Cerberus Easy Drawing Step by Step
Style Feats
Choose one weapon style (a style feat that lists Weapon Focus as a prerequisite) that you have.For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.
As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.
Archon Style: Archon style protects allies from harm, even if it means temporarily sacrificing your safety in the process.
Feat Path: Archon Style, Archon Diversion, Archon Justice.
Ascetic Style: You blend arms and martial arts, using weapons with the same ease as unarmed strikes.
Feat Path: Ascetic Style, Ascetic Form, Ascetic Strike
Asura Style: Blasphemy comes quite naturally to you. When you interrupt your foes' divine spells, you use words, symbols, or gestures so abhorrent to their faith that they are repulsed by your deeds. Taking inspiration from the many faces of asuras, you have learned to split your focus to avoid being caught off guard.
Feat Path: Asura Style; Asura Sight, Asura Spellrend
Azata Style: You confound enemies in combat by staying mobile, moving quickly, and tripping those who try to take advantage of you.
Feat Path: Azata Style; Azata Mischief, Azata Sprint
Barracuda Style: You study a combat style consisting of fluid, circular motions suited for moving and fighting underwater.
Feat Path: Barracuda Style, Barracuda Slam, Barracuda Dash
Beastmaster Style: While in this style, you have greater control over your non-mount animal companion.
Feat Path: Beastmaster Style, Beastmaster Salvation, Beastmaster Ire.
Blinded Blade Style: You hold no fear of blindness, as your other senses improve without the distractions of sight. Your lack of sight enables you to strike your foes with uncanny precision and your skill at arms while unable to see is astounding.
Feat Path: Blinded Blade Style; Blinded Competence, Blinded Master
Blood Frenzy Style: Through centuries of coexistence, sahuagin have learned to live with those they used to perceive as enemies. Although they have learned to control their bouts of rage, sahuagin nonetheless retain the knowledge of their people's infamous ability to take grievous injury and turn it into a frenzied assault—a combat style known as blood frenzy style. Sahuagin occasionally teach this style to others who want to harness the power of their own pain.
Feat Path: Blood Frenzy Style; Blood Frenzy Strike, Blood Frenzy Assault
Boar Style: A tribe of orcs who disdained the use of weapons originally developed this savage unarmed fighting style. They preferred to slaughter their enemies with their bare hands and teeth. Over the centuries, a variety of races have adopted the Boar Style, most notably goblinoids, ogres, and trolls. The objective of the Boar Style is to attack with as much viciousness and cruelty as possible in order to break enemy morale. Fanatical followers of the style use herbal and alchemical reagents to harden their nails and teeth, sometimes performing self-mutilating procedures that result in claw-like nails and sharpened teeth.
Feat Path: Boar Style, Boar Ferocity, Boar Shred.
Brute Style: Adherents to this style emulate the destructive and overwhelming power of brutish creatures. This forceful style focuses on knocking opponents prone and then crushing them by treading heavily upon them.
Feat Path: Brute Style, Brute Stomp, Brute Assault. Source PZO1135
Bulette Charge Style: You use the weight of your armor to enhance your movement.
Feat Path: Bulette Charge Style, Bulette Leap, Bulette Rampage. Source PZO9467
Bull-Catcher Style: You brace yourself to catch oncoming foes. You can use a charging foe's momentum to throw them aside and you can wrestle a charging foe to the ground.
Feat Path: Bull-Catcher Style; Bull-Catcher Toss, Bull-Catcher Wrangler
Cerberus Style: You rain blows upon your enemies from three directions, like the three heads of the cerberus guardians of Hell. You channel deadly force into each blow and your strikes latch onto your opponent like the jaws of a cerberus, preventing them from fleeing across planes.
Feat Path: Cerberus Style; Cerberus Snare, Cerberus Crush
Charging Stag Style: This style originated among shamanic monks who spent their lives in the wild, allowing them to quickly subdue both game and poachers using the element of surprise. Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness.
Feat Path: Charging Stag Style; Stag Horns, Stag Submission
Cloak and Dagger Style: Your attacks effortlessly inflict debilitating conditions on unaware opponents. You devastate enemies that you catch off-guard and your increased martial skill allows you to take advantage of distracted foes to easily impose conditions, and even steal items without being noticed.
Feat Path: Cloak and Dagger Style; Cloak and Dagger Subterfuge, Cloak and Dagger Tactics
Crane Style: Crane style focuses on defense and agile counterattacks. Practitioners are known for graceful, one-legged stances and folding arm techniques that mimic a crane's enormous wings.
Feat Path: Crane Style, Crane Wing, Crane Riposte.
Crashing Wave Style: Someone skilled in this style jostles and pulls her opponents about, inspired by the power of ocean waves churning upon the shore.
Feat Path: Crashing Wave Style, Crashing Wave Buffet, Crashing Wave Fist.
Cudgeler Style: This style focuses on dealing only nonlethal damage to incapacitate opponents. Variants are practiced worldwide by bounty hunters, prison guards, and others who aim to subdue rather than kill their quarry.
Feat Path: Cudgeler Style, Cudgeler Sweep, Cudgeler Takedown.
Deadhand Style: Adherents to this style call to the restless and malevolent spirits of the dead to sow fear and bolster their own courage. Masters of this style learn to drain the life essence of their enemies, reducing them to desiccated husks.
Feat Path: Deadhand Style, Deadhand Initiate, Deadhand Master. Source PZO1135
Demonic Style: You enhance your attacks and deal greater damage when you charge or bull rush foes.
Feat Path: Demonic Style; Demonic Momentum, Demonic Slaughter
Diabolic Style: You take every opportunity in battle to humiliate those foes who dare stand up to you.
Feat Path: Diabolic Style; Diabolic Humiliation, Diabolic Judgment
Diva Style: You employ song, dance, or some other method of performance to distract your enemies from the battle at hand. You stride forward with confidence, trusting your performance to protect you as much as your arms and armor and those distracted by your performance leave themselves open to vicious attacks.
Feat Path: Diva Style; Diva Advance, Diva Strike
Djinni Style: Adherents to this style call on the spirits of storms to outmaneuver and outwit their opponents. Masters of the style can absorb and deflect electrical attacks while summoning peals of thunder to pummel their enemies.
Feat Path: Djinni Style, Djinni Spirit, Djinni Spin.
Dolphin Style: You fight like a dolphin, bunching your enemies up together to make it easier to pick them off. You circle your foes, forcing them to play into your attacks and you can quickly dart at a foe and retreat.
Feat Path: Dolphin Style; Dolphin Circle, Dolphin Dart
Dragon Style: Dragon style captures the overwhelming power, grace, and ferocity of dragons. Practitioners use acrobatic footwork and strong attacks to overwhelm foes. The deepest secrets of the style require imbibing alchemical tonics and deep meditations similar to the long sleeps of dragons.
Feat Path: Dragon Style, Dragon Ferocity, Dragon Roar.
Dragonfly Style: You can leap off walls and objects to strike from above. You can jump off willing allies and unwilling opponents to attack creatures from above and fly short distances through the air.
Feat Path: Dragonfly Style; Dragonfly Wings, Dragonfly Flight
Dwarven Hatred Style: You harness hatred into ferocity.
Feat Path: Dwarven Hatred Style, Dwarven Seething, Dwarven Fury
Earth Child Style: A warrior cadre of dwarves and gnomes dedicated to fighting and slaying giants developed this style. Students of the style learn how to enhance their defensive training to become even more elusive when facing giants . They also spend long hours studying the anatomy of the various giant races to increase the effectiveness of their unarmed strikes. Eventually, masters of this fighting style learn how to bring down even the mightiest creatures by targeting feet, ankles, and knees.
Feat Path: Earth Child Style, Earth Child Topple, Earth Child Binder.
Efreeti Style: The efreeti style focuses on aggression and speed, taking inspiration from beings of living fire. Masters of the style can deflect and control fire, immolate their enemies, and summon forth gouts of elemental flame.
Feat Path: Efreeti Style, Efreeti Stance, Efreeti Touch.
Electric Eel Style: You have learned how to harness electrical energy to momentarily disorient your foes. You can stagger your opponents with jolts of electricity and you can establish an ongoing electrical charge between you and a target you have grabbed.
Feat Path: Electric Eel Style; Electric Eel Shock. Electric Eel Conduit
Elven Battle Style: You wield traditional elven weapons with grace.
Feat Path: Elven Battle Style, Elven Battle Focus, Elven Battle Torrent
Empty Quiver Style: You can fight in melee with your bow, crossbow, or firearm.
Feat Path: Empty Quiver Style, Empty Quiver Flexibility, Empty Quiver Flurry
Fox Style: This crafty style improves its practitioners' chances to feint and to avoid sneaky tactics employed by their foes, and also expands their ability to deploy other devious and dirty tricks.
Feat Path: Fox Style, Fox Insight, Fox Trickery. Source PZO1134
Grabbing Style: A wrestling and grappling style that favors powerful one-handed grabs, fast repositioning of those grabbed, and the ability to move and damage one or two opponents.
Feat Path: Grabbing Style, Grabbing Drag, Grabbing Master.
Illusive Gnome Style: The chaotic, somewhat random design of your racial weapons makes it easy to combine them with illusions.
Feat Path: Illusive Gnome Style, Illusive Gnome Surprise, Illusive Gnome Bewilderment
Indomitable Mountain Style: A practitioner of this style stands like a mighty mountain, difficult to move and punishing those who try.
Feat Path: Indomitable Mountain Style, Indomitable Mountain Peak, Indomitable Mountain Avalanche.
Jabbing Style: This style favors rapid punches and kicks, typically while the fighter circles her opponent. Many of these jabs land in the same general area or in debilitating areas of the body, delivering more pain and damage with each successive jab.
Feat Path: Jabbing Style, Jabbing Dancer, Jabbing Master.
Janni Style: This style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. Regardless of variations in technique, all practitioners have a fluid fighting stance that emphasizes rapid, powerful kicks. The style's constant motion and graceful footwork lead many to mistakenly view practitioners as highly skilled dancers, a misconception that has allowed the technique to be taught in secret, the hidden weapon of the downtrodden and the oppressed. Openly martial versions of this style lose some of the dance-like qualities but retain the style's extraordinary kicking techniques and agility.
Feat Path: Janni Style, Janni Tempest, Janni Rush.
Kirin Style: The school of the kirin employs critical observations as weapons against opponents. Practitioners catalog a foe's weaknesses and seek the perfect moment to strike, ensuring that no movement or effort is ever wasted. Popular among those rare orders that blend monastic training with arcane study, kirin style is sometimes practiced by wizards who seek to hone their bodies along with their minds.
Feat Path: Kirin Style, Kirin Strike, Kirin Path.
Kitsune Style: Pulling from the trickster habits of kitsune, this style focuses on duping and incapacitating foes in the heat of combat.
Feat Path: Kitsune Style, Kitsune Tricks, Kitsune Vengeance.
Kobold Style: Quick, powerful movements mark this style, which focuses on rushing and upending an opponent, then climbing on top of it to keep the creature prone.
Feat Path: Kobold Style, Kobold Groundling, Kobold Flood.
Kraken Style: This grappling style mimics the powerful crushing blows of the many-tentacled kraken. This style focuses on pulverizing holds around a creature's chest, limbs, and throat.
Feat Path: Kraken Style, Kraken Throttle, Kraken Wrack.
Kyton Style: Adherents to this style model themselves after kytons, and focus pain (and its inherent pleasures) into a strict, orderly discipline through which to channel their ki. They use a spiked chain as an instrument of control and defense.
Feat Path: Kyton Style, Kyton Shield, Kyton Cut. Source PZO1135
Lantern Style: Your thrown weapons shine with a divine light that dazzles their targets. Like an archon's aura, the light of your thrown weapons can shake even the fiercest of foes and your thrown weapons can become pure light, overcoming enemy defenses.
Feat Path: Lantern Style; Lantern Glare, Lantern Light
Linnorm Hunter Style: You and your animal companion work together to make coordinated strikes against your enemies. You have learned to cover each other in combat and are adept at working together to strike the same location and deal increased damage.
Feat Path: Linnorm Hunter Style; Linnorm Hunter Retreat, Linnorm Hunter Coordination
Linnorm Style: Your open stance invites opponents to attack you, and like a linnorm's death curse, your retributive strikes punish those foolish enough to accept the invitation.
Feat Path: Linnorm Style, Linnorm Vengeance, Linnorm Wrath
Maddening Style: Adherents to this style channel the sanity-consuming power of the incomprehensible beings that dwell in the dark places between stars, and use these forces to defend against mental attacks and corrupt their opponents' bodies and minds.
Feat Path: Maddening Style, Maddening Strike, Maddening Obliteration. Source PZO1135
Mantis Style: Based on the hunting techniques of the praying mantis, practitioners of this style fight with their hands turned down to emulate the insect's sharp grasping forelimbs. Mantis style uses precise, accurate strikes to pinpoint an opponent's vital areas, such as eyes, throat, and pressure points.
Feat Path: Mantis Style, Mantis Wisdom, Mantis Torment.
Marid Style: Marid style emulates the fluid strength of flowing rivers and the cold of the ocean depths. Masters of the style can withstand severe cold, manipulate water to lash at enemies from afar, and freeze their foes in place.
Feat Path: Marid Style, Marid Spirit, Marid Coldsnap.
Mobile Bulwark Style: You are able to use tower shields more creatively and effectively.
Feat Path: Mobile Bulwark Style, Mobile Fortress, Mobile Stronghold. Source PZO9467
Monkey Style: Renowned for its speed and agility, monkey style blends jumping strikes, rolling blows, and ground fighting into a continuous onslaught aimed at disorienting and damaging an opponent through superior mobility.
Feat Path: Monkey Style, Monkey Moves, Monkey Shine.
Octopus Style: You anticipate the attacks of more than one enemy at once. Your arms flail about in a confusing pattern of strikes that trips and batters your foes and the more enemies that surround you, the more accurate your attacks become.
Feat Path: Octopus Style; Octopus Focus, Octopus Thrash
Orc Fury Style: You inspire great fear in your enemies.
Feat Path: Orc Fury Style, Orc Rampage, Orc Snarl
Outslug Style: You dart in and out of combat.
Feat Path: Outslug Style, Outslug Weave, Outslug Sprint
Overwatch Style: You have learned to wait until your ranged attacks have the greatest effect.
Feat Path: Overwatch Style, Overwatch Tactician, Overwatch Vortex
Owl Style: You take advantage of basic training in skills that affect movement to enhance those skills through combat ability.
Feat Path: Owl Style, Owl Swoop, Owl Dive. Source PZO1134
Panther Style: Students of the panther throw caution to the wind as they weave recklessly among their foes. Those who master the style turn their unrivaled mobility into a weapon, striking their enemies with a series of swift retaliatory strikes.
Feat Path: Panther Style, Panther Claw, Panther Parry.
Perfect Style: You have an innate connection to a house of combat, and it's associated element.
Feat Path: Perfect Style, Unblinking Flame Feint, Unblinking Flame Fist, Unfolding Wind Strike, Unfolding Wind Rush, Untwisting Iron Strength, Untwisting Iron Skin
Psychovore Style: These masters of martial arts have developed deadly psychic abilities that allow them to seemingly read the minds of their enemies in order to predict their movements, and they can also disrupt their brainwaves with well-placed strikes. They agree to teach these techniques to outsiders at a high price.
Feat Path: Psychovore Style, Psychovore Strike, Psychovore Master
Pummeling Style: Seemingly wild and powerful haymaker punches and extended kicks are the hallmark of this style. Deeply rooted in its martial philosophy is the concept that landing one powerful strike in the right area will send an opponent painfully sprawling.
Feat Path: Pummeling Style, Pummeling Bully, Pummeling Charge.
Shaitan Style: Practitioners of this style imbue their fists with the mineral acids of the deep earth. Their forceful blows conjure forth caustic elements to dissolve and disable their enemies.
Feat Path: Shaitan Style, Shaitan Skin, Shaitan Earthblast.
Shapeshifter Style: Skilled martial artists of many heritages have the ability to change their forms, and they draw on their shapeshifting potential in combat to devastating effect.
Feat Path: Shapeshifter Style, Shapeshifter Twist, Shapeshifter Savage
Shark Style: You fight like a shark, shredding your foes. You tear into bleeding foes and can smell their blood in the water, and like a deadly predator, you bolt at unsuspecting foes from below.
Feat Path: Shark Style, Shark Tear, Shark Leap
Shield Gauntlet Style: You use your gauntlet to shield you from harm.
Feat Path: Shield Gauntlet Style, Shielded Gauntlet Attack, Shielded Gauntlet Master. Source PZO9467
Shielded Staff Style: You can attack and defend effectively with a shield attached to your staff or spear. Your staff and shield act as a single item and you can hit an enemy unexpectedly with a maneuver.
Feat Path: Shielded Staff Style; Shielded Staff Ambush, Shielded Staff Master
Shikigami Style: Your skill with improvised weapons makes them more dangerous than they would otherwise be.
Feat Path: Shikigami Style, Shikigami Mimicry, Shikigami Manipulation Source PPC:MAH
Signature Strike Style: Your accuracy when attacking is both delightfully artistic and chillingly deadly. Your mocking strikes leave your foe deeply embarrassed and infuriated and with an effortless flourish, you strike terror into your foes and inspire your allies.
Feat Path: Signature Strike Style; Signature Strike Taunt, Signature Strike Triumph
Sisterhood Style: Sister soldiers drill relentlessly to fight as a team and to protect their bodies and minds. A warrior using the Sisterhood Style can easily coordinate tactics with other women.
Feat Path: Sisterhood Style, Sisterhood Rampart, Sisterhood Dedication
Skyseeker Style: Practitioners of this style, which focuses on defeating large opponents, research ancient martial techniques employed by the dwarves who ascended during the Quest for Sky.
Feat Path: Skyseeker Style, Skyseeker Thrash, Skyseeker Impact
Slipslinger Style: You can fire all manner of slings and sling-like weapons.
Feat Path: Slipslinger Style, Slipslinger Grenadier, Slipslinger Bombardment
Smashing Style: Your hammer blows dent armor, hampering your opponent.
Feat Path: Smashing Style, Smashing Crush, Smashing Dent
Snake Style: Snake style emphasizes quick, shifting movements. Its practitioners normally hold their hands flat with the fingers together to mimic the head of a snake. Able to strike when least expected, snake stylists are known for opportunism and blinding speed.
Feat Path: Snake Style, Snake Sidewind, Snake Fang.
Snapping Turtle Style: The snapping turtle style emphasizes active defense with one hand. Students of the style utilize a variety of locks, grabs, and circular blocks to protect themselves, as well as employing a debilitating clutch.
Feat Path: Snapping Turtle Style, Snapping Turtle Clutch, Snapping Turtle Shell.
Spear Dancing Style: You can use polearms and spears as double weapons.
Feat Path: Spear Dancing Style, Spear Dancing Spiral, Spear Dancing Reach
Spring-Heeled Style: You cunningly dart across the battlefield from foe to foe, taking advantage of your armor's flexibility to duck blows.
Feat Path: Spring-Heeled Style, Spring-Heeled Sprint, Spring-Heeled Reaping Source PZO9467
Startoss Style: Your thrown weapons become more deadly.
Feat Path: Startoss Style, Startoss Comet, Startoss Shower
Stick-Fighting Style: Stick-fighting is most commonly associated with cultures that practice cow herding, but stick fighting is also common in regions where peasant classes are outlawed from carrying bladed weapons. The following feats represent martial arts that use sticks for offense and defense.
Feat Path: Stick-Fighting Style; Stick-Fighting Counter, Stick-Fighting Maneuver
Stock-Striker Style: Your fighting technique makes you equally deadly with your firearm's stock as with its bullets. The force of your firearm strikes can drive back your foe or damage a second target and your melee strike leaves your target vulnerable to a merciless finishing shot.
Feat Path: Stock-Striker Style; Stock-Striker Sweep, Stock-Striker Takedown
Street Style: You can take advantage of urban environments to bash your foes against brick walls, drag them over rough cobblestones, and impale them on fence posts and other sharp-edged objects.
Feat Path: Street Style, Street Sweep, Street Carnage. Source PZO1134
Swift Iron Style: You have learned to move in ways that better accommodate your armor, and can maneuver easily despite its bulk.
Feat Path: Swift Iron Style, Swift Refuge, Swift Sprint. Source PZO9467
Swordplay Style: Your defense relies on perfectly timed attacks.
Feat Path: Swordplay Style, Swordplay Upset, Swordplay Deflection
Tatzlwyrm Claw Style: Your curled fingers can tear into opponents' flesh and snatch free grappled allies. You can twist and bend in a way that makes you extremely difficult to grab and you can immobilize your foe without using your arms.
Feat Path: Tatzlwyrm Claw Style, Tatzlwyrm Grappler, Tatzlwyrm Rake
Tiger Style: This style seeks to emulate the power and fury of the great tiger. Practitioners use their hands like claws, perfecting overpowering double hand strikes and driving attack chains.
Feat Path: Tiger Style, Tiger Claws, Tiger Pounce.
Twin Fang Style: You strike with the force of a serpent's lunge. Your paired blades rend through armor and you strike at your enemies with both weapons simultaneously.
Feat Path: Twin Fang Style, Twin Fang Strike, Twin Fang Lunge
Upsetting Shield Style: You can strike at weapons to upset enemy attacks.
Feat Path: Upsetting Shield Style, Upsetting Strike, Upsetting Vengeance. Source PZO9467
Vanguard Style: You can bring your shield to bear against dangers that threaten your allies.
Feat Path: Vanguard Style, Vanguard Ward, Vanguard Hustle Source PZO9467
Weapon Style Mastery: You can combine multiple fighting styles together.
Feat Path: Weapon Style Mastery
Wolf Style: This style seeks to emulate the tenacity and savagery of the vicious wolf. It focuses on tripping or penalizing an opponent's movement.
Feat Path: Wolf Style, Wolf Trip, Wolf Savage.
Wyvern Fury Style: You can combine sweeping attacks with a whip and quick stabs with a blade, imitating a wyvern's powerful bite and tail tipped with a stinger. You can use your whip like a wyvern's sting, forcing foes to give it their undivided attention and like a wyvern on the wing, you command a fluid style that enables you to make attacks while moving.
Feat Path: Wyvern Fury Style, Wyvern Sting, Wyvern Wing.
Feat Descriptions
Style Feats are summarized on the table below. Note that some of the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Paizo Style Feats | ||||
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Feat Name | Category/Type | Prerequisites | Benefit | Source |
3pp Style Feats | ||||
Rogue Genius Games | ||||
3pp Style Feats | ||||
Rogue Genius Games | ||||
Archon Style | Combat, Style | Combat Expertise, Combat Reflexes, BAB +2 or monk 2 | Grant adjacent allies +2 dodge bonus to AC against single adjacent opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but you take –2 AC against that opponent until your next turn. | PZO9424 |
Archon Diversion | Combat, Style | Archon Style, Combat Expertise, Combat Reflexes, BAB +4 or monk 4 | 1/round when using Archon Style, if have at least one hand free, divert 1 melee weapon attack that would have struck an adjacent ally and take the hit instead, using your own AC to determine whether the attack hits (see text for more details.) | PZO9424 |
Archon Justice | Combat, Style | Archon Diversion, Archon Style, Combat Expertise, Combat Reflexes, BAB +8 or monk 7 | Take no penalty to AC when using Archon Style and can spend a swift action instead of a move action to use this ability. Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent. | PZO9424 |
Ascetic Style | Combat, Style | Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st. | While using this style and wielding one chosen weapon from the monk fighter weapon group, 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. Special: 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. | PZO9463 |
Ascetic Form | Combat, Style | Ascetic Style; Weapon Focus with the chosen melee weapon; base attack bonus +5 or monk level 5th. | 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. | PZO9463 |
Ascetic Strike | Combat, Style | Ascetic Form; Ascetic Style; Weapon Focus with the chosen weapon; base attack bonus +7 or monk level 7th. | You can use the unarmed strike damage of a monk 4 levels lower than your character level (minimum 1st) instead of the base damage for the chosen weapon. Ascetic Strike functions in all other ways as the brawler's close weapon mastery class feature. In addition, you ignore the still mind class feature prerequisite for the Monastic Legacy feat. | PZO9463 |
Asura Style | Combat, Style | Wis 13, Improved Unarmed Strike, base attack bonus +5 or monk level 5th. | When you use a monk weapon or unarmed strike to attack a creature that is casting a divine spell, the target is sickened for 1d4 rounds. A target can attempt a Fortitude save (DC = 10 + half your character level + your Wisdom modifier) to reduce the duration of the sickened effect to 1 round. | PZO9492 |
Asura Sight | Combat, Style | Asura Style, base attack bonus +9 or monk level 9th. | When using Asura Style, you gain improved uncanny dodge as a rogue of your character level. | PZO9492 |
Asura Spellrend | Combat, Style | Asura Sight, Asura Style, base attack bonus +13 or monk level 13th. | You can replace one of your attacks at your highest base attack bonus each round with a spellrending strike. If your spellrending strike hits, it deals no damage, but you can attempt to dispel a harmless divine spell affecting this target as per dispel magic, with a caster level equal to your character level. If you succeed at your dispel check, the target is sickened as if you had interrupted the spell with Asura Style and receives no saving throw to reduce the sickened duration. | PZO9492 |
Azata Style | Combat, Style | Dodge, Mobility, base attack bonus +2. | While using this style, during any round in which you move at least 15 feet, you gain a +1 dodge bonus to your AC. This bonus lasts until the beginning of your next turn. | PZO9492 |
Azata Mischief | Combat, Style | Agile Maneuvers, Azata Style, Dodge, Mobility, base attack bonus +6. | While using Azata Style, whenever an opponent misses you with an attack of opportunity provoked by your movement through its threatened squares, you can attempt a trip combat maneuver against that creature at the end of your turn as a swift action, provided you are still adjacent to the creature when you end your movement for the round.This trip attempt does not provoke attacks of opportunity. You gain a bonus on your combat maneuver check equal to any bonuses to AC you gain against attacks of opportunity provoked by movement (such as that granted by the Mobility feat). | PZO9492 |
Azata Sprint | Combat, Style | Agile Maneuvers, Azata Mischief, Azata Style, Dodge, Mobility, Wind Stance, base attack bonus +10. | While using Azata Style, your base speed increases by 10 feet and you ignore the movement penalties applied by the first 10 feet of difficult terrain you move through in the round. | PZO9492 |
Barracuda Style | Combat, Style | Wis 13, Improved Unarmed Strike, Acrobatics 3 ranks, Swim 3 ranks. | Your unarmed strikes deal normal damage underwater, and you don't take penalties on attack rolls with unarmed strikes made underwater. You add your Wisdom modifier in addition to your Strength modifier on Swim checks. | PZO90124 |
Barracuda Slam | Combat, Style | Wis 13, Barracuda Style, Improved Unarmed Strike, Acrobatics 5 ranks, Swim 5 ranks. | With a successful Swim check, you can move half your speed as a move action or your full speed as a full-round action. You can run and charge underwater, though the maximum distance you can move while doing so is half the normal maximum distance. Further, while making a charge attack in water or on land, you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn. | PZO90124 |
Barracuda Dash | Combat, Style | Wis 13, Barracuda Slam, Barracuda Style, Improved Unarmed Strike, Acrobatics 7 ranks, Swim 7 ranks. | You gain a swim speed equal to your base speed. When you attack on a charge in water or on land and the attack hits, you can immediately make a second charge attack against a second opponent. All the normal requirements for making a charge, such as moving at least 10 feet and moving in a straight line, apply to this second attack. The total distance of the two charge attacks cannot exceed the normal maximum distance for a charge (usually double your speed). The movement, including leaving the first target's threatened area, provokes attacks of opportunity as normally. You cannot use pounce or other abilities that grant extra attacks on your turn if you use Barracuda Dash to make a second attack. | PZO90124 |
Beastmaster Style | Combat, Style | Cha 13, Handle Animal 1 rank, animal companion | Use Handle Animal to attempt to negate a hit on your adjacent animal companion | PZO1140 |
Beastmaster Salvation | Combat, Style | Cha 13, Alertness, Beastmaster Style, Handle Animal 5 ranks, Sense Motive 5 ranks | Use your Handle Animal check in place of an adjacent animal companion's saving throw | PZO1140 |
Beastmaster Ire | General, Style | Cha 13, Alertness, Beastmaster Salvation, Beastmaster Style, Handle Animal 9 ranks, Sense Motive 5 ranks | +2 on attacks and +4 on damage against a target when you activate Beastmaster Style benefit; bonuses double if an enemy's attack damaged your animal companion | PZO1140 |
Blinded Blade Style | Combat, Style | Blind-Fight, Perception 5 ranks. | While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness. In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite. | PZO9466 |
Blinded Competence | Combat, Style | Blinded Blade Style, Blind-Fight, Improved Blind-Fight, Perception 10 ranks. | While you are using Blinded Blade Style and you are blinded or unable to see, you do not need to succeed at Perception checks to pinpoint the location of creatures within reach of your melee weapon, or your unmodified reach if you are not wielding a melee weapon. This ability functions like blindsense, except creatures you cannot see do not gain total concealment against you. Having this feat counts as having 15 ranks in Perception for the purpose of satisfying the prerequisites of the Greater Blind-Fight feat, as well as any feat that lists Greater Blind-Fight as a prerequisite. | PZO9466 |
Blinded Master | Combat, Style | Blind-Fight, Blinded Blade Precision (Blinded Competence?), Blinded Blade Style, Greater Blind-Fight, Improved Blind-Fight, Perception 15 ranks. | 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. | PZO9466 |
Blood Frenzy Style | Combat, Style | Str 13, Improved Unarmed Strike, base attack bonus +1, aquatic subtype. | While you are using Blood Frenzy Style, you gain a +2 bonus to your Strength and Constitution, and you take a –2 penalty to AC. Special: You can enter Blood Frenzy Style only as an immediate action when you take damage. You cannot enter this style as a swift action, as with other style feats. | PZO9491 |
Blood Frenzy Strike | Combat, Style | Str 15, Blood Frenzy Style, Improved Unarmed Strike, Power Attack, base attack bonus +4, aquatic subtype. | While you are using Blood Frenzy Style, when you damage an opponent with your unarmed strikes or natural attacks, you deal an extra 1d6 points of bleed damage; this bleed damage does not stack with itself. Once every 1d4 rounds, you can make an unarmed attack with a –5 penalty; if you hit, you deal an additional 2d6 points of bludgeoning damage. | PZO9491 |
Blood Frenzy Assault | Combat, Style | Str 17, Blood Frenzy Strike, Blood Frenzy Style, Bloody Assault, Improved Unarmed Strike, Power Attack, base attack bonus +6, aquatic subtype. | While you are using Blood Frenzy Style, when you make a full attack, you can make an additional unarmed or natural weapon attack for each enemy within your reach that is affected by a bleed effect. Until your next turn, you take a –2 penalty to AC for each additional attack gained in this way. In addition, the bleed damage your unarmed strikes deal from Blood Frenzy Strike increases to 2d6 points of bleed damage. | PZO9491 |
Boar Style | Combat, Style | Improved Unarmed Strike, Intimidate 3 ranks | Unarmed strikes deal bludgeoning or slashing damage | PZO1118 |
Boar Ferocity | Combat, Style | Boar Style, Intimidate 6 ranks, | Add piercing damage to unarmed attacks, and demoralize opponents | PZO1118 |
Boar Shred | Combat, Style | Boar Ferocity, Intimidate 9 ranks | Unarmed attacks cause bleed damage | PZO1118 |
Brute Style | Combat, Style | Str 15, Int 13, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +6. | 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. | PZO1135 |
Brute Stomp | Combat | Str 19, Int 13, Brute Style, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +8. | 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. | PZO1135 |
Brute Assault | Combat | Str 23, Int 13, Brute Stomp, Brute Style, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +10. | 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. | PZO1135 |
Bulette Charge Style | Combat, Style | Str 13, Improved Overrun, Power Attack, proficiency with heavy armor. | While using this style, you gain a +4 bonus feats on combat maneuver checks to overrun an opponent. Any magic ability or material that reduces your armor check penalty also reduces the bonus you gain for this style. Special: 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. | PZO9467 |
Bulette Leap | Combat, Style | Str 15, Bulette Charge Style, Improved Overrun, Power Attack, proficiency with heavy armor. | 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. | PZO9467 |
Bulette Rampage | Combat, Style | Str 15, Bulette Charge Style, Bulette Leap, Improved Overrun, Power Attack, proficiency with heavy armor. | While you're using Bulette Charge Style, whenever you succeed at an overrun combat maneuver check against a foe, that foe takes an amount of damage equal to 1d8 (if your size is Medium) or 1d6 (if your size is Small) + 1/2 your armor bonus to AC + 1-1/2 times your Strength bonus. | PZO9467 |
Bull-Catcher Style | Combat, Style | Dex 13, Improved Grapple, Improved Unarmed Strike. | 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. | PZO9478 |
Bull-Catcher Toss | Combat, Style | Dex 13, Bull-Catcher Style, Improved Grapple, Improved Unarmed Strike; base attack bonus +8, brawler level 4th, or monk level 4th. | When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can't use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair. | PZO9478 |
Bull-Catcher Wrangler | Combat, Style | Dex 13, Bull-Catcher Style, Bull-Catcher Toss, Improved Grapple, Improved Unarmed Strike; base attack bonus +12, brawler level 8th, or monk level 8th. | 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. | PZO9478 |
Cerberus Style | Combat, Style | Cleave, Improved Unarmed Strike, base attack bonus +6 or monk level 6th. | As a standard action, you can make a single unarmed strike at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against up to two other foes that are also within reach. You take a –2 penalty to your Armor Class until the start of your next turn for each additional attack you make with this feat. | PZO9492 |
Cerberus Snare | Combat, Style | Cerberus Style, base attack bonus +9 or monk level 9th. | Whenever you damage an opponent with Cerberus Style, that opponent cannot take 5-foot steps until the beginning of your next turn. Additionally, it is barred from dimensional travel. This effect functions as dimensional anchor, except that its duration is 1 round. Spell resistance applies; for the purpose of checks to overcome spell resistance, your caster level is equal to your character level. | PZO9492 |
Cerberus Crush | Combat, Style | Cerberus Snare, Cerberus Style, Vital Strike, base attack bonus +13 or monk level 13th. | You can apply the benefits of Vital Strike, Improved Vital Strike, and Greater Vital Strike to all attacks made using Cerberus Style. | PZO9492 |
Charging Stag Style | Combat, Style | Dex 13, Dodge, Improved Unarmed Strike, Mobility | 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). | PZO9456 |
Stag Horns | Combat, Style | Dex 13, Charging Stag Style, Dodge, Improved Unarmed Strike, Mobility | While using Charging Stag Style, if you make a successful unarmed attack at the end of a charge, you can attempt a free grapple check against the target of your charge without provoking an attack of opportunity. | PZO9456 |
Stag Submission | Combat, Style | Dex 13, Charging Stag Style, Dodge, Improved Unarmed Strike, Mobility, Stag Horns | 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. | PZO9456 |
Cloak and Dagger Style | Combat, Style | Int 13, Combat Expertise, Improved Dirty Trick, Vital Strike, Weapon Focus with the chosen weapon, base attack bonus +6. | Choose one light melee weapon. While using this style, whenever you use the attack action to attack an opponent during a surprise round with your chosen weapon, you can attempt a dirty trick combat maneuver check against that opponent as a free action. Additionally, if an adjacent target attempts to remove a condition that you inflicted upon it with the dirty trick combat maneuver, it provokes an attack of opportunity from you. Special: 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. | PZO9466 |
Cloak and Dagger Subterfuge | Combat, Style | Int 13, Cloak and Dagger Style, Combat Expertise, Improved Dirty Trick, Weapon Focus with the chosen weapon, base attack bonus +11. | While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you make an attack of opportunity against a target, you can attempt a free dirty trick combat maneuver check against the target as a free action as well. Additionally, whenever you successfully perform a dirty trick maneuver against a target, you can immediately attempt a steal combat maneuver check against the target as a free action. If you succeed, the target is unaware you have stolen an item. | PZO9466 |
Cloak and Dagger Tactics | Combat, Style | Int 13, Cloak and Dagger Style, Cloak and Dagger Subterfuge, Combat Expertise, Improved Dirty Trick, Vital Strike, Weapon Focus with the chosen weapon, base attack bonus +16. | While you are using Cloak and Dagger Style and wielding your chosen weapon, whenever you hit an opponent that is denied its Dexterity bonus to AC or that you are flanking, or make an attack using Vital Strike (or its improved or greater versions), you can attempt a dirty trick combat maneuver check against that opponent as a free action. If you succeed, the target must succeed at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Intelligence modifier) or take an additional penalty from the dirty trick selected from the following list: anchored in place and unable to move from that square, confused, exhausted, or staggered. This additional penalty lasts only 1 round, regardless of how long the dirty trick's normal penalty lasts, and can be removed by the target with a standard action. You can only attempt one free dirty trick combat maneuver check per round using this feat. | PZO9466 |
Crane Style | Combat, Style | Dodge, Improved Unarmed Strike, BAB +2 or monk 1 | Take –2 penalty when fighting defensively | PZO1118 |
Crane Wing | Combat, Style | Crane Style, BAB +5 or monk 5 | May deflect one attack per round while fighting defensively or using total defense | PZO1118 |
Crane Riposte | Combat, Style | Crane Wing, BAB +8 or monk 7 | When you deflect an attack, you may make an attack of opportunity | PZO1118 |
Crashing Wave Style | Combat, Style | Wis 13, Improved Drag, Improved Reposition, Improved Unarmed Strike | Move 5 feet when you drag or reposition an opponent | PZO1140 |
Crashing Wave Buffet | Combat, Style | Wis 15, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, BAB +6 | Disorient an opponent when you drag or reposition it | PZO1140 |
Crashing Wave Fist | General, Style | Wis 15, Crashing Wave Buffet, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, BAB +9 | Make an unarmed attack against a foe when you drag or reposition it | PZO1140 |
Cudgeler Style | Combat, Style | Bludgeoner | 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. | PZO9468 |
Cudgeler Sweep | Combat, Style | Bludgeoner, Cudgeler Style, BAB +5 or monk 5 | 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. | PZO9468 |
Cudgeler Takedown | Combat, Style | Bludgeoner, Cudgeler Style, Cudgeler Sweep, BAB +9 or monk 9 | 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. | PZO9468 |
Deadhand Style | Combat, Style | Wis 15, Improved Unarmed Strike, Knowledge (religion) 4 ranks, ki pool class feature, nongood alignment. | 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. | PZO1135 |
Deadhand Initiate | Combat | Wis 19, Deadhand Style, Improved Unarmed Strike, Knowledge (religion) 6 ranks, ki pool class feature, nongood alignment. | While using Deadhand Style, as long as you have at least 1 point in your ki pool, your bonus on saving throws against fear effects increases to +4, and the DC of Intimidate checks attempted against you increases by 8. Additionally, if an enemy targets you with a fear effect, you can spend 1 point from your ki pool as an immediate action to gain a number of temporary hit points equal to twice your Hit Dice. | PZO1135 |
Deadhand Master | Combat | Wis 23, Deadhand Initiate, Deadhand Style, Improved Unarmed Strike, Knowledge (religion) 14 ranks, ki pool class feature, nongood alignment. | 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. | PZO1135 |
Demonic Style | Combat, Style | Power Attack, base attack bonus +1. | While using this style, when you use the charge action, the bonus on your attack roll increases by 1 and you deal 2 additional points of damage with melee attacks made as part of the charge. Special: If you have the rage or bloodrage class feature, you can enter Demonic Style's stance as part of the free action to enter a rage. If you do, the style stance ends when your rage ends. | PZO9492 |
Demonic Momentum | Combat, Style | Demonic Style, Improved Bull Rush, Power Attack, base attack bonus +5. | While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you gain a +2 bonus on melee weapon damage rolls against that opponent for every 5 feet it was moved by your bull rush. This bonus lasts until the end of your next turn, and it stacks with the damage bonus granted by Demonic Style. | PZO9492 |
Demonic Slaughter | Combat, Style | Cleave, Demonic Momentum, Demonic Style, Great Cleave, Improved Bull Rush, Power Attack, base attack bonus +9. | While using Demonic Style, when you successfully bull rush an opponent as part of a charge, you can immediately use Great Cleave as though you had used a standard action to do so. This occurs after the effect of your bull rush is fully resolved. The target of your bull rush must be the target of the first attack you make as part of Great Cleave. | PZO9492 |
Diabolic Style | Combat, Style | Combat Reflexes; Improved Unarmed Strike or Weapon Focus (unarmed strike); base attack bonus +2 or monk level 1st. | While using this style, you can make an attack of opportunity with an unarmed strike to deliver a humiliating swat to the target. If you hit the target, you inflict 1 point of nonlethal damage and the target must succeed at a Will saving throw (DC = 10 + half your level + your Charisma modifier) or become staggered for 1 round. Special: A monk of at least 6th level with this feat can select Vital Strike as a monk bonus feat. | PZO9492 |
Diabolic Humiliation | Combat, Style | Combat Reflexes, Diabolic Style; Vital Strike; Improved Unarmed Strike or Weapon Focus (unarmed strike); base attack bonus +8 or monk level 7th. | When you successfully stagger a foe with an unarmed strike using Diabolic Style, the target becomes further humiliated. The target cannot gain the benefit of any morale bonus for 1 minute after being staggered in this way, and for the duration of that minute, any additional staggered effects it suffers from your attacks of opportunity last for 2 rounds rather than 1. The durations of multiple staggered effects administered in this way stack. Special: A monk of at least 10th level with this feat can select Improved Vital Strike as a monk bonus feat. | PZO9492 |
Diabolic Judgment | Combat, Style | Combat Reflexes; Diabolic Humiliation; Diabolic Style; Improved Vital Strike; Vital Strike; Improved Unarmed Strike or Weapon Focus (unarmed strike); base attack bonus +12 or monk level 11th. | While using Diabolic Style, the first time each round that you successfully hit with an attack of opportunity, you can apply the effects of any Vital Strike feat you have to that attack. Special: A monk of at least 14th level with this feat can select Greater Vital Strike as a monk bonus feat. | PZO9492 |
Diva Style | Combat, Style | Cha 13; base attack bonus +1 or bard level 1st. | 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. | PZO1138 |
Diva Strike | Combat, Style | Cha 15, Combat Expertise, Diva Style, Improved Feint, base attack bonus +7 or bard level 7th. | 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. | PZO1138 |
Diva Advance | Combat, Style | Cha 17, Combat Expertise, Diva Strike, Diva Style, Improved Feint, base attack bonus +11 or bard level 11th. | 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. | PZO1138 |
Djinni Style | Combat, Style | Con 13, Wis 15, Elemental Fist, BAB +9 or monk 5 | Gain 1 additional use of Elemental Fist per day and bonus to electricity damage | PZO1118 |
Djinni Spirit | Combat, Style | Con 15, Djinni Style, BAB +11 or monk 9 | Gain 1 additional use of Elemental Fist per day, and electricity resistance | PZO1118 |
Djinni Spin | Combat, Style | Wis 17, Djinni Spirit, BAB +13 or monk 11 | Use Elemental Fist to surround yourself with electricity | PZO1118 |
Dolphin Style | Combat, Style | Improved Unarmed Strike, Swim 3 ranks, base attack bonus +3 or monk level 3rd. | 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. | PZO1138 |
Dolphin Dart | Combat, Style | Dolphin Style, Improved Unarmed Strike, Swim 6 ranks, base attack bonus +6 or monk level 6th. | 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. | PZO1138 |
Dolphin Circle | Combat, Style | Dolphin Dart, Dolphin Style, Improved Unarmed Strike, Swim 10 ranks, base attack bonus +10 or monk level 10th. | 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. | PZO1138 |
Dragon Style | Combat, Style | Str 15, Improved Unarmed Strike, Acrobatics 3 ranks | Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain | PZO1118 |
Dragon Ferocity | Combat, Style | Dragon Style, Stunning Fist, Acrobatics 5 ranks | Gain bonus on unarmed attacks, and you can cause opponents to be shaken | PZO1118 |
Dragon Roar | Combat, Style | Dragon Style, Acrobatics 8 ranks | Gain +1 use of Stunning Fist per day, and you can emit a concussive roar | PZO1118 |
Dragonfly Style | Combat, Style | Wis 13, Improved Unarmed Strike, Acrobatics 2 ranks, Climb 2 ranks. | You add your Wisdom modifier to Acrobatics checks in addition to your Dexterity modifier. While using this style, when you are adjacent to a vertical surface or object capable of supporting your weight, such as a wall or a tree, you gain a +1 bonus on melee attack rolls against opponents your size or smaller, as if you were on higher ground. | PZO1138 |
Dragonfly Wings | Combat, Style | Dex 15, Wis 15, Dragonfly Style, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks. | While using Dragonfly Style, the bonus on your melee attacks increases to +2 and applies to opponents up to two size categories larger than you. In addition, you can substitute a creature your size or larger in place of a vertical surface. You can freely use a willing creature in such a manner, but using a hostile creature requires a successful Acrobatics check with a DC equal to the creature's CMD. If you fail this check by 5 or more, you provoke an attack of opportunity from the hostile creature. | PZO1138 |
Dragonfly Flight | Combat, Style | Dex 15, Wis 15, Dragonfly Style, Dragonfly Wings, Improved Unarmed Strike, Acrobatics 10 ranks, Climb 10 ranks. | While using Dragonfly Style, you can attempt an Acrobatics check to high jump as a move action, and then immediately glide as the spell for 1 round. If you have not used your standard action after using Dragonfly Flight to make a high jump and start gliding, you can charge while gliding. This charge follows the rules for charging when you are only able to take a standard action. | PZO1138 |
Dwarven Hatred Style | Combat, Style | Base attack bonus +1, defensive training and hatred racial traits, Medium size. | 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. | PZO9463 |
Dwarven Seething | Combat, Style | Dwarven Hatred Style, base attack bonus +5, defensive training and hatred racial traits, Medium size. | While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent's type or subtype, as an immediate action. | PZO9463 |
Dwarven Fury | Combat, Style | Dwarven Hatred Style, Dwarven Seething, base attack bonus +7, defensive training and hatred racial traits, Medium size. | When using Dwarven Seething, you can maintain bonuses from both your defensive training racial trait and hatred racial trait's against any number of opponents. | PZO9463 |
Earth Child Style | Combat, Style | Wis 13, Improved Unarmed Strike, Acrobatics 3 ranks, defensive training racial trait, dwarf or gnome | Defensive training AC increases to +6 against giants | PZO1118 |
Earth Child Topple | Combat, Style | Earth Child Style, Improved Trip, Acrobatics 6 ranks | You may trip a giant of up to Huge size | PZO1118 |
Earth Child Binder | Combat, Style | Earth Child Topple, Greater Trip, Stunning Fist, Acrobatics 9 ranks | You can trip a giant of any size. You use Stunning Fist after the attack of opportunity against a standing giant has hit | PZO1118 |
Efreeti Style | Combat, Style | Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, BAB +9 or monk 5 | Gain +1 use of Elemental Fist per day and a bonus on fire damage | PZO1118 |
Efreeti Stance | Combat, Style | Con 15, Efreeti Style, BAB +11 or monk 9 | Gain +1 use of Elemental Fist per day and fire resistance | PZO1118 |
Efreeti Touch | Combat, Style | Wis 17, Efreeti Stance, BAB +13 or monk 11 | Can emit a cone of fire that may light opponents on fire | PZO1118 |
Electric Eel Style | Combat, Style | Wis 13, Elemental Fist, Improved Unarmed Strike, base attack bonus +9 or monk level 5th. | +1 Elemental Fist attempt/day; Elemental fist deals electricity damage in this style; +4 bonus to grapple for 1 round after a creature takes electricity damage from your Elemental Fist | PZO9482 |
Electric Eel Shock | Combat, Style | Wis 15, Electric Eel Style, Elemental Fist, Improved Unarmed Strike, base attack bonus +11 or monk level 7th. | +1 Elemental Fist attempt/day; creatures taking electricity damage from Elemental Fist (or Electric Eel Conduit feat while grappled) must succeed on a fortitude save or be staggered 1 round | PZO9482 |
Electric Eel Conduit | Combat, Style | Wis 17, Electric Eel Shock, Electric Eel Style, Elemental Fist, Improved Unarmed Strike, base attack bonus +13 or monk level 9th. | +1 Elemental Fist attempt/day; when grappling a creature, may use 2 Elemental Fist attempts to deal them electricity damage as long as you maintain the grapple | PZO9482 |
Elven Battle Style | Combat, Style | Elven Battle Training, Weapon Finesse, base attack bonus +1, weapon familiarity racial trait. | While wielding a longsword, a rapier, or any melee weapon that has "elven" in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don't themselves provoke attacks of opportunity. | PZO9463 |
Elven Battle Focus | Combat, Style | Int 13, Elven Battle Style, Elven Battle Training, Weapon Finesse, base attack bonus +4, weapon familiarity racial trait. | 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. | PZO9463 |
Elven Battle Torrent | Combat, Style | Int 13, Elven Battle Focus, Elven Battle Style, Elven Battle Training, Weapon Finesse, base attack bonus +10, weapon familiarity racial trait. | 1/round 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. | PZO9463 |
Empty Quiver Style | Combat, Style | Weapon Focus with the chosen weapon. | While using Empty Quiver Style, you can make melee attacks with ranged weapons, but you don't threaten the surrounding area. Stabbing Shot loses race requirement and can be used with a crossbow or firearm. Combined with weapon training (bows, crossbows, or firearms) class feature, can use with any weapon in the appropriate weapon group. | PZO9463 |
Empty Quiver Flexibility | Combat, Style | Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon. | 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. You threaten the area around you as if wielding a melee weapon. | PZO9463 |
Empty Quiver Flurry | Combat, Style | Empty Quiver Flexibility, Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen 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. Special: 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. | PZO9463 |
Fox Style | Combat, Style | Int 13. | 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. | PZO1134 |
Fox Insight | Combat, Style | Int 13, Fox Style. | 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. | PZO1134 |
Fox Trickery | Combat, Style | Int 13, Combat Expertise, Fox Insight, Fox Style, Improved Dirty Trick. | While using Fox Style, you can perform dirty trick combat maneuvers as attacks of opportunity. If your Intelligence is at least 19, you gain a +4 bonus on dirty trick combat maneuver checks. | PZO1134 |
Grabbing Style | Combat, Style | Improved Grapple; BAB +6, brawler's flurry class feature, or flurry of blows class feature. | You do not take a –4 penalty on combat maneuver checks to grapple with only one hand and you do not lose your Dex bonus to AC while pinning an opponent. | PZO1129 |
Grabbing Drag | Combat, Style | Grabbing Style, Improved Grapple; BAB +8, brawler 4, or monk 4. | When using Grabbing Style, if you use the move grapple action, you can move yourself and a single target that you're grappling your full speed instead of 1/2 speed. After you have done so, you can use a move action to move yourself and the target of your grapple 1/2 your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets. | PZO1129 |
Grabbing Master | Combat, Style | Grabbing Drag, Grabbing Style, Improved Grapple; BAB +12, brawler 8, or monk 8 | When grabbing two opponents with Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one. | PZO1129 |
Illusive Gnome Style | Combat, Style | Int 13, Combat Expertise, Gnome Weapon Focus, Improved Feint, base attack bonus +1, gnome magic and weapon familiarity racial traits. | While feinting with a melee weapon that has "gnome" in its name, you can sacrifice a spell slot, a spell of the illusion school, or a spell from the gnome magic racial trait to gain a bonus on the skill check attempted to feint. This bonus is equal to 1 + the level of the spell sacrificed. If you sacrifice a 0-level spell, you cannot cast or sacrifice that spell again for 24 hours. | PZO9463 |
Illusive Gnome Surprise | Combat, Style | Int 13, Combat Expertise, Gnome Weapon Focus, Illusive Gnome Style, Improved Feint. | While using Illusive Gnome Style, you gain a +2 bonus on combat maneuver checks to perform dirty tricks and on Bluff checks to feint. In addition, when you successfully use Bluff to feint against a foe, instead of denying that foe its Dexterity bonus to AC, you can treat one "gnome" weapon that you are wielding as if it had one of the following weapon special features: blocking, brace, disarm, distracting, performance, sunder, or trip. This benefit applies only against that foe and lasts for a number of rounds equal to your Charisma modifier (minimum 1). | PZO9463 |
Illusive Gnome Bewilderment | Combat, Style | Int 13, Combat Expertise, Gnome Weapon Focus, Illusive Gnome Style, Illusive Gnome Surprise, Improved Feint, gnome magic and weapon familiarity racial traits. | 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. | PZO9463 |
Indomitable Mountain Style | General, Style | Wis 13, Combat Reflexes, Improved Unarmed Strike, BAB +4 | Gain +4 morale bonus to CMD and to the DC of Bluff checks used for feint attempts against you if you don't move | PZO1140 |
Indomitable Mountain Peak | Combat, Style | Wis 15, Combat Reflexes, Improved Unarmed Strike, Indomitable Mountain Style, BAB +6 | Gain +2 to CMD against combat maneuver checks or Acrobatics checks to avoid provoking your attacks of opportunity when a previous attempt succeeds | PZO1140 |
Indomitable Mountain Avalanche | Combat, Style | Wis 15, Combat Reflexes, Improved Unarmed Strike, Indomitable Mountain Peak, Indomitable Mountain Style, BAB +9 | Make attack of opportunity to push back a foe when a foe fails a combat maneuver against you | PZO1140 |
Jabbing Style | Combat, Style | Improved Unarmed Strike; BAB +6, brawler's flurry class feature, or flurry of blows class feature. | 1/round, when you hit a single target with two unarmed strikes, deal an extra 1d6 damage to that target. That extra damage is added to the damage of your second attack. If you hit a single target with three or more unarmed strikes, you instead deal an extra 2d6 damage, which is added to your final unarmed strike against the target during the round. | PZO1129 |
Jabbing Dancer | Combat, Style | Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; BAB +9, brawler 5, or monk 5 | Each time you hit with an unarmed strike using Jabbing Style, you can move 5′ without provoking an AoO 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. | PZO1129 |
Jabbing Master | Combat, Style | Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack; BAB +12, brawler 8, or monk 8 | While using Jabbing Style, extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and when you hit a single target with three or more unarmed strikes the damage increases to 4d6. | PZO1129 |
Janni Style | Combat, Style | Acrobatics 3 ranks, Perform (dance) 3 ranks, Improved Unarmed Strike | Take only a –1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you | PZO1118 |
Janni Tempest | Combat, Style | Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks | After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip | PZO1118 |
Janni Rush | Combat, Style | Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks | Always count as having a running start for jumping, and deal double damage on a jumping charge | PZO1118 |
Kirin Style | Combat, Style | Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank | May make Knowledge check against opponent as swift action to gain bonuses | PZO1118 |
Kirin Strike | Combat, Style | Int 13, Kirin Style, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks | Gain +2 insight bonus to identify a creature | PZO1118 |
Kirin Path | Combat, Style | Kirin Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks | You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion) | PZO1118 |
Kitsune Style | Combat, Style | Int 13, Combat Expertise, Improved Dirty Trick | While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge. | PPC:DTT |
Kitsune Tricks | Combat, Style | Int 13; Combat Expertise; Improved Dirty Trick; Kitsune Style; bab +3 or monk 3 | 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. | PPC:DTT |
Kitsune Vengeance | Combat, Style | Int 13; Combat Expertise; Improved Dirty Trick; Kitsune Style; Kitsune Tricks; bab +6 or monk 6 | 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. | PPC:DTT |
Kobold Style | Combat, Style | Combat Expertise, Small size or smaller | You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC. | PPC:KoG |
Kobold Groundling | Combat, Style | Combat Expertise, Kobold Style, Small size or smaller | Prone creatures are denied their Dexterity bonus to AC against your attacks. | PPC:KoG |
Kobold Flood | Combat, Style | Combat Expertise, Kobold Groundling, Kobold Style, Small size or smaller | You can make a grapple combat maneuver check to mount a prone Medium or Large foe. | PPC:KoG |
Kraken Style | Combat, Style | Wis 13, Improved Grapple, Improved Unarmed Strike, BAB +3 or monk 3 | 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. | PZO9468 |
Kraken Throttle | Combat, Style | Wis 13, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB +5 or monk 5 | 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. | PZO9468 |
Kraken Wrack | Combat, Style | Wis 13, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB +7 or monk 7 | 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. | PZO9468 |
Kyton Style | Combat, Style | Wis 13, Exotic Weapon Proficiency (spiked chain), Knowledge (planes) 3 ranks, ki pool class feature. | 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. | PZO1135 |
Kyton Shield | Combat | Wis 15, Exotic Weapon Proficiency (spiked chain), Kyton Style, base attack bonus +5, Knowledge (planes) 3 ranks, ki pool class feature. | 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. | PZO1135 |
Kyton Cut | Combat | Wis 17, Exotic Weapon Proficiency (spiked chain), Kyton Shield, Kyton Style, base attack bonus +8 or monk level 6th, Knowledge (planes) 3 ranks, ki pool class feature. | When using Kyton Style, your spiked chain attacks can be brutal, both to yourself and your foe. Before attempting an attack roll with a spiked chain attack, you can choose to make a Kyton Cut. Before making the attack, you take 1d6 points of nonlethal damage. This damage cannot be avoided or reduced in any way. If you are immune to nonlethal damage, you take normal damage instead. If the attack hits, its target takes an additional 1d6 points of nonlethal damage and a –4 penalty on concentration checks for 1 round. The penalty is a pain effect. | PZO1135 |
Lantern Style | Combat, Style | Point-Blank Shot, good or lawful alignment, caster level 1st or monk level 1st. | Your thrown weapons glow with holy light, illuminating a 20-foot-radius area where they fall for 1 round. A target damaged by one of these weapons becomes dazzled for 1 round. | PZO92109 |
Lantern Glare | Combat, Style | Light, Lantern Style, Point-Blank Shot, Precise Shot, good or lawful alignment, caster level 11th or monk level 11th. | Creatures you hit with a thrown weapon as well as creatures within 20 feet of your target must succeed at a Will save (DC = 10 + half your character level + your Charisma modifier) or become shaken until they damage you or 24 hours have passed. A creature that succeeds at its saving throw or that damages you after becoming shaken becomes immune to this effect for 24 hours. | PZO92109 |
Lantern Light | Combat, Style | Lantern Style, Point-Blank Shot, Precise Shot, good or lawful alignment, caster level 7th or monk level 7th. | When you make a single ranged attack with a thrown weapon, that weapon temporarily transforms into pure holy light, overcoming the target's damage reduction, if any. | PZO92109 |
Linnorm Hunter Style | Combat, Style | Cha 13, must have or be an animal companion. | Once per round while using this style, when an ally with this feat hits a target that you both threaten using a melee attack, you gain a +2 bonus on attacks of opportunity made against that target for 1 round. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). Special: Animal companions with an Intelligence score of 1 or 2 can take this feat. | PZO9493 |
Linnorm Hunter Retreat | Combat, Style | Cha 13, Dex 13, Dodge, Linnorm Hunter Style, base attack bonus +4, must have or be an animal companion. | When an ally with this feat uses Linnorm Hunter Style and hits a target with a melee attack, you can move 5 feet as an immediate action without provoking an attack of opportunity from that target. Special: Animal companions with an Intelligence score of 1 or 2 can take this feat. | PZO9493 |
Linnorm Hunter Coordination | Combat, Style | Cha 13, Dex 13, Dodge, Linnorm Hunter Retreat, Linnorm Hunter Style, base attack bonus +6, must have or be an animal companion. | When you and an ally with this feat are using Linnorm Hunter Style and threatening the same target, you can make a single melee attack at your highest base attack bonus against that target as a full-round action. If your attack is successful, you deal extra damage with this feat equal to the damage of one of your ally's natural attacks. This extra damage is not multiplied on a critical hit. Special: Animal companions with an Intelligence score of 1 or 2 can take this feat. | PZO9493 |
Linnorm Style | Combat, Style | Wis 13, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd. | 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. | PZO9470 |
Linnorm Vengeance | Combat, Style | Wis 13, Improved Unarmed Strike, Linnorm Style, base attack bonus +6 or monk level 6th. | While you're using the Linnorm Style feat and an enemy hits you with a melee attack, you gain a +2 bonus on unarmed strike attack rolls you make against that creature until the beginning of that creature's next turn. If a creature's melee attack would normally miss you, you can allow it to hit you to gain this bonus; the attack deals the minimum amount of damage (as though the attacker had rolled a natural 1 on each damage die). Furthermore, if a melee attack deals enough damage to knock you unconscious or kill you, you can make a single retaliatory unarmed strike attack against that opponent as a free action before you drop unconscious or die. If you do so, when you are restored to consciousness or to life, you are stunned for 1 round. | PZO9470 |
Linnorm Wrath | Combat, Style | Wis 13, Improved Unarmed Strike, Linnorm Style, Linnorm Vengeance, base attack bonus +9 or monk level 9th. | 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. | PZO9470 |
Maddening Style | Combat, Style | Wis 15, Cha 11, Improved Unarmed Strike, Stunning Fist, Knowledge (arcana) 4 ranks, ki pool class feature, nongood alignment. | 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. | PZO1135 |
Maddening Strike | Combat | Wis 17, Cha 13, Improved Unarmed Strike, Maddening Style, Stunning Fist, Knowledge (arcana) 8 ranks, ki pool class feature, nongood alignment. | 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. | PZO1135 |
Maddening Obliteration | Combat | Wis 19, Cha 15, Improved Unarmed Strike, Maddening Strike, Maddening Style, Stunning Fist, Knowledge (arcana) 10 ranks, ki pool class feature, nongood alignment. | 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. | PZO1135 |
Mantis Style | Combat, Style | Stunning Fist, Heal 3 ranks | Gain +1 use of Stunning Fist per day, and increase Stunning Fist DC by +2 | PZO1118 |
Mantis Wisdom | Combat, Style | Mantis Style, Heal 6 ranks | Treat half your non-monk levels as monk levels for Stunning Fist effects | PZO1118 |
Mantis Torment | Combat, Style | Mantis Wisdom, Heal 9 ranks | Gain +1 use of Stunning Fist per day, and may dazzle and stagger, then fatigue an opponent | PZO1118 |
Marid Style | Combat, Style | Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, BAB +9 or monk 5 | Gain +1 use of Elemental Fist per day, and deal cold damage | PZO1118 |
Marid Spirit | Combat, Style | Con 15, Marid Style, BAB +11 or monk 9 | Gain +1 use of Elemental Fist per day, and cold resistance | PZO1118 |
Marid Coldsnap | Combat, Style | Wis 17, Marid Spirit, BAB +13 or monk 11 | Unleash a 30-foot line of frigid water | PZO1118 |
Mobile Bulwark Style | Combat, Style | Str 13, Shield Focus, Tower Shield Proficiency, base attack bonus +1. | While using a tower shield, add the shield's bonus to AC (including its enhancement bonus) to your CMD against bull rush and overrun combat maneuvers. While using this style, you can use a tower shield to grant you total cover along one edge of your space as a move action. | PZO9467 |
Mobile Fortress | Combat, Style | Str 15, Mobile Bulwark Style, Shield Focus, Tower Shield Proficiency, base attack bonus +4. | 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. | PZO9467 |
Mobile Stronghold | Combat, Style | Str 17, Mobile Bulwark Style, Mobile Fortress, Shield Focus, Tower Shield Proficiency, base attack bonus +7. | 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. | PZO9467 |
Monkey Style | Combat, Style | Wis 13, Acrobatics 5 ranks, Climb 5 ranks, Improved Unarmed Strike | Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone | PZO1118 |
Monkey Moves | Combat, Style | Monkey Style, Acrobatics 8 ranks, Climb 8 ranks | Add Wisdom bonus on Climb checks, and climb and crawl at half speed | PZO1118 |
Monkey Shine | Combat, Style | Monkey Moves, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks | After successful Stunning Fist, you may enter an adjacent square | PZO1118 |
Octopus Style | Combat, Style | Dex 13, Dodge, Improved Unarmed Strike, Acrobatics 1 rank, Perception 1 rank. | As a move action when using this style, you can select a number of creatures you are aware of equal to your Dexterity modifier. You can't be flanked by the selected creatures until the start of your next turn. | PZO9493 |
Octopus Focus | Combat, Style | Dex 13, Dodge, Octopus Style, Acrobatics 3 ranks, Perception 3 ranks. | When using this style, you gain a cumulative +1 bonus on melee attacks for each enemy that threatens you, up to a maximum equal to your Dexterity modifier. In addition, when you attempt to grapple without two free hands, you take only a –2 penalty on your combat maneuver check instead of the usual –4. | PZO9493 |
Octopus Thrash | Combat, Style | Dex 13, Dodge, Improved Trip, Octopus Focus, Octopus Style, Acrobatics 7 ranks, Perception 7 ranks. | While using Octopus Style, when you threaten two enemies who are adjacent to each other, you can attempt a trip combat maneuver check against both targets at once in place of a melee attack. You attempt a single combat maneuver check at a –5 penalty and apply the result to both targets. | PZO9493 |
Orc Fury Style | Combat, Style | Bullying Blow, Intimidating Prowess, Intimidate 3 ranks, weapon familiarity racial trait. | While wielding a greataxe, a falchion, or any melee weapon that has "orc" in its name, you can use the Bullying Blow feat with the first attack of a full-attack action or as part of a standard action to make one or more attacks (such as with the Cleave feat). | PZO9463 |
Orc Rampage | Combat, Style | Bullying Blow, Intimidating Prowess, Orc Fury Style, Intimidate 5 ranks, weapon familiarity racial trait. | 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. | PZO9463 |
Orc Snarl | Combat, Style | Bullying Blow, Intimidating Prowess, Orc Fury Style, Orc Rampage, Intimidate 7 ranks, weapon familiarity racial trait. | While using Orc Fury Style, you gain a +4 bonus on saving throws against effects created by shaken foes. | PZO9463 |
Outslug Style | Combat, Style | Int 13; Combat Expertise or brawler's cunning class feature; Weapon Focus with the chosen weapon. | 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. Special: In addition to the chosen weapon, a character with the weapon training (close) or the brawler's close weapon mastery class feature can use Outslug Style with any close weapon. | PZO9463 |
Outslug Weave | Combat, Style | Int 13; Combat Expertise or brawler's cunning class feature; Lunge; Outslug Style; Weapon Focus with the chosen weapon. | While using Outslug Style, you don't take a –2 penalty to your AC when using the Lunge feat. The bonuses to AC and on weapon damage rolls that you gain from Outslug Style increase to +2. | PZO9463 |
Outslug Sprint | Combat, Style | Int 13; Combat Expertise or brawler's cunning class feature; Lunge; Outslug Style; Outslug Weave; Weapon Focus with the chosen weapon. | While using Outslug Style, you can move an additional 5 feet when making a 5-foot step. | PZO9463 |
Overwatch Style | Combat, Style | Precise Shot, Rapid Shot, Weapon Focus with the chosen weapon. | 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. Special: 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. | PZO9463 |
Overwatch Tactician | Combat, Style | Overwatch Style, Precise Shot, Rapid Shot, Weapon Focus with the chosen weapon. | While using Overwatch Style, you can ready two ranged attacks as a standard action, rather than a full-round action. | PZO9463 |
Overwatch Vortex | Combat, Style | Overwatch Style, Overwatch Tactician, Precise Shot, Rapid Shot, Weapon Focus with the chosen weapon, base attack bonus +11. | 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. | PZO9463 |
Owl Style | Combat, Style | Dex 13, Skill Focus (Stealth), Stealth 1 rank. | 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. | PZO1134 |
Owl Swoop | Combat, Style | Dex 15, Owl Style, Skill Focus (Stealth), Acrobatics 1 rank, Stealth 1 rank. | 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. | PZO1134 |
Owl Dive | Combat, Style | Dex 17, Owl Style, Owl Swoop, Skill Focus (Stealth), base attack bonus +7 or monk level 5th, Acrobatics 1 rank, Fly 1 rank, Stealth 1 rank. | 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. | PZO1134 |
Panther Style | Combat, Style | Wis 13, Combat Reflexes, Improved Unarmed Strike | Retaliate against opponents that take attacks of opportunity against you | PZO1118 |
Panther Claw | Combat, Style | Wis 15, Panther Style | Retaliate as a free action instead of as a swift action | PZO1118 |
Panther Parry | Combat, Style | Panther Claw | Retaliatory attacks are resolved before the attack | PZO1118 |
Perfect Style | Combat, Style | Wis 13, base attack bonus +5 or monk level 5th | Choose 1 house of perfection (can't be changed) and gain resistance that stacks with race and class features. Gain a ki pool if you don't have one. Special: You may select Perfect Style multiple times. Each time you do so, you must select a different house to belong to. | PZO1138 |
Unblinking Flame Feint | Combat, Style | Int 13; Wis 13; Combat Expertise; Perfect Style; base attack bonus +9 or monk level 9th. | 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. | PZO1138 |
Unblinking Flame Fist | Combat, Style | Int 13, Wis 13, Combat Expertise, Perfect Style, Stunning Fist, Unblinking Flame Feint, base attack bonus +13 or monk level 13th. | When using Perfect Style, the save DC of your stunning fist attack increases by 2 against flat-footed targets. When you spend 1 ki point to gain the benefits of Improved Feint for 1 round, you may attempt a feint as part of your movement when charging. | PZO1138 |
Unfolding Wind Strike | Combat, Style | Dex 13, Wis 13, Perfect Style, Quick Draw, base attack bonus +9 or monk level 9th. | When using Perfect Style, you double the range increment of any thrown weapon you wield. You can spend 1 ki point as a swift action to imbue a number of thrown weapons equal to your Wisdom bonus with the returning or seeking weapon special ability for 1 round. | PZO1138 |
Unfolding Wind Rush | Combat, Style | Dex 13, Wis 13, Mobility, Perfect Style, Quick Draw, Unfolding Wind Strike, base attack bonus +13 or monk level 13th. | When using Perfect Style and wielding thrown weapons, you can combine a full attack action with a single move action. You must forgo the attack at your highest bonus but may take the remaining attacks as normal at any point during your movement. You can spend 1 ki point as a swift action to create a path of wind along your path of movement that functions as wind wall for 1 round; this effect does not affect your ranged attacks. | PZO1138 |
Untwisting Iron Strength | Combat, Style | Str 15, Wis 13, Perfect Style, base attack bonus +9 or monk level 9th. | When using Perfect Style, you can ignore an amount of hardness equal to your character level. Additionally, you gain a +4 bonus on Strength checks to break objects. If you spend 1 ki point as a swift action, you also gain the benefits of Improved Sunder for 1 round. | PZO1138 |
Untwisting Iron Skin | Combat, Style | Str 15, Wis 13, Perfect Style, Toughness, Untwisting Iron Strength, base attack bonus +13 or monk level 13th. | When using Perfect Style, you gain an amount of DR/adamantine equal to 1/3 your character level (maximum 6). Additionally, whenever you break an item with at least hardness 10, you gain DR 1/— for a number of rounds equal to half the item's hit points (maximum 10 rounds); the value of this damage reduction increases by 1 for every 5 points of hardness above 10 the broken item possessed. You can spend 1 ki point as a swift action to double either of the damage reduction values granted by this feat for 1 round. | PZO1138 |
Psychovore Style | Combat, Style | Improved Unarmed Strike, Sense Motive 3 ranks. | When using this style, you can attempt a Sense Motive check (DC = 15 + CR of target) as a move action against a creature with an Intelligence score of 3 or higher. If you succeed, you gain a +1 dodge bonus to your AC against attacks from the target creature until you are no longer using this style. You can have this bonus against only one creature at a time: if you succeed at this Sense Motive check against another creature, you lose the bonus against the first creature. This bonus increases to +2 when you have 8 ranks in Sense Motive, and to +3 when you have 13 ranks in Sense Motive. | DYN0044-A |
Psychovore Strike | Combat, Style | Improved Unarmed Strike, Psychovore Style, Sense Motive 9 ranks. | When you strike the creature you are gaining a dodge bonus to AC against from Psychovore Style with your unarmed strike, you can force that creature to attempt a Will saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A creature who fails its save is confused for 1d6 rounds. You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). You can use this ability a number of times per day equal to 1 + your Wisdom bonus (minimum once per day), and no more than once per round. This is a mind-affecting effect, and a creature confused in this way never attacks you. | DYN0044-A |
Psychovore Master | Combat, Style | Improved Unarmed Strike, Psychovore Strike, Psychovore Style, Sense Motive 15 ranks. | When you score a critical hit against the creature you are gaining a dodge bonus to AC against from Psychovore Style with your unarmed strike, that target also takes 1 point of Intelligence and Wisdom damage and you gain 2d8 temporary hit points. These temporary hit points last for 1 hour and don't stack with other temporary hit points you might gain with this feat. | DYN0044-A |
Pummeling Style | Combat, Style | Improved Unarmed Strike; BAB +6, brawler's flurry class feature, or flurry of blows class feature. | You can pool all your attack potential in one devastating punch. | PZO1129 |
Pummeling Bully | Combat, Style | Improved Reposition, Improved Trip, Improved Unarmed Strike, Pummeling Style; BAB +9, brawler 5th, or monk 5th. | When you hit with a Pummeling Style attack, you can attempt a reposition or trip combat maneuver check as a free action. | PZO1129 |
Pummeling Charge | Combat, Style | Improved Unarmed Strike, Pummeling Style; BAB +12, brawler 8, or monk 8 | When using Pummeling Style, you can charge and make a Pummeling Style attack at the end of your charge as part of the charge action. | PZO1129 |
Shaitan Style | Combat, Style | Con 13, Wis 15, Elemental Fist, BAB +9 or monk 5 | Gain +1 use of Elemental Fist per day, and deal acid damage | PZO1118 |
Shaitan Skin | Combat, Style | Con 15, Shaitan Style, BAB +11 or monk 9 | Gain +1 use of Elemental Fist per day, and acid resistance | PZO1118 |
Shaitan Earthblast | Combat, Style | Wis 17, Shaitan Skin, BAB +13 or monk 11 | Unleash a 20-foot column of acid | PZO1118 |
Shapeshifter Style | Combat, Style | Base attack bonus +3, change shape ability, shapechanger subtype. | When entering this style, choose one of four benefits that reshape your body or change to another as a swift action. Special: A character with the wild shape class feature counts as having the change shape ability and shapechanger subtype for the purpose of meeting this feat's prerequisites. | PZO9493 |
Shapeshifter Twist | Combat, Style | Shapeshifter Style, base attack bonus +5, change shape ability, shapechanger subtype. | While you are using Shapeshifter Style, you gain a +2 bonus to your CMD versus bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers. If you begin your turn with the grappled condition, you can attempt a combat maneuver check or an Escape Artist check as a move action to attempt to break the grapple. Special: A character with the wild shape class feature counts as having the change shape ability and shapechanger subtype for the purpose of meeting this feat's prerequisites. | PZO9493 |
Shapeshifter Savage | Combat, Style | Shapeshifter Style, Shapeshifter Twist, base attack bonus +8, change shape ability, shapechanger subtype. | While you are using Shapeshifter Style, if you use your change shape or wild shape ability as a standard action, you can also make a single melee attack with one of your natural weapons at your highest base attack bonus against one foe within your reach. Special: A character with the wild shape class feature counts as having the change shape ability and shapechanger subtype for the purpose of meeting this feat's prerequisites. | PZO9493 |
Shark Style | Combat, Style | Improved Unarmed Strike, Swim 3 ranks, base attack bonus +3 or monk level 3rd. | 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. | PZO92102 |
Shark Tear | Combat, Style | Improved Unarmed Strike, Shark Style, Swim 6 ranks, base attack bonus +6 or monk level 6th. | 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. | PZO92102 |
Shark Leap | Combat, Style | Improved Unarmed Strike, Shark Style, Shark Tear, Swim 10 ranks, base attack bonus +10 or monk level 10th. | 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. | PZO92102 |
Shield Gauntlet Style | Combat, Style | Weapon Focus (gauntlet or spiked gauntlet), proficiency with bucklers and light shields. | 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. | PZO9467 |
Shielded Gauntlet Attack | Combat, Style | Shield Gauntlet Style, Weapon Focus (gauntlet or spiked gauntlet), proficiency with bucklers and light shields. | While using Shield Gauntlet Style, you can calculate the damage of your gauntlet or spiked gauntlet using the sacred weapon damage value of a warpriest with a level 4 less than your base attack bonus. The style also allows you to take one attack of opportunity each round that does not count toward your maximum number of attacks of opportunity. This must be used to make an attack with your gauntlet (or spiked gauntlet), or a disarm or steal combat maneuver. You do not provoke an attack of opportunity for performing either combat maneuver, and you are able to attempt a steal combat maneuver with this attack of opportunity despite the maneuver normally requiring a standard action. | PZO9467 |
Shielded Gauntlet Master | Combat, Style | Shielded Gauntlet Attack, Shield Gauntlet Style, Weapon Focus (gauntlet or spiked gauntlet), proficiency with bucklers and light shields. | 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. | PZO9467 |
Shielded Staff Style | Combat, Style | Dex 15, Two-Weapon Fighting, Weapon Focus (quarterstaff, any weapon from the polearms fighter weapon group, or any weapon from the spears fighter weapon group), proficiency with bucklers and light shields. | When you enter this style, you attach your buckler or light shield to your quarterstaff, polearm, or spear, combining them into a weapon known as a shielded staff. While in this style, you can wield the shielded staff normally, but attacks you make with it take a –1 penalty. As long as you wield the shielded staff with two hands, you gain a +2 shield bonus to your AC (regardless of the shield or buckler's enhancement bonus). You can't make shield bash attacks with the attached buckler or shield, and detaching the buckler or shield from the weapon is a move action that provokes attacks of opportunity. The weapon and attached shield count as separate objects for the purposes of abilities or effects that target objects, except for disarm attempts, which treat the shielded staff as a single object. Anyone not in this style who attempts to wield the shielded staff treats it as an improvised weapon that deals bludgeoning damage. | PZO9493 |
Shielded Staff Ambush | Combat, Style | Dex 15, Shielded Staff Style, Two-Weapon Fighting, base attack bonus +4. | While in Shielded Staff Style, if you hit a target with a shielded staff, you can attempt either a bull rush, disarm, sunder, or trip combat maneuver check as an immediate action. You lose your shield bonus until the start of your next turn if you attempt this combat maneuver. | PZO9493 |
Shielded Staff Master | Combat, Style | Dex 17, Improved Two-Weapon Fighting, Shielded Staff Style, Two-Weapon Fighting, base attack bonus +8. | While using Shielded Staff Style, you add the attached buckler's or shield's enhancement bonus (if any) to the shield bonus you gain from this style. In addition, you do not take the –1 penalty to attacks made with a shielded staff. If both your shield and weapon have an enhancement bonus, use the higher of the two bonuses to determine your shielded staff's enhancement bonus to attack and damage rolls. | PZO9493 |
Shikigami Style | Combat, Style | Catch Off-Guard or Throw Anything. | While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. | PZO9493 |
Shikigami Mimicry | Combat, Style | Catch Off-Guard or Throw Anything, Shikigami Style. | While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality. | PZO9493 |
Shikigami Manipulation | Combat, Style | Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. | While using Shikigami Style, you can treat any magical item you're using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item's caster level divided by 4 (minimum +1), to a maximum bonus of +5. Special: A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item's caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick. | PZO9493 |
Signature Strike Style | Combat, Style | Precise Shot; Weapon Focus; base attack bonus +7; Intimidate 7 ranks; Improved Called Shot, targeted strike swashbuckler deed, or targeting gunslinger deed. | Each creature you hit using a called shot, the targeted strike swashbuckler deed, or the targeting gunslinger deed must succeed at a Will save or be shaken for 1d3 rounds (DC = 10 + half your character level + your Charisma modifier). You must be using this style and attacking with a weapon for which you have Weapon Focus to gain this benefit. This is a fear effect that doesn't stack with itself or with other fear effects. If a creature is already shaken and you make it shaken using this feat, the duration of the shaken condition is merely extended. If this attack deals damage, you can also have the injury leave a distinctive mark, such as a letter, shape, or other simple symbol. This mark heals naturally and disappears once the target has healed the damage dealt by your attack. As a free action after the attack, you can spend 1 grit point or 1 panache point to make the mark heal as a permanent scar unless the target succeeds at a Fortitude save (DC = 10 + half your character level + your Charisma modifier). You gain a +2 bonus on Perception checks to see through the disguises of creatures that bear your mark. | PZO9486 |
Signature Strike Taunt | Combat, Style | Precise Shot, Signature Strike Style, Weapon Focus, base attack bonus +9, Intimidate 9 ranks. | Creatures that gain the shaken condition as a result of Signature Strike Style also take a –2 penalty to AC for the duration of the shaken condition that feat causes. While the shaken condition persists, you do not provoke attacks of opportunity when performing combat maneuvers against that target. | PZO9486 |
Signature Strike Triumph | Combat, Style | Precise Shot, Signature Strike Style, Signature Strike Taunt, Weapon Focus, base attack bonus +11, Intimidate 11 ranks. | When you use Signature Strike Style to give a creature the shaken condition, increase the duration to 1d4+1 rounds. When you confirm a critical hit against a creature marked by your Signature Strike Style, one ally within 60 feet who can see you can attempt a new saving throw against one ongoing effect with the emotion, fear, or mind-affecting descriptor caused by the marked creature. If the ally succeeds at this saving throw and the effect's remaining duration is 24 hours or less, the effect ends; if the remaining duration is more than 24 hours, the effect is suppressed for 1 minute. | PZO9486 |
Sisterhood Style | Combat, Style | Cha 13, Shield Focus, Weapon Focus (longsword), base attack bonus +2. | 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. | PZO1138 |
Sisterhood Rampart | Combat, Style | Cha 13, Shield Focus, Shield Wall, Sisterhood Style, Weapon Focus (longsword), base attack bonus +4. | 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. | PZO1138 |
Sisterhood Dedication | Combat, Style | Cha 13, Shield Focus, Shield Wall, Sisterhood Rampart, Sisterhood Style, Weapon Focus (longsword), base attack bonus +6. | 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. | PZO1138 |
Skyseeker Style | Combat, Style | Step Up, base attack bonus +1. | Once per round, when an opponent attacks you with a reach weapon, you can take a 5-foot step towards your opponent as an immediate action. If the movement takes you to a square that the opponent's reach weapon does not threaten, you receive a +4 bonus to AC against that attack. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total available movement. | PZO9490 |
Skyseeker Thrash | Combat, Style | Con 13, Skyseeker Style, Step Up, base attack bonus +4. | While using Skyseeker Style, you gain a cumulative +1 bonus on melee damage rolls for every size category your opponent is larger than you. | PZO9490 |
Skyseeker Impact | Combat, Style | Con 13, Skyseeker Style, Skyseeker Thrash, Step Up, base attack bonus +9. | While using Skyseeker Style, whenever you hit an opponent larger than you with a melee attack, your weapon deals damage as if that weapon were one size category larger. You also gain a +4 bonus on sunder combat maneuver checks against targets larger than you. | PZO9490 |
Slipslinger Style | Combat, Style | Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial trait. | You gain a +1 bonus on damage rolls made with all types of slings, and don't provoke attacks of opportunity when reloading a sling. In addition, you treat all ranged and thrown weapons that have "sling" in their name as if they were slings for all feats and class abilities that require such weapons, as well as the warslinger racial trait. | PZO9463 |
Slipslinger Grenadier | Combat, Style | Slipslinger Style, Throw Anything, Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial trait. | 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. Special: This feat cannot be used with alchemists' bombs. | PZO9463 |
Slipslinger Bombardment | Combat, Style | Quick Draw, Slipslinger Grenadier, Slipslinger Style, Throw Anything, Weapon Focus (sling) or weapon training (thrown) class feature, warslinger racial trait. | 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. Special: This feat cannot be used with alchemists' bombs. | PZO9463 |
Smashing Style | Combat, Style | Str 13, Improved Sunder, Power Attack, Weapon Focus with the chosen weapon. | 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. Special: 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. | PZO9463 |
Smashing Crush | Combat, Style | Str 13, Improved Sunder, Smashing Style, Weapon Focus with the chosen weapon. | 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. | PZO9463 |
Smashing Dent | Combat, Style | Str 13, Improved Sunder, Smashing Crush, Smashing Style, Weapon Focus with the chosen weapon, base attack bonus +6. | 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. | PZO9463 |
Snake Style | Combat, Style | Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks | Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks | PZO1118 |
Snake Sidewind | Combat, Style | Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks | Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits | PZO1118 |
Snake Fang | Combat, Style | Combat Reflexes, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks | If opponent misses you, make an attack of opportunity as an immediate action | PZO1118 |
Snapping Turtle Style | Combat, Style | Improved Unarmed Strike, BAB +1 or monk 1 | Gain +1 shield bonus to AC when at least one hand is free | PZO1118 |
Snapping Turtle Clutch | Combat, Style | Improved Grapple, Snapping Turtle Style, BAB +3 or monk 3 | Your shield bonus applies to your CMD and touch AC | PZO1118 |
Snapping Turtle Shell | Combat, Style | Snapping Turtle Clutch, BAB +5 or monk 5 | AC bonus increases by 2, and opponents receive –4 on critical confirmations | PZO1118 |
Spear Dancing Style | Combat, Style | Dex 13, Two-Weapon Fighting, Weapon Focus with the 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. Special: 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. | PZO1118 |
Spear Dancing Spiral | Combat, Style | Dex 15, Spear Dancing Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus with the chosen weapon. | 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. | PZO1118 |
Spear Dancing Reach | Combat, Style | Dex 17, Spear Dancing Spiral, Spear Dancing Style, Two-Weapon Fighting, Weapon Finesse, Weapon Focus with the chosen weapon. | 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. | PZO1118 |
Spring-Heeled Style | Combat, Style | Dex 13, Dodge, Mobility, Shot on the Run or Spring Attack, base attack bonus +4, proficiency with light armor. | If using this style during any round in which you take a move action to move 10 or more feet, you gain a +2 bonus on weapon attack rolls until the start of your next turn. While using this style, you gain the AC bonus feats from Mobility against attacks of opportunity provoked by making a ranged attack or loading a ranged weapon. Special: A character with the armor training class feature can use Spring-Heeled Style while wearing any type of armor with which she is proficient. | PZO9467 |
Spring-Heeled Sprint | Combat, Style | Dex 15, Dodge, Mobility, Shot on the Run or Spring Attack, Spring-Heeled Style, base attack bonus +7, proficiency with light armor. | While using Spring-Heeled Style, you can move up to twice your speed when using the Shot on the Run or Spring Attack feats. | PZO9467 |
Spring-Heeled Reaping | Combat, Style | Dex 17, Dodge, Mobility, Shot on the Run or Spring Attack, Spring-Heeled Sprint, Spring-Heeled Style, base attack bonus +11, proficiency with light armor. | 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. | PZO9467 |
Startoss Style | Combat, Style | Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon. | 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). Special: 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. | PZO9463 |
Startoss Comet | Combat, Style | Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon. | 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). | PZO9463 |
Startoss Shower | Combat, Style | Dex 13, Point-Blank Shot, Startoss Comet, Startoss Style, Weapon Focus with the chosen weapon, base attack bonus +4. | 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). | PZO9463 |
Stick-Fighting Style | Combat, Style | Base attack bonus +1. | When fighting with a club, quarterstaff, dan bong, sap, or tonfa with which you are proficient, you gain a +1 enhancement bonus on attack rolls as though it were a masterwork weapon. If the weapon actually is a masterwork weapon, it instead counts as having the blocking, disarm, distracting, performance, and trip special weapon qualities, even if the weapon normally doesn't have them. | PZO9493 |
Stick-Fighting Counter | Combat, Style | Stick-Fighting Style, base attack bonus +4. | While you are fighting defensively, as a free action you can select an opponent you have attacked on that turn and prepare yourself to counter one of its attacks. Once per round, when that opponent attempts a melee attack against you and the attack misses, the attacker provokes an attack of opportunity from you, provided that it is within your threatened area. You must use a club, quarterstaff, dan bong, sap, or tonfa to perform the attack of opportunity. | PZO9493 |
Stick-Fighting Maneuver | Combat, Style | Stick-Fighting Counter, Stick-Fighting Style, base attack bonus +6. | When making a full attack using only clubs, a quarterstaff, dan bongs, saps, or tonfas, you can perform a combat maneuver as an extra attack using your full base attack bonus. | PZO9493 |
Stock-Striker Style | Combat, Style | Pistol-whip gunslinger deed. | When you perform the pistol-whip deed while using this style, you gain a +1 bonus on the attack roll and on the combat maneuver check to knock the target prone; this increases to +2 when you use a two-handed firearm. If you successfully knock the target prone, you do not provoke attacks of opportunity from the target until the end of your next turn when you make ranged attacks with your firearm. You can treat one-handed firearms as light weapons for the purpose of abilities such as Weapon Finesse when performing the pistol-whip deed. | PZO9486 |
Stock-Striker Sweep | Combat, Style | Stock-Striker Style, base attack bonus +7, pistol-whip gunslinger deed. | When you are using Stock-Striker Style and successfully knock a target prone with the pistol-whip deed, as a swift action you can either push the target 5 feet away from you or perform the pistol-whip deed a second time against a foe that is adjacent to the first and within your reach. This second use of pistol-whip costs 0 grit points. | PZO9486 |
Stock-Striker Takedown | Combat, Style | Point-Blank Shot, Stock-Striker Style, Stock-Striker Sweep, base attack bonus +9, pistol-whip gunslinger deed. | After you knock a target prone with the pistol-whip deed while using Stock-Striker Style, you can fire one barrel of a loaded firearm you're wielding at the target as a move action; if your firearm has the scatter weapon quality, you can instead make a scattering shot so long as you include the target in the area of effect. For this attack, you take no attack penalty for making a ranged attack against a prone target, and the critical multiplier of your weapon increases by 1 (to a maximum of ×5). | PZO9486 |
Street Style | Combat, Style | Str 15, Improved Bull Rush, Improved Unarmed Strike, Power Attack, base attack bonus +4 or monk level 3rd. | 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. Special: 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. | PZO1134 |
Street Sweep | Combat, Style | Str 15, Improved Bull Rush, Improved Unarmed Strike, Power Attack, Street Style, base attack bonus +6 or monk level 5th. | 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. | PZO1134 |
Street Carnage | Combat, Style | Str 15, Improved Bull Rush, Improved Unarmed Strike, Power Attack, Street Style, Street Sweep, base attack bonus +8 or monk level 7th. | While using Street Style, the critical multiplier of your unarmed strikes becomes ×3, instead of ×2. | PZO1134 |
Swift Iron Style | Combat, Style | Str 13, Dex 13, proficiency with medium armor. | 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. Special: 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. | PZO9467 |
Swift Refuge | Combat, Style | Str 13, Dex 13, Swift Iron Style, proficiency with medium armor. | 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. | PZO9467 |
Swift Sprint | Combat, Style | Str 13, Dex 13, Swift Iron Style, Swift Refuge, proficiency with medium armor. | When you're charging, running, or taking no action in your turn other than movement, your armor does not reduce your movement. | PZO9467 |
Swordplay Style | Combat, Style | Combat Expertise, Weapon Focus with the chosen weapon, base attack bonus +3. | 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. Special: A character with the swashbuckler weapon training or weapon training (heavy blades or light blades) class feature can use Swordplay Style with any light or one-handed piercing melee weapon, heavy blade, or light blade, respectively, in addition to the chosen weapon. | PZO9463 |
Swordplay Upset | Combat, Style | Combat Expertise, Improved Feint, Swordplay Style, Weapon Focus with the chosen weapon, base attack bonus +5. | 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. | PZO9463 |
Swordplay Deflection | Combat, Style | Combat Expertise, Improved Feint, Swordplay Style, Swordplay Upset, Weapon Focus with the chosen weapon, base attack bonus +7. | While using Swordplay Style, when you make one or more melee attacks, you can forgo a single melee attack to prepare an action to disrupt an opponent's attack. This functions as a swashbuckler's opportune parry and riposte deed, except that if your result is greater than your opponent's, you gain a +4 shield bonus to your Armor Class against attacks made by your opponent until the start of your next turn instead of preventing the hit, and you cannot attempt to riposte. If you have the opportune parry and riposte deed, you gain this Armor Class bonus anytime you successfully parry an opponent's attack. | PZO9463 |
Tatzlwyrm Claw Style | Combat, Style | Dex 13, Improved Grapple, Improved Unarmed Strike, Escape Artist 1 rank. | 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. | PZO9470 |
Tatzlwyrm Grappler | Combat, Style | Dex 13, Improved Grapple, Improved Unarmed Strike, Tatzlwyrm Claw Style, Escape Artist 3 ranks. | While you're using the Tatzlwyrm Claw Style feat, whenever an opponent attempts to initiate a grapple against you, you can attempt an Escape Artist check. If the result is higher than your CMD, you can use the result as your CMD against that combat maneuver. You must be aware of the attack and not flat-footed. | PZO9470 |
Tatzlwyrm Rake | Combat, Style | Dex 13, Improved Grapple, Improved Unarmed Strike, Tatzlwyrm Claw Style, Tatzlwyrm Grappler, Escape Artist 8 ranks. | While using the Tatzlwyrm Claw Style feat, you can attempt a combat maneuver check to maintain a grapple without using your arms. You must use at least two limbs in order to do this, and if you use all your legs, you can't take any movement while maintaining the grapple. If your combat maneuver check succeeds by 10 or more, you are able to make a single unarmed attack against the target of the grapple as a swift action. | PZO9470 |
Tiger Style | Combat, Style | Improved Unarmed Strike, BAB +3 or monk 3 | Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage | PZO1118 |
Tiger Claws | Combat, Style | Tiger Style, BAB +6 or monk 5 | Make a single attack with both hands, and combine the results | PZO1118 |
Tiger Pounce | Combat, Style | Power Attack, Tiger Claws, BAB +9 or monk 8 | May apply the penalty from Power Attack to AC | PZO1118 |
Twin Fang Style | Combat, Style | Dex 15, Quick Draw, Two-Weapon Fighting, base attack bonus +1, Acrobatics 1 rank. | 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. | PZO1136 |
Twin Fang Strike | Combat, Style | Dex 15; Quick Draw; Twin Fang Style; Two-Weapon Fighting; Acrobatics 6 ranks; base attack bonus +6 or monk level 6th. | 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. | PZO1136 |
Twin Fang Lunge | Combat, Style | Dex 15; Quick Draw; Twin Fang Strike; Twin Fang Style; Two-Weapon Fighting; Acrobatics 8 ranks; base attack bonus +8 or monk level 8th. | 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. | PZO1136 |
Upsetting Shield Style | Combat, Style | Dex 13, proficiency with bucklers. | 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. | PZO9467 |
Upsetting Strike | Combat, Style | Dex 15, Combat Reflexes, Improved Shield Bash, Upsetting Shield Style, proficiency with bucklers. | 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. | PZO9467 |
Upsetting Vengeance | Combat, Style | Dex 13, Combat Reflexes, Improved Shield Bash, Upsetting Shield Style, Upsetting Strike, proficiency with bucklers. | 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. | PZO9467 |
Vanguard Style | Combat, Style | Bodyguard, Combat Reflexes, proficiency with light or heavy shields. | 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. | PZO9467 |
Vanguard Ward | Combat, Style | Bodyguard, Combat Reflexes, Vanguard Style, proficiency with light or heavy shields. | 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. | PZO9467 |
Vanguard Hustle | Combat, Style | Dex 13, Bodyguard, Combat Patrol, Combat Reflexes, Mobility, Saving Shield, Vanguard Style, Vanguard Ward, proficiency with light or heavy shields. | 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. | PZO9467 |
Weapon Style Mastery | Combat, Style | Any two style feats from different styles, base attack bonus +6, weapon training class feature with a melee weapon. | Choose one weapon style (a style feat that lists Weapon Focus as a prerequisite) that you have. You can have the chosen style and a second style active at once. Starting a stance provided by a style feat is still a swift action, but you can assume both the chosen weapon style's stance and another style's stance simultaneously using this action. This ability doesn't stack with other abilities that allow you to have multiple styles active at the same time. Normal: You can have only one style active at once. | PZO9463 |
Wolf Style | Combat, Style | Wis 13, Improved Unarmed Strike, Knowledge (nature) 3 ranks. | Reduce a foe's base speed when you damage it with an attack of opportunity. | PZO9439 |
Wolf Trip | Combat, Style | Wis 15, Improved Unarmed Strike, Wolf Style, Knowledge (nature) 6 ranks. | Gain a +2 bonus on combat maneuver checks to trip as part of an AoO. When you successfully trip a creature using Wolf Style, as a free action you may choose an available square adjacent to you for the tripped creature to land prone in. | PZO9439 |
Wolf Savage | Combat, Style | Wis 17, Improved Unarmed Strike, Wolf Style, Wolf Trip, Knowledge (nature) 9 ranks. | You disfigure your foes with your natural weapons or unarmed strikes. | PZO9439 |
Wyvern Fury Style | Combat, Style | Exotic Weapon Proficiency (whip), Acrobatics 3 ranks, brawler's flurry class feature or flurry of blows class feature. | While using this style, you can make attacks with a dagger, punching dagger, scorpion whip, spiked gauntlet, or whip when using a flurry of blows or brawler's flurry. Only one of these attacks can be made with a whip or scorpion whip. Normal: You can make a flurry of blows attack using unarmed strikes and monk weapons, and you can make a brawler's flurry attack using unarmed strikes, weapons from the close fighter weapon group, and monk weapons. | PZO9470 |
Wyvern Sting | Combat, Style | Exotic Weapon Proficiency (whip), Wyvern Fury Style, Acrobatics 6 ranks, brawler's flurry class feature or flurry of blows class feature. | While using Wyvern Fury Style, if you successfully attack a foe with a whip or scorpion whip, as a swift action you can choose one ally. Until the beginning of your next turn, that ally can leave spaces threatened by that foe without provoking an attack of opportunity from the foe. | PZO9470 |
Wyvern Wing | Combat, Style | Exotic Weapon Proficiency (whip), Wyvern Fury Style, Wyvern Sting, Acrobatics 10 ranks, brawler's flurry class feature or flurry of blows class feature. | While using the Wyvern Fury Style feat, if you use flurry of blows or brawler's flurry and take a 5-foot step, you can take an additional 5-foot step. You can take this extra 5-foot step only between two attacks in your flurry, but you can take both your 5-foot steps consecutively without making an attack between them. Normal: When you take a 5-foot step, you are allowed to move only once. | PZO9470 |
Kakute-Ryu-Ninjutsu Style | Combat, Style | Dex 13, Improved Unarmed Strike, proficiency with 3 style weapons, BAB +1 or monk/ninja 1. | Can deal unarmed damage with style weapon or style weapons deal extra damage | RGG:UOPotN |
Fists of Fury | Combat, Style | Dex 13, Improved Unarmed Strike, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +3 or monk/ninja 3 | Style weapons gain blocking, distracting, grapple, and monk properties; choice of piercing, slashing, or bludgeoning damage | RGG:UOPotN |
Deadly Embrace | Combat, Style | Str 13, Dex 13, Improved Unarmed Strike, Fists of Fury, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +7 or monk/ninja 7 | Perform combat maneuver with style weapon, swift action to deal style damage | RGG:UOPotN |
Kusari-Ryu-Ninjutsu Style | Combat, Style | Int 13, Combat Expertise, proficiency with 3 style weapons, BAB +3 or monk/ninja 3 | Gain shield bonus to AC when wielding style weapons in each hand, or a 2-handed style weapon | RGG:UOPotN |
Iron Tentacles | Combat, Style | Int 13, Combat Expertise, Improved Trip, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +5 or monk/ninja 5 | Style weapons gain disarm and trip properties, swift action to attempt trip | RGG:UOPotN |
Iron Shackles | Combat, Style | Int 13, Combat Expertise, Improved Trip, Iron Tentacles, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +8 or monk/ninja 8 | Swift action to entangle struck opponent | RGG:UOPotN |
3PP Style Feats
The following style feats are also available for games allowing third-party materials:
Kakute-Ryu-Ninjutsu: This fighting style is built around selected weapons that conform fairly closely to the wielder's hand and are used to add mass to unarmed strikes, or allow unarmed strikes to also deal slashing or piercing damage.
Feat Path: Kakute-Ryu-Ninjutsu Style, Fists of Fury, Deadly Embrace. Source RGG:UOPotN
Kusari-Ryu-Ninjutsu: This fighting style focuses on selected flexible weapons that include lengths of rope or chain in their design.
Feat Path: Kusari-Ryu-Ninjutsu Style, Iron Tentacles, Iron Shackles. Source RGG:UOPotN
Cerberus Easy Drawing Step by Step
Source: https://www.d20pfsrd.com/feats/style-feats/
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