top of page

COMBAT FEATS

Agile Maneuvers

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your CMB instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your CMB.
Special: This feat allows you to add your Dexterity bonus in place of your Strength bonus when attempting a bull rush, grapple, hamstring, or overrun maneuver.

Aligned Attacks

Prerequisites: Non-neutral alignment, Alteration sphere, Fate sphere, 5th caster level or higher.

Benefit: Choose one alignment you possess. Your natural attacks count as that alignment for the purposes of overcoming damage reduction. If your alignment changes, you may select a new non-neutral alignment that you possess in place of the originally chosen alignment. If you cease to possess a non-neutral alignment, you lose the benefits of this feat until you gain a non-neutral alignment. This is an extraordinary (Ex) ability.

Aquatic Combatant

Prerequisite: Athletics 1 rank.
Benefit: You gain a +2 bonus on Swim checks and don’t take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater.
Normal: When you’re underwater, most of your melee attacks take a –2 penalty and deal only half damage.

Arcane Strike

Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Backup Breaker

Prerequisites: Boxing sphere, Dual Wielding sphere.

Benefit: When you ready a counter punch to make a dual attack, you may make only the attack with your primary or off-hand weapon when your counter punch is triggered. If you do, you may make your other attack when another creature would perform an action that would trigger your counter punch before the start of your next turn. You may only apply a (counter) talent to one of these attacks made as part of this counter punch. The bonus damage from a counter punch is applied to both attacks. These counter punches count as attacks in a dual attack for the purposes of Dual Wielding talents.

Barroom Brawler

Prerequisite: Base attack bonus +4.
Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.
Special: If you have the martial flexibility class feature, this feat instead grants you one additional use per day of that ability.

Bleed the Freak
Prerequisites: Critical Focus, BAB +9.
Benefit: You inflict 1 additional bleed when inflicting any bleed effect.

Blind-Fight

Benefit: In melee, every time you miss because of concealment, 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.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Bodyguard

Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.

Canny Tumble

Prerequisites: Dodge, Acrobatics 5 ranks.
Benefit: When you use Acrobatics to move through an opponent’s threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Champion’s Strike

Prerequisite: Arcane Strike.

Benefit: Your Arcane Strike feat is in effect at all times without you needing to take an action to activate it. In addition, when you use this ability with an attack action that only affects one target and has only one attack roll, the bonus on damage rolls for your strike is increased 100% for every +5 Base Attack Bonus you possess.

Close-Quarters Thrower

Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon.
Normal: Making a ranged attack provokes attacks of opportunity.

Combat Reflexes

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Combat Sphere Focus

Benefit: Choose a combat sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere.

Special: You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.

Combat Sphere Specialization

Prerequisite: 1 or more combat spheres.
Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.

Special: You may select this feat multiple times, each time selecting a different sphere.

Companion Trigger

Prerequisites: Animal Companion class feature, Mount class feature, or Beastmastery sphere.

Benefit: When your animal companion or a creature you are mounted on succeeds on a combat maneuver, you may expend your martial focus as a free action even when it is not your turn to count the maneuver as though you had performed it for the purpose of any feats or talents you possess.

Crossbow Mastery

Prerequisites: Dex 15, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.

​Dazzling Display

Prerequisite: Weapon Focus.
Benefit: While wielding a weapon from the group in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Defensive Combat Training

Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Defensive Weapon Training

Prerequisites: Int 13, base attack bonus +5.
Benefit: Choose a weapon group from the fighter’s weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.
Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.

Deflect Arrows

Prerequisites: Dex 13, Unarmed Combatant or Shield Focus.
Benefit: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected. You must have at least one hand free and holding nothing (Unarmed Combatant) or a shield in one of your hands (Shield Focus) to use this feat.

Deflect Blow
Benefit: As an immediate action, when an opponent makes an attack action against you, you may choose to allow them to hit you, but gain DR/- equal to your base attack bonus versus the attack.
Special: You must be armed to use Deflect Blow. This ability must be used before the attack roll is made.

Deft Maneuvers

Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

Desperate Battler

Benefit: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.

Dirty Trick Master

Prerequisites: Greater Dirty Trick, base attack bonus +11.
Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).

Disciplined Casting

Prerequisites: Open Hand sphere, casting

Benefit: As long as you have martial focus, whenever you would deliver a magical sphere effect with an unarmed melee touch attack or unarmed strike as part of the casting action, you do not provoke attacks of opportunity for using that magical sphere effect in a threatened area.

Dodge

Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or into a threatened square. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Dreadful Carnage

Prerequisites: Str 15, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

Eldritch Claws

Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Elemental Fist

Prerequisites: Con 13, Wis 13, Unarmed Combatant, base attack bonus +8.
Benefit: When you use Elemental Fist, pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll. You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: An elemental monk receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Enforcer

Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make a PSB check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful PSB check, as well as being shaken for a number of rounds equal to the damage dealt.

Expert Sniper

Prerequisite: Stealth 3 ranks.
Benefit: You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.
Normal: You take a –20 penalty on Stealth checks to stay hidden while sniping.

Extend Stance

Benefit: Whenever you successfully damage a creature with an attack action, you may choose to extend the duration of one of your active (stance) talents by 1 round.

Far Shot

Prerequisite: Precise Shot.
Benefit: You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a -2 penalty per full range increment between you and your target.

Feral Combat Training

Prerequisites: Unarmed Combatant, Weapon Focus with selected natural weapon.
Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite.
Special: If you are a monk, you can use the selected natural weapon with your flurry strike class feature.

Flick Of The Wrist
Prerequisites: Quick Draw, base attack bonus +1.
Benefit: At any point during the round, you may use an immediate action to make a single ranged attack with a light melee weapon that is intended to be thrown. This attack suffers a –2 penalty. It may preempt a target’s action, as if you had readied the attack and thus, for example, may be used to disrupt a wizard’s concentration during spell casting. This attack may be used at any point in a target’s movement. This counts as an attack of opportunity in your current round, and consumes an attack of opportunity from your next round.

Furious Focus

Prerequisites: Str 13, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using an Aggressive Stance, you do not suffer the penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Gang Up

Prerequisites: Int 13, base attack bonus +1.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.

Gentle Step

Prerequisites: Critical Focus, Unarmed Combatant.

Benefit: When you confirm a critical hit with an unarmed strike, you may make a 5-foot step immediately, even if you have already made one this turn, or used your move action this turn.

Giantslayer
Prerequisites: Con 13, base attack bonus +5.
Benefit: When performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself, you gain a bonus to your CMB and CMD equal to +1 per size category larger than yourself the opponent is (for example, a Small character would gain a +4 bonus to resist or perform combat maneuvers against a Gargantuan opponent). In addition, you can use combat maneuvers against targets 1 size larger than would normally be allowed (e.g., although normally a creature cannot drag a target more than 1 size category larger than itself, a character with this feat could drag targets up to two size categories larger than itself).

Gorgon's Fist

Prerequisites: Unarmed Combatant, Scorpion Stance, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack against a foe who is either entangled or prone. If the attack hits, you deal damage normally and the target is flat-footed until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wisdom modifier).

Great Focus
Prerequisites: 2 or more combat spheres, base attack bonus +6 or higher.
Benefit: You may maintain a second martial focus. This martial focus is gained and expended independently from the first.

Greater Blind-Fight

Prerequisites: Perception 15 ranks, Improved Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Greater Disarm

Prerequisites: Deft Maneuvers, base attack bonus +6, Dex 13.
Benefit: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Deft Maneuvers. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Hamstring

Prerequisites: Powerful Maneuvers, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to hamstring a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. When you successfully hamstring an opponent using an attack of opportunity, that opponent cannot move for the rest of his turn.

Greater Sunder

Prerequisites: Powerful Maneuvers, base attack bonus +6, Str 13.
Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Greater Vital Strike

Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities, precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Hammer the Gap

Prerequisite: Base attack bonus +6.
Benefit: When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit.

Harmonious Swordplay

Prerequisites: Dual Wielding sphere, Unarmed Combatant.

Benefits: As long as you have martial focus, dual attacks made with a manufactured weapon and an unarmed strike remove the attack penalty from dual attack for one manufactured weapon (as long as it is not being treated as an unarmed strike), and any unarmed strikes add your full Strength bonus to damage rolls instead of half for an off-hand attack.

Heroic Resolve
Prerequisites: Ability to gain martial focus, Constitution 13 or higher.
Benefit: As a move action, you may expend focus to suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for a number of rounds equal to your Constitution modifier (minimum 1). The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration. You may take this move action even if the condition would normally prevent you from taking move actions. You may only have one condition suppressed at a time; suppressing an additional condition forces you to stop suppressing the previous condition. If your base attack bonus is +10 or higher, you may suppress the dazed, frightened, nauseated, shaken, staggered, and stunned conditions and treat the panicked condition as shaken, though the duration of the suppression is cut in half (minimum 1 round).

Implacable

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

Improved Blind-Fight

Prerequisites: Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.

​Improved Initiative
Benefit: You get a +4 bonus on initiative checks.

Improved Vital Strike

Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities, precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

In Harm's Way

Prerequisites: Bodyguard.
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.

Iron Guard

Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +6.
Benefit: You gain the benefits of the rogue’s evasion class ability as long as you have a heavy shield or tower shield in one hand. Unlike evasion, you do not need to wear light or medium armor to benefit from this effect.

Iron Palm

Prerequisites: Shield sphere, Unarmed Combatant

Benefit: As long as you have one hand free, your free hand is considered to be a shield for the purposes of using active defense and talents that augment active defense. Talents that require you to be wielding a shield or have a shield equipped such as Deflecting Shield, Hardened Shield and Shield Skate do not gain the benefits of this talent. Additionally, the talents you possess within the Shield sphere count towards your unarmed damage progression.

Just Out of Reach

Prerequisites: Dex 13, Dodge.
Benefit: When a foe more than 5 feet away from you makes a melee attack against you using reach, you gain a +4 dodge bonus to your AC against the attack.

Knife Trick
Benefit: As a standard action you can draw a light weapon and attack one target with it. Rather than make a standard attack roll, make a Sleight of Hand check. If your skill check exceeds your target’s AC, your attack hits. If your skill check also exceeds a DC of 10 + the target’s base attack bonus + the target’s Wisdom modifier (or 10 + your target’s Sense Motive bonus, whichever is higher), your target is also denied its Dexterity bonus to AC against this attack. Any given target may be the target of your Knife Trick only once per day.

Landing Roll

Prerequisites: Dex 13, Dodge.
Benefit: If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.

Lunge

Prerequisite: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Manyshot

Prerequisites: Dex 17, Precise Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, crossbow, or sling, your first attack fires two projectiles. If the attack hits, both arrows, bolts, or bullets hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Strength bonuses apply to each projectile, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow, bolt, or bullet.

Martial Totem

Prerequisites: War sphere, base attack bonus +1.

Benefit: When you create a totem, you may use your base attack bonus as your War caster level for purposes of effect (but not size or duration).

Medusa's Wrath

Prerequisites: Unarmed Combatant, Gorgon’s Fist, Scorpion Stance, base attack bonus +11.
Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Melee Caster

Prerequisite: Combat Casting.

Benefit: When using a magic sphere effect as (or as part of) a melee attack or melee touch attack, the casting does not provoke an attack of opportunity.

Moonlight Stalker

Prerequisites: Int 13, Blind-Fight, Bluff 3 ranks, darkvision or low-light vision racial trait.
Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.

Mounted Combat

Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.

Mounted Skirmisher

Prerequisites: Ride rank 14, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.

Multiattack

Prerequisites: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.

Muscular Reflexes
Benefit: You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.

Perfect Strike

Prerequisites: Dex 13, Wis 13, Unarmed Combatant, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use a weapon from the monk weapon group to make this attack. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Pierce the Veil

Prerequisites: Wis 13, base attack bonus +2.

Benefit: When attacking a target with a miss chance granted from a spell, sphere effect, supernatural or spell-like ability, you may take a penalty to your attack roll to reduce the miss chance for that attack. Each -1 penalty to the attack roll you take reduces the miss chance by 10%. You cannot use this feat to take a penalty greater than half of your base attack bonus (rounded up).

Pouncing Sweep

Prerequisites: Athletics sphere, Open Hand sphere.

Benefit: Whenever you use the sweep ability of the Open Hand sphere, you may move 5 feet immediately before performing the trip using any movement mode associated with Athletics sphere packages you possess. This movement provokes attacks of opportunity as normal. At +6 base attack bonus and every 5 base attack bonus higher, you may add up to +5 feet of movement to the sweep.

Powerful Maneuvers

Prerequisites: Str 13, base attack bonus +1
Benefit: You do not provoke an attack of opportunity when performing a bull rush, hamstring, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, hamstring, or overrun you or sunder your gear. Targets of your overrun attempts may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing a bull rush, hamstring, overrun, or sunder combat maneuver.

Practiced Interruption

Prerequisites: Extra Combat Talent or combat training class feature, base attack bonus +5.

Benefit: You may expend your martial focus to ready an attack action to disrupt a spell caster’s casting as a move action. The spellcaster must be within reach or range of your wielded weapon. A single casting attempt cannot trigger more than one readied action to interrupt from you.

Special: You may take this feat a second time. If you do, you may instead use this ability as a swift action.

Precognicient Protection

Prerequisites: Divination sphere, one or more (sense) talents or abilities.

Benefit: You gain an insight bonus to armor class equal to the number of divination (sense) talents or abilities you have active (maximum 1 + 1 per 5 HD). In addition, you may as an immediate action spend a spell point and dismiss a (sense) ability you have active to cause a critical hit against you to become a regular hit instead.

Precognicient Resistance

Prerequisites: Divination sphere, one or more (sense) talents or abilities.

Benefit: You gain a resistance bonus to saves equal to the number of divination (sense) talents or abilities you have active (maximum 1 + 1 per 4 HD). In addition, you may as an immediate action spend a spell point and dismiss a divination (sense) ability you have active to reroll a saving throw you have failed.

Precognicient Smite

Prerequisites: Divination sphere, one or more (sense) talents or abilities.

Benefit: You gain an insight bonus to attack and damage equal to the number of divination (sense) abilities you currently have active (maximum 1 + 1 per 5 HD). You may as an immediate action spend a spell point and dismiss a divination (sense) ability you have active to ignore a percentage of miss chance (maximum 5% + 5% per 5 HD) for 1 round.

Press to the Wall

Prerequisites: Step Up, base attack bonus +3.
Benefit: If you are the only character threatening an opponent, you can treat solid, immovable objects that occupy a square (such as columns, tree trunks, and walls) and are adjacent to that opponent as allies threatening the opponent when determining whether you flank the foe.

Punishing Kick

Prerequisites: Con 13, Wis 13, Unarmed Combatant, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Quillbreaker Defense

Prerequisite: Proficiency with armor spikes.
Benefit: If you are wearing armor spikes, as an immediate action when you take damage from a nonmagical attack, you can give your armor spikes the broken condition to reduce the amount of damage you take by 5. If your armor spikes are already broken, they are destroyed when you take the damage. If you are wearing masterwork armor spikes, you instead reduce the damage taken by 10.

Rapid Grappler

Prerequisites: Dex 13, Greater Grapple,  Unarmed Combatant, base attack bonus +9 or monk level 9th.
Benefit: Whenever you successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a -5 penalty.

Ready for Anything

Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Quick Draw, base attack bonus +6 or uncanny dodge class feature.
Benefit: You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered flat-footed until you take an action.

Rending Claws

Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.

Ride-By Attack

Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

Riving Strike

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

Rolling Serpent

Prerequisites: Athletics sphere, Boxing sphere (Shoulder Roll)

Benefit: As long as you have martial focus, whenever a creature makes a melee attack against you while you are using a movement mode corresponding to a package you possess, you may use shoulder roll against the attack without it counting towards your one usage per round.

bottom of page