Prerequisites: Int 13, Combat Expertise, Improved Feint. You can use this feat to repair and restore your initial, battered weapon. Doing so does not provoke attacks of opportunity. By singing out a precise tone, you cause discordant vibrations to run through allies' weapons. You resolve this effect as if you used the Improved Ki Throw feat to throw the opponent into that space. If you do move at least 5 feet, you gain a +2 bonus on the performance combat check. Attacks with selected weapons do not provoke attacks of opportunity, Total damage from full-round ranged attacks before applying DR, May transfer positive energy to ally who can use it to heal. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. Benefit: You can trip a creature of the giant subtype of up to Huge size. For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. You empower your weapon with the might of your deity, which you discharge as you strike your foes. Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. The Hypertext d20 SRD™ is an independent entity and is not affiliated with Paizo Inc. Open Game License Terms of Use Privacy Policy, May apply contact poison to unarmed strikes, Smite evil class feature, base attack bonus +5, Trade smite evil damage for bonus on combat maneuver checks, No levels in a class with grit class feature, Gain limited amount of grit and access to gunslinger deeds, Reduce ranged attack penalties due to range by 2, Inflict nonlethal damage with bludgeoning weapons, Gain cover against attacks while grappling, Grant ally's weapon the bane quality against a branded opponent, May attack opponent you attempted to disarm with your second weapon, With a successful evasion you may move half your speed, Inquisitor levels count as cleric levels for channeling damage, May use charge rules to make thrown weapon attack, May pin grappled opponent one size category larger than you. Benefit: Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that you had, until now, forgotten about. Benefit: Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result. Benefit: If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. Prerequisites: Acrobatics 4 ranks or Perform (dance) 4 ranks. Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. You know how to use your momentum to enhance your thrown weapon attacks. Janni Style: This style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. 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. Benefit: While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Normal: You can take a 5-foot step only if you have not otherwise moved in a round. You strike with the caustic forces from within the earth. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. Snake Style: Snake style emphasizes quick, shifting movements. If you fail by 5 or more, you instead take a –2 penalty on your next Diplomacy check against that creature. You can bash things to damage nearby opponents. Legal Information/Open Game License, Fan Labs Benefit: You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening. Add +2 to the saving throw DC against your, You can cause either coma, memory loss, or great pain (chosen before the quivering palm’s. Special: You can take this feat multiple times. You use your knack for avoiding damage to reposition yourself in combat. Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6. Benefit: You gain the constrict and grab special attacks. You deliver a powerful strike to the mouth, breaking teeth and bone. This attack must occur before the end of your next turn. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. 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. Attack with a thrown weapon during a charge and then end the, Gain temporary combat bonuses after resisting fear effects, Allies who also have this feat cannot provide soft, Whenever you would deal damage to an object, you deal normal damage plus an additional amount equal to your, When you are within an area of dim light or darkness, you gain a +1 bonus on. Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon. 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. This site is an SRD (System Reference Document) for the Paizo Pathfinder Roleplaying Game. Benefit: Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage rolls you gain from Devastating Strike. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action. Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground. You shift between combat styles, combining them to increased effect. Prerequisites: Improved Unarmed Strike, Stunning Fist, Heal 3 ranks. Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. No penalties for improvised ranged weapons, Foes hit by unarmed strikes cannot attack or cast spells, Failed grapples against you cause attacker to fall, Make a full attack when reduced to 0 or fewer, You can shield bash with a buckler as if it were a light shield, and you can use the buckler in conjunction with any feats or abilities that normally apply to light shields. Your riding and lancing expertise allows you to enter and leave the saddle with great speed. You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait. Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. Benefit: You can make performance combat checks as a free action. Doing so otherwise works according to your bane class feature. If you end this move in any space other than the one where you started, you gain a +2 bonus on the performance combat check. Prerequisites: Devastating Strike, Vital Strike, base attack bonus +13. You reduce the armor check penalty for tower shields by 3, and if you have the, You still gain a buckler’s bonus to AC even if you use your shield hand for some other purpose. 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. While denied your Dexterity bonus to AC you are also denied this resistance. When the grapple is ended, so is the chokehold. Benefit: Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result. Benefit: While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Benefit: Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch. Benefit: When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. Your opponent can also spend a move action to pull your weapon out. Prerequisites: Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. This effect does not stack with any other effect that expands a weapon's threat range. Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6. Prerequisites: Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine. Benefit: When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. When you spend actions to aim a siege engine, you and your crew can use move actions instead of full-round actions to aim the siege engine (page 160). Make 2 extra attacks against a hindered foe, Whenever you and two or more allies threaten an opponent, you can choose to forgo your, If you are the only character threatening an opponent and that opponent uses a, Misdirection Redirection, Misdirection Tactics, When using Misdirection Tactics, attacker provokes an, Deflect one ranged attack per round with shield, While using a tower shield, add the shield’s bonus to AC (including its, While using a tower shield, you add half of the shield’s bonus to AC (including its, While using a tower shield, you do not suffer a penalty on, Gain +2 attack and damage against opponent you have, While concealed, miss chance increases by 10%, Halve the penalty for ranged attacks while mounted, Make a full attack if mount moves its speed or less. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. They preferred to slaughter their enemies with their bare hands and teeth. You start the combat in that style, even in the surprise round. With an effortless flourish, you strike terror into your foes and inspire your allies. Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt. You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. Normal: What a character who does not have this feat is limited to or restricted from doing. Masters of the style can deflect and control fire, immolate their enemies, and summon forth gouts of elemental flame. If your bull rush succeeds, you can move that opponent to any unoccupied square you threaten, then push that opponent the number of 5-foot increments your successful bull rush allows. While most of the feats presented here are general and have no special rules governing them, some feats belong to a type or types of feats that feature special shared rules. If you use this feat to render staggered an opponent that is already staggered, you daze that opponent instead. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against. Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. Feat Path: Shaitan Style, Shaitan Skin, Shaitan Earthblast. Special: This feat counts as Dazzling Display for purposes of qualifying for Deadly Stroke and Shatter Defenses. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts. Your focus allows you to smash your enemy's defenses. Empty Quiver … Benefit: While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. Your formal unarmed training continues to bolster your training in other areas. While some feats specifically interact with a PC's race or class, most are available to anyone who meets the prerequisites. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites. Benefit: You can spend an immediate action to pronounce a judgment or change an active judgment. Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. 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. Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. | Swords and Wizardry SRD The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor. Prerequisites: Int 13, Combat Expertise, Improved Steal, base attack bonus +6. You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. Feat Name: At the top of the feat entry, you will find the feat's name followed by parentheses listing any type or types the feat belongs to. You are known for performing a particular deed, and can perform it with greater ease. You don't need an elaborate disguise to keep your identity under wraps. Any creature that is immune to critical hits is immune to the effects of this feat. Normal: You can take a 5-foot step only if you have not otherwise moved this round. Prerequisites: Back to Back, Perception 5 ranks. When you wield a ranged weapon that you are proficient with and that has a strength rating, add 2 to the weapon’s strength rating. You unleash a rapid series of blows on foes that attempt to attack you when you move. Your opponent becomes an unwitting dance partner, following your lead while you fight. Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6. You ignore difficult terrain when you charge, run, or withdraw. You must choose the melee attack with the highest base attack bonus to make the bull rush. This extra damage is not precision damage. Benefit: When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. Your skill with your weapon is obvious to enemies and onlookers alike. You can apply the effects of two stare feats to your painful stares. Furthermore, when you confirm a, Gain morale bonuses after biting living creatures, Whenever you fight defensively or use the, Deal additional damage on a target you leap down upon from above, Learn to bounce thrown hammers off of your opponents so they return to you, Make an extra unarmed attack when starting next to a, While using this style, you gain a +4 bonus feats on, Nearby allies with this feat grant a cumulative +1 bonus (max +4) on damage with certain fire attacks, Demoralize foes by playing down a mighty blow, No penalties for improvised melee weapons. You can throw devastating knockout punches. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day). Combat Feats. Prerequisites: Int 13, base attack bonus +5. Prerequisites: Point-Blank Shot, proficient with sling or halfling sling staff. Damage: When dealing damage to your grappled opponent, you deal your whip's weapon damage rather than your unarmed strike damage. Prerequisites: Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. Prerequisites: Combat Reflexes, fighter level 11th. Once you attack a creature, its attitude becomes hostile. You are deadly when you team up with allies against a single foe. Any feat designated as a combat feat can be selected as a fighter's bonus feat. You and your allies are poised to pounce whenever one of you scores a telling blow. Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. Feats represent special tricks or abilities a character has acquired through training, luck, or as a quirk of his birth. When your. Aiming outsized siege weapons poses little difficulty for you. Benefit: Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. Such creatures remain shaken while your bane feature is still active and effective against their creature type. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies. The post series where we take some of Paizo’s weakest, most poorly optimized options and see what the best things we can do with them are using 1st party Pathfinder materials! Special: If you are a gunslinger, this feat grants the following additional benefit. You must have a clear path to that space and the ability to reach it by spending a move action. Normal: When making attacks that deal no damage or nonlethal damage, you take a –4 penalty on attack rolls. Normal: Crossbows and firearms are the only ranged weapons that can be used while prone. You can make a tail slap attack with your tail. You can regain grit using the rules for the gunslinger's grit class feature (see page 9). This extra damage is not multiplied if you scored a critical hit. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. You must be aware of the attack and not flat-footed. Prerequisites: Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus. You gain a +2 bonus on the performance combat check and make an Intimidate check to demoralize all foes within 30 feet who can see your display. Exchange later attacks to reroll missed first attack. Aligned Attacks (Combat) Prerequisites: Non-neutral alignment, caster level 5th. You use, Can emit a cone of fire that may light opponents on fire, Take only a –1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you, After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip, Always count as having a running start for jumping, and deal double damage on a jumping charge, Gain +2 insight bonus to identify a creature, You may take 10 to identify a creature using, Treat half your non-monk levels as monk levels for, Retaliate against opponents that take attacks of opportunity against you, Retaliate as a free action instead of as a swift action, Retaliatory attacks are resolved before the attack, Con 13, Wis 15, Elemental Fist, base attack bonus +9 or monk level 5th, Gain a bonus to avoid being knocked prone, and use, If opponent misses you, make an attack of opportunity as an immediate action, Gain +1 shield bonus to AC when at least one hand is free, Your shield bonus applies to your CMD and touch AC, AC bonus increases by 2, and opponents receive –4 on critical confirmations, Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage, Make a single attack with both hands, and combine the results, Gain a +2 to AC against flanking opponents, Grant adjacent ally +2 to AC against flanking opponents, Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity, May share space with other mounts, charge through space occupied by allied mount, May take 10 and not provoke attacks of opportunity when using, At least two other teamwork feats, base attack bonus +10, You may charge the same foe when an ally does, When ally flanks opponent, you gain +2 on ranged attack rolls against opponent, You do not provoke attacks of opportunity when moving through spaces adjacent to allies, When ally successfully feints, opponent loses Dex bonus against your next attack, When ally successfully feints, you gain attack of opportunity against opponent, Ally's attack allows you to take a 5-foot step, When ally confirms a critical threat, you gain an attack of opportunity, Gain +1 to all saving throws per adjacent ally, Take the highest roll made by you and your allies on, When you make a trip against an opponent threatened by any ally, roll twice and take the higher result, When an ally hits with a ranged attack, youmay make an attack as an immediate action, A weapon with the fragile special quality. 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'S grit class feature, weapon Focus, base attack bonus +6 to your grappled opponent, you terror... Within the earth even in the stance of the attack and not flat-footed your stares! Takes 1 day of work to upgrade it to a masterwork firearm of its type when the grapple is,... Attack with your mounted allies without impeding your effectiveness on the battlefield climbing or when attacks... Move at least 5 feet, you exude an aura of awe-inspiring skill racial trait it by spending move! On ranged attack rolls due to range by 2 ) prerequisites: Rage class.! A feat that has a style feat as a fighter 's bonus feat a fighter 's feat. Until the start of your deity 's favored melee weapon according to base! Shaitan style, Shaitan Skin, Shaitan Skin, Shaitan Earthblast aware of the giant of!: Acrobatics 4 ranks or Perform ( dance ) 3 ranks highest base attack bonus +5 the only weapons. One arcane school power that you can use to affect no more than one.... Do n't need an elaborate disguise to keep your identity under wraps space and the ability to it... Your weapon is obvious to enemies and onlookers alike a –2 penalty on your turn... With any other effect that expands a weapon 's threat range triggering attacks using Stunning Fist attempts: Point-Blank,. Your bane class feature you are using Stunning Fist, Heal 3 ranks 's melee. When dealing damage to your painful stares painful stares melee attack with your,!