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1 | Dragon Style: | While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. | ||||||||||||||||||||||||
2 | Archon Style: | While using this style, as a standard action, you can actively protect adjacent allies from a single opponent that you are currently adjacent to. This grants any adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn), but causes you to take a –2 penalty to AC against that opponent until your next turn. The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability. | ||||||||||||||||||||||||
3 | Boar Style: | You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack. | ||||||||||||||||||||||||
4 | Upsetting Shield Style: | 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. | ||||||||||||||||||||||||
5 | Agile Maneuvers: | Use your Dex bonus when calculating your CMB | ||||||||||||||||||||||||
6 | Amateur Gunslinger: | Gain limited amount of grit and access to gunslinger deeds | ||||||||||||||||||||||||
7 | Amateur Swashbuckler: | Gain a minor pool of panache to use with a 1st-level swashbuckler deed of your choice | ||||||||||||||||||||||||
8 | Artful Dodge: | If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent. | ||||||||||||||||||||||||
9 | Bleeding Attack: | plus 1d4 bleed damage with unarmed strike | ||||||||||||||||||||||||
10 | Blind-Fight: | In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. | ||||||||||||||||||||||||
11 | Blinding Flash: | As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent’s eyes, dazzling your foe for 1 round. This feat functions as a gaze attack, and the target must make a Fortitude save (DC 10 + 1/2 your character level + your Dex modifier) to resist the effect. This is a sight-dependent effect, and does not work on creatures that are already blinded or creatures that do not rely on sight as their primary sense. You must be wielding a weapon or shield with a polished or reflective surface in order to use this feat. You must be in an area of bright light to use this feat. | ||||||||||||||||||||||||
12 | Bloody Vengence: | Make an opponent that damaged you take bleed damage next time you hit it. | ||||||||||||||||||||||||
13 | Call-Out: | As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC. | ||||||||||||||||||||||||
14 | Catch Off Guard: | No penalties for improvised melee weapons | ||||||||||||||||||||||||
15 | Charge of the Righteous: | You do not suffer -2 AC penalty when you charge undead or evil outsiders. | ||||||||||||||||||||||||
16 | Combat Reflexes: | Make additional attacks of opportunity | ||||||||||||||||||||||||
17 | Death from Above: | Gain +5 bonus on attack rolls when charging from higher ground or flying | ||||||||||||||||||||||||
18 | Deflect Arrows: | Avoid one ranged attack per round | ||||||||||||||||||||||||
19 | Desperate Battler: | Gain +1 morale bonus on melee attack and damage when alone | ||||||||||||||||||||||||
20 | Improved Dirty Trick: | plus 2 bonus on dirty trick attempts, no AOO | ||||||||||||||||||||||||
21 | Improved Disarm: | plus 2 bonus on disarm attempts, no AOO | ||||||||||||||||||||||||
22 | Distance Thrower: | Reduce ranged penalties for thrown weapons by 2 | ||||||||||||||||||||||||
23 | Enforcer: | Demoralize opponent as free action when you inflict nonlethal damage | ||||||||||||||||||||||||
24 | Firebrand: | Treat a torch as a light mace; with one point of fire damage | ||||||||||||||||||||||||
25 | Flanking Foil: | Foes you strike lose their flanking bonus against you | ||||||||||||||||||||||||
26 | Focused Disipline: | Gain temporary combat bonuses after resisting fear effects | ||||||||||||||||||||||||
27 | Frightening Ambush: | As a free action, you can attempt an Intimidate check to demoralize a flat-footed opponent you attack. | ||||||||||||||||||||||||
28 | Gang Up: | Flank an opponent if at least two allies are adjacent to it | ||||||||||||||||||||||||
29 | Improved Grapple: | plus 2 bonus on grapple attempts, no AOO | ||||||||||||||||||||||||
30 | Improved Initiative: | plus 4 bonus on initiative checks | ||||||||||||||||||||||||
31 | Improved Parry: | When you successfully parry a foe’s melee attack (with a dueling parry or the parry class feature), your next melee attack against the target does not allow the enemy to apply its Dexterity bonus to AC (if any). This attack must be made before the end of your next turn | ||||||||||||||||||||||||
32 | Intimidating Prowess: | Add Str to Intimidate in addition to Cha | ||||||||||||||||||||||||
33 | Nimble Striker: | You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge. | ||||||||||||||||||||||||
34 | Opening Volley: | Successful ranged attack grants +4 on next melee attack roll | ||||||||||||||||||||||||
35 | Phalanx Formation: | When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach. | ||||||||||||||||||||||||
36 | Point Blank Shot: | plus 1 attack and damage on targets within 30 feet. | ||||||||||||||||||||||||
37 | Power Attack: | Trade melee attack bonus for damage. | ||||||||||||||||||||||||
38 | Improved Reposition: | plus 2 bonus on reposition attempts, no AOO. | ||||||||||||||||||||||||
39 | River Raider: | You gain a +2 bonus on Swim and Stealth checks while swimming in calm or rough water. In addition, if you’re able to act in a surprise round and start it in water, you can take both a move and a standard action. You still can’t take a full-round action during the surprise round. | ||||||||||||||||||||||||
40 | Shadow Strike: | Deal precision damage against targets with concealment. | ||||||||||||||||||||||||
41 | Solo Maneuver: | Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that creature and a +1 bonus to CMD against combat maneuvers made by that creatur | ||||||||||||||||||||||||
42 | Stand Still: | Stop enemies from moving past you | ||||||||||||||||||||||||
43 | Steadfast Slayer: | If you are the only character threatening an opponent and you successfully attack the opponent with a two-handed melee weapon, for each size category larger than you that opponent is, you gain a +2 bonus on your melee damage roll. | ||||||||||||||||||||||||
44 | Throat Slicer: | When using a 1-handed, light, or natural weapon, you can deliver a coup de grace to an unconscious, bound, or pinned target (though not other kinds of helpless targets) as a standard action. | ||||||||||||||||||||||||
45 | Throw Anything: | No penalties for improvised ranged weapons | ||||||||||||||||||||||||
46 | Traditional Weapons: | You receive a +2 bonus on combat maneuver checks against creatures wielding exotic weapons, firearms, or technological weapons. You also receive a +2 bonus to your CMD whenever an opponent attempts any combat maneuver against you while wielding such a weapon. You gain these bonuses only if you are not wielding an exotic weapon, firearm, or technological weapon. | ||||||||||||||||||||||||
47 | Improved Trip: | plus 2 bonus on trip attempts, no AOO | ||||||||||||||||||||||||
48 | Two Handed Thrower: | Gain Str bonus when using two hands to throw a one or two-handed weapon | ||||||||||||||||||||||||
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