Some abilities are not tied to a character's race, class, or skill - things like particularly quick reflexes that allow them to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at them. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of a character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to statistics or grant the ability to take actions otherwise prohibited. By selecting feats, player's can customize and adapt their character to be uniquely theirs.


Some feats have prerequisites. A character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which they gain the prerequisite.

A character can't use a feat if they loses a prerequisite, but they does not lose the feat itself. If, at a later time, they regain the lost prerequisite, they immediately regain full use of the feat that prerequisite enables.

Types of Feats

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow characters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is.

Combat Feats
Any feat designated as a combat feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.

Critical Feats
Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.

Item Creation Feats
An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common.

Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.

Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what they need unless unusual circumstances apply.

Time: The time to create a magic item depends on the feat and the cost of the item.

Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level - that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:

  • Scrolls: Base price = spell level x caster level x 25 gp.
  • Potions: Base price = spell level x caster level x 50 gp.
  • Wands: Base price = spell level x caster level x 750 gp.
  • Staves: The price for staves is calculated using more complex formulas.
  • A 0-level spell is considered to have a spell level of 1/2 for the purpose of these calculations.

Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must expend the material component cost when creating the item. For a wand, the creator must expend 50 units of the material component. Some magic items similarly incur extra costs in material components, as noted in their descriptions.

Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 5 + the item's caster level. Alternatively, the character can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details.

Performance Feats
Performance feats are used when the character makes a performance combat check, typically granting a special action that occurs when they make that check. Unless they have the Masterful Display feat, they can only apply the effect of one performance feat to each performance combat check the character makes.

Metamagic Feats
As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.

Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).

Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast using a higher-level spell slot. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. A character can't apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, they can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).

Mythic Feats
Only characters with mythic tiers or creatures with mythic ranks can take these feats. If a creature becomes non-mythic, it no longer gains the benefit of these feats, but it doesn't lose them permanently. If the creature becomes mythic again, it regains the use of all the mythic feats it once had. Many mythic feats enhance non-mythic feats with the same name. When a creature has a mythic version of a feat, that feat is denoted with a superscript "M" in the feat line of its stat block.

Style Feats
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, a character can enter the stance employed by the fighting style a style feat embodies. Although the character cannot use a style feat before combat begins, the style they are in persists until the character spend a swift action to switch to a different combat style. A character can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if a character has feats associated with Mantis Style and Tiger Style, they 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 their next turn, the character could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.

Example Styles
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 clawlike nails and sharpened teeth.
Feat Path: Boar Style, Boar Ferocity, Boar Shred.

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.

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.

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.

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.

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 dancelike 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 catalogue 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.

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.
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.

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 Claws, Panther Parry.

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.

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 Sidewinder, 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.

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.

Teamwork Feats
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.

Feat Descriptions

Feats are summarized on Table: Feats below. Note that 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 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.

Master Feat List

Feat NameFeat TypePrerequisiteShort Description

+2 bonus on Acrobatics and Fly checks

Acrobatic StepsGeneralDex 15, Nimble MovesIgnore 20 feet of difficult terrain when a character move
Agile ManeuversCombat-Use their Dex bonus when calculating their CMB

+2 bonus on Perception and Sense Motive checks

Alignment ChannelGeneralChannel energy class featureChannel energy can heal or harm outsiders
Animal AffinityGeneral-+2 bonus on Handle Animal and Ride checks
Arcane Armor MasteryCombatArcane Armor Training, Armor Proficiency, Medium, caster level 7thReduce their arcane spell failure chance by 20%
Arcane Armor TrainingCombatArmor Proficiency [Light] caster level 3rdReduce their arcane spell failure chance by 10%
Arcane StrikeGeneralAbility to cast arcane spells

+1 damage and weapons are considered magic

Armor Proficiency [Heavy]GeneralArmor Proficiency [Medium]No penalties on attack rolls while wearing heavy armor
Armor Proficiency [Light]General-No penalties on attack rolls while wearing light armor
Armor Proficiency [Medium]GeneralArmor Proficiency [Light]No penalties on attack rolls while wearing medium armor
AthleticGeneral-+2 bonus on Climb and Swim checks
Augment SummoningGeneralSpell Focus (conjuration)Summoned creatures gain +4 Str and Con
Bleeding CriticalCombatCritical Focus, base attack bonus +11Whenever a character score a critical hit, the target takes 2d6bleed
Blind-FightCombat-Reroll miss chances for concealment
Blinding CriticalCombatCritical Focus, base attack bonus +15Whenever a character score a critical hit, the target is blinded
Brew PotionItem CreationCaster level 3rdCreate magic potions
Catch Off-GuardCombat-No penalties for improvised melee weapons
Channel SmiteCombatChannel energy class featureChannel energy through their attack
CleaveCombatPower AttackMake an additional attack if the first one hits
Combat CastingCombat-+4 bonus on concentration checks for defensive casting
Combat ExpertiseCombatInt 13Trade attack bonus for AC bonus
Combat ReflexesCombat-Make additional attacks of opportunity
Command UndeadGeneralChannel negative energy class featureChannel energy can be used to control undead
Craft Magic Arms and ArmorItem CreationCaster level 5thCreate magic armors, shields, and weapons
Craft RodItem CreationCaster level 9thCreate magic rods
Craft StaffItem CreationCaster level 11thCreate magic staves
Craft WandItem CreationCaster level 5thCreate magic wands
Craft Wondrous ItemItem CreationCaster level 3rdCreate magic wondrous items
Critical FocusCombatBase attack bonus +9+4 bonus on attack rolls made to confirm critical hits
Critical MasteryCombatAny two critical feats, 14th-level fighterApply two effects to their critical hits
Dazzling DisplayCombatWeapon FocusIntimidate all foes within 30 feet
Deadly AimCombatDex 13, base attack bonus +1Trade ranged attack bonus for damage
Deadly StrokeCombatGreater Weapon Focus, Shatter Defenses, base attack bonus +11Deal double damage plus 1 Con bleed
Deafening CriticalCombatCritical Focus, base attack bonus +13Whenever a character score a critical hit, the target is deafened
DeceitfulGeneral-+2 bonus on Bluff and Disguise checks
Defensive Combat TrainingCombat-Use their total Hit Dice as their base attack bonus forCMD
Deflect ArrowsCombatDex 13, Improved Unarmed StrikeAvoid one ranged attack per round
Deft HandsGeneral-+2 bonus on Disable Device and Sleight of Hand checks
DiehardGeneralEnduranceAutomatically stabilize and remain conscious below 0 hp
DisruptiveCombat6th-level fighterIncreases the DC to cast spells adjacent to a character
DodgeCombatDex 13+1 dodge bonus to AC
Double SliceCombatTwo-Weapon FightingAdd their Str bonus to off-hand damage rolls
Elemental ChannelGeneralChannel energy class featureChannel energy can harm or heal elementals
Empower SpellMetamagic-Increase spell variables by 50%
EnduranceGeneral-+4 bonus on checks to avoid nonlethal damage
Enlarge SpellMetamagic-Double spell range
Eschew MaterialsGeneral-Cast spells without material components
Exhausting CriticalCombatTiring Critical, base attack bonus +15Whenever a character score a critical hit, the target isexhausted
Exotic Weapon ProficiencyCombatBase attack bonus +1No penalty on attacks made with one exotic weapon
Extend SpellMetamagic-Double spell duration
Extra ChannelGeneralChannel energy class featureChannel energy two additional times per day
Extra Lay On HandsGeneralLay on hands class featureUse lay on hands two additional times per day
Extra MercyGeneralMercy class featureA character's lay on hands benefits from one additional mercy
Mantis WisdomStyleMantis Style, Heal 6 ranksTreat half their non-monk levels as monk levels forStunning Fist effects
Extra RageGeneralRage class featureUse rage for 6 additional rounds per day
Extra KiGeneralKi pool class featureIncrease a character's ki pool by 2 points
Far ShotCombatPoint-Blank ShotDecrease ranged penalties by half
FleetGeneral-A character's base speed increases by 5 feet
Forge RingItem CreationCaster level 7thCreate magic rings
Gorgon's FistCombatScorpion Style, base attack bonus +6Stagger a foe whose speed is reduced
Great CleaveCombatCleave, base attack bonus +4Make an additional attack after each attack hits
Great FortitudeGeneral-+2 on Fortitude saves
Greater Bull RushCombatImproved Bull Rush, base attack bonus +6Enemies a character bull rush provoke attacks of opportunity
Greater DisarmCombatImproved Disarm, base attack bonus +6Disarmed weapons are knocked away from their enemy
Greater FeintCombatImproved Feint, base attack bonus +6Enemies a character feint lose their Dex bonus for 1 round
Greater GrappleCombatImproved Grapple, base attack bonus +6Maintain their grapple as a move action
Greater OverrunCombatImproved Overrun, base attack bonus +6Enemies a character overrun provoke attacks of opportunity
Greater Penetrating StrikeCombatPenetrating Strike, 16th-level fightertheir attacks ignore 10 points of damage reduction
Greater Shield FocusCombatShield Focus, 8th-level fighterGain a +1 bonus to their AC when using a shield
Greater Spell FocusGeneralSpell Focus+1 bonus on save DCs for one school
Greater Spell PenetrationGeneralSpell Penetration+2 bonus on level checks to beat spell resistance
Greater SunderCombatImproved Sunder, base attack bonus +6Damage from sunder attempts transfers to their enemy
Greater TripCombatImproved Trip, base attack bonus +6Enemies a character trip provoke attacks of opportunity
Greater Two-Weapon FightingCombatDex 19, Improved Two-Weapon Fighting, base attack bonus +11Gain a third off-hand attack
Greater Vital StrikeCombatImproved Vital Strike, base attack bonus +16Deal four times the normal damage on a single attack
Greater Weapon FocusCombatWeapon Focus, 8th-level fighter+1 bonus on attack rolls with one weapon
Greater Weapon SpecializationCombatWeapon Specialization, 12th-level fighter+2 bonus on damage rolls with one weapon
Heighten SpellMetamagic-Treat spell as a higher level
Improved Bull RushCombatPower Attack+2 bonus on bull rush attempts, no attack of opportunity
Improved ChannelGeneralChannel energy class feature+2 bonus on channel energy DC
Improved CounterspellGeneral-Counterspell with spell of the same school
Improved CriticalCombatProficiency with weapon, base attack bonus +8Double the threat range of one weapon
Improved DisarmCombatCombat Expertise+2 bonus on disarm attempts, no attack of opportunity
Improved FamiliarGeneralAbility to acquire a familiar, see featGain a more powerful familiar
Improved FeintCombatCombat ExpertiseFeint as a move action
Improved GrappleCombatDex 13, Improved Unarmed Strike+2 bonus on grapple attempts, no attack of opportunity
Improved Great FortitudeGeneralGreat FortitudeOnce per day, a character may reroll a Fortitude save
Improved InitiativeCombat-+4 bonus on initiative checks
Improved Iron WillGeneralIron WillOnce per day, a character may reroll a Will save
Improved Lightning ReflexesGeneralLightning ReflexesOnce per day, a character may reroll a Reflex save
Improved OverrunCombatPower Attack+2 bonus on overrun attempts, no attack of opportunity
Improved PreciseShotCombatDex 19, Precise Shot, base attack bonus +11No cover or concealment chance on ranged attacks
Improved Shield BashCombatShield ProficiencyKeep their shield bonus when shield bashing
Improved SunderCombatPower Attack+2 bonus on sunder attempts, no attack of opportunity
Improved TripCombatCombat Expertise+2 bonus on trip attempts, no attack of opportunity
Improved Two-Weapon FightingCombatDex 17, Two-Weapon Fighting, base attack bonus +6Gain additional off-hand attack
Improved Unarmed StrikeCombat-Always considered armed
Improved Vital StrikeCombatVital Strike, base attack bonus +11Deal three times the normal damage on a single attack
Improvised Weapon MasteryCombatCatch Off-Guard or Throw Anything, base attack bonus +8Make an improvised weapon deadly
Intimidating ProwessCombat-Add Str to Intimidate in addition to Cha
Iron WillGeneral-+2 bonus on Will saves
LeadershipGeneralCharacter level 7thGain a cohort and followers
Lightning ReflexesGeneral-+2 bonus on Reflex saves
Lightning StanceCombatDex 17, Wind Stance, base attack bonus +11Gain 50% concealment if a character move
LungeCombatBase attack bonus +6Take a -2 penalty to their AC to attack with reach
Magical AptitudeGeneral-+2 bonus on Spellcraft and Use Magic Device checks
ManyshotCombatDex 17, Rapid Shot, base attack bonus +6Shoot two arrows simultaneously
Martial Weapon ProficiencyGeneral-No penalty on attacks made with one martial weapon
Master CraftsmanGeneral5 ranks in any Craft or Profession skillA character can craft magic items without being a spellcaster
Maximize SpellMetamagic-Maximize spell variables
Medusa's WrathCombatGorgon's Fist, base attack bonus +11Make 2 extra attacks against a hindered foe
MobilityCombatDodge+4 AC against attacks of opportunity from movement
Mounted ArcheryCombatMounted CombatHalve the penalty for ranged attacks while mounted
Mounted CombatCombatRide 1 rankAvoid attacks on mount with Ride check
Natural SpellGeneralWis 13, wild shape class featureCast spells while using wild shape
Nimble MovesGeneralDex 13Ignore 5 feet of difficult terrain when a character move
Penetrating StrikeCombatWeapon Focus, 12th-level fightertheir attacks ignore 5 points of damage reduction
PersuasiveGeneral-+2 bonus on Diplomacy and Intimidate checks
Pinpoint TargetingCombatImproved Precise Shot, base attack bonus +16No armor or shield bonus on one ranged attack
Point-Blank ShotCombat-+1 attack and damage on targets within 30 feet
Power AttackCombatStr 13, base attack bonus +1Trade melee attack bonus for damage
Precise ShotCombatPoint-Blank ShotNo penalty for shooting into melee
Quick DrawCombatBase attack bonus +1Draw weapon as a free action
Quicken SpellMetamagic-Cast spell as a swift action
Rapid ReloadCombatWeapon proficiency (crossbow)Reload crossbow quickly
Rapid ShotCombatDex 13, Point-Blank ShotMake one extra ranged attack
Ride-By AttackCombatMounted CombatMove before and after a charge attack while mounted
RunGeneral-Run at 5 times their normal speed
Scorpion StyleCombatImproved Unarmed StrikeReduce target's speed to 5 ft.
Scribe ScrollItem CreationCaster level 1stCreate magic scrolls
Selective ChannelingGeneralCha 13, channel energy class featureChoose whom to affect with channel energy
Self-SufficientGeneral-+2 bonus on Heal and Survival checks
Shatter DefensesCombatDazzling Display, base attack bonus +6Hindered foes are flat-footed
Shield FocusCombatShield Proficiency, base attack bonus +1Gain a +1 bonus to their AC when using a shield
Shield MasterCombatShield Slam, base attack bonus +11No two-weapon penalties when attacking with a shield
Shield ProficiencyGeneral-No penalties on attack rolls when using a shield
Shield SlamCombatImproved Shield Bash, Two-Weapon Fighting, base attack bonus +6Free bull rush with a bash attack
Shot on the RunCombatDex 13, Mobility, Point-Blank Shot, base attack bonus +4Make ranged attack at any point during movement
Sickening CriticalCombatCritical Focus, base attack bonus +11Whenever a character score a critical hit, the target is sickened
Silent SpellMetamagic-Cast spell without verbal components
Simple Weapon ProficiencyGeneral-No penalty on attacks made with simple weapons
Skill FocusGeneral-+3 bonus on one skill (+6 at 10 ranks)
Snatch ArrowsCombatDex 15, Deflect ArrowsCatch one ranged attack per round
Spell FocusGeneral-+1 bonus on save DCs for one school
Spell MasteryGeneral1st-level WizardPrepare some spells without a spellbook
Spell PenetrationGeneral-+2 bonus on level checks to beat spell resistance
SpellbreakerCombatDisruptive, 10th-level fighterEnemies provoke attacks if their spells fail
Spirited ChargeCombatRide-By AttackDouble damage on a mounted charge
Spring AttackCombatMobility, base attack bonus +4Move before and after melee attack
Staggering CriticalCombatCritical Focus, base attack bonus +13Whenever a character score a critical hit, the target isstaggered
Stand StillCombatCombat ReflexesStop enemies from moving past a character
StealthyGeneral-+2 bonus on Escape Artist and Stealth checks
Step UpCombatBase attack bonus +1Take a 5-foot step as an immediate action
Still SpellMetamagic-Cast spell without somatic components
Strike BackCombatBase attack bonus +11Attack foes that strike a character while using reach
Stunning CriticalCombatStaggering Critical, base attack bonus +17Whenever a character score a critical hit, the target is stunned
Stunning FistCombatDex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Stun opponent with an unarmed strike
Throw AnythingCombat-No penalties for improvised ranged weapons
Tiring CriticalCombatCritical Focus, base attack bonus +13Whenever a character score a critical hit, the target is fatigued
ToughnessGeneral-+3 hit points, +1 per Hit Die beyond 3
Tower Shield ProficiencyCombatShield ProficiencyNo penalties on attack rolls when using a tower shield
TrampleCombatMounted CombatOverrun targets while mounted
Turn UndeadGeneralChannel positive energy class featureChannel energy can be used to make undead flee
Two-Weapon DefenseCombatTwo-Weapon FightingGain +1 shield bonus when fighting with two weapons
Two-Weapon FightingCombatDex 15Reduce two-weapon fighting penalties
Two-Weapon RendCombatDouble Slice, Improved Two-Weapon Fighting, base attack bonus +11Rend a foe hit by both their weapons
UnseatCombatImproved Bull Rush, Mounted CombatKnock opponents from their mounts
Vital StrikeCombatBase attack bonus +6Deal twice the normal damage on a single attack
Weapon FinesseCombat-Use Dex instead of Str on attack rolls with light weapons
Weapon FocusCombatProficiency with weapon, base attack bonus +1+1 bonus on attack rolls with one weapon
Weapon SpecializationCombatWeapon Focus, 4th-level fighter+2 bonus on damage rolls with one weapon
Whirlwind AttackCombatDex 13, Combat Expertise, Spring Attack, base attack bonus +4Make one melee attack against all foes within reach
Widen SpellMetamagic-Double spell area
Wind StanceCombatDex 15, Dodge, base attack bonus +6Gain 20% concealment if a character move
Additional TraitsGeneral-Gain two additional character traits
Arcane BlastGeneralArcane spellcaster, caster level 10thSacrifice a spell to make a ray attack
Arcane ShieldGeneralArcane spellcaster, caster level 10thSacrifice a spell to gain deflection bonus to AC
Arcane TalentGeneralCha 10; elf, half-elf, or gnomeCast a 0-level spell 3 times per day as a spell-like ability
Aspect of the BeastGeneralWild shape class featureGain one of four bestial advantages
Bashing FinishCombatShield Master, Two-Weapon Fighting, base attack bonus +11Make a free shield bash after a critical hit
Bloody AssaultCombatPower Attack, base attack bonus +6Trade melee attack bonus for bleed damage
BodyguardCombatCombat ReflexesUse attack of opportunity to add a bonus to adjacent ally's AC
In Harm's WayCombatBodyguardTake the damage of a successful attack upon an adjacent ally
Breadth of ExperienceGeneralDwarf, elf, or gnome; 100+ years old+2 bonus on all Knowledge and Profession checks
Bull Rush StrikeCombatImproved Bull Rush, base attack bonus +9Attempt a bull rush on a successful critical hit
Charge ThroughCombatImproved Overrun, base attack bonus +1Make overrun as free action while charging
ChildlikeGeneralCha 13, halfling+2 on Disguise checks to look like human child, take 10 on Bluffchecks
Cockatrice StrikeCombatMedusa's Wrath, base attack bonus +16Turn a target to stone with a critical hit
Combat PatrolCombatCombat Reflexes, Mobility, base attack bonus +5Increase threatened area for attack of opportunity
Cooperative CraftingGeneral1 rank in any Craft skill, any item creation feat+2 bonus on Craft or Spellcraft checks while working together
CosmopolitanGeneral-Read and speak two additional languages
Covering DefenseCombatShield Focus, base attack bonus +6Provide cover to an ally with total defense
Crippling CriticalCombatCritical Focus, base attack bonus +13Whenever a character scores a critical hit, the target's speed is halved
Crossbow MasteryCombatDex 15, Rapid Reload, Rapid ShotReload crossbow as free action and make full attacks
Dastardly FinishCombatSneak attack +5d6Deliver coup de grace to cowering or stunned target
Dazing AssaultCombatPower Attack, base attack bonus +11Trade melee attack bonus to daze opponents
Deep DrinkerGeneralCon 13, monk level 11, drunken ki class featureGain 2 temporary ki from drunken ki
DeepsightGeneralDarkvision 60 feeta character's darkvision has a range of 120 feet
Disarming StrikeCombatImproved Disarm, base attack bonus +9Attempt a disarm on a successful critical hit
Disrupting ShotCombatDex 13, Point-Blank Shot, 6th-level fighterRanged attacks increase enemy's DC to cast spells
Diviner's DelvingGeneralSpell Focus (divination)+2 bonus on caster level checks with divinations
Eagle EyesGeneralWis 13, keen senses racial traitIgnore up to -5 due to distance on visual Perception checks
EclecticGeneralHumanGain an additional favored class
Eldritch ClawsGeneralStr 15, natural weapons, base attack bonus +6Natural weapons treated as magic and silver
Elemental FistCombatCon 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Deal 1d6 energy damage with an unarmed strike
Elemental FocusGeneral-+1 bonus on save DCs for one energy type
Greater Elemental FocusGeneralElemental Focus+1 bonus on save DCs for one energy type
Elven AccuracyCombatElfReroll miss chance due to concealment when using a bow
EnforcerCombatIntimidate 1 rankDemoralize opponent as free action when A character inflict nonlethal damage
Expanded ArcanaGeneralCaster level 1st, see featAdd one or two spells to list of spells known
Extra BombsGeneralBomb class featureThrow two additional bombs per day
Extra DiscoveryGeneralDiscovery class featureGain one additional discovery
Extra HexGeneralHex class featureGain one additional hex
Extra Rage PowerGeneralRage power class featureGain one additional rage power
Extra RevelationGeneralRevelation class featureGain one additional revelation
Extra Rogue TalentGeneralRogue talent class featureGain one additional rogue talent
Fast DrinkerGeneralCon 18, drunken ki class featureDrink as a swift action
Fast HealerGeneralCon 13, Diehard, EnduranceRegain additional hit points when healing
Favored DefenseGeneralFavored enemy class featureBonus to CMD and AC when attacked by favored enemy
Fight OnGeneralCon 13; dwarf, half-orc, or orcGain temporary hit points when reduced to 0
Focused ShotCombatInt 13, Precise ShotAdd Int modifier on damage rolls with bows or crossbows
Following StepCombatDex 13, Step UpMove up to 10 feet as an immediate action
Step Up and StrikeCombatFollowing Step, base attack bonus +6Follow adjacent creature and attack as an immediate action
Furious FocusCombatStr 13, Power Attack, base attack bonus +1Do not take the Power Attack penalty on the first attack each round
Dreadful CarnageCombatStr 15, Furious Focus, base attack bonus +11Make a free Intimidate check when A character knock down a foe
Gang UpCombatCombat ExpertiseFlank an opponent if at least two allies are adjacent to it
Team UpCombatGang-Up, base attack bonus +6Aid another as a move action with two adjacent allies
Gnome TricksterGeneralCha 13, gnome, gnome magic racial traitUse mage hand and prestidigitation once per day
Go UnnoticedGeneralDex 13, Small size or smallerMake Stealth check against flat-footed opponents during first round of combat
GroundlingGeneralCha 13, gnome, gnome magic racial traitSpeak with burrowing animals as spell-like ability
Heroic DefianceGeneralDiehard, base Fortitude save +8Once per day, delay onset of harmful condition for 1 round
Heroic RecoveryGeneralDiehard, base Fortitude save +4Once per day, gain new saving throw against harmful condition requiring Fort save
Improved Blind-FightCombatPerception 10 ranks, Blind-FightIgnore miss chance for less than total concealment
Greater Blind-FightCombatPerception 15 ranks, Improved Blind-FightTotal concealment is considered normal concealment
Improved Dirty TrickCombatCombat Expertise+2 bonus on dirty trick attempts, no attack of opportunity
Greater Dirty TrickCombatImproved Dirty Trick, base attack bonus +6Dirty trick penalty lasts 1d4 rounds
Improved DragCombatPower Attack+2 bonus on drag attempts, no attack of opportunity
Greater DragCombatImproved Drag, base attack bonus +6Enemies A character drag provoke attacks of opportunity
Improved RepositionCombatCombat Expertise+2 bonus on reposition attempts, no attack of opportunity
Greater RepositionCombatImproved Reposition, base attack bonus +6
Improved Share SpellsGeneralSpellcraft 10 ranks, see featSpells affect both A character and a character's bonded creature
Improved StealCombatCombat Expertise+2 bonus on steal attempts, no attack of opportunity
Greater StealCombatImproved Steal, base attack bonus +6Enemies don't notice theft until after combat
Improved StonecunningGeneralWis 13, dwarf, stonecunning racial trait+4 bonus on Perception checks to notice unusual stonework
Stone SenseGeneralPerception 10 ranks, Improved StonecunningGain tremorsense 10 ft.
IrongutsGeneralCon 13; dwarf, half-orc, or orc+2 on saves against nausea, sickening, and ingested poisons
IronhideGeneralCon 13; dwarf, half-orc, or orc+1 natural armor bonus to AC
Keen ScentGeneralWis 13, half-orc or orcGain the scent special ability
Smell FearGeneralKeen Scent, half-orc or orc+4 on Perception checks to detect frightened creatures
Ki ThrowCombatImproved Trip, Improved Unarmed StrikeThrow opponent into adjacent square with a trip attack
Improved Ki ThrowCombatImproved Bull Rush, Ki ThrowThrow opponent into occupied square as a bull rush
Leaf SingerGeneralCha 13, bardic performance, elf or half-elfGain benefits to bardic performance in forests and against fey
Light StepGeneralAcrobatic Steps, Nimble Moves, elfMove normal speed in difficult terrain
Lingering PerformanceGeneralBardic performance class abilityBardic performance continues for 2 rounds after A character stop performing
Low ProfileCombatDex 13, Small size or smaller+1 dodge bonus to AC against ranged attacks
Lucky HalflingGeneralHalflingA character may roll saving throw for an ally once per day
Master AlchemistGeneralCraft (alchemy) 5 ranks+2 on Craft (alchemy) checks, and A character can create alchemical items and poisons faster
Minor Spell ExpertiseGeneralCast 4th-level spellsCast 1st-level spell as spell-like ability 2/day
Major Spell ExpertiseGeneralMinor Spell Expertise, cast 9th-level spellsCast 5th-level or lower spell as spell-like ability 2/day
Missile ShieldCombatDex 13, Shield FocusDeflect one ranged attack per round with shield
Ray ShieldCombatDex 15, Missile Shield, SpellbreakerDeflect one ranged touch attack per round with shield
Mounted ShieldCombatMounted Combat, Shield FocusApply shield bonus to mount's AC
Parry SpellGeneralSpellcraft 15 ranks, Improved CounterspellReflect a counterspelled spell back on its caster
Parting ShotCombatShot on the Run, base attack bonus +6Make a ranged attack when withdrawing
Pass for HumanGeneralHalf-elf, half-orc, or halfling+10 on Disguise checks to look like a human
Perfect StrikeCombatDex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Roll twice for attacks with monk weapons and take the better roll
Point-Blank MasterCombatWeapon Specialization with a ranged weaponDo not provoke attacks of opportunity while firing one ranged weapon
Practiced TacticianGeneralTactician class featureUse tactician ability one additional time per day
Preferred SpellGeneralSpellcraft 5 ranks, Heighten SpellSpontaneously cast a specific spell
Punishing KickCombatCon 13, Wis 13, Improved Unarmed Strike, base attack bonus +8Knock down or push back foes with unarmed strikes
Pushing AssaultCombatStr 15, Power Attack, base attack bonus +1Push a foe back with a two-handed weapon
Racial HeritageGeneralHumanAffected as though both human and another race
Raging VitalityGeneralCon 15, rage class feature+2 bonus to Con when raging, and continue raging if unconscious
RazortuskGeneralHalf-orcGain bite attack
Rending ClawsCombatStr 13, two claw attacks, base attack bonus +6Deal 1d6 extra damage if both claws hit
Repositioning StrikeCombatImproved Repostion, base attack bonus +9Attempt a reposition attack on a successful critical hit
Saving ShieldCombatShield ProficiencyGrant shield bonus to an adjacent ally
Second ChanceCombatCombat Expertise, base attack bonus +6Exchange later attacks to reroll missed first attack
Improved Second ChanceCombatSecond Chance, base attack bonus +11Take a -5 penalty on later attacks to reroll missed attack
Shadow StrikeCombatBase attack bonus +1Deal precision damage against targets with concealment
Shared InsightGeneralWis 13, half-elfGrant friendly creatures a +2 bonus on Perception checks
Sharp SensesGeneralKeen senses racial trait+4 racial bonus on Perception checks
Shield of SwingsCombatStr 13, Power Attack, base attack bonus +1Reduce damage with a two handed weapon to gain a +4 shield bonus
Shield SpecializationCombatShield Focus, 4th-level fighter+2 bonus to AC against criticals with one type of shield
Greater Shield SpecializationCombatGreater Shield Focus, Shield Specialization, 12th-level fighter+2 bonus to AC against criticals, and negate critical hit once per day
SidestepCombatDex 13, Dodge, MobilityMake 5-foot step immediately after an opponent misses
Improved SidestepCombatDex 15, SidestepA character may Sidestep without using their 5-foot step on their next turn
SmashCombatPower Attack, half-orcIgnore 5 points of hardness when breaking an object
SociableGeneralCha 13, half-elfGrant friendly creatures a +2 bonus on Diplomacy checks
Spell PerfectionGeneralSpellcraft 15 ranks, 3 metamagic featsApply any metamagic feat to one spell without penalty, up to 9th level
Spider StepGeneralAcrobatics 6 ranks, Climb 6 ranks, 6th-level monkWalk on walls or ceilings for half a character's slow fall distance
Cloud StepGeneralSpider Step, 12th-level monkAir walk for half a character's slow fall distance
Stabbing ShotCombatRapid Shot, elfUse arrow as a melee attack to push enemies back
Steel SoulGeneralDwarf, hardy racial trait+4 racial bonus on saves against spells and spell-like abilities
Stone-FacedGeneralDwarf+4 bonus on Bluff checks to lie or conceal motives
Stone SingerGeneralCha 13, bardic performance, dwarfGain benefits to bardic performance underground and against earth creatures
Stunning AssaultCombatPower Attack, base attack bonus +16Trade melee attack bonus to stun opponents
Summoner's CallGeneralEidolon class featurea character's eidolon gets a bonus when summoned
Sundering StrikeCombatImproved Sunder, base attack bonus +9Attempt a sunder attack on a successful critical hit
Swift AidCombatCombat Expertise, base attack bonus +6Attempt to aid another as a swift action
TauntGeneralCha 13, Small size or smallerDemoralize opponents with Bluff instead of Intimidate
Teleport TacticianCombatCombat Reflexes, Disruptive, SpellbreakerTeleporting creatures provoke attacks of opportunity
Tenacious TransmutationGeneralSpell Focus (transmutation)+2 to DC to dispel a character's transmutations
Touch of SerenityCombatWis 18, Improved Unarmed Strike, base attack bonus +8Foes hit by unarmed strikes cannot attack or cast spells
Trick RidingCombatRide rank 9, Mounted CombatAutomatically pass simple Ride skill checks
Mounted SkirmisherCombatRide rank 14, Trick RidingMake a full attack if mount moves its speed or less
Tripping StrikeCombatImproved Trip, base attack bonus +9Attempt a trip attack on a successful critical hit
Under and OverCombatAgile Maneuvers, Small size or smallerFailed grapples against A character cause attacker to fall prone
UnderfootCombatDodge, Mobility, Small size or smaller+4 on Acrobatics checks to move past larger opponents
Vermin HeartGeneralWild empathy class featureTarget vermin with spells as if they were animals
War SingerGeneralCha 13, bardic performance, half-orc or orcGain benefits to bardic performance on battlefields and against orcs
Well-PreparedGeneralHalflingRetrieve a specific mundane item from a character's person
Bouncing SpellMetamagic-Redirect a spell that had no effect on initial target
Dazing SpellMetamagic-Daze creature with spell damage
Disruptive SpellMetamagic-Target of spell must make concentration check to cast a spell in the next round
Ectoplasmic SpellMetamagic-Spell fully affects incorporeal and ethereal creatures
Elemental SpellMetamagic-Inflict energy damage instead of regular spell damage
Focused SpellMetamagic-Increase save DC of spell for one target in a group
Intensified SpellMetamagic-Increase maximum damage dice by 5 levels
Lingering SpellMetamagic-Instantaneous area effect spell lasts for 1 round
Merciful SpellMetamagic-Spell inflicts nonlethal damage instead of lethal
Persistent SpellMetamagic-Creatures who saved against a spell must save again
Reach SpellMetamagic-Increase spell range to higher range category
Selective SpellMetamagicSpellcraft 10 ranksExclude targets from an area effect spell
Sickening SpellMetamagic-Sicken creature with spell damage
Thundering SpellMetamagic-Deafen creature with spell damage
Allied SpellcasterTeamworkCaster level 1st+2 bonus on level checks to overcome spell resistance
Coordinated DefenseTeamwork-+2 bonus to CMD
Coordinated ManeuversTeamwork-+2 bonus on combat maneuver checks
Duck and CoverTeamwork-Take ally's result on Reflex saving throw
LookoutTeamwork-Act in surprise round if ally can act
OutflankTeamworkBase attack bonus +4Gain +4 bonus on attack rolls when flanking
Paired OpportunistsTeamwork-+4 bonus on attacks of opportunity
Precise StrikeTeamworkDex 13, base attack bonus +1Deal +1d6 points of precision damage with melee attacks
Shield WallTeamworkShield ProficiencyIncrease a character's shield bonus to AC
Shielded CasterTeamwork-+4 bonus on concentration checks
Swap PlacesTeamwork-Switch places with an adjacent ally
Adder StrikeCombatPoison use class feature, Improved Unarmed Strike, Craft (alchemy) 1 rankMay apply contact poison to unarmed strikes
Pinpoint PoisonerCombatAdder Strike, Two-Weapon Fighting or flurry of blows class feature,Craft (alchemy) 6 ranksWhen using Adder Strike, a character may poison two blowgun darts that can be used in melee
Adept ChampionGeneralSmite evil class feature, base attack bonus +5Trade smite evil damage for bonus on combat maneuver checks
Amateur GunslingerCombatNo levels in a class with grit class featureGain limited amount of grit and access to gunslinger deeds
Arc SlingerCombatPoint-Blank Shot, proficient with sling or halfling sling staffReduce ranged attack penalties due to range by 2
BetrayerGeneralPersuasive, Quick Draw, base attack bonus +3Gain free attack upon successful Diplomacy skill check
Binding ThrowCombatImproved Grapple, Improved Trip, Ki ThrowAfter successful Ki Throw, a character may attempt to grapple
BludgeonerCombat-Inflict nonlethal damage with bludgeoning weapons
Bolstered ResilienceGeneralDamage reductionIncrease DR against a single attack
Branded for RetributionGeneralBane class featureGrant ally's weapon the bane quality against a branded opponent
Break GuardCombatImproved Disarm, Two-Weapon FightingMay attack opponent a character attempted to disarm with their second weapon
Cartwheel DodgeGeneralImproved evasion class feature, Acrobatics 12 ranksWith a successful evasion a character may move half their speed
Channeled RevivalGeneralChannel positive energy 6d6May expend channel energy to cast breath of life
Channeling ScourgeGeneralInquisitor channel energy class featureInquisitor levels count as cleric levels for channeling damage
Charging HurlerCombatPoint-Blank ShotMay use charge rules to make thrown weapon attack
Improved Charging HurlerCombatCharging Hurlertheir target may be at any range
ChokeholdCombatImproved Grapple, base attack bonus +6 or monk level 5thMay pin grappled opponent one size category larger than a character
Cleaving FinishCombatCleaveMake additional attack if opponent is knocked out.
Improved Cleaving FinishCombatCleaving Finish, Great Cleave, base attack bonus +6May use Cleaving Finish any number of times/round
Close-Quarters ThrowerCombatDodge, Weapon Focus with selected thrown weaponAttacks with selected weapons do not provoke attacks of opportunity
Clustered ShotsCombatPoint-Blank Shot, Precise Shot, base attack bonus +6Total damage from full-round ranged attacks before applying DR
Combat Style MasterCombatImproved Unarmed Strike, two more style feats, base attack bonus +6 or monk level 5thMay switch styles as a free action
Contingent ChannelingGeneralTrue healer class feature, Selective ChannelingMay transfer positive energy to ally who can use it to heal
Crusader's FistCombatLay on hands or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6May use lay on hands or touch of corruption upon successful Unarmed Strike
Crusader's FlurryGeneralChannel energy and flurry of blows class feature, Weapon Focus with deity's favored weaponMay use flurry of blows with deity's favored melee weapon
Crushing BlowGeneralStunning FistStunning Fist reduces target's AC
Deadly FinishCombatBase attack bonus +11Foes a character knock out must make a Fort save or die
Death from AboveCombat-Gain +5 bonus on attack rolls when charging from higher ground or flying
Death or GloryCombatPower Attack, base attack bonus +6Gain +4 on attack, damage, and critical rolls vs. Large or larger opponents
Deathless InitiateCombatStr 13, Con 13, orc or half-orc, Diehard, base attack bonus +6Not staggered while using Diehard; gain +2 on melee damage rolls
Deathless MasterCombatCon 15, Deathless Initiate, Ironhide, base attack bonus +9Do not lose hit points while using Diehard
Deathless ZealotCombatCon 17, Deathless Master, base attack bonus +12Foes must reroll critical confirmation attacks
Deceptive ExchangeGeneralImproved FeintUpon successful feint, a character may force opponent to accept an object
Defensive Weapon TrainingCombatInt 13, base attack bonus +5Gain +2 dodge bonus against a single fighter weapon group
Destructive DispelGeneralAbility to cast dispel magic or greater dispel magic, caster level 11thUpon successful dispel, opponent must save or is stunned
Devastating StrikeCombatVital Strike, base attack bonus +9Deal extra damage when using Vital Strike bonus
Improved Devastating StrikeCombatDevastating Strike, base attack bonus +13Gain bonus on rolls to confirm critical hits
Dimensional AgilityGeneralAbundant step class feature or ability to cast dimension doorMay take any additional actions remaining after using dimension door or abundant step
Dimensional AssaultGeneralDimensional AgilityMay use dimension door or abundant step as part of a charge action
Dimensional DervishGeneralDimensional Assault, base attack bonus +6During full-attack action, a character may cast dimension door or use abundant step as a swift action
Dimensional ManeuversGeneralDimensional Dervish, base attack bonus +9Gain +4 on combat maneuver checks while usingDimensional Dervish
Dimensional SavantGeneralDimensional Dervish, base attack bonus +9Provide flanking from all squares a character attack from when using Dimensional Dervish
Discordant VoiceGeneralBardic performance class feature, Perform (oratory or sing) 10 ranksWhen using bardic performance, allies deal 1d6 extra sonic damage
Disengaging FeintCombatImproved FeintFeint lets a character move their speed without provoking attacks of opportunity
Disengaging FlourishCombatDisengaging FeintSuccessful feint causes their starting square to not count as threatened
Disengaging ShotCombatDisengaging Feint, Dodge, MobilityWhen using Disengaging Flourish, a character may make a single attack
Disorienting ManeuverGeneralDodge, Acrobatics 5 ranksAfter successful tumble through opponent's square, gain +2 on attack rolls vs. that opponent
Dispel SynergyGeneralSpellcraft 5 ranksDispel magic target takes a -2 penalty on saves
Dispelling CriticalCombatArcane Strike, base attack bonus +11, ability to cast dispel magicAfter critical hit, a character may cast dispel magic
Dispelling FistGeneralImproved Unarmed Strike, ability to cast dispel magic, base attack bonus +11, caster level 7thMay cast dispel magic as a swift action after an attack
Disposable WeaponGeneralWeapon Proficiency, base attack bonus +1Break a fragile weapon to confirm a critical hit
Disruptive RecallGeneralSpell recall class feature, Spellcraft 5 ranksUse spell recall after disrupting an opponent's spell
Distance ThrowerCombatStr 13Reduce ranged penalties for thrown weapons by 2
Domain StrikeCombatDomain class feature, Improved Unarmed StrikeUse a domain power through unarmed strike
Double BaneGeneralBane class feature, Two-Weapon FightingApply their bane to a second weapon
Drag DownCombatImproved TripIf tripped, a character can attempt a trip against that foe
Elusive RedirectionGeneralElusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12thWhen a character successfully avoid damage, spend 1 kipoint to redirect attack back at opponent
Extra BaneGeneralBane class featureMay use bane ability 3 additional times per day
False OpeningCombatDodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weaponMay choose to provoke attacks of opportunity; gain +4 AC vs. attacks
Felling EscapeCombatImproved TripTrip a foe when a character break a grapple
Felling SmashCombatImproved Trip, Power Attack, base attack bonus +6Trip a foe when a character makes a power attack
Feral Combat TrainingCombatImproved Unarmed Strike, Weapon Focus (natural weapon)Use Improved Unarmed Strike feats with natural weapons
Field RepairGeneralCraft 4 ranksTake no penalty for repairs made with improvised materials
Final EmbraceCombatStr 13, Int 3; base attack bonus +3; naga, serpentfolk, or constrict special attackGain constrict and grab special attacks
Final Embrace HorrorCombatStr 15; Ability Focus (constrict); Final Embrace; base attack bonus +6Creatures that take constriction damage from a character is also shaken
Final Embrace MasterCombatStr 17; Final Embrace Horror; base attack bonus +9their constrict attack deals double the number of damage dice
Flanking FoilCombat-Foes a character strike lose their flanking bonus against a character
Fortified Armor TrainingCombatProficient with armor or shieldBreak armor or shield to turn critical hit into a normal hit
Furious FinishCombatRage class feature, Vital Strike, base attack bonus +6Deal maximum damage and end their rage
Gory FinishCombatDazzling Display, Weapon FocusMake an Intimidate check if a character reduces an opponent to negative hit points
Greater Channel SmiteGeneralChannel Smite, base attack bonus +8Can exchange channel positive energy to create pool of damage dice
Guided HandGeneralChannel Smite, proficiency with deity's chosen weaponMay use Wisdom modifier for attack rolls with favored weapon
GunsmithingGeneral-May create, repair, and restore firearms
Hammer the GapCombatBase attack bonus +6With a full-attack action, each hit against the same opponent deals extra damage
Harmonic SageGeneralBardic performance class feature, Knowledge (engineering) 5 ranksGain extra abilities when performing within an artificial structure
Haunted GnomeCombatCha 13, gnome magic racial trait, Knowledge (arcana) 1 rankGain haunted fey aspect
Haunted Gnome AssaultCombatHaunted Gnome, Knowledge (arcana) 3 ranksGain independent use of gnome magic
Haunted Gnome ShroudCombatHaunted Gnome Assault, Knowledge (arcana) 6 ranksGain additional use of gnome magic
Hex StrikeCombatHex class feature, Improved Unarmed StrikeUpon successful unarmed strike, a character may use a hex
Horse MasterCombatExpert trainer class feature, Ride 6 ranksUse their character level to determine powers and abilities for their mount
Impact Critical ShotCombatDex 13, Point-Blank Shot, base attack bonus +9a character can bull rush on a critical hit
Impaling CriticalCombatCritical Focus, Weapon Specialization with piercing weapon, base attack bonus +11May impale and deal extra damage to opponent with a critical hit
Improved Impaling CriticalCombatImpaling Critical, base attack bonus +13Impaled opponent must succeed at a grapple maneuver to pull their weapon out
Improved Two-Weapon FeintCombatCombat Expertise, Improved Two-Weapon FightingMake a Bluff check instead of their first attack
Instant JudgmentGeneralSecond judgment class featureMay pronounce or change a judgment as an immediate action
Intimidating BaneGeneralBane class feature, Dazzling Display, character level 8thGain +2 bonus on Dazzling Display while bane is active
JawbreakerCombatHeal 6 ranks, Improved Unarmed Strike, Stunning FistWith successful Stunning Fist, a character may cripple opponent's mouth
BonebreakerCombatImproved Grapple, Jawbreaker, Heal 9 ranksDeal Str or Dex damage when using Stunning Fist
NeckbreakerCombatBonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranksMay deal Str or Dex damage to pinned opponent
Knockout ArtistCombatSneak attack class feature, Improved Unarmed StrikeGain +2 damage per sneak attack when dealing nonlethal sneak damage
Landing RollCombatMobilityIf tripped, move 5 feet as an immediate action
Master Combat PerformerGeneralPerforming Combatant or 3 performance feats, base attack bonus +6Make a performance combat check as a free action
Maximized SpellstrikeGeneralMaximized magic magus arcana, weapon expertise class feature orQuick DrawMaximize spellstrike by spending 3 arcana pool points
Menacing BaneGeneralBane class featureMay imbue weapon with menacing special quality
Merciful BaneGeneralBane class featureSwitch damage from lethal to nonlethal as a swift action
Monastic LegacyCombatImproved Unarmed Strike, still mind class featureCount half their non-monk levels as monk levels for unarmed strike damage
Moonlight StalkerCombatDarkvision or low-light vision racial trait, Bluff 3 ranks, Blind-Fight,Combat ExpertiseGain +2 on damage and attack rolls when a character have concealment vs. foe
Moonlight Stalker FeintCombatBluff 6 ranks, Moonlight StalkerMake a Bluff check to feint with concealment vs. foe
Moonlight Stalker MasterCombatBluff 9 ranks, Improved Feint, Moonlight Stalker FeintWhile concealed, miss chance increases by 10%
Net AdeptCombatExotic Weapon Proficiency (net), base attack bonus +1May treat a net as a one-handed weapon
Net and TridentCombatDex 15, Net Adept, Two-Weapon FightingMay wield a one-handed or light weapon with a net
Net ManeuveringCombatNet Adept, base attack bonus +3May use a net to trip or disarm
Net TrickeryCombatNet Adept, Net Maneuvering, base attack bonus +6May use a net to blind their opponent
Nightmare FistCombatImproved Unarmed Strike, Intimidate 1 rank, ability to create magical darknessWhile fighting in magical darkness, a character deals +2 damage
Nightmare WeaverCombatNightmare Fist, Intimidate 2 ranksCan demoralize foes while casting darkness.
Nightmare StrikerCombatNightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fireWhile opponent is under the effects of faerie fire, their DC for Stunning Fist increases by 2
Opening VolleyCombat-Successful ranged attack grants +4 on next melee attack roll
Passing TrickCombatImproved Feint, Mobility, size Small or smallerSuccessful Acrobatics check allows a character to feint
Performance Weapon MasteryCombat-All weapons a character is proficient with act as if they had the performance quality
Performing CombatantCombatDazzling Display, any one Performance featCan make combat performance checks in any combat
Pin DownCombatCombat Reflexes, fighter level 11thOpponents that take 5-foot step or withdraw provoke attack of opportunity from a character
Pinning KnockoutCombatDex 13, Greater Grapple, base attack bonus +9 or monk level 9thAgainst a pinned opponent, a character may double nonlethal damage with grapple check
Pinning RendCombatDex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base bonus +9 or monk level 9thAgainst pinned opponent, a character may deal bleed damage with Grapple check
Planar Wild ShapeGeneralWild shape class feature, Knowledge (planes) 5 ranksMay add the celestial or fiendish template to their animal form
Prone ShooterCombatWeapon Focus (crossbow or firearm), base attack bonus +1Take a reduced penalty to their AC against melee attacks while prone
Prone SlingerCombat-May use a sling while prone
Quick Bull RushCombatImproved Bull Rush, base attack bonus +6May bull rush in place of one of their melee attacks
Quick Dirty TrickCombatImproved Dirty Trick, base attack bonus +6May perform a dirty trick in place of one of their melee attacks
Quick DragCombatImproved Drag, base attack bonus +6May perform a drag maneuver in place of one of their melee attacks
Quick RepositionCombatImproved Reposition, base attack bonus +6May reposition in place of one of their melee attacks
Quick StealCombatImproved Steal, base attack bonus +6May steal in place of one of their melee attacks
Raging BrutalityCombatRage class feature, Power Attack, base attack bonus +12Add Constitution bonus on damage rolls
Raging DeathblowCombatGreater rage class featureRend a dying foe and gain one round of rage
Raging HurlerCombatRage class feature, Throw AnythingThrow a two-handed weapon as a standard action
Raging ThrowCombatCon 13, rage class feature, Improved Bull Rush, base attack bonus +6Add Con bonus on checks to bull rush
Rapid GrapplerCombatDex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9thSpend a swift action to make a combat maneuver check to grapple while using Greater Grapple.
Rebounding LeapCombatAcrobatics 5 ranks, Ride 11 ranks, leaping lance class featureRemount their steed as a swift action with successfulAcrobatics check
Rebuffing ReductionCombatDamage reduction, Improved Bull RushBull Rush opponent who fails to pierce their DR
Rending FuryCombatRend special attack, base attack bonus +6Need half the normal number of attacks to deal rend damage
Improved Rending FuryCombatRending Fury, base attack bonus +9Deal extra damage on a successful rend
Greater Rending FuryCombatImproved Rending Fury, base attack bonus +12When a character rend an opponent, a character deals bleed damage
Revelation StrikeCombatImprove Unarmed Strike, revelation class featureAffect an opponent with revelation as part of a melee attack
Rhetorical FlourishGeneralCha 13, PersuasiveUse verbal misdirection while making Diplomacycheck
Righteous HealingGeneralJudgment class featureHeal more when a character have a judgment active
Sap AdeptCombatSneak attack +1d6Gain bonus damage on nonlethal attacks
Sap MasterCombatSap Adept, sneak attack +3d6Deal twice their sneak attack damage when dealing nonlethal damage
School StrikeCombatImproved Unarmed Strike, wizard school class featureMay deliver magic school effect as swift action after melee attack
Sea LegsGeneralProfession (sailor) 5 ranksGain +2 on Acrobatics, Climb, and Swim checks
Shapeshifter FoilGeneralKnowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use polymorph effectsWhen a character deals damage, target's ability to use any polymorph effects is hindered
Shapeshifting HunterGeneralFavored enemy class feature, wild shape class featureAdd their druid and ranger levels for favored enemy
Shared JudgmentGeneralSecond judgment class featureExtend a judgment to an adjacent ally instead of enacting a second judgment
Siege CommanderCombatCraft (siege weapon) 5 ranks, Knowledge (engineering) 5 ranks orProfession (Siege Engineer) 1 rankGrant weapon crew +4 on assemble or move checks
Siege EngineerCombatKnowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with 1 siege weapona character is considered proficient with all siege weapons
Master Siege EngineerGeneralSiege Weapon Engineer, Knowledge (engineering) 10 ranksCrew can load siege engine as a move action
Siege GunnerCombatSiege Weapon EngineerTake no size penalties for aiming a direct fire siege weapon
Skilled DriverGeneral-Gain +4 bonus on driving checks with made with one vehicle
Expert DriverGeneralSkilled DriverManeuver a vehicle of a selected type as a move action, and a character can stop immediately
Slayer's KnackGeneralFavored enemy class feature, base attack bonus +6Double the threat range of all weapons against one favored enemy
Sling FlailGeneralWeapon Focus (sling), base attack bonus +1Make melee attacks with a sling
Snap ShotCombatRapid Shot, Weapon Focus, base attack bonus +6Threaten squares within 5 feet of a character when wielding a ranged weapon
Improved Snap ShotCombatDex 15, Snap Shot, base attack bonus +9a character threaten an additional 10 feet with Snap Shot
Greater Snap ShotCombatDex 17, Improved Snap Shot, base attack bonus +12Gain bonus on damage and critical confirmation when using ranged weapons
Sneaking PrecisionGeneralSneak attack class feature, Critical Focus, any critical feat, base attack bonus +9On the second sneak attack in a round, a character may apply a critical feat
Sorcerous StrikeGeneralSorcerer bloodline class feature, Improved Unarmed StrikeApply a bloodline ability as part of a melee attack
Spell BaneGeneralBane class featuretheir spells' DCs increase by 2 when bane is in effect
Spinning ThrowCombatImproved Bull Rush, Improved Trip, Improved Unarmed Strike, KiThrowSpend a swift action to bull rush opponent, move it, then knock it prone
Splintering WeaponGeneralWeapon Proficiency, base attack bonus +1Break a weapon to deal bleed damage
Stage CombatantCombatWeapon Focus, base attack bonus +5Take no penalty to deal nonlethal damage
StalwartGeneralDiehard, base attack bonus +4Forgo dodge AC bonus for equivalent DR
Improved StalwartCombatStalwart, base attack bonus +11Double DR gained from Stalwart
StranglerCombatImproved Grapple, sneak attack +1d6Deal sneak damage to grappled opponent
Strong ComebackGeneral-Add a +2 bonus on all rerolls
Stunning PinCombatImproved Grapple, Stunning FistUse Stunning Fist against pinned opponents
Sure GraspGeneralClimb 1 rankWhen climbing, roll twice and take the highest result
Sword And PistolCombatSnap Shot, Two-Weapon Fighting, base attack bonus +6Ranged attacks do not provoke attacks of opportunity
Trapper's SetupGeneralCraft (traps) 5 ranksManually trigger traps to gain +2 on attack rolls and to DC
Twin ThundersCombatFlurry of blows class feature or Two-Weapon Fighting, Weapon Focuswith wielded bludgeoning weapons, defensive training race trait, dwarf or gnomeSubstitute disarm, sunder, and trip for any of their attacks vs. giants
Twin Thunders FlurryCombatTwin Thunders, base attack bonus +6Trip a giant of up to Huge size, and deal +2 damage against giants
Twin Thunders MasterCombatTwin Thunders Flurry, base attack bonus +9Opponent struck by Twin Thunders is shaken
Two-Handed ThrowerCombatStr 15Gain Str bonus when using two hands to throw a one or two-handed weapon
Two-Weapon FeintCombatCombat Expertise, Two-Weapon FightingForgo first melee attack to feint
Vicious StompCombatCombat Reflexes, Improved Unarmed StrikeWhen opponent falls prone, it provokes an attack of opportunity from a character
Wave StrikeCombatWeapon expertise class feature or Quick Draw, Bluff 1 rankSpend a swift action to make a Bluff check to feint
Whip MasteryCombatWeapon Focus (whip), base attack bonus +2Using a whip does not provoke attacks of opportunity
Improved Whip MasteryCombatWhip Mastery, base attack bonus +5Threaten with their whip and grasp Tiny objects
Greater Whip MasteryCombatImproved Whip Mastery, base attack bonus +8Grapple using a whip
Deft ShootistGritGrit class feature or Amateur Gunslinger, MobilityDo not provoke attacks of opportunity while shooting or reloading firearms as long as a character have 1 grit point
Extra GritGritGrit class feature or Amateur GunslingerGain 2 extra grit points per day, and maximum grit increases by 2
Leaping ShotGritGrit class feature or Amateur Gunslinger, Mobility, base attack bonus +4May move their speed and make firearm attacks
No NameGritGrit class feature or Amateur Gunslinger, Bluff 4 ranksGain +2 on Bluff checks, and spend grit to gain +10 on Disguise checks
Ricochet Shot DeedGritGrit class feature or Amateur Gunslinger, Blind-FightRicochet their shots off of a wall or other solid terrain
Secret Stash DeedGritGrit class feature or Amateur Gunslinger, Sleight of Hand 1 rankSpend 1 grit point to recover powder or ammunition from their person
Signature DeedGritGrit class feature, gunslinger level 11thUse 1 deed for 1 fewer grit point
Dramatic DisplayPerformanceDazzling DisplayGain +2 on Performance checks, attack rolls, and combat maneuver checks
Hero's DisplayPerformanceDazzling DisplayGain +2 on performance combat checks; may demoralize opponents
Masterful DisplayPerformanceDazzling Display, any two performance featsGain benefits of two performance feats
Mocking DancePerformanceAcrobatics 4 ranks or Perform (dance) 4 ranksMay either move 5 feet without provoking attacks of opportunity, or their speed with them
Murderer's CirclePerformanceDodge, Acrobatics 4 ranksWhen a character makes a performance combat check after a critical, move 5 feet
Savage DisplayPerformanceDazzling DisplayGain +2 on Performance checks and +1d6 on damage rolls
Boar StyleStyleImproved Unarmed Strike, Intimidate 3 ranksUnarmed strikes deal bludgeoning or piercing damage
Boar FerocityStyleBoar Style, Intimidate 6 ranks,Add piercing damage to unarmed attacks, and demoralize opponents
Boar ShredStyleBoar Ferocity, Intimidate 9 ranksUnarmed attacks cause bleed damage
Crane StyleStyleDodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1Take -2 penalty when fighting defensively
Crane WingStyleCrane Style, base attack bonus +5 or monk level 5May deflect one attack per round while fighting defensively or using total defense
Crane RiposteStyleCrane Wing, base attack bonus +8 or monk level 7When a character deflect an attack, a character may make an attack of opportunity
Djinni StyleStyleCon 13, Wis 15, Elemental Fist, baseattack bonus +9 or monk level 5thGain 1 additional use of Elemental Fist per day and bonus to electricity damage
Djinni SpiritStyleCon 15, Djinni Style, base attack bonus +11 or monk level 9thGain 1 additional use of Elemental Fistper day, and electricity resistance
Djinni SpinStyleWis 17, Djinni Spirit, base attack bonus +13 or monk level 11thUse Elemental Fist to surround theirself with electricity
Dragon StyleStyleStr 15, Improved Unarmed Strike, Acrobatics 3 ranksGain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain
Dragon FerocityStyleDragon Style, Stunning Fist, Acrobatics 5 ranksGain bonus on unarmed attacks, and a character can cause opponents to be shaken
Dragon RoarStyleDragon Style, Acrobatics 8 ranksGain +1 use of Stunning Fist per day, and a character can emit a concussive roar
Earth Child StyleStyleWis 13, Improved Unarmed Strike, Acrobatics 3 ranks, defensive training racial trait, dwarf or gnomeDefensive training AC increases to +6 against giants
Earth Child ToppleStyleEarth Child Style, Improved Trip, Acrobatics 6 ranksa character may trip a giant of up to Huge size
Earth Child BinderStyleEarth Child Topple, Greater Trip, Stunning Fist, Acrobatics 9 ranksa character can trip a giant of any size. a character uses Stunning Fistafter the attack of opportunity against a standing giant has hit
Efreeti StyleStyleCon 13, Wis 15, Elemental Fist, Improved Unarmed Strike, base attack bonus +9 or monk level 5thGain +1 use of Elemental Fist per day and a bonus on fire damage
Efreeti StanceStyleCon 15, Efreeti Style, base attack bonus +11 or monk level 9thGain +1 use of Elemental Fist per day and fire resistance
Efreeti TouchStyleWis 17, Efreeti Stance, base attack bonus +13 or monk level 11thCan emit a cone of fire that may light opponents on fire
Janni StyleStyleAcrobatics 3 ranks, Perform (dance) 3 ranks, Improved Unarmed StrikeTake only a -1 AC penalty when charging, flanking opponents only gain +1 attack bonus against a character
Janni TempestStyleJanni Style, Acrobatics 5 ranks, Perform (dance) 5 ranksAfter successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip
Janni RushStyleJanni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranksAlways count as having a running start for jumping, and deal double damage on a jumping charge
Kirin StylePerformance*Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge(dungeoneering, local, nature, planes, or religion) 1 rankMay make Knowledge check against opponent as swift action to gain bonuses
Kirin StrikePerformance*Int 13, Kirin Style, Knowledge (arcana) 9 ranks, Knowledge(dungeoneering, local, nature, planes, or religion) 3 ranksGain +2 insight bonus to identify a creature
Kirin PathPerformance*Kirin Strike, Knowledge (arcana) 12 ranks, Knowledge(dungeoneering, local, nature, planes, or religion) 5 ranksa character may take 10 to identify a creature usingKnowledge (local, nature, planes, or religion)
Mantis StyleStyleStunning Fist, Heal 3 ranksGain +1 use of Stunning Fist per day, and increase stunning fist DC by +2
Mantis TormentStyleMantis Wisdom, Heal 9 ranksGain +1 use of Stunning Fist per day, and may dazzle and stagger, then fatigue an opponent
Marid StyleStyleCon 13, Wis 15, Elemental Fist, Improved Unarmed Strike, base attack bonus +9 or Monk level 5thGain +1 use of Elemental Fist per day, and deal cold damage
Marid SpiritStyleCon 15, Marid Style, base attack bonus +11 or monk level 9thGain +1 use of Elemental Fist per day, and cold resistance
Marid ColdsnapStyleWis 17, Marid Spirit, base attack bonus +13 or monk level 11thUnleash a 30-foot line of frigid water
Monkey StyleStyleWis 13, Acrobatics 5 ranks, Climb 5 ranks, Improved Unarmed StrikeAdd Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone
Monkey MovesStyleMonkey Style, Acrobatics 8 ranks, Climb 8 ranksAdd Wisdom bonus on Climb checks, and climb and crawl at half speed
Monkey ShineStyleMonkey Moves, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranksAfter successful Stunning Fist, a character may enter an adjacent square
Panther StyleStyleWis 13, Combat Reflexes, Improved Unarmed StrikeRetaliate against opponents that take attacks of opportunity against a character
Panther ClawStyleWis 15, Panther StyleRetaliate as a free action instead of as a swift action
Panther ParryStylePanther ClawRetaliatory attacks are resolved before the attack
Shaitan StyleStyleCon 13, Wis 15, Elemental Fist, base attack bonus +9 or monk level 5thGain +1 use of Elemental Fist per day, and deal acid damage
Shaitan SkinStyleCon 15, Shaitan Style, base attack bonus +11 or monk level 9thGain +1 use of Elemental Fist per day, and acid resistance
Shaitan EarthblastStyleWis 17, Shaitan Skin, base attack bonus +13 or monk level 11thUnleash a 20-foot column of acid
Snake StylePerformance*Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranksGain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Snake SidewindPerformance*Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranksGain a bonus to avoid being knocked prone, and useSense Motive check to confirm critical hits
Snake FangPerformance*Combat Reflexes, Snake Sidewind, Snake Style, Acrobatics 6 ranks,Sense Motive 9 ranksIf opponent misses a character, make an attack of opportunity as an immediate action
Snapping Turtle StyleStyleImproved Unarmed Strike, base attack bonus +1 or monk level 1stGain +1 shield bonus to AC when at least one hand is free
Snapping Turtle ClutchStyleImproved Grapple, Snapping Turtle Style, base attack bonus +3 or monk level 3rdtheir shield bonus applies to their CMD and touch AC
Snapping Turtle ShellStyleSnapping Turtle Clutch, base attack bonus +5 or monk level 5thAC bonus increases by 2, and opponents receive -4 on critical confirmations
Tiger StyleStyleImproved Unarmed Strike, base attack bonus +3 or monk level 3rdGain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage
Tiger ClawsStyleTiger Style, base attack bonus +6 or monk level 5thMake a single attack with both hands, and combine the results
Tiger PounceStylePower Attack, Tiger Claws, base attack bonus +9 or monk level 8thMay apply the penalty from Power Attack to AC
Back to BackTeamworkPerception 3 ranksGain a +2 to AC against flanking opponents
Improved Back to BackTeamworkBack to Back, Perception 5 ranksGrant adjacent ally +2 to AC against flanking opponents
Broken Wing GambitTeamworkBluff 5 ranksGrant opponent bonus to hit a character, but opponent's attack provokes attacks of opportunity
Cavalry FormationTeamworkMounted CombatMay share space with other mounts, charge through space occupied by allied mount
Combat MedicTeamworkHeal 5 ranksMay take 10 and not provoke attacks of opportunity when using Heal
Coordinated ChargeTeamworkAt least two other teamwork feats, base attack bonus +10a character may charge the same foe when an ally does
Enfilading FireTeamworkPoint-Blank Shot, Precise Shot, 1 other teamwork featWhen ally flanks opponent, a character gains +2 on ranged attack rolls against opponent
Escape RouteTeamwork-a character does not provoke attacks of opportunity when moving through spaces adjacent to allies
Feint PartnerTeamworkBluff 1 rankWhen ally successfully feints, opponent loses Dex bonus against their next attack
Improved Feint Partner*TeamworkCombat Reflexes, Feint Partner, base attack bonus +6When ally successfully feints, a character gains attack of opportunity against opponent
Pack AttackTeamworkbase attack bonus +1Ally's attack allows a character to take a 5-foot step
Seize the MomentTeamworkCombat Reflexes, Improved CriticalWhen ally confirms a critical threat, a character gains an attack of opportunity
Shake It OffTeamwork-Gain +1 to all saving throws per adjacent ally
Stealth SynergyTeamwork-Take the highest roll made by a character and their allies onStealth checks
Tandem TripGeneral-When a character makes a trip against an opponent threatened by any ally, roll twice and take the higher result
Target of OpportunityTeamworkPoint-Blank Shot, base attack bonus +6When an ally hits with a ranged attack, a charactermay make an attack as an immediate action
Team PickpocketingTeamworkBluff 1 rank, Sleight of Hand 1 rankWhen ally makes a Bluff check, a character can pick opponent's pocket as an immediate action
Abundant RevelationsGeneralMystery class feature

Use a single revelation more times each dayUse a single revelation more times each day

No Feat is Selected