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STYLE FEATS

Barracuda Style

You study a combat style consisting of fluid, circular motions suited for moving and fighting underwater.
Prerequisites: Wis 13, Unarmed Combatant, Acrobatics 3 ranks, Swim 3 ranks.
Benefit: Your unarmed strikes deal normal damage underwater, and you don’t take penalties on attack rolls with unarmed strikes made underwater. You add your Wisdom modifier in addition to your Strength modifier on Swim checks.
Normal: Attacks with bludgeoning weapons (such as unarmed strikes) deal half damage and take a –2 penalty on attack rolls underwater.

Barracuda Dash

You use powerful, deadly bursts of speed to charge and attack an additional foe.
Prerequisites: Wis 13, Barracuda Slam, Barracuda Style, Unarmed Combatant, Acrobatics 7 ranks, Swim 7 ranks.
Benefit: You gain a swim speed equal to your base speed. When you attack on a charge in water or on land and the attack hits, you can immediately make a second charge attack against a second opponent. All the normal requirements for making a charge, such as moving at least 10 feet and moving in a straight line, apply to this second attack. The total distance of the two charge attacks cannot exceed the normal maximum distance for a charge (usually double your speed). The movement, including leaving the first target’s threatened area, provokes attacks of opportunity as normally. You cannot use pounce or other abilities that grant extra attacks on your turn if you use Barracuda Dash to make a second attack.

Barracuda Slam

You learn to ram the whole weight of your body into an opponent to take it by surprise.
Prerequisites: Wis 13, Barracuda Style, Unarmed Combatant, Acrobatics 5 ranks, Swim 5 ranks.
Benefit: With a successful Swim check, you can move half your speed as a move action or your full speed as a full-round action. You can run and charge underwater, though the maximum distance you can move while doing so is half the normal maximum distance. Further, while making a charge attack in water or on land, you can add twice your Strength bonus on the damage roll for your first unarmed strike on your turn.
Normal: You cannot charge or run underwater unless you have a swim speed. With an unarmed strike, you usually add your Strength bonus on damage rolls.

 

Boar Style

Your sharp teeth and nails rip your foes open.
Prerequisites: Unarmed Combatant, Intimidate 3 ranks.
Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes — changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.

Boar Ferocity

Your flesh-ripping unarmed strikes terrify your victims.
Prerequisites: Unarmed Combatant, Boar Style, Intimidate 6 ranks.
Benefit: You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent’s flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.

Boar Shred

The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor.
Prerequisites: Unarmed Combatant, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persists even if you later switch to a different style.

Crane Style

Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Unarmed Combatant, base attack bonus +2 or monk level 1st.
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Riposte

You use your defensive abilities to make overpowering counterattacks.
Prerequisites: Crane Style, Crane Wing, Dodge, Unarmed Combatant, base attack bonus +8 or monk level 7th.
Benefit: You take only a –1 penalty on attack rolls for fighting defensively. Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.

Crane Wing

You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Unarmed Combatant, base attack bonus +5 or monk level 5th.
Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. If you are using the total defense action instead, you can def lect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Djinni Style

Your hands sheathed in an auras of lightning, you move like the wind.
Prerequisites: Con 13, Wis 15, Elemental Fist, Unarmed Combatant, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus.

Djinni Spin

You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Prerequisites: Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist, Unarmed Combatant, base attack bonus +13 or monk level 11th.
Benefit: While using Djinni Style, as a standard action you can spend two Elemental Fist attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened.

Djinni Spirit

By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Prerequisites: Con 15, Wis 15, Djinni Style, Elemental Fist, Unarmed Combatant, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw.

Dragon Style

You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Prerequisites: Str 15, Unarmed Combatant, Acrobatics 3 ranks.
Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Dragon Ferocity

You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Prerequisites: Str 15, Unarmed Combatant, Dragon Style, Stunning Fist, Acrobatics 5 ranks.
Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.
Special: Taking this feat allows you to qualify for the Elemental Fist feat even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites.

Dragon Roar

The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
Prerequisites: Str 15, Unarmed Combatant, Dragon Style, Stunning Fist, Acrobatics 8 ranks.
Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.
Special: If you have the Elemental Fist feat, you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.

Efreeti Style

Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.
Prerequisites: Con 13, Wis 15, Elemental Fist, Unarmed Combatant, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.

Efreeti Stance

Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.
Prerequisites: Con 15, Wis 15, Efreeti Style, Elemental Fist, Unarmed Combatant, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.

Efreeti Touch

Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.
Prerequisites: Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist, Unarmed Combatant, base attack bonus +13 or monk level 11th.
Benefit: While using Efreeti Style, as a standard action, you can spend two Elemental Fist attempts to unleash a 15-foot cone-shaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from catching on fire.

Empty Quiver Style

You can fight in melee with your bow or crossbow.
Prerequisites: Weapon Focus with the chosen weapon.
Benefit: While using this style, you can make melee attacks with the chosen weapon as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. If you have the Stabbing Shot feat, you can use it with a crossbow, substituting a loaded bolt for an arrow.
Special: In addition to the chosen weapon, a character with this feat and the weapon training (bows or crossbows) class feature can use Empty Quiver Style with any bow or crossbow, respectively.

Empty Quiver Flexibility

You can apply your ranged fighting feats to melee attacks.
Prerequisites: Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon.
Benefit: While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with the chosen weapon to melee attack rolls and damage rolls made with that weapon. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.

Empty Quiver Flurry

You can use your ranged weapons to make melee attacks that keep foes at bay as you shoot them.
Prerequisites: Empty Quiver Flexibility, Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus with the chosen weapon.
Benefit: While using Empty Quiver Style or Stabbing Shot to make melee attacks with a ranged weapon, if you successfully hit a foe, any ranged attacks you make with the same weapon until the beginning of your next turn do not provoke attacks of opportunity from that foe.
Special: If you have the Rapid Reload feat in addition to this feat, your chosen weapon is a crossbow, that weapon is unloaded, and you successfully hit a foe in melee with it, you can automatically load it as a free action.

Janni Style

Your whirling fighting technique makes you difficult to hit.
Prerequisites: Unarmed Combatant, Acrobatics 3 ranks, Perform (dance) 3 ranks.
Benefit: While using this style, you take only a –1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.

Janni Rush

When you leap to the attack, your blows are like bolts from on high.
Prerequisites: Unarmed Combatant, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Benefit: While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers or extra dice. The extra damage dice are not multiplied on a successful critical hit.

Janni Tempest

Your gale of attacks easily throws your opponents off balance.
Prerequisites: Unarmed Combatant, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.
Benefit: While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver.

Kirin Style

Your study and your grace allows you to exploit your enemies’ weaknesses.
Prerequisites: Unarmed Combatant, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.
Benefit: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.

Kirin Path

You turn knowledge of your enemy into a flawless defense.
Prerequisites: Int 13, Kirin Strike, Kirin Style, Unarmed Combatant, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.
Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.

Kirin Strike

You have read the texts of the perfect way, and know how identify to your enemies’ weak spot.
Prerequisites: Int 13, Kirin Style, Unarmed Combatant, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).

Kraken Style

You savagely squeeze and twist when grappling.
Prerequisites: Wis 13, Unarmed Combatant, base attack bonus +3 or monk level 3rd.
Benefit: When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.

Kraken Throttle

You tighten your grip around your target’s throat.
Prerequisites: Wis 13, Unarmed Combatant, Kraken Style, base attack bonus +5 or monk level 5th.
Benefit: The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2. While using this style, you can choke your opponent when you successfully maintain a grapple instead of choosing to damage, move, pin, or tie up your opponent. This suffocates your opponent. The grappled opponent can take a breath during any round in which you do not maintain the grapple.

Kraken Wrack

You squeeze your opponent tightly enough to crush armor or items between you.
Prerequisites: Wis 13, Unarmed Combatant, Kraken Style, Kraken Throttle, base attack bonus +7 or monk level 7th.
Benefit: The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent. When you do, you deal an amount of damage equal to that of your unarmed strike or one of your natural attacks to your foe’s armor or an item held in your foe’s hand. This crushing damage bypasses half of the hardness of the armor or item.

Marid Style

You conjure tendrils of icy water to strike your enemies from a distance.
Prerequisites: Con 13, Wis 15, Elemental Fist, Unarmed Combatant, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet.

Marid Coldsnap

You can summon a torrent of water to blast your enemies, chilling them to the bone.
Prerequisites: Con 15, Wis 17, Elemental Fist, Marid Spirit, Marid Style, Unarmed Combatant, base attack bonus +13 or monk level 11th.
Benefit: While using Marid Style, as a standard action, you can spend two Elemental Fist attempts to unleash a 30-foot line of frigid water. Creatures caught in the line take your unarmed strike damage plus the cold damage from your Elemental Fist attack and are entangled in ice as per the Marid Spirit feat. A successful Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from becoming entangled.

Marid Spirit

You can manipulate cold energy to protect yourself and freeze your foes.
Prerequisites: Con 15, Wis 15, Elemental Fist, Marid Style, Unarmed Combatant, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition.

Monkey Style

Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.
Prerequisites: Wis 13, Unarmed Combatant, Acrobatics 5 ranks, Climb 5 ranks.
Benefit: You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.
Normal: You take a –4 penalty on attack rolls and AC against melee attacks while prone. Standing up is a standard action that provokes attacks of opportunity.

Monkey Moves

You scramble around your foes, moving and striking in an erratic fashion.
Prerequisites: Wis 13, Unarmed Combatant, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.
Benefit: While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.
Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.

Monkey Shine

You combine acrobatics and opportunity to devastating effect against your opponent.
Prerequisites: Wis 13, Unarmed Combatant, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
Benefit: While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.
Normal: You cannot enter an opponent’s space.

Panther Style

You can strike back at enemies who attack you when you move.
Prerequisites: Wis 13, Combat Reflexes, Unarmed Combatant.
Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Panther Claw

You unleash a rapid series of blows on foes that attempt to attack you when you move.
Prerequisites: Wis 15, Combat Reflexes, Unarmed Combatant, Panther Style.
Benefit: While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Panther Parry

Your vicious strikes impair your foe’s ability to attack you when you move.
Prerequisites: Wis 15, Combat Reflexes, Unarmed Combatant, Panther Claw, Panther Style.
Benefit: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity.

Shaitan Style

You strike with the caustic forces from within the earth.
Prerequisites: Con 13, Wis 15, Elemental Fist, Unarmed Combatant, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.

Shaitan Earthblast

With a forceful stomp you release a blast of acid from the earth to burn your enemies.
Prerequisites: Con 15, Wis 17, Elemental Fist, Unarmed Combatant, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.
Benefit: While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist attempts to unleash a 20-foot column of acid that has a 5-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being staggered.

Shaitan Skin

You can manipulate acid to shield yourself and disable your enemies.
Prerequisites: Con 15, Wis 15, Elemental Fist, Unarmed Combatant, Shaitan Style, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.

Snake Style

You watch your foe’s every movement and then punch through its defense.
Prerequisites: Unarmed Combatant, Acrobatics 1 rank, Sense Motive 3 ranks.
Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.
Normal: An unarmed strike deals bludgeoning damage.

Snake Fang

You can unleash attacks against an opponent that has dropped its guard.
Prerequisites: Combat Reflexes, Unarmed Combatant, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

Snake Sidewind

Your sensitive twisting movements make you difficult to anticipate in combat.
Prerequisites: Unarmed Combatant, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks.
Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.
Normal: You can take a 5-foot step only if you have not otherwise moved this round.

Snapping Turtle Style

Your deft unarmed style allows you to shield your body from harm.
Prerequisites: Unarmed Combatant, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Snapping Turtle Clutch

Your unarmed style allows you to turn your opponent’s attack into an opportunity.
Prerequisites: Snapping Turtle Style, Unarmed Combatant, base attack bonus +3 or monk level 3rd.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Snapping Turtle Shell

Your guarding hand is almost magical in its skill at deflecting incoming blows.
Prerequisites: Snapping Turtle Clutch, Snapping Turtle Style, Unarmed Combatant, base attack bonus +5 or monk level 5th.
Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical confirmation rolls against you.

Tiger Style

Your unarmed fighting style emulates the strength and ferocity of a tiger.
Prerequisites: Unarmed Combatant, base attack bonus +3 or monk level 3rd.
Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.
Normal: Unarmed strikes deal bludgeoning damage.

Tiger Claws

You can sacrifice multiple attacks to make a single devastating strike.
Prerequisites: Unarmed Combatant, Tiger Style, base attack bonus +6 or monk level 5th.
Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

Tiger Pounce

Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.
Prerequisites: Unarmed Combatant, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.

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