a move action instead of a standard action to use this ability

You no longer take a penalty to AC for using Archon Style to grant nearby allies a bonus to AC against a single opponent, and you can spend a swift action instead of a move action to use this ability

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

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

You can spend 2 stamina points to increase the additional armor bonus granted by this feat to +2 for 1 round. (See page 16.)

When wearing armor made of one of the materials listed below, you can use the listed ability twice per day (unless otherwise stated)

You can spend 5 stamina points to use an ability for a material, even though your armor isn't made of it. This still counts against your daily limit of armor material abilities. (See page 16.)

You can use the ability granted by Armor Material Expertise two additional times per day

You can spend 5 stamina points to use an armor material ability without it counting against your daily limit. (See page 16.)

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

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks

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

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

You can spend 5 stamina points to use an armor trick while wearing armor with which you are not proficient, or without meeting the trick's additional prerequisites. (See page 8.)

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

You can spend 3 stamina points to take 10 on a Dexterity- or Strength-based skill that is associated with this feat even when doing so would not normally allowed because of the strenuous circumstances. (

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

The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite

You can spend 5 stamina points to gain a +1 dodge bonus for each opponent that you threaten that no other ally threatens. (

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

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

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

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

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle

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

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 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

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

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

You can spend 5 stamina points to use this feat as a swift action instead of a move action. If you have the martial flexibility class feature, you can spend 5 stamina points to use that class feature as a swift action instead of a move action, or as a free action instead of a swift action

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

When you fail to confirm a critical hit with a melee weapon attack, you can spend 5 stamina points to make a shield bash attack against the target anyway. You still can't make the attack if the target is immune to critical hits

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

You can spend 5 stamina points when an ally under your battle cry's effect decides to reroll a saving throw against a fear effect and end the feat's effect. When you do, that ally continues to be affected by the Battle Cry after she rerolls the saving throw

You can attempt to initiate a grapple against a foe trapped by your Beartrap Bite feat without provoking attacks of opportunity. You gain a +2 bonus on damage rolls against foes you are grappling

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

You treat each opponent that begins a surprise round flat-footed as being flat-footed until its action in the first full round of combat, even if it acts on the surprise round

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 rollâthus, 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 can spend 5 stamina points to declare that you are using Befuddling Strike after you've hit with an unarmed strike attack roll

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. The belier devil appears in

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,

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

You can spend 1 stamina point to gain a +2 bonus on a grapple check made as a swift action with this feat

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

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 opposed attack rolls made to bind an opponent's weapon, as well as any opposed rolls 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

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)

When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you

When you create an aura of heat with this feat, you can spend 5 stamina points to increase the fire damage dealt to any creature that begins its turn in the aura to 2d6 points of fire damage

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) 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 deal bleed damage with this feat, you can spend up to 3 stamina points to increase the amount of bleed damage dealt by double the number of stamina points you spent

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

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

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

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

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

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

Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature's concealment until the end of your next turn

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

When you confirm a critical hit and attempt to blind an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent

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

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

You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy

When you attempt a feint while you're wielding a weapon that deals fire damage, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to the number of stamina points you spent

Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage

The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage

You can spend 1 stamina point when you confirm a critical hit with your beak to increase the bleed damage to 1d4 points of bleed damage

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

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

When you imbue your weapon with Arcane Strike, you can spend 5 stamina points to increase its damage by 1 for the duration of the Arcane Strike effect

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

When you confirm a critical hit with a piercing or slashing weapon, you can spend up to 2 stamina points to increase the bleed damage dealt by Bloodletting by 1 per stamina point spent

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)

Each round you use this feat, you can spend up to 5 stamina points. If you do, until the end of your next turn, you reduce the penalty on all your attack rolls by an amount equal to the number of stamina points you spent

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

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.

When you make an attack with a lethal bludgeoning weapon to deal nonlethal damage, you can spend 2 stamina points to treat the weapon's damage as if the weapon were one size category larger. This does not stack with any other effects that treat the weapon's damage as if the weapon were a larger size

Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you

You can spend 5 stamina points to cause allies within 10 feet who are also in your melee reach to gain the benefits of this feat

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

If your foe is demoralized before you tear its flesh with Boar Style

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 spend 2 stamina points to demoralize an opponent as a swift action

While using this style, you can spend 3 stamina points when you hit a target with only one unarmed strike during a round to tear flesh and deal 2d6 points of damage with the attack. You can still only tear flesh once per round

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

You can spend 5 stamina points to use this feat against a creature grappling you

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 use an attack of opportunity to use an aid another action to improve an adjacent ally's Armor Class, you can spend 1 or 2 stamina points. Increase the bonus to the ally's AC by an amount equal to the number of stamina points you spent

When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent

When you make a successful Stunning Fist attempt against a creature that is dazed or staggered, you can spend 5 stamina points to forgo any other Stunning Fist effects and deal 1d6 points of Strength or Dexterity damage to that opponent instead

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

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 can spend 5 stamina points to attack the opponent you disarmed with a free action instead of a swift action

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 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

As a full-round action, you can beat your wings to create a blast of air as the

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

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 you're Medium) or 1d6 (if you're 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

When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to bull rush the target anyway. If you do, reroll the confirmation roll to determine if the bull rush attempt exceeds the opponent's CMD. This reroll is only for the bull rush combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits

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,

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

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

As a standard action, you may make a melee attack with a -2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action

You can spend 2 stamina points to gain the effects of this feat on a single attack made as part of a full attack

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 (

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

When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits that creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally to hit the target automatically confirms the attack as a critical hit

When you confirm a critical hit, you can spend 10 stamina points to use Butterfly's Sting without forgoing your own critical hit

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 (

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

While acting as the leader of a firearm siege engine crew, you can spend 5 stamina points as an immediate action when the siege engine rolls a misfire to negate the misfire

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

Just before you make an attack roll with the +2 circumstance bonus granted by this feat, you can spend up to 5 stamina points. When you do, if your attack hits, you gain a bonus on the damage roll equal to double the number of stamina points spent

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

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

When making an attack with an improvised weapon against an armed opponent, you can spend 5 stamina points. If you do, the target is considered flat-footed during that attack. An opponent who recognizes you and has seen you use Catch Off-Guard in this way is immune to this effect

When fighting defensively or using total defense, your dodge bonus to AC increases by 2

When not fighting defensively or using total defense, you can spend 5 stamina points to increase your dodge bonus by 2. This increase lasts until the start of your next turn

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

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

When making an attack using this feat, you can spend a number of stamina points up to the number of dice in your channel energy. For each stamina point you spend in this way, add an additional 1d6 points of positive or negative energy damage to your Channel Smite attack. This damage is also halved if the target succeeds at its Will save against the Channel Smite attack

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

When you hit with an attack while using this feat, you can spend 5 stamina points to not have that attack count as one of the three attacks you can make with the force-imbued weapon

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

When charging any creature with an evil alignment, you can spend 2 stamina points in order to ignore the -2 penalty to AC imposed by charging

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.

When you attempt and fail to overrun a creature in the path of your charge, you can spend 5 stamina points to finish your charge against that creature instead of losing your charge

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.

When using this feat, you can spend 2 stamina points to end your movement within 50 feet of your target instead of 30 feet

When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. You can also make a single turn of up to 90 degrees during your charge. You must see your target at the beginning of your charge, and can make only a single attack at the end, even if you would normally be able to make multiple attacks (such as with the pounce ability)

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 attempt a chokehold, you can spend 2 stamina points to reduce the penalty to -1

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

When you make a charge, you can make a full attack with your claws

When you charge, you can spend 5 stamina points to make a second attack with one of your claws

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

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

When using the Cleave or Great Cleave feat, you can spend 4 stamina points to negate the -2 penalty to Armor Class until your next turn

When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites

When using this feat, once per round when you hit a creature with a follow-up Cleave attack, you can spend 5 stamina points to take a second 5-foot step as a free action. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attacks as long as it meets all the other prerequisites

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

After making a Cleaving Finish attack, if you bring another target below 0 hit points in the same round, you can spend 5 stamina points to make another Cleaving Finish attack

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

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. A character with the swashbuckler 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

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

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 throwing any thrown weapon, you can spend 2 stamina points. If you do, you do not provoke attacks of opportunity for that throw

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical hit, you may apply all damage from the critical hit to your helmet before applying any damage to yourself. If you take no damage, any additional effects, such as critical feats or poison, are negated.

When you are threatened with a critical hit, you can spend up to 5 stamina points. You gain an additional bonus to AC against the critical confirmation roll equal to the number of stamina points you spent

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

When using this feat, you can spend up to 2 stamina points for each attack that hit the same target. Increase the damage pooled by this feat by an amount equal to the number of stamina points you spent

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 spend 5 stamina points to make a Cockatrice Strike attack against a foe you are flanking

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 select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent

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

When moving before or after making an attack of opportunity while using Combat Patrol, you can spend 1 stamina point per 5 feet moved. When you do, that movement does not provoke attacks of opportunity

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 miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a -5 penalty on the attack roll and costs one of your attacks of opportunity for the round

You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost

Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess

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.

When it is not your turn, you can spend 2 stamina points to take the free action to switch your style

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

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  his 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

You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip attacks when throwing it. Failing at this attack does not knock you prone

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

When an opponent with the Mobility feat moves out of or within your threatened area, you can spend 2 stamina points to gain a +4 bonus on your attack of opportunity

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

You can spend 5 stamina points to use this feat a second time during the same round

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

When using the total defense action, you can spend 5 stamina points. If you do, your shield also provides a cover bonus on your ally's 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

You can spend 3 stamina points to also gain the enhancement bonus of your shield on your Reflex save against one attack or hazard. (

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

At the start of a turn when you are fighting defensively, you can spend 2 stamina points to take no penalty on your attack rolls from fighting defensively. This lasts until the start of your turn

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.

While using this style and fighting defensively or using the total defense action, when you are targeted with a melee attack, you can spend up to 3 stamina points and take an immediate action to increase your dodge bonus to AC against that attack by an amount equal to the number of stamina points you spent

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 are using the total defense action instead, you can def lect 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 fighting defensively with at least one hand free, you can spend 5 stamina points to designate a second opponent for your Crane Wing feat. You also gain a +2 dodge bonus to AC against that opponent's attacks

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

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

When you confirm a critical hit and attempt to cripple an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent

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

If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack

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

When you confirm a critical hit, instead of applying the effects of two critical feats you possess, you can spend 2 stamina points to apply the effect of any one critical feat you don't possess (but for which you qualify)

Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical feat until you choose to practice a different critical feat

You can spend 5 stamina points to use this feat a second time per day

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

As long as you have at least 1 stamina point in your stamina pool, reloading any kind of crossbow no longer provokes attacks of opportunity

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

When using this feat, you can spend either 2 or 4 stamina points. If you do, the Crushing Blow attack reduces the target's AC by an additional 1 for every 2 stamina points you spent

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 you take falling damage, you can direct half of the damage to your armor. This damage ignores the armor's hardness

You can spend 5 stamina points to utilize your armor's hardness when directing falling damage to it. (See page 16.)

When you fall 10 or more feet, you can direct half of the falling damage you would take to your shield. This damage ignores the shield's hardness

You can spend 5 stamina points to utilize your shield's hardness when directing falling damage to it. (See page 18.)

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 dorndergar as a normal or reach weapon as a swift action

When you attempt a dirty trick combat maneuver check and expend 1 point of panache, if the maneuver is successful, your opponent must succeed at a Will save (DC = 10 + 1/2 your character level + your Charisma modifier) to remove its dirty trick condition

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

After hitting an opponent with a melee attack, you can spend 5 stamina points to attempt to daze that opponent as if using this feat

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

You can spend 5 stamina points to declare that you are using Dazing Fist after you've hit with an unarmed strike attack

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.

When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes

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.

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 using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0

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.

When you reduce an opponent to 0 hit points, you can spend 2 stamina points to force the creature to succeed at the saving throw for Deadly Finish 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

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

You can spend 5 stamina points to make a Deadly Stroke attack against a dazed opponent, or 10 stamina points to make a Deadly Stroke against an opponent you are flanking

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

When you confirm a critical hit and attempt to deafen an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent

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

When charging an opponent from higher ground or from above while flying, you can spend 4 stamina points to gain a +5 bonus on the damage roll, and also retain 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 you make a Death or Glory attack, you can spend 5 stamina points to automatically negate the opponent's immediate-action attack against you after it takes the action but before it rolls the attack

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 can spend 2 stamina points to avoid taking damage when you take both a move and a standard action or a full-round action

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

When you are at 0 or fewer hit points, you can spend 2 stamina points as a standard action at the start of your turn to gain 2 temporary hit points. These hit points last for 1 minute

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

Whenever a creature threatens a critical hit against you and neither of its confirmation rolls would succeed, you can spend 5 stamina points to make an attack of opportunity against that creature

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

Defended Movement counts as both Dodge and Mobility for the purposes of feats that have Dodge and Mobility as prerequisites

You can spend 3 stamina points as an immediate action to increase the bonus to your AC to +4 against a single attack. (See page 18.)

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

When targeted with a combat maneuver, you can spend any number of stamina points to gain a bonus to your CMD equal to the number of stamina points you spent

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 can spend 5 stamina points at the beginning of your turn to switch the weapon group of this feat to any other weapon group on the fighter's weapon training class ability list (except natural weapons). This benefit lasts for 3 rounds

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 can spend 5 stamina points to deflect an arrow while you're flat-footed. You must still be aware of the attack

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

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

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

To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks

When you hit a demoralized foe with a weapon in the flails fighter group, you can spend 2 stamina points to extend the duration of the shaken condition by 1d4 rounds instead of 1 round

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 wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply half of the damage from the attack to your helmet rather than yourself, applying hardness as normal. If the damage destroys your helmet, any leftover damage is applied to you. After using this feat, you are staggered until the end of your next turn. You may not use this feat if your helmet has the broken condition or the attack ignores armor bonuses to AC.

After using this feat, you can spend 5 stamina points to become sickened rather than staggered until the end of your next turn. You can't use this ability if you are immune to being sickened

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

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)

Once per day, you can make a single melee attack while taking the total defense action. You take a -4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat

You can spend 5 stamina points to use this feat an additional time per day. Each time you use this combat trick, you must spend 5 stamina points

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

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,

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

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can spend 5 stamina points to increase the bonus damage to +4 on each extra weapon damage die. For weapons with more than one damage die, count all of the weapon's base damage dice together as one set

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

Whenever you confirm a critical hit, you can also affect the target as if you had succeeded at a dirty trick combat maneuver check. Doing so normally causes the target to suffer for 1 round one of the conditions applied by a dirty trick, unless you have feats or abilities that give you more dirty trick options

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

You can attempt to perform a dirty trick and a disarm maneuver together against a single target as a full-round action. You attempt a single combat maneuver check for both maneuvers. If your CMB is different for the two types of maneuvers, use the lower of the two bonuses. If your target's CMD is different against the two types of maneuvers, use the higher CMD. If you succeed at the check, you successfully perform both combat maneuvers

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

You can attempt to perform a dirty trick and a grapple maneuver together against a single target as a full-round action when initiating or maintaining a grapple. You must attempt a single combat maneuver check for both maneuvers. If your CMB is different for the two types of maneuvers, use the lower of the two bonuses. If your target's CMD is different against the two types of maneuvers, use the higher CMD. If you succeed at the check, you successfully perform both combat maneuvers

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 fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to disarm the target anyway. When you do, reroll the confirmation roll and use it to determine if the disarm attempt exceeds the opponent's CMD. This reroll is used only for the disarm combat maneuver; it can't cause the critical to be confirmed. You still can't make the attempt if the target is immune to critical hits

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to attempt a Disengaging Feint as a move action instead of a standard action

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make a Disengaging Flourish attempt as a move action instead of a standard action

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. Just before you attempt your free melee attack with Disengaging Shot, you can spend up to 5 stamina points. If you do, increase the attack's damage by 2 points for each stamina point you spent

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

When you affect a creature with this feat, you can spend 5 stamina points to gain the ability to affect that creature with this feat a second time during the same 24-hour period

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

When you ready an action to shoot an opponent casting a spell, you can spend up to 3 stamina points. For each stamina point you spend, it increases the range from which you can successfully hit that opponent and gain the benefits of this feat by 10 feet (to a maximum of 60 feet)

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

When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat's increase to DCs for enemies casting defensively within your threatened area until the start of your next turn

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

When making an attack with a thrown weapon, you can spend 2 stamina points to reduce your penalty on ranged attack rolls due to range by an additional 4

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

must worship a single patron deity that has an established divine fighting technique

You can use your patron deity's fighting technique and receive any benefit associated with that technique for which you qualify, as described in the Divine Fighting Techniques section below

A cleric, inquisitor, or warpriest who worships a deity can choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to her god's divine fighting technique without having to meet the technique's prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can give up a major blessing to gain the advanced benefit without meeting its prerequisites

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

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

When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent

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

You can spend 2 stamina points to apply the effects of your chosen domain power as a free action instead of a swift action

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

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

When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If your retributive trip combat maneuver from Drag Down succeeds by 10 or more, you can spend 5 stamina points to stand up from prone without provoking an attack of opportunity as part of the same immediate action as the trip attempt

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 (

When you use this feat to make a foe shaken with a critical hit or a successful Stunning Fist attempt, you can spend 5 stamina points to also sicken that foe for 1d4 rounds

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

Instead of spending two uses of Stunning Fist to unleash a concussive roar, you can spend one use of Stunning Fist and 5 stamina points to do so

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

On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modif ier to that attack's damage roll

Whenever you confirm a critical hit against
 an opponent that has a breath weapon, you can forgo the
 extra critical damage to instead prevent your foe from
 using its breath weapon for a number of rounds equal to
 twice the critical multiplier of your attack, in addition
 to any normal delay mentioned in the breath weapon
 effect's description

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. 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

You can spend 5 stamina points to declare that you are using Draining Strike after you've hit with an unarmed strike attack

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

When using this feat, you can spend 5 stamina points to also gain a +2 dodge bonus to AC until the end of your next turn

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 reduce an enemy to 0 or fewer hit points, you can spend up to 6 stamina points to increase the radius of this feat's effect by 5 feet for each stamina point you spent (to a maximum of 60 feet)

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

When you use an Aldori 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 an Aldori 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 an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons)

When you hit a foe with a melee attack made using an Aldori 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

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

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

You can spend 5 stamina points to use Stunning Fist without expending a normal use of Stunning Fist when a creature with the giant subtype provokes an attack of opportunity by standing up

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

When you make a successful unarmed strike attack against a creature that has the giant subtype, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent

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.

When you trip a creature with the giant subtype, you can spend 3 stamina points to cause the creature to also take 2d6 points of falling damage

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

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

As long as you have 1 stamina point in your stamina pool, your claws are also considered to be cold iron weapons for the purpose of overcoming damage reduction

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

You can spend 5 stamina points to declare the use of Elemental Fist after making a successful attack roll

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

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

If you miss an attack with a longbow or shortbow due to concealment, you can spend 5 stamina points to automatically succeed at the miss chance reroll from this feat

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 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

You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes)

When you are wielding a traditional elven weapon as defined in the feat, you can spend 5 stamina points to make one additional attack of opportunity with that weapon. This stacks with additional attacks of opportunity granted by this feat, Combat Reflexes, and similar abilities

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

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 score a critical hit with a weapon dealing nonlethal damage, you can spend 5 stamina points to frighten the target for 1d4 rounds instead of 1 round

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 mindaffecting 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

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

Whenever you confirm a critical hit, the shock of the attack momentarily opens an opportunity to end hostilities with a quick entreaty. As an immediate action immediately after confirming the critical hit, you can attempt a Diplomacy check to improve the target's attitude as though you had spent 1 full round using the Call Truce feat. All other conditions and limitations of the Call Truce feat apply

You can use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, whichever is more beneficial for you

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

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

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

When you threaten a critical hit against an exhausted target and choose to use Exhausting Critical, you can spend up to 5 stamina points. If you do, you gain a +2 bonus on the confirmation roll for each stamina point you spent

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

You can select this feat up to three times. Each time you do, your stamina pool grows by 3 points

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 succeed at a sneak attack against a creature that is not the target of your Seething Hatred

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

When attacking a creature denied its Dexterity bonus to AC because of your successful feint, you increase the threat range of your Aldori dueling sword by 1 (typically to 18-20/Ã2), 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 an Aldori dueling sword (not using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons)

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

When you use this feat, you can spend 5 stamina points to make an attack of opportunity against an opponent who misses you with the provoked attack (after it loses its Dexterity bonus to AC against you)

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

When making a single ranged attack as a standard action, you can spend 5 stamina points to ignore all range penalties on that attack

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

Choose an adjacent ally as a free action on your turn. Once per round, when an opponent attacks that ally, you may make an Intimidate check to demoralize the opponent as an immediate action. This action counts as an attack of opportunity

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

You add your shield's bonus to AC to the DC of feint attempts against you

You can spend 5 stamina points to force a foe to attempt two Bluff checks when trying to feint against you in combat, and use the lower of the two results. (See page 18.)

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make the trip attempt from this feat as a free action instead of a swift action

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

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

At the start of your turn, you can spend any number of stamina points. Until the beginning of your next turn, for every 2 stamina points you spent this way, you can apply the effects of Feral Combat Training to a single natural weapon attack made with a natural weapon other than the weapon chosen with this feat

Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by 1 point, but cannot reduce the damage taken below 1 hit point

When using this feat, you can spend 2 stamina points in place of 1 round of rage to gain the same effects

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

You can spend 2 stamina points to grab a creature one size category larger than you

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

When a creature is damaged by your constrict ability, you can spend 5 stamina points to sicken that creature until the start of your next turn

Double the number of damage dice for your constrict special attack

Each time you constrict, you can spend 5 stamina points to triple the damage dice of your constrict ability instead of doubling them

You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage

When you hit with a torch attack, you can spend 1 stamina point. If you do, the fire damage dealt with that attack increases to 1d6 points of fire 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

As long as you hold your clan, house, or party's flag (see page 293), members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag)

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

You naturally transfer the heat of your body to any metal melee weapons you wield, dealing 1d6 additional points of fire damage

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.

When using this feat, you can spend 5 stamina points. If you do, your target cannot flank with its allies against you until the start of your next turn

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

Once per day as a swift action, you can change the subtype of the humanoid or outsider you chose as your favored enemy. For example, you can change your favored enemy from humanoid (elf ) to humanoid (dwarf ). The bonus granted by favored enemy when used in this way is always +2, regardless of the original bonus. This change lasts for a number of rounds equal to your character level

You can gain this feat multiple times. Each time you take the feat, you can use this ability one additional time per day

Whenever you successfully grapple an opponent using the Snatch and Drop feat, you can instead fling your victim at another target. You can throw a creature 10 feet, plus an additional 5 feet for every size category by which it is smaller than you. To strike another target, make a ranged touch attack. If you hit, the attack deals damage to both the creature flung and its intended target. This damage is equal to that of a slam attack of a creature two sizes larger than the creature being flung (see page 302 of the

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

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

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

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 (

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

You can spend 2 stamina points to make a Focused Shot attack against a target anywhere within your weapon's first range increment

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/â 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

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

When you use this feat to move, you can spend 2 stamina points to increase your movement to 15 feet

In natural environments, you can spend 5 minutes to cover yourself in loose debris (such as branches, grass, or dirt) and take 20 on a Stealth check. You fall prone and are considered to have concealment for purposes of being allowed to attempt Stealth checks. As a full-round action that doesn't provoke attacks of opportunity, you can burst from your hiding place, stand, and make a single melee attack or ranged attack against a target within 30 feet. If the target didn't notice you before you jumped from hiding and your attack hits, that attack deals an additional 1d6 points of precision damage. Effects that negate sneak attack damage also negate this damage

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)

When you use this feat to negate a critical hit, you can spend 5 stamina points to give your armor or shield a 50% chance to avoid gaining the broken condition

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

You naturally transfer the cold of your body to any metal melee weapons you wield, dealing 1d6 additional points of cold damage

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

When using the Power Attack feat and wielding a two-handed melee weapon or a onehanded melee weapon with two hands, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Power Attack penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn

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

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

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend 5 stamina points, you can gain the feat's benefits when you and one other ally are threatening an opponent (instead of two other allies)

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

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.

This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.

As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against humanoids with the giant subtype increases to +4

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

If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature that you attacked is also knocked prone. A successful Reflex save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll

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 to knock down or break open doors

If you hit a creature at least one size category smaller than you with a melee attack while using both Power Attack and Vital Strike, the creature you attacked is also dazed for 1 round. A successful Fortitude save negates this effect (DC = 10 + your base attack bonus). You must choose to use this feat before making the attack roll

When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness

As long as you have at least 1 stamina point in your stamina pool, you gain the bonus for this feat when you are in dim light or darkness, even if the creature you are attacking is not

You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title)

When you make a successful attack with a gnome weapon against an opponent that is at least one size category larger than you, you can spend up to 5 stamina points. If you do, you gain a bonus on the damage roll equal to double the number of stamina points you spent

When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls

As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against goblinoids increases to +4

You can wield Medium firearms without taking the penalty for an inappropriately sized weapon

When wielding a firearm that deals fire damage, when you threaten but fail to confirm a critical hit, you can spend 5 stamina points to regain 1 grit point. You still can't gain a grit point if the target is immune to critical hits

When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round

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

You can spend 5 stamina points when confirming a critical on a Gory Finish attack to attempt an Intimidate check to demoralize all foes within 30 feet of you who can see your attack

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

After using the move grapple action and moving your full speed, you can spend 5 stamina points to move your full speed again (instead of half your speed) without the need to attempt another grapple check

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 are grappling only one opponent while using Grabbing Style

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 you make a grapple attempt with two hands while using this style, you can spend 1 stamina point to gain a +2 bonus on the grapple combat maneuver check

When attempting Sleight of Hand checks to lift or palm objects, you can use your Combat Maneuver Bonus for a steal

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

When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent

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

Once per round when you miss a foe with an attack gained from Cleave, you can spend 5 stamina points to make another Cleave attack anyway

You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait

When you hit an opponent of a subtype subject to your hatred racial trait, you can spend up to 5 stamina points to deal an amount of extra damage equal to double the number of stamina points you spent

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 make an awesome blow combat maneuver, for every 5 by which your combat maneuver check exceeds the target's CMD, you send the target flying 5 additional feet. Furthermore, this movement provokes attacks of opportunity from your allies

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

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

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)

When you bull rush an opponent, you can spend 5 stamina points to have the opponent's movement from the bull rush provoke an attack of opportunity from you as well

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully complete a dirty trick

You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully disarm a foe, you can spend 5 stamina points to select where the weapon lands by choosing a square within 15 feet of the disarmed foe. If you choose a square in your space and have at least one hand free, you can grab the weapon as part of the disarm attempt

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you have at least 1 point in your stamina pool, you can feint as a swift action, but the feint causes the opponent to become flat-footed only for your next attack rather than for all attacks until the beginning of your next turn

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

After you take a move action to successfully maintain a grapple, you can spend 5 stamina points before the end of your turn to maintain that grapple as a swift action. This allows you to make up to three grapple checks to maintain a grapple during a round, but you still can't maintain a grapple until the round after you initiate it

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 can spend 5 stamina points to use this feat without it counting against your maximum number of attacks of opportunity for that round. (See page 16.)

You can feint against mindless creatures at a -4 penalty. Such a creature must be a subject of your hypnotic stare, and the creature has a 50% chance of ignoring the effects of your feint

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

If you succeed at a combat maneuver check to overrun an opponent, but do not exceed your opponent's CMD by 5 or more, you can spend 2 stamina points to knock the target prone anyway

When you use a weapon with which you have Weapon Focus to damage a creature that has damage reduction, you can spend 5 stamina points to allow all your allies within 30 feet to ignore 10 points of that creature's damage reduction for 1 round. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/â). This effect does not stack with Greater Penetrating Strike's normal effect, but it does allow you to apply the effect to all your other weapons for the duration

When you use the Ray Shield feat, your shield is not affected by the deflected ranged touch attack

When you successfully deflect a ranged touch attack, you can spend 10 stamina points as a swift or immediate action to reflect the attack toward another target, which must be within 60 feet of you. The total distance from the original attacker, to you, and then to the new target cannot exceed the original attack's maximum range. You take a -5 penalty on the ranged touch attack to hit the new target. (See page 18.)

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

When you rend an opponent, you can spend 2 stamina points to deal 1d6+2 points of bleed damage to your opponent instead of 1d6 points of bleed damage

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)

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting to reposition a foe, you can spend 5 stamina points to increase your melee reach by 5 feet for the purpose of determining where you can move the foe

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

When an attack is made against you while you are using a shield, you can spend up to 4 stamina points. For that attack, your shield bonus increases by an amount equal to the number of stamina points you spent. This increase does not stack with any gained from the Shield Focus combat trick

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

You can spend 5 stamina points to use your selected shield to negate a critical hit a second time each day

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 make an attack of opportunity using a ranged weapon, you can spend 3 stamina points to gain your bonus from Greater Snap Shot on the attack roll

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting a steal

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

When you succeed at a sunder combat maneuver check, you can spend a number of stamina points up to your Strength bonus to deal an amount of extra damage to the target equal to double the number of stamina points you spent. The damage type is the same as that of the weapon you used to attempt the maneuver

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points after you successfully trip an opponent to deal 1d6 points of falling damage to the target

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

If you hit with the third attack granted by this feat and your base attack bonus is 16 or higher, you can spend 2 stamina points to make another attack with your off hand at a -15 penalty

You gain a +2 bonus on checks to use Uncivilized Tactics. This bonus stacks with the bonus granted by Improved Uncivilized Tactics. Additionally, a foe must take a full-round action to recover the use of a limb or natural attack you've incapacitated with Uncivilized Tactics

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

When using the Vital Strike combat trick, you can spend 4 stamina points instead of 2 to reroll four damage dice

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

Once per round, you can spend 2 stamina points to gain your Greater Weapon Focus bonus on attack rolls with another weapon. This bonus lasts until the start of your next turn

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

When making an attack as part of a full attack with the weapon designated by your Weapon of the Chosen

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

Once per round, you can spend 2 stamina points to gain your Greater Weapon Specialization bonus on damage rolls with another weapon. This bonus lasts until the start of your next turn

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.

When you initiate a grapple with a whip, you can spend 5 stamina points to attempt a second grapple check as a swift action to either move or damage the creature you are grappling. This is not a check to maintain the grapple

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

You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat

When you hit a creature that attacked you in the current combat, you can spend up to 2 stamina points to deal an amount of extra damage to it equal to double the number of stamina points you spent

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 modif ier) or become sickened for 1 minute

When performing a bull rush or overrun combat maneuver as part of a charge, you don't provoke an attack of opportunity for that maneuver. If you already have the improved Bull Rush or Improved Overrun feats, you gain an additional +2 bonus on your combat maneuver check when attempting the respective maneuver

This feat counts as having a Strength score of 13 and Power Attack for the purposes of meeting the prerequisites of Improved Bull Rush and Improved Overrun, and for feats that require either of those two feats as prerequisites

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

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 the Sisterhood of the Golden Erinyes

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

When you use this feat, you can spend 5 stamina points to increase the amount of extra damage dealt by 1 point per consecutive hit you make

You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause you to become staggered or stunned.

When targeted by a spell or a special ability that could cause you to become staggered or stunned, you can spend up to 2 stamina points before attempting the save to gain a bonus on the saving throw equal to the number of stamina points you spent

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.

When you hit an opponent with a charge attack or conf irm a critical hit, you can spend 2 stamina points to make the target of the attack shaken for 1 round without discharging

You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of

When an opponent misses you due to the miss chance from Haunted Gnome Shroud, you can spend 5 stamina points to impose a -2 penalty on all that opponent's attack rolls against you until that opponent deals damage to you. This ability doesn't stack with itself

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

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

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

You can spend 5 stamina points to apply the effects of your chosen 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

In addition to holy water's normal uses, you can use holy water to create a variety of other effects, which are listed below. To use holy water in a particular way, you must meet the additional requirements of that effect, such as a particular feat, ranks in a specific skill, or the ability to cast a certain spell (specified after the effect's name). Unless otherwise specified, using any of these abilities consumes one vial of holy water

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

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

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 benef it does not stack with the benef it 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

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

You can spend 5 stamina points to grant your mount a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute

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

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 symbolâit 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 using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricks

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

When you confirm a critical hit and use this feat to either bull rush or trip the target, you can spend 5 stamina points to perform the other combat maneuver as well. Use the confirmation roll for the combat maneuver check of both maneuvers

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

When you impale a foe with this feat, you can spend 5 stamina points to make the weapon require a standard action to remove (rather than a move action)

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

You can spend 5 stamina points as a swift action to add half your armor bonus to your next combat maneuver check this turn. Alternatively, you can spend 5 stamina points as an immediate action to add half your armor bonus to your CMD against a single combat maneuver this turn. (See page 17.)

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 can spend 5 stamina points to negate your armor's armor check penalty for 1 skill check. (See page 16.)

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 a creature attempts an awesome blow combat maneuver against you, you can spend up to 3 stamina points to increase your Combat Maneuver Defense against that combat maneuver by an amount equal to the number of stamina points you spent. This bonus stacks with the bonus granted by Improved Awesome Blow

When you make an awesome throw combat maneuver, for every 5 by which your combat maneuver check exceeds the target's CMD, you send the target flying 5 additional feet. Furthermore, this movement provokes attacks of opportunity from your allies

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

Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.

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

When attacking a foe with total concealment, you can spend 5 stamina points to treat that foe as having normal concealment (20% miss chance instead of 50%)

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

When you are the target of a bull rush combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that bull rush attempt

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

Once per round when you confirm a critical hit, you can spend 5 stamina points to treat that attack as if you reduced the target to 0 or fewer hit points for the purpose of using the Cleaving Finish

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

You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn't stack with any other effect that expands the threat range of a weapon

When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage

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

Whenever you use the Devastating Strike combat trick, increase the bonus damage to +6 on each of the extra sets of weapon damage dice. For weapons with more than one damage die, count all the weapon's base damage dice together as one set

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a dirty trick

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a disarm combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that disarm attempt increases by that number

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

You can select this feat even if you don't meet the Ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to feint as a move action

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

When you are the target of a grapple combat maneuver to initiate or maintain a grapple, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that grapple attempt increases by that number

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 this feat to impale a foe, you can spend 5 stamina points to immobilize the foe in its current space (instead of halving its movement) for as long as you maintain your grip and the foe is impaled. If you let go of the weapon, the foe can move, but its movement is still halved

Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled

When using this feat to throw a target into another creature's space, you can spend up to 6 stamina points to reduce the penalty on the bull rush attempt against the secondary target by an amount equal to the number of stamina points you spent

Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you can reroll the confirmation roll, but must take the new result even if it is worse

You can spend 5 stamina points to reroll a second critical hit confirmation roll in the same day

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you

When you are the target of an overrun combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that overrun attempt increases by that number

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

When you use the ability of the Precise Shot combat trick, the bonuses increase to +4

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

As long as you have at least 1 stamina point in your stamina pool, the extra damage from this feat is 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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a reposition

You do not provoke an attack of opportunity when performing the special sunder combat maneuver from the Sabotaging Sunder feat. In addition, you can attempt to use that maneuver on items held by the target, but you still cannot do so against items hidden in a bag, a pack, or another container

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use Second Chance

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

When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn

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

You can spend 3 stamina points to negate your shield's armor check penalty for one skill check. (See page 18.)

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

As long as you have at least 1 stamina point in your stamina pool, you can use the Improved Sidestep feat as a free action that you can take during your opponent's turn

At the end of your turn, you can spend 5 stamina points to threaten an additional 15 feet with Snap Shot (instead of an additional 10 feet) until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first

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 can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a steal

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

When you are the target of a sunder combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that sunder attempt

When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you

When you hit a foe that's denied its Dexterity bonus via this feat and you use the Surprise Follow-Through combat trick to deal extra damage, the amount of extra damage dealt increases to 1d6 points

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.

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to increase the duration for which the opponent is denied its Dexterity bonus until the start of your next 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

When making an attack of opportunity, you can spend 5 stamina points to also make an attack of opportunity with your off-hand weapon. That second attack takes a -5 penalty

When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent

You don't provoke an attack of opportunity when attempting a combat maneuver check to use Uncivilized Tactics. In addition, you receive a +2 bonus on such checks

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

When using the Vital Strike combat trick, you can spend 3 stamina points instead of 2 to reroll three damage dice

When using this feat, at the end of its normal duration you can spend 2 stamina points to extend the duration until the end of your next turn

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

At the start of your turn, you can spend 5 stamina points to increase the radius of the area you threaten while wielding a whip by an additional 5 feet until you make an attack against an opponent in the expanded reach or the beginning of your next turn, whichever comes first

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 Ã2

When making an improvised weapon attack, you can spend 2 stamina points to increase the damage of the attack by an additional step (to a maximum of 1d10, or 2d8 if the improvised weapon is two-handed)

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

Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn

When you fail a saving throw against an effect that has the fire or light descriptor, you can spend 5 stamina points to reroll the saving throw. You must take the second result, even if it is worse

When dealing sneak attack or studied strike damage, you can expend a use of inspiration from your pool to reroll all of your sneak attack dice that resulted in 1s. If you have the powerful sneak

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 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

You can spend 5 stamina points to double this feat's bonus to your CMD for one combat maneuver check. (See page 17.)

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 can attempt to demoralize the target of your hypnotic stare as a swift action

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

When attempting an Intimidate check, you can spend 2 stamina points for each size category smaller you are than a given target to ignore the size difference penalty against that target

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

When an opponent provokes an attack of opportunity from you as a result of the Intrepid Rescuer feat, if your attack of opportunity hits, you can spend 5 stamina points to cause the opponent's attack to automatically miss your ally

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

You can spend 3 stamina points to use this feat even if an attack of opportunity against you misses. (See page 17.)

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 threaten a critical hit with an unarmed strike while using Jabbing Style

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 you gain the extra damage from this style after hitting a single target with two or more unarmed strikes, you can spend 2 stamina points to increase the extra unarmed strike damage by 1d6 points

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

You can spend 5 stamina points to multiply the extra damage dice from this feat on a 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

When you charge while using this style, you can spend 2 stamina points to take no penalty to AC for charging and move an additional 10 feet as part of the charge

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 hit an opponent with an unarmed strike while using Janni Style

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

When you hit with a Jawbreaker attack, you can spend 5 stamina points to increase the bleed damage to 1d6 points, increase the DC of the Heal check to end the bleed to 20, and require the user of a spell or ability that cures hit point damage to succeed at a DC 15 caster level check to end the bleed effect

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 rollâthus, 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 can spend 5 stamina points to gain the benefits of this feat against any one melee attack. (

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

You can spend 5 stamina points to throw a creature one size category larger than you

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

You can spend 2 stamina points to kick up an unattended object in an adjacent space occupied by an enemy

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

When you confirm a critical hit, you can spend 5 stamina points and take a swift action to 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).

As long as you have at least 1 stamina point in your stamina pool, when you hit a creature you have identified with Kirin Style

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

When you attempt a Knowledge check to identify a creature, you can spend up to 2 stamina points to gain a bonus on that check equal to double the number of stamina points you spent

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

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 can spend 5 stamina points when using this feat to change the target's penalty to CMD to -6. (See page 17.)

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 take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a -10 penalty on the check to do so

When you use the run or charge action and wish to remain hidden, you can spend 2 stamina points to decrease the penalty for doing so to -5

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

When you are sniping, you only take a -10 penalty on your Stealth checks to stay hidden

When you are sniping, you can spend 5 stamina points to decrease the penalty on Stealth checks to stay hidden to -5 until the start of your next turn

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

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

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

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 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

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.

When using this feat, you can spend 5 stamina points to stand up as part of your immediate action after you move. Standing up provokes attacks of opportunity

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

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

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 can spend 5 stamina points to ignore the staggered condition normally imparted by this feat. (

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

When you take a single move action and move no less than your speed, you can spend 5 stamina points to benefit from a 50% miss chance until the start of your next turn

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 (asÂ  though the attacker had rolled a natural 1 on each damage die).

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

When targeted by a ranged attack, you can spend a number of stamina points up to your Dexterity bonus. For each stamina point you spend in this way, your dodge bonus to AC against that attack increases by 1

Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original roll, whichever is greater

You can spend 5 stamina points instead of a use of adaptable luck

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

When you use this feat, you can spend 2 stamina points to avoid taking the -2 penalty to AC for that use

You can cast spells from any class that grants you spells while in a bloodrage, and you keep your rage benef its 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

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

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 (page 12), 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 system (page 12), 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

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

While using this style, you can spend 5 stamina points to use Stunning Fist without expending a use of Stunning Fist for the day

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.

Instead of expending two uses of Stunning Fist to make the Mantis Torment unarmed strike, you can choose to spend either 5 stamina points or one use of Stunning Fist and 2 stamina points

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

You can spend 2 stamina points and take a standard action to remove any Stunning Fist effect you have applied to a creature without making a touch attack. You can use this ability no matter where the affected creature is located

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

When using this feat, you can spend 5 stamina points to fire two arrows with your final iterative attack during the full attack

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

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

Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group

At the start of your turn, you can spend 5 stamina points to apply the feats to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn

Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group

You may take this feat more than once. Each time it applies to a different feat

At the start of your turn, you can spend 2 stamina points to apply the selected feat to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn

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 opposed bull rush, overrun, and trip checks

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

When you attempt a performance combat check, you can spend up to 5 stamina points to gain a bonus on the check equal to the number of stamina points you spent

If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend actions to aim a siege engine, you and your crew can use move actions instead of full-round actions to aim the siege engine (page 160)

You can spend 5 stamina points to reduce the number of actions it takes to aim and load a siege engine by one for 1 round (minimum one action). You must be the crew lead of that 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 choosing the effects of any two performance feats you possess, you can spend 2 stamina points to gain the bonus from both feats on your 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

You can attempt a Sense Motive check as a free action to deduce a foe's martial training after observing the foe's movements for at least 1 minute or observing the foe's attacks for at least 2 rounds. You take a -10 penalty on your check if you are observing movements, rather than attacks. The DC equals 20 + the creature's base attack bonus or 10 + the creature's Bluff or Disguise modifier, whichever is higher.

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

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

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

You take only a -2 penalty when feinting against a non-humanoid and a -4 penalty when feinting against creatures with animal intelligence, as long as the target is a subject of your hypnotic stare. If you have at least 10 ranks in Bluff, you instead take no penalty when feinting against non-humanoids and creatures of animal intelligence under your hypnotic stare

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

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

You can spend up to 5 stamina points to extend the duration that you benefit from a mirrored feat by 1 round per stamina point spent. (

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

As long as you have at least 1 stamina point in your stamina pool, you can use this feat with a buckler. You can spend 5 stamina points to deflect an arrow even while you're flat-footed. You must still be aware of the attack

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 (

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

Your dodge bonus to AC from the Dodge feat combat trick is doubled against attacks of opportunity provoked by movement. If you don't have the Dodge feat, you can still use its combat trick

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

When using this feat, you can spend 5 stamina points to move up to half your speed (instead of only 5 feet) without provoking attacks of opportunity

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

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

At the start of your turn, you can spend 5 stamina points to use your full character level to determine your effective monk level for your unarmed strike damage. This increase lasts until the start of your next turn

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

At the start of your turn, you can spend 5 stamina points to gain a climb speed equal to your land speed until the start of your next turn

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

After you have used this feat to enter an opponent's space, if that opponent moves away from you, you can spend stamina points to move along with the opponent. You must spend 2 stamina points per 5 feet you move. The opponent's movement doesn't provoke attacks of opportunity from you if you move with the opponent, nor do you provoke attacks of opportunity when moving in this way

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

When using this style, you can spend 2 stamina points to stand up as a swift action without having to 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

When you have total concealment from an opponent, you can spend 2 stamina points to increase your bonuses on attack and damage rolls from this feat to +4

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

When you attempt a Bluff check to feint against an opponent from whom you have concealment, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to double the number of stamina points you spent

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

When an opponent makes an attack against you while you have concealment, you can spend 5 stamina points to increase that attack's miss chance by an additional 20%

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

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

When making an attack using a ranged weapon while mounted, you can spend 1 or 2 stamina points to reduce the penalties on the attack roll by double the number of stamina points you spent

When you use the Ride-By Attack feat, if your attack hits, you can also make an attack against a target adjacent to your original target. You take a -5 penalty on this additional attack, which does not benefit from any effects of a charge

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

Once you have already used this feat, you can spend 5 stamina points to use it an additional time during the same round. You can use this trick as many times in a round as you like, as long as you spend 5 stamina points per use

On your turn, you can overrun more than one creature. Each overrun combat maneuver check beyond the first takes a cumulative -5 penalty. If you fail to overrun a target, your movement ends. Your mount can make only 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

As long as you have at least 1 stamina point in your stamina pool, you can add your shield's enhancement bonus to your mount's Armor Class

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

When your mount moves its speed or less, you can spend 5 stamina points to spur it on 10 additional feet. This is bonus movement, and you can still make a full attack when your mount takes this bonus movement

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

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

The creature's secondary attacks with natural weapons take only a -2 penalty

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

When you use the dodging panache deed, the movement granted by that deed does not provoke attacks of opportunity from any creature, and you gain a +2 dodge bonus to your Armor Class

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 while charging

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

When using this feat, you can spend 10 stamina points to deal 1d6 points of Constitution damage instead of 2d6 points of Strength or Dexterity damage

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 spend 2 stamina points to fold a net as a standard action

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

When you use a light or one-handed melee weapon to attack an opponent entangled by your net, you can spend up to 5 stamina points when you hit the opponent to gain a bonus on the damage roll equal to double the number of stamina points you spent

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

As long as you have at least 1 stamina point in your stamina pool, you can also use a net to drag or reposition an opponent

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

As long as you have at least 1 stamina point in your stamina pool, you can dazzle or sicken the opponent with a dirty trick

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

When fighting in an area of magical darkness, you can spend up to 5 stamina points to increase the bonus granted by this feat on one damage roll by double the number of stamina points you spent

When you hit an opponent with a Stunning Fist attack and that opponent fails its saving throw, you can spend 5 stamina points to make the opponent frightened for 1d4 rounds instead of shaken

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

You do not take a -2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge

When you use the Cleave or Lunge feats or when you charge, you can spend 5 stamina points to gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn

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

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

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.

When you deal damage with a ranged attack, you can spend 2 stamina points to gain a +4 circumstance bonus on the next two melee attack rolls you make against that opponent until the end of your next turn, instead of on only the next melee attack

While you are grappled (but not when you are controlling the grapple), you can attempt a dirty trick

This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) gain a +2 circumstance bonus on attack rolls

As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks against humanoids with the orc subtype increases to +4

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

When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain the benefit you chose so long as you are actually proficient with that weapon

You can gain this feat multiple times. Each time you take this feat, you must choose a different benefit. You may only apply one of these benefits per round (chosen as a free action at the start of your turn)

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

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

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

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 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 use Vital Strike (or Improved Vital Strike or Greater Vital Strike), the creature you hit with the attack must treat the damage dealt as continuous damage until the beginning of your next turn. This forces the target to attempt a concentration check if it casts a spell (

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

When making a retaliatory strike, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent

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

When your retaliatory strike damages an opponent, you can spend 5 stamina points to increase the penalty the target takes on attack and damage rolls to -4

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

Whenever you provoke an attack of opportunity, you can spend 5 stamina points to make a retaliatory strike as a swift action

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

You can spend 5 stamina points to declare that you are using this feat after you've hit with an unarmed strike roll

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

You can spend 2 stamina points to use this feat's benef it a second time during a single encounter. You can use this combat trick only once per encounter, so you still can't make more than two Parting Shot attacks total in one encounter

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 spend 5 stamina points to attempt a Bluff check as a free action instead of a swift action when using this feat

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

Whenever you deal damage to a creature with damage reduction using the selected weapons, you can spend 5 stamina points to allow all your allies (other than yourself ) within 30 feet of the creature to ignore 5 points of the creature's damage reduction for 1 round. This has no effect on creatures with damage reduction without a type (such as DR 10/â). This effect does not stack with Penetrating Strike's normal effect, but it does allow you to apply the effect to all your other weapons for the duration

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

You can spend 5 stamina points to use Perfect Strike a second time during the same round

When you take this feat, choose one of the Houses of Perfection; 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 of Perfection you have chosen. Students of the Monastery of Untwisting Iron gain acid resistance 5. Students of the Monastery of Unblinking Flame gain fire resistance 5. Students of the Monastery of Unfolding Wind gain electricity resistance 5. If you have energy resistance from a racial trait or class feature, the energy resistance gained from this style stacks

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 (page 144)

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 using this feat, you can spend up to 5 stamina points to gain a bonus on your performance combat check equal to the number of stamina points you spent

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

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.

When using this feat, you can spend 5 stamina points to gain its benefits and still deal damage with the attack of opportunity

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

When using an unarmed strike or a light or one-handed weapon to deal nonlethal damage to a pinned opponent with this feat, you can spend 5 stamina points to triple the damage instead of doubling it

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

When you deal bleed damage with this feat, you can spend up to 5 stamina points to increase the bleed damage by an amount equal to the number of stamina points you spent

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

When throwing blowgun darts as shuriken with this feat while you're within 10 feet of your target, you can spend 5 stamina points to make your attack roll against the target's touch AC instead

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 you use this feat, you can spend stamina points to retain the ability to move. If you spend 2 stamina points, you can take a 5-foot step after you make the attack. If you instead spend 5 stamina points, you can move up to half your speed as a move action

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

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

You can spend 3 stamina points as a swift action to have this feat's effect on your size for the purposes of specific combat maneuvers also determine what size a creature must be to perform the combat maneuvers against you. (See page 17.)

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

You can spend 5 stamina points to make an attack of opportunity against an opponent at least one size category larger than you if that opponent attempts a combat maneuver check against you. You can perform this attack of opportunity even if your opponent can attempt such combat maneuvers without normally provoking attacks of opportunity. (

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 using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn

You gain two wing attacks. These are secondary natural attacks that each deal damage appropriate to a creature one size category larger than yourself (see page 302 of the

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

As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn

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

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

As long as you have at least 1 stamina point in your stamina pool, you gain the bonuses from this feat even if you haven't been prone since the end of your last turn

As long as you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls made while prone and using a sling

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 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

When you make a Pummeling Charge attack, you can spend 5 stamina points to make a single extra attack at your highest bonus

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

While using this style, you can spend 5 stamina points to pool all of your attacks as a standard action, instead of a full-round action

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

You can spend 5 stamina points to declare you are using this feat after you make a successful unarmed strike attack

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

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

You gain a secondary stamina pool with a number of stamina points equal to your Constitution modifier. You can spend these secondary stamina points only when you have 0 stamina points in your primary stamina pool or when you are fatigued, even though you normally can't spend stamina points while fatigued. You can spend these secondary stamina points as normal, but if the secondary pool drops to 0 points, you become exhausted until you have at least 1 stamina point in your primary pool. Even if you have points in your secondary pool, you are still fatigued as long as you have 0 points in your primary pool. Your secondary pool refreshes only after a full night's rest

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

You can spend 5 stamina points to gain the effects of this feat and still deal the extra damage from Power Attack

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

When you use this feat to wield a quarterstaff as a one-handed weapon, you can spend 5 stamina points to retain the ability to use it as a double weapon and still keep a hand free. This effect lasts until the beginning of your next turn

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.

You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a bull rush combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to bull rush

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a dirty trick

You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a 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

As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action

On your turn, you can perform a single reposition combat maneuver (

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a reposition

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a 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

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 nonmagical attack, you can give your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce the damage taken by 10

If you choose to spend 5 stamina points when using this feat, there is a 50% chance that your armor spikes do not gain the broken condition. This combat trick has no effect if your armor spikes already have the broken condition. (

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

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

You can spend 2 stamina points to gain a +2 bonus on a grapple check made as a swift action with this feat

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.

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 reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn't need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack

When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot

When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent

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 can spend 2 stamina points to gain the effect of this feat while preventing the spell or effect from affecting your shield

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 spend 5 stamina points to grant the benefit of this feat to any adjacent allies for 1 round. (

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

When attempting an Acrobatics check to jump as part of your leaping lance class feature, you can spend up to 5 stamina points to gain a bonus on that check equal to the number of stamina points you spent

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

When you succeed at a bull rush combat maneuver check with this feat, you can spend 2 stamina points to move up to 5 feet with the target

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

You can spend up to 5 stamina points to grant yourself a bonus on the combat maneuver check equal to the number of stamina points you spent. (

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)

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

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

When you make two claw attacks but hit with only one, you can spend 5 stamina points to deal the precision damage granted by this feat anyway

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

When you make a rend attack, you can spend up to 5 stamina points to deal an amount of additional damage equal to double the number of stamina points you spent

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

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

When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to reposition the target anyway. If you do, reroll the confirmation roll and use it to determine if the reposition

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

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

After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen revelation

As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll

You can spend 2 stamina points to make the attack granted by this feat as a free action rather than an immediate action. You can still make the attack only once per use of this feat

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

After making a mounted charge attack using this feat, you can spend 5 stamina points to change the direction of your movement instead of continuing to move in a straight line

Whenever you succeed at a trip combat maneuver, you can automatically attempt a drag combat maneuver against your tripped target as a swift action

You can choose to take a -1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every 4 levels thereafter, the penalty increases by -1 and the damage bonus increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn

When using this feat, you can spend 5 stamina points to gain the bonus on damage rolls against creatures one or more size categories larger than you. This benefit ends when you stop using this feat or after 1 minute, whichever comes first

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

When you use this feat, you can spend up to 3 stamina points to increase the duration of the effect by 1 round for each stamina point spent

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

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

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

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

When you use this feat, you can spend a number of stamina points equal to the number of sneak attack dice you roll to increase the amount of nonlethal damage dealt by double the number of stamina points you spent

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

You can spend 10 stamina points to use this feat on one attack against an opponent you are flanking, instead of one that is flat-footed

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 using this feat, you can spend 2 stamina points to gain a +2d6 bonus on damage rolls (instead of +1d6)

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

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 use this feat, you can spend 2 stamina points to increase the shield bonus granted to your ally by an amount equal to the enhancement bonus of the shield you are using

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

After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen arcane school power as a free action instead of a swift action

You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability

When you use this feat to make one or more metallic weapons red hot for 1 round, you can spend 2 stamina points to increase the additional fire damage to 2 points, and have that damage stack with other effects that add fire damage to a weapon (such as the flaming weapon special ability)

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 hit with an unarmed attack using this feat and the target successfully saves against the effect, you can spend 2 stamina points to reduce the target's movement speed by half for 1 round

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 a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a trip combat maneuver. If you succeed, the target is considered off balance until it recovers its balance, usually by making a Swim check on its turn. This feat has no effect on creatures with a swim speed, those using magic such as

When you successfully knock a target off balance while using this feat, you can spend up to 5 stamina points to apply a penalty on the target's Swim checks to recover its balance from the effect equal to the number of stamina points you spent

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. After you use Second Chance, you can spend 5 stamina points to still make an attack at your second-highest attack bonus after rerolling your first attack

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

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

If you fail to negate a critical hit against you, you can spend 5 stamina points to cause the attack to deal half damage. (See page 17.)

You can spend 5 stamina points to change your favored enemy type to any other favored enemy on the Ranger Favored Enemies table (

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

When you make a riposte using this feat, you can spend up to 5 stamina points to increase the damage of the riposte by double the number of stamina points you spent

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

Once per round when you hit a foe you have successfully feinted against via a melee attack using an Aldori 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

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

You can spend 5 stamina points when you hit a creature with total concealment to deal precision damage to that creature

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 (

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

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

You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage

You can spend 2 stamina points to increase the damage die of your claw attacks to 1d6 until the start of your next turn

As a special full-round action, you can make a single melee attack against an undead creature or a single ranged attack against an undead creature within 30 feet. If the attack is successful, you deal your normal damage with the melee or ranged attack to your undead target. If the target undead creature is being controlled by another, by way of spell, because the target undead creature is an unintelligent undead controlled by that creature, or is under command of another undead creature, and if the controlling creature is within 120 feet of you when you make the attack, the controlling creature must succeed at a Will save (DC = 10 + 1/2 your level + your Cha modifier) or immediately lose control of the targeted undead for 10 minutes. While under this effect, the targeted undead is immediately compelled to seek out and attack its former controller until the control is regained

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 you hit an opponent that has been made flat-footed to your attacks by this feat, you can spend 5 stamina points to make that opponent flat-footed to the attacks of one ally who is within 30 feet of that creature until the start of your next turn

While in a psychic duel, when you create an offensive manifestation that can be negated or halved only with a successful Will saving throw, if your opponent fails that Will saving throw, its mental mask is shattered, revealing the opponent's true form

If you possess the Third Eye feat, your opponent's mental mask is shattered even on a successful Will saving throw

As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (

When you have depleted all uses of this feat for a day, you can spend 5 stamina points to use this feat one additional time that day

You can use a two-handed weapon sized appropriately for you from the polearm or spears weapon group while also using a light, heavy, or tower shield with which you are proficient. The shield's armor check penalty (if any) applies to attacks made with the weapon

You can spend 1 stamina point to negate the penalty on attacks for using this feat for a single round. (See page 19.)

When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield's bonus to AC against that attack increases by an amount equal to the number of stamina points you spent

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 penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus

Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield's enhancement bonus as a bonus on the saving throw

When wielding a shield made of one of the materials listed below, you can use the listed ability twice per day

You can use the ability granted by Shield Material Expertise two additional times per day

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 using this feat, you can spend 2 stamina points to reduce your damage dealt by half only until the end of your turn, but you gain the +2 shield bonus to AC only from the end of your turn until the start of your next turn

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

Instead of attempting a free bull rush when using the Shield Slam feat, you can spend 2 stamina points to attempt a disarm, reposition

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

You can spend 5 stamina points to use this feat in the same round as a bull rush combat maneuver performed with the Shield Slam feat. (

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

When you are the target of a combat maneuver, you can spend 2 stamina points to add your shield's enhancement bonus to your CMD for that combat maneuver

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

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

You reduce the arcane spell failure of any shield you use by 15% (to a minimum of 0%). Using a shield does not prevent you from completing somatic spell components with the hand wielding the shield

As a swift action, you can prevent yourself or an adjacent ally from provoking an attack of opportunity when standing from prone or when picking up an object from the ground

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

You can spend 5 stamina points to use this feat as a standard action instead of a full-round action

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 flying 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

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

When you threaten a critical hit using this feat, before rolling the confirmation roll, you can spend 5 stamina points. If you do and the critical hit is confirmed, the foe is nauseated for 1d4+1 rounds unless it succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, which reduces the effect to the normal sickened condition

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

As long as you have at least 1 stamina point in your stamina pool, when you lead a siege engine assembly crew, even those among the crew who are not trained in Craft (siege engine) can take 10 on the check to assemble the 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

As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons

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

As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons you are proficient with

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

When you use this feat, you can spend a number of stamina points up to your Dexterity bonus and gain a bonus on the Stealth check equal to the number of stamina points you spent

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

When you use the Voracious Blade feat to deal Strength damage with your rhoka sword, you also drain the victim's blood. The attack deals 1 point of bleed damage in addition to its normal damage, and you gain fast healing 2 for 3 rounds. You can use this ability only once against an individual creature in a 24-hour period

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

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 spend 2 stamina points to select another light or one-handed slashing weapon. That weapon counts as a chosen weapon for Slashing Grace until the start of your next turn

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

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 spend 2 stamina points to increase the damage dealt by the melee attacks you make with a loaded sling as if your sling were one size category larger than its actual size. For example, a Small sling would deal 1d4 points of damage, while a Medium one would deal 1d6. This benefit lasts until the start of your next turn, and doesn't stack with other effects that treat the sling as a larger size category unless they increase the sling's actual size

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

Once per day, when you meditate as a full-round action using the Combat Meditation feat, you gain the effects of

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

When attempting a sunder combat maneuver or making an attack against a construct that has a hardness, you can spend 5 stamina points to ignore the first 10 points of the target's hardness

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

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.

When you miss with an attack of opportunity you made due to Snake Fang, you can spend 5 stamina points to reroll the attack roll. You can use this combat trick only once per attack of opportunity

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

When you threaten a critical hit with your unarmed strike while using Snake Style

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

When targeted by a melee or ranged attack, you can spend 5 stamina points to attempt the Sense Motive check by using one of your attacks of opportunity for the round instead of taking an immediate action

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

At the end of your turn, you can spend 2 stamina points to increase the range at which you threaten squares with ranged weapons to 10 feet until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first

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

When you attempt a grapple combat maneuver as an immediate action as a result of this feat, you can spend 2 stamina points to negate the -2 penalty on that combat maneuver check

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 Snapping Turtle Style, you can spend up to 5 stamina points to cause an enemy to take an additional penalty on one critical conf irmation roll against you equal to the number of stamina points you spent

While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC

When using this style, as long as you have at least 1 stamina point in your stamina pool, your shield bonus to AC increases by 1

When you succeed at a grapple combat maneuver check as part of a flyby attack, you can move yourself and your target up to half your remaining fly speed. You must drop your target before the end of your turn, or both you and your target crash to the ground immediately and take 2d6 points of falling damage each. A dropped creature takes falling damage as normal. You can't use this feat on creatures whose weight would exceed the amount you can carry as a heavy load

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

When you snatch a thrown weapon, as long as you have at least 1 stamina point in your stamina pool, you can make a thrown ranged attack with it against any target, not just the original attacker

Whenever you confirm a critical hit on a sneak attack, you can roll an additional number of sneak attack dice equal to your weapon's critical modifier

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

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

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

After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen bloodline power as a free action instead of a swift action

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

Each time you hit a creature with a twohanded reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round

When you inflict the dazzled condition on an opponent using the Spear Dancer feat, you can spend up to 5 stamina points to increase the duration of the effect by 1 round per stamina point spent

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

Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon's normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features

A character with the weapon training (polearms or spears) class feature can use Spear Dancing Style with any polearm or spear, respectively, in addition to the 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

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

Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you

When you hit a caster with an attack of opportunity it provoked by failing to cast defensively, you can spend 5 stamina points to daze the caster until the end of its next turn. If the caster succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, it is staggered instead

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

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

If you succeed at the bull rush check, you can spend 2 stamina points to push the opponent 5 additional feet, or 4 stamina points to push the target 10 additional feet

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance)

When making a mounted charge, you can spend a number of stamina points up to your Strength bonus. If your charge attack hits, you deal an amount of extra damage equal to the number of stamina points you spent. This additional damage is doubled by this feat (or tripled if you're using a lance)

As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice + your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice you have

When you spit poison, you can spend up to 5 stamina points. For each stamina point spent, you can increase the range of the attack by 5 feet

You add your armor's enhancement bonus as a bonus on your initiative checks

You can spend 5 stamina points as an immediate action to gain a circumstance bonus on your Reflex saves equal to your armor's enhancement bonus for 1 turn. (See page 17.)

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 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

Whenever you make a bull rush attack and your combat maneuver check exceeds the target's CMD by 5 or more, you can attempt to trip the target as part of your bull rush as a free action. This does not provoke an attack of opportunity

After succeeding at a bull rush combat maneuver check, you can spend 4 stamina points to attempt to trip the target with Squash Flat regardless of your bull rush combat maneuver check's result

When using this feat, you can spend 2 stamina points to negate the -2 penalty on all attacks for 1 round

While using Charging Stag Style, if you make a successful unarmed attack at the end of a charge, you can attempt a free grapple check against the target of your charge without provoking an attack of opportunity

When you are in Charging Stag Style and succeed at a combat maneuver check to pin a foe, you can choose to also knock the foe prone or to deal your unarmed attack damage to the foe

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.

If you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls with a weapon with which you have Weapon Focus when you attempt to make an attack that deals no 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 score a critical hit and attempt to stagger an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent

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

You can spend 5 stamina points to declare that you are using this feat after you've hit with an unarmed strike

Flanking creatures do not gain a +2 bonus to attack you (this does not prevent you from being sneak attacked or denied your Dexterity bonus). A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat

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 you succeed at a combat maneuver check to stop a creature's movement with this feat, you can spend 5 stamina points. If you do, on that creature's next turn, its movement speed is halved and it can't take a 5-foot step

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

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

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

As long as you have at least 1 stamina point in your stamina pool, on the turn after you use this feat, you can still take a 5-foot step, and you don't reduce your speed if you take an action to move due to this feat

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

You can spend 5 stamina points to make this feat's attack without having that attack count as one of your attacks of opportunity for the round

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

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 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

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 you ready an action to attack someone outside of your melee reach, you can spend 5 stamina points to take a 5-foot step, but you must move closer to the attacking creature. You can take this 5-foot step even if your readied action includes a 5-foot step

You can focus yourself as a move action. When focused, you gain a +4 bonus on your next melee attack roll before the end of your turn

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

Creatures struck by your shield bash take a -2 penalty to their AC until the end of your next turn

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

You can spend 2 stamina points to end the effects of this feat at the end of your turn instead of the start of 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

When you confirm a critical hit and attempt to stun an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent

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

You can spend 5 stamina points to declare that you are using Stunning Fist after you've hit with an unarmed strike

Add +1 to the saving throw DC against your Stunning Fist attacks. This bonus does not stack with feats that grant you bonuses to the DC for saving throws against your Stunning Fist attacks, such as Mantis Style (see

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

You can spend 5 stamina points to use Stunning Pin as a free action instead of a swift action

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

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

When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to sunder the target's weapon anyway. When you do, reroll the confirmation roll and use it to determine if the sunder attempt exceeds the opponent's CMD. This reroll is used only for the sunder combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits

Choose one condition imposed by the dirty trick combat maneuver, such as blinded or entangled. The target must spend a full-round action in order to remove that condition

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

When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you

When you hit a foe that has been denied its Dexterity bonus by this feat, you can spend 2 stamina points to deal an extra 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit

Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll

After you have used this feat once, you can spend 5 stamina points to use it additional times per day, at a cost of 5 stamina points per use

At the beginning of combat, after initiative is rolled but before the first round of combat begins, you can attempt a Bluff check as a free action. Each opponent who is aware of you must succeed at a Sense Motive check (DC equal to the result of your Bluff check). Failure means that an opponent is treated as if it were not aware of you when determining whether it is aware combat has begun. If none of your opponents are aware of you, you may act during the surprise round. If an opponent is effectively unaware of any foes, it cannot act during the surprise round

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

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

As long as you have at least 1 stamina point in your stamina pool, you can use this feat to aid another as a move action

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

As a standard action, you can attempt a DC 20 Sleight of Hand check to plant a small object on a creature. The target is entitled to a Perception check opposed by your Sleight of Hand check to notice you planting the item. This does not force the creature to wear, wield, or otherwise use the item; you simply plant it on the creature's person. The DC increases to 30 if the target is not wearing clothing, armor, tack and harness (if an animal or similar creature), or some other equivalent accoutrements in which you can hide the item

If you have Walking Sleight, you can take either or both of your actions with Swipe and Stash at any point during your movement in the same round, moving both before and after both snatching and planting the object if you wish to do so and have enough 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

When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, as long as you have 1 stamina point in your stamina pool, you gain a +1 bonus on all attack rolls made with the crossbow or firearm

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

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

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

Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. There is no limit to how long you can rage, as long as you remain adjacent to a raging ally (for example, you could take a 5-foot step away from one raging ally toward another raging ally and maintain your rage). As with a barbarian's rage, when this weaker rage ends, you are fatigued. You cannot use this feat if you are fatigued

When an ally within 30 feet is raging, you can spend 5 stamina points to enter a sympathetic rage even if you aren't adjacent to that ally. Until the rage ends, you only need to stay within 30 feet of a raging ally to maintain your sympathetic rage

You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments

At the start of your turn, you can spend 5 stamina points to treat your tail slap as a primary natural attack until the beginning of your next turn. The tail slap is treated as a primary attack even if used along with weapon attacks as part of a full attack

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

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

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 successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature's balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round

When you make an opponent lose its balance with this feat, you can spend 2 stamina points to increase the DC of its Acrobatics check to avoid falling prone to 20

As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. However, the ally also takes a -2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an Intimidate check with the same DC used to demoralize your ally

If you have 10 or more ranks in Intimidate, the morale bonus increases to +2

When using this feat, you can spend 5 stamina points to affect a creature with up to 5 more Hit Dice than you possess

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 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 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 and at least two of your allies are adjacent to an opponent, you can spend 2 stamina points to attempt to aid another as a swift 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

You can cause an item that has a transmutation spell of 4th level or higher in its construction requirements to cast

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 hit a target with an attack of opportunity granted by this feat, you can spend 2 stamina points to daze the target for 1 round. The target can attempt a Fortitude save with a DC equal to 10 + your base attack bonus to negate this effect

When using Intimidate to demoralize an opponent during a surprise round, if you exceed the DC by 10 or more, you can make the target frightened for 1 round instead of shaken

When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use the same Intimidate check to determine the effects of Dazzling Display and this feat

When you use this feat, you can spend 5 stamina points to affect allies within 60 feet instead of 30 feet

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

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 1-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

As long as you have at least 1 stamina point in your stamina pool, when you use a melee weapon that is not a thrown weapon for a ranged improvised weapon attack, you use the weapon's melee critical threat range and multiplier instead of the normal 20/Ã2 for improvised weapons. You can spend 2 stamina points to increase your range increment for thrown weapon attacks (including ranged improvised weapons) by 10 feet until the beginning of your next turn

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

This is a combat feat, and may be selected with class features that grant bonus combat feats

While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus. 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

If your bull rush attempt from this feat succeeds, you can spend 2 stamina points to move with your opponent normally

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

When using Tiger Style, you can spend 2 stamina points and take a swift action to move closer to an enemy you've hit with an unarmed strike or made a successful combat maneuver against at any point during this combat, instead of one you hit on this 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

When you score a critical hit with your slashing unarmed strike, you can spend 2 stamina points to make the bleed damage last until the target is healed either with a Heal check or magical healing (instead of lasting only 2 turns)

Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature

When you threaten a critical hit against a fatigued foe, you can spend 5 stamina points before attempting the confirmation roll. If you confirm the critical hit, the foe becomes exhausted

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

You can spend 1 stamina when disabled to take a standard action without losing a hit point

As a swift action when you hit a creature with a shield bash, you can attempt a trip combat maneuver against that creature at a -5 penalty. This does not provoke an attack of opportunity, and if your attempt fails by 10 or more, you are not knocked prone

You can spend 5 stamina points to negate the penalty on your combat maneuver check to knock a creature prone. (See page 19.)

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

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

You can spend 5 stamina points to declare you are using this feat after you hit with an attack roll. The target can still attempt the saving throw to resist Touch of Serenity's effects

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

You reduce the armor check penalty for tower shields by 3, and if you have the armor training class feature, you modify the armor check penalty and maximum Dexterity bonus of tower shields as if they were armor

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

You receive a +2 bonus on combat maneuver checks against creatures wielding exotic weapons, firearms, or technological weapons (see

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

When you attempt to overrun an opponent while mounted and you don't succeed at the overrun combat maneuver check, you can spend 2 stamina points and continue to move as if the target of the overrun had moved out of the way

You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a swift action you may make a DC 15 Acrobatics check to jump upward and use your tail to hang from that object. While hanging, you can't be tripped, you ignore the effects of difficult terrain in your square, and you gain a +2 bonus to your CMD against bull rush, drag, and reposition attacks. If you leave that square (including if you are moved against your will), you lose your grip on the object and are no longer hanging. While hanging, you cannot use your tail for anything else

When you jump upward to use your tail to hang from an object, you can spend up to 5 stamina points. You gain a bonus on the Acrobatics check equal to the number of stamina points you spent

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

As long as you have 1 stamina point in your stamina pool, you gain the effects of this feat when wearing medium armor

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

You treat quarterstaves as if they had the trip special feature.

If you are a magus with the staff magus archetype, you can use spellstrike on any trip combat maneuver you make with the staff.

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool

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

When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to trip the target anyway. When you do, reroll the confirmation roll and use it to determine if the trip attempt exceeds the opponent's CMD. This reroll is used only for the trip combat maneuver; it can't cause the critical hit to be conf irmed. You still can't make the attempt if the target is immune to critical hits

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.

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benef its of this feat only as long as you have at least 1 stamina point in your stamina pool

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 spend 2 stamina points to gain the benef its of this feat against a creature at least one size category larger than you that does not have the giant subtype. You gain this benef it until the start of your next turn

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

You can spend 2 stamina points to attempt a trip combat maneuver against a Huge creature that does not have the giant subtype

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

After succeeding at the first feint while using this feat, you can spend 2 stamina points to attempt a second feint against any foe within your reach, even if it's not adjacent to the first foe

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 you throw a one-handed thrown weapon with two hands or throw a two-handed thrown weapon, you can spend 2 stamina points to add twice your Strength bonus to that attack's damage instead of 1-1/2 times your Strength bonus

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

Once per round, you can spend 2 stamina points to double the bonuses granted by this feat until the start of your next turn

When you wield a tankard as an improvised weapon in your off hand, it functions as a light mace, including for the purpose of determining the effects of feats like Weapon Focus. If you worship Cayden Cailean, your off-hand tankard functions as a divine focus and does not interfere with somatic spell components

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

You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When using Two-Weapon Fighting to make a melee attack, you can spend 5 stamina points to forgo any one of your melee attacks (not just your first primary-hand attack) to attempt a Bluff check to feint an opponent. This feint attempt occurs before all of your attacks, even if you give up a later attack

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat

You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0

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

You can spend 5 stamina points to use this feat's benefit a second time in a single round

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

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

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

While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action

When fighting defensively or taking the total defense action, if you attempt a Reflex saving throw or are the target of a combat maneuver, you can spend a number of stamina points up to your Dexterity bonus to gain a bonus on the Reflex save or to your CMD equal to the number of stamina points you spent

As a standard action, you can attempt a combat maneuver check against a creature no more than one size category larger than yourself. This provokes an attack of opportunity from the target of the maneuver. If the check is successful, you can prevent the target from using one arm (or similar limb) or one natural attack of your choice for 1 round. For every 5 by which your check result exceeds the target's CMD, the affected arm or natural attack is unusable for 1 additional round. The target can regain the use of its disabled limb or natural attack by taking a standard action to do so

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

When using this feat, you can spend a number of stamina points up to your Dexterity bonus to increase the bonus on the trip attempt by 2 for each stamina point spent

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 can spend 2 stamina points to use the benefit of this feat against opponents of your size until the end of your turn

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

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

While you have at least 1 stamina point in your stamina pool, the DCs of your Ride checks to leap with a mount of your size, and to perform a fast mount or dismount with such a mount, decrease by 5

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

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

You can spend 2 stamina points instead of 1 ki point when using Unfolding Wind Strike

You still gain a buckler's bonus to AC even if you use your shield hand for some other purpose. When you wield a buckler, your shield hand is considered free for the purposes of casting spells, wielding weapons, and using any other abilities that require you to have a free hand or interact with your shield, such as the swashbuckler's precise strike deed or the Weapon Finesse feat

A monk with this feat is not considered to be using a shield for the purposes of his AC bonus, fast movement, or flurry of blows

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 you use this feat to successfully unseat a foe, you can spend 5 stamina points to make the rider fall prone in an unoccupied space of your choice adjacent to the mount instead of a space 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/â 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

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

You can spend 2 stamina points instead of 1 ki point when using Untwisting Iron Strength

When you are reduced to 0 or fewer hit points, if you remain conscious from your ferocity monster ability, you can make a full attack on your next turn (or your current turn if you are reduced to 0 hit points on your own turn). If you do, you push your body to the point that your mind becomes more primitive, and you can no longer use any Charisma-, Dexterity-, or Intelligence-based skills except Acrobatics, Fly, Intimidate, or Ride, or any ability that requires patience or concentration (such as spellcasting) until your hit points are raised above 0

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

When wielding a rhoka sword, you can attempt to sunder an opponent's sword or other slender-bladed weapon without provoking an attack of opportunity. You gain a +2 circumstance bonus on the combat maneuver check to do so

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

Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes)

You may take this feat more than once. Its benefits do not stack. Each time you select this feat, you select two additional creature types to which your hatred racial trait applies

You can spend 5 stamina points to designate a creature type (and subtype, if appropriate) from the Ranger Favored Enemies table (

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

When an opponent provokes an unarmed strike attack of opportunity from you by falling prone, you can spend 2 stamina points to deal an additional 1d6 points of damage with that unarmed strike

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

You may use Intimidate, rather than Bluff, to attempt a feint against a creature within your melee reach

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

After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon's damage dice. (For weapons with more than one damage die, count all the weapon's base damage dice together as one.) You must take the second result, even if it's lower

When wielding a rhoka sword, you can channel your daemonic energies through the blade as a swift action, causing it to deal Strength damage as your bite attack. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1)

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 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

You can spend 2 stamina points to use this feat on your second or subsequent turns in a combat. You can use this combat trick only once per combat, though you can use it in addition to using the feat on your first turn

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, 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 can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn

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

Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn

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

When using this feat, you can spend 5 stamina points to designate a weapon other than your deity's favored weapon. You gain this feat's benefits with that weapon until the start of your next turn

You gain a +2 bonus on all damage rolls you make using the selected weapon

Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don't have Weapon Specialization. This bonus lasts until the start of your next turn

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

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

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

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 using a whip to deal nonlethal damage, as long as you have at least 1 stamina point in your stamina pool, the whip deals 1d8 points of nonlethal damage (1d6 for a Small whip). At the start of your turn, you can spend 2 stamina points to increase the damage die of the whip as if it were one size category larger for your next attack, regardless of whether you are dealing lethal or nonlethal damage. For nonlethal attacks, these two increases stack. This effect doesn't stack with other effects that treat the weapon as a larger size category unless they increase the actual size

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 Ã2 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 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

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks

When using this feat, you can spend 5 stamina points to gain 20% concealment for 1 round against all attacks (not just 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 (

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

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

While using this style, you can make attacks with a dagger, punching dagger, scorpion whip

While using Wyvern Fury Style, if you successfully attack a foe with a whip or scorpion whip

While using the Wyvern Style feat, if you use flurry of blows or brawler's flurry and take a 5-foot step, you can take an additional 5-foot step. You can take this extra 5-foot step only between two attacks in your flurry, but you can take both your 5-foot steps consecutively without making an attack between them