TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Steven D. 
  Steven D. 
  Steven D. 
  Steven D. R
  R
  R
  Russ
  uss
  uss
  ussell
  ell
  ell
  ell    
  
   
  Rite Publishing Presents: 
  101 Combat Feats  
   
  Dashing Swordsman
  Dashing Swordsman
  Dashing Swordsman
  Dashing Swordsman    (Designer): Steven D. Russell 
  Warlord
  Warlord
  Warlord
  Warlord    (Editor): David Paul 
  Steel Heart
  Steel Heart
  Steel Heart
  Steel Heart (Cover Artist): Toby Gregory    
  Men
  Men
  Men
  Men----aaaatttt----Arms
  Arms
  Arms
  Arms (Interior Artwork): Storn Cook,  
  Tamas Baranya, Eric Quigley, Rick Hershey,  
  Toby Gregory, Bruno Balixa, and Jason Rainville,  
  Tank
  Tank
  Tank
  Tank    (Layout and Publisher): Steven D. Russell 
   
  Dedication: To Ken Bailey 
  —who taught me what it means to fight. 
   
  Special thanks to my playtesters the West Guard   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. 
   
  101 Combat Feats © 2012 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.  
  
  1 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Bank Hammer  
  Proficiency with hammer, Str 13, base attack bonus 
  +6 
  Your thrown hammer ricochets off your 
  primary target and attacks another target 
  within 10 feet 
  Improved Bank 
  Hammer  
  Proficiency with hammer, Bank Hammer, Str 13, 
  base attack bonus +12 
  When you use your Bank Hammer feat 
  you can attempt to hit additional targets 
  after the second target 
  Blind Warrior  
  Blinded condition, Blind-Fight, Wis 13, Perception 4 
  ranks, base attack bonus +4 
  The melee benefits of Blind-Fight extend 
  to your ranged attacks within 30 feet and 
  you can use Perception checks to locate 
  creatures 
  Blinding Assault  
  Combat Expertise, Greater Dirty Trick, Improved 
  Dirty Trick, Int 13, base attack bonus +8 
  Three times per day you may attempt to 
  blind an opponent 
  Bloody Assault  
  Combat Expertise, Greater Dirty Trick, Improved 
  Dirty Trick, Int 13, base attack bonus +8 
  You cause bleed damage equal to your Int 
  modifier 
  Catch Strike  
  Combat Expertise, Greater Grapple, Improved 
  Disarm, Improved Grapple, Improved Unarmed 
  Strike, Str 15, Int 13, base attack bonus +10 
  As an immediate action you block and 
  grab a melee attack, grapple or disarm 
  your foe, and then make an attack of 
  opportunity against him; your opponent 
  loses his Dex bonus to AC against this 
  attack of opportunity 
  Close Quarters Shift  
  Combat Expertise, Int 13, base attack bonus +2 
  You switch places with your opponent 
  when you successfully attack him 
  Close Quarters Shot  
  Point Blank Shot, Dex 15, base attack bonus +10 
  You do not provoke attacks of opportunity 
  when using a ranged weapon in a 
  threatened area and you gain +1 damage 
  when making ranged weapon attacks on 
  adjacent foes 
  Counter Tactics  
  Combat Expertise, Combat Reflexes, Dex 13, Int 13 
  base attack bonus +12 
  You counter combat maneuvers causing 
  your opponent's attempts to fail and 
  provoke attacks of opportunity from you 
  Countercharge  
  Proficiency with selected brace weapon, Combat 
  Reflexes, Weapon Focus (any weapon with the brace 
  feature), +4 base attack bonus 
  You set for a charge and make an attack of 
  opportunity against any attacker who 
  charges you 
  Craft over Karma  
  Proficiency with selected weapon, Combat Expertise, 
  Greater Weapon Focus with selected weapon, 
  Greater Weapon Specialization with selected 
  weapon, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Int 17, 
  base attack bonus +14, fighter level 14th 
  When you make your first attack roll in a 
  round you can roll twice and take the 
  better of the two rolls 
  Crush Gut  
  Proficiency with selected bludgeoning weapon, 
  Greater Vital Strike, Improved Vital Strike, Vital 
  Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +16 
  If you damage your opponent he is 
  nauseated for 1d4 rounds 
  Crush Joint  
  Proficiency with selected bludgeoning weapon, Vital 
  Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +6 
  If you damage your opponent he moves at 
  half speed until he overcomes the effect 
  with a combat maneuver check, Escape 
  Artist or Heal check 
  Crush Nerve-endings  
  Proficiency with selected bludgeoning weapon, 
  Weapon Focus with selected bludgeoning weapon, 
  base attack bonus +6 
  If you damage your opponent he must 
  make two attack rolls instead of one and 
  accept the lower result until the end of his 
  next turn 
  Crush Shield  
  Proficiency with selected bludgeoning weapon, Vital 
  Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +6 
  You ignore your opponent’s shield bonus 
  to AC 
  Crush Skull  
  Proficiency with selected bludgeoning weapon, 
  Improved Vital Strike, Vital Strike, Weapon Focus 
  with selected bludgeoning weapon, base attack bonus 
  +11 
  If damage your opponent he is confused 
  for 1 round per point of base attack bonus 
  you possess 
  Crush Visage  
  Proficiency with selected bludgeoning weapon, Vital 
  Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +6 
  If damage your opponent he is dazed for 1 
  round 
   
   
   
  
  2 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Crushing Charge  
  Greater Overrun, Improved Overrun, Power Attack, 
  Str 15, base attack bonus +10 
  You charge through opponents, 
  overrunning them, knocking them prone, 
  damaging them, and continuing through 
  their spaces through to other foes 
  Crushing Hold  
  Improved Grapple, Improved Unarmed Strike, Str 
  15, Dex 13, base attack bonus +7 
  When you deal damage to a foe during a 
  grapple with an unarmed strike, you add 
  twice your Strength bonus to the damage 
  dealt 
  Grappler’s Armlock  
  Crushing Hold, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, Str 13, Dex 13, Int 13, 
  base attack bonus +8 
  Your grapple deals damage to your 
  opponent's joints, causing him to suffer 
  the nauseated condition and denying him 
  the ability to take actions requiring two 
  hands 
  Crushing Wrath  
  Proficiency with selected bludgeoning weapon, Vital 
  Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +6 
  If you damage your opponent he is 
  staggered for 1 round per point of base 
  attack bonus you possess 
  Destructive Power  
  Proficiency with selected weapon, Greater Weapon 
  Focus with selected weapon, Greater Weapon 
  Specialization with selected weapon, Power Attack, 
  Stunning Assault, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Str 17, base attack bonus +18, fighter level 
  18th 
  If you choose to take a –14 or greater 
  penalty to attacks via Power Attack, your 
  target suffers an additional 10 points of 
  damage per point of your base attack 
  bonus 
  Disarm and Detain  
  Combat Expertise, Improved Disarm, Greater 
  Grapple, Improved Grapple, Improved Unarmed 
  Strike, Int 13, base attack bonus +10 
  When you disarm an opponent, you may 
  attempt a grapple combat maneuver as a 
  swift action, followed by an attack of 
  opportunity against that opponent 
  Disengage Grapple  
  Greater Grapple, Improved Grapple, Improved 
  Unarmed Strike, Str 15, base attack bonus +10 
  You may leap back, up to 15 feet, away 
  from the creature you are grappling 
  Diving Tackle  
  Acrobatics 5 ranks, Improved Grapple, Improved 
  Unarmed Strike, base attack bonus +5 
  You may move up to double your speed 
  and then attempt a grapple combat 
  maneuver to tackle a foe, knocking him 
  prone 
  Double Strike  
  Greater Two-Weapon Fighting, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, Dex 17, 
  base attack bonus +14 
  When you use two melee weapons or a 
  double weapon, you can choose to attack 
  once with both of them during a standard 
  action 
  Double Weapon 
  Finesse  
  Proficiency with selected double weapon, Weapon 
  Finesse, Weapon Focus with selected double weapon, 
  Dex 13, base attack bonus +1 
  You treat both ends of your selected 
  double weapon as light weapons 
  False Guard  
  Combat Expertise, Greater Feint, Improved Feint, Int 
  13, Cha 13, base attack bonus +6 
  You replace your AC with the result of 
  your Bluff check +2 
  Fighting Withdrawal  
  Int 13, Combat Expertise 
  You make an attack as part of your 
  withdrawal 
  Focused Shot  
  Point Blank Shot, Precise Shot, Int 13 
  When within Point Blank Shot range you 
  add your Int modifier to the damage roll 
  of your ranged attack 
  Frightful Charge  
  Power Attack, Intimidate 2 ranks, Str 13, base attack 
  bonus +2 
  Your opponents are shaken or panicked 
  by your charge 
  Ghoul Strike  
  Improved Unarmed Strike, Scorpion Style, base 
  attack bonus +6 
  You can attempt to paralyze an opponent 
  as part of an unarmed strike attack 
  Hindering Shot 
  Point Blank Shot, Dex 13, base attack bonus +6 
  You can cause opponents within Point 
  Blank Shot range to become staggered 
  Imperious Bruiser 
  Power Attack, Improved Overrun, Strength 15, base 
  attack bonus +10 
  You knock prone those opponents smaller 
  than yourself 
  Improved Deflect 
  Arrows  
  Deflect Arrows, Improved Unarmed Strike, Dex 15, 
  base attack bonus +7 
  You do not require a free hand to deflect 
  arrows and you can damage the arrows 
  you deflect 
  Improved 
  Determination  
  Con 13, base attack bonus +1 
  Once per day, when your current hit point 
  total is low, you gain temporary hit points 
  Greater 
  Determination  
  Endurance, Improved Determination, Die Hard, Con 
  13, base attack bonus +6 
  You can grant yourself temporary hit 
  points three times per day 
  
  3 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Improved Equipment 
  Trick  
  Combat Expertise, Equipment Trick (any two), Int 
  13, base attack bonus +6 
  You are particularly adept at equipment 
  tricks and can perform them with just 
  about anything 
  Improved Point Blank 
  Shot  
  Point Blank Shot, Far Shot, Dex 15, base attack bonus 
  +10 
  Your Point Blank Shot range becomes 60 
  feet rather than 30 feet and you can now 
  make ranged sneak attacks at this range 
  as well 
  Leap into the Fray  
  Greater Overrun, Improved Overrun, Power Attack, 
  Str 15, base attack bonus +10 
  You jump from higher ground as part of a 
  charge attack, attempt to overrun 
  opponents, knock them prone and attack 
  them 
  Lunging Reach  
  Proficiency with selected reach weapon, Lunge, 
  Weapon Focus with selected reach weapon, Str 13, 
  base attack bonus +5 
  As a swift action, you can increase your 
  reach by an additional 5 ft. when using 
  Lunge, and you do not suffer the -2 
  penalty 
  Maestro of Finesse  
  Proficiency with selected weapon, Greater Weapon 
  Focus with selected weapon, Greater Weapon 
  Specialization with selected weapon, Weapon 
  Finesse, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Dex 19, 
  base attack bonus +20, fighter level 20th 
  You gain a +2 competence bonus to attack 
  rolls, inflict +2d6 points of bleed damage, 
  and gain an additional attack each round 
  at your highest attack bonus when using 
  your finesse weapon 
  Massive Strike  
  Proficiency with selected weapon, Greater Weapon 
  Focus with selected weapon, Greater Weapon 
  Specialization with selected weapon, Power Attack, 
  Stunning Assault, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Str 19, base attack bonus +20, fighter level 
  20th 
  Your target treats your Power Attack as 
  massive damage and may be killed by a 
  single strike 
  Master’s Grip  
  Body Shield, Catch Strike, Combat Expertise, 
  Chokehold, Crushing Hold, Disarm and Detain, 
  Greater Grapple, Improved Disarm, Improved 
  Grapple, Improved Unarmed Strike, Pinning 
  Knockout, Str 19, Dex 13, Int 13, base attack bonus 
  +20 
  When making unarmed strikes, you 
  possess the grab special quality against 
  creatures regardless of their size, you also 
  no longer gain the grappled condition 
  when you make or maintain grapples 
  Merciless Opportunist  Proficiency with selected weapon, Combat Reflexes, 
  Greater Weapon Focus with selected weapon, 
  Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 15, base attack bonus +10, fighter level 
  8th 
  When a target takes damage or fails a save 
  against a debilitating condition, you may 
  take an opportunity attack against that 
  target 
  Opportune Focus  
  Proficiency with selected weapon, Combat Reflexes, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, base attack bonus +3 
  You gain a +2 circumstance bonus to your 
  attack rolls when making an attack of 
  opportunity with your finesse weapon 
  Opportune 
  Impalement  
  Proficiency with selected weapon, Combat Reflexes, 
  Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 
  6th 
  You leave your weapon in your opponent's 
  wound causing your opponent additional 
  bleed damage 
  Opportune 
  Specialization  
  Proficiency with selected weapon, Combat Reflexes, 
  Opportune Focus, Weapon Finesse, Weapon Focus 
  with selected weapon, Weapon Specialization with 
  selected weapon, Dex 13, base attack bonus +6, 
  fighter level 6th 
  Your attacks of opportunity deal an 
  additional +2 damage 
  Antagonizing 
  Opportunity  
  Proficiency with selected weapon, Combat Reflexes, 
  Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 
  6th 
  Your attacks of opportunity impel their 
  targets to focus their combat attention on 
  you rather than on other targets 
   
   
   
  
  4 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Bold Riposte  
  Proficiency with selected weapon, Combat Reflexes, 
  Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 
  6th 
  You respond to an attack of opportunity 
  with an attack of opportunity of your own 
  Opportune 
  Maneuver  
  Proficiency with selected weapon, Agile Maneuvers, 
  Combat Reflexes, Greater Weapon Focus with 
  selected weapon, Opportune Focus, Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with 
  selected weapon, Dex 15, base attack bonus +10, 
  fighter level 8th 
  You deliver a combat maneuver in place 
  of an attack of opportunity 
  Opportune 
  Movement  
  Proficiency with selected weapon, Combat Patrol, 
  Combat Reflexes, Dodge, Greater Weapon Focus 
  with selected weapon, Mobility, Opportune Focus, 
  Opportune Specialization, Weapon Finesse, Weapon 
  Focus with selected weapon, Weapon Specialization 
  with selected weapon, Dex 15, base attack bonus +10, 
  fighter level 8th 
  Three times per day, if your opponent 
  would have provoked an attack of 
  opportunity if you had occupied an 
  adjacent square, you can take a five-foot 
  step into that adjacent square as an 
  immediate action (this does not count 
  against or as your movement for the 
  round) and make that attack of 
  opportunity 
  Opportune 
  Opening  
  Proficiency with selected weapon, Combat Reflexes, 
  Greater Weapon Focus with selected weapon, 
  Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with 
  selected weapon, Dex 17, base attack bonus +14, 
  fighter level 12th 
  Three of your attacks of opportunity each 
  day ignore DR 
  Opportune 
  Parry  
  Proficiency with selected weapon, Combat Reflexes, 
  Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 
  6th 
  You parry up to three attacks per day 
  Opportunistic 
  Harrier  
  Proficiency with selected weapon, Combat Reflexes, 
  Greater Weapon Focus with selected weapon, 
  Opportune Focus, Opportune Specialization, Stand 
  Still, Weapon Finesse, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +10, fighter level 
  8th 
  The spaces that you threaten with your 
  finesse weapon are treated as difficult 
  terrain by your opponents 
  Perfect 
  Opportunity  
  Proficiency with selected weapon, Combat Reflexes, 
  Greater Weapon Focus with selected weapon, 
  Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with 
  selected weapon, Dex 17, base attack bonus +18, 
  fighter level 12th 
  You deliver a full-attack action during an 
  attack of opportunity 
  Sudden 
  Opportunity  
  Proficiency with selected weapon, Combat Reflexes, 
  Greater Weapon Focus with selected weapon, 
  Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with 
  selected weapon, Dex 17, base attack bonus +16, 
  fighter level 12th 
  You can deliver three attacks per day as 
  immediate actions 
  Outlast Opponent  
  Endurance, Con 13, base attack bonus +2 
  Opponents who have engaged you for at 
  least 5 rounds may become fatigued 
   
   
   
  
  5 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Outmatched Foe  
  Proficiency with selected weapon, Combat Expertise, 
  Critical Focus, Greater Weapon Focus with selected 
  weapon, Greater Weapon Specialization with 
  selected weapon, Weapon Focus with selected 
  weapon, Weapon Specialization with selected 
  weapon, Int 17, base attack bonus +14, fighter level 
  14th 
  Against an outmatched opponent, you 
  may take a -10 penalty to your attacks to 
  make your successful attacks become 
  confirmed critical hits 
  Master of Tactics  
  Proficiency with selected weapon, any two Improved 
  Combat Maneuver feats (such as Improved Bull Rush 
  or Improved Disarm), Combat Expertise, Greater 
  Weapon Focus with selected weapon, Greater 
  Weapon Specialization with selected weapon, 
  Outmatched Foe, Tactical Advantage, Weapon Focus 
  with selected weapon, Weapon Specialization with 
  selected weapon, Int 19, base attack bonus +20, 
  fighter level 20th 
  You gain a +10 on all combat maneuver 
  checks, equipment trick related attack 
  rolls or checks, and your CMD; you never 
  provoke an attack of opportunity when 
  performing a combat maneuver; and you 
  add an additional +5d6 points of damage 
  to opponents affected by your Tactical 
  Advantage feat 
  Numbing Assault  
  Power Attack, Str 13, base attack bonus +8 
  If you choose to take a –8 or greater 
  penalty to attacks via Power Attack with a 
  two-handed weapon, your target suffers a 
  circumstance penalty to attack rolls, 
  weapon damage rolls, ability, initiative, 
  combat maneuver and skill checks 
  Painful Pin  
  Improved Grapple, Improved Unarmed Strike, Str 
  13, base attack bonus +4 
  When you pin a foe during a grapple, you 
  cause the creature to be sickened for a 
  number of rounds equal to your base 
  attack bonus 
  Perfect Counter  
  Combat Expertise, Combat Reflexes, Critical Focus, 
  Dex 13, Int 15, base attack bonus +12 
  You can ready a special action as a full-
  attack action If you hit, you automatically 
  threaten a critical hit 
  Picket Guard  
  Proficiency with selected brace weapon, Combat 
  Reflexes, Countercharge, Weapon Focus with 
  selected brace weapon, Weapon Specialization with 
  selected brace weapon, Dex 13, base attack bonus +6, 
  fighter level 6th 
  You gain a +4 bonus to the attack roll and 
  a bonus to the damage roll equal to your 
  base attack bonus when you have your 
  selected brace weapon set for a charge 
  against a charging opponent 
  Skewering Picket  
  Proficiency with selected brace weapon, Combat 
  Reflexes, Countercharge, Picket Guard, Weapon 
  Focus with selected brace weapon, Weapon 
  Specialization with selected brace weapon, Dex 13, 
  base attack bonus +6, fighter level 6th 
  When you set against a charge, your 
  attack strikes both the mount and the 
  rider 
  Take Point  
  Proficiency with selected brace weapon, Combat 
  Reflexes, Countercharge, Picket Guard, Weapon 
  Focus with selected brace weapon, Weapon 
  Specialization with selected brace weapon, Dex 13, 
  base attack bonus +6, fighter level 6th 
  You move yourself between an ally and a 
  charging opponent 
  Piercing Breach  
  Proficiency with selected ranged weapon, Clustered 
  Shot, Point Blank Shot, Precise Shot, Weapon Focus 
  with selected ranged weapon, Dex 13, base attack 
  bonus +8 
  You reduce your opponent’s DR by an 
  amount equal to your base attack bonus 
  Pikeman’s Push  
  Proficiency with selected reach piercing weapon, 
  Improved Bull Rush, Power Attack Weapon Focus 
  with selected reach piecing weapon, Str 13, base 
  attack bonus +4, 
  If you strike an opponent that is at least 
  10 feet away, you may initiate a bull rush 
  as a free action 
  Pitch Hammer  
  Proficiency with selected hammer, Weapon Focus 
  with selected hammer, Str 13, base attack bonus +1 
  You can use your Strength modifier rather 
  than your Dexterity modifier for attack 
  rolls when using thrown hammers 
  Crushing Hammer  
  Proficiency with selected hammer, Pitch Hammer, 
  Weapon Focus with selected hammer, Con 13 +, Str 
  13, base attack bonus +6 
  When you hit with a thrown hammer and 
  successfully deal damage, you may make a 
  bull rush or trip combat maneuver 
  attempt upon that opponent 
  Skipping Hammer  
  Proficiency with selected hammer, Pitch Hammer, 
  Weapon Focus with selected hammer, Str 13, base 
  attack bonus +6 
  You use a thrown hammer to attack 
  several creatures in a line 
  
  6 
   
  Feat Name 
  Prerequisites 
  Benefits 
  Press the Opportunity  
  Combat Reflexes, base attack bonus +6 
  Once per round as a free action, in lieu of 
  taking an attack of opportunity, you may 
  instead take a single 5-ft. step 
  Ranged Virtuoso  
  Point Blank Shot, Precise Shot, Improved Precise 
  Shot, Dex 13, base attack bonus +6 
  You can use some melee feats with ranged 
  attacks rather than melee attacks, at a -4 
  circumstance penalty 
  Razor’s Edge  
  Proficiency with selected light thrown weapon, Quick 
  Draw, Weapon Focus with selected light thrown 
  weapon, Weapon Finesse, Dex 13, base attack bonus 
  +2 
  You may take an additional attack when 
  you make full attack action with your 
  selected light thrown weapons, but all of 
  your attacks suffer a –2 penalty 
  Improved Razor’s 
  Edge  
  Proficiency with selected light thrown weapon, Quick 
  Draw, Razor’s Edge, Weapon Focus with selected 
  light thrown weapon, Weapon Finesse, Dex 13, base 
  attack bonus +4 
  You may take a second additional attack 
  when you make a full attack action with 
  your selected light thrown weapons when 
  using your Razor’s Edge feat 
  Greater Razor’s 
  Edge  
  Proficiency with selected light thrown weapon, 
  Improved Razor’s Edge, Quick Draw, Razor’s Edge, 
  Weapon Focus with selected light thrown weapon, 
  Weapon Finesse, Weapon Specialization with 
  selected light thrown weapon, Dex 13, base attack 
  bonus +6, fighter level 6th 
  You gain a +1 bonus to damage with each 
  thrown weapon attack for every previous 
  thrown weapon attack that successfully 
  damaged your opponent 
  Reflexive Shield  
  Proficiency with selected shield, Greater Shield 
  Focus, Shield Focus, Shield Specialization with 
  selected shield, base attack bonus +12, fighter level 
  12th 
  While holding your selected shield, you 
  gain your shield bonus to Reflex saves 
  Reflective Shield  
  Proficiency with selected shield, Disruptive, Greater 
  Shield Focus, Missile Shield, Ray Shield, Reflexive 
  Shield, Shield Focus, Shield Specialization with 
  selected shield, Spellbreaker, Dex 15, base attack 
  bonus +12, fighter level 12th 
  Three times per day you can choose to 
  send a single-target or touch spell back at 
  the caster 
  Restraining Shot  
  Point Blank Shot, Dex 13, base attack bonus +6 
  You make a special ranged combat 
  maneuver which causes normal damage 
  but also reduces the speed of your target 
  Set up Maneuver  
  Any Greater Combat Maneuver feat (such as Greater 
  Bull Rush or Greater Disarm), any Improved Combat 
  Maneuver feat (such as Improved Bull Rush or 
  Improved Disarm), Combat Expertise, Int 13, base 
  attack bonus +6 
  After you perform a successful combat 
  maneuver against an opponent, all attack 
  rolls and combat maneuver checks gain a 
  +2 circumstance bonus against that 
  opponent until the end of your next turn 
  Smash and Grab  
  Improved Grapple, Improved Unarmed Strike, Str 
  13, Dex 13, base attack bonus +6 
  When your attack inflicts damage, you 
  may use your free hand to attempt one of 
  two special combat maneuvers 
  Shared Shield  
  Proficiency with selected shield, base attack bonus 
  +8 
  You can share your shield bonus to AC 
  with one adjacent ally 
  Shield Block  
  Proficiency with selected shield, Combat Reflexes, 
  Shield Focus, Shield Specialization with selected 
  shield, Dex 13, base attack bonus +6, fighter level 6th 
  When an opponent attempts to strike you 
  or an adjacent ally with a melee or ranged 
  weapon attack, you can choose to block 
  that attack with your selected shield 
  Shieldlord  
  Proficiency with selected shield, Greater Shield 
  Focus, Shield Block, Shield Focus, Shield 
  Specialization with selected shield, base attack bonus 
  +20, fighter level 20th 
  You gain a pool of 20 points that you can 
  add to your individual attack rolls, 
  damage rolls, CMB, CMD and Armor 
  Class as immediate actions 
  Startling Shot  
  Focused Shot, Point blank, Precise Shot, Dex 13, Int 
  13, base attack bonus +6 
  You cause an opponent to lose his Dex 
  bonus to Armor Class against a single 
  ranged attack from you 
  Surprising Shot  
  Focused Shot, Point blank, Precise Shot, Startling 
  Shot, Dex 15, Int 13, base attack bonus +10, fighter 
  level 10 
  Three times per day you can make an 
  additional ranged attack at your full base 
  attack bonus against an opponent who is 
  within your Point Blank Shot range 
  Stone-Cold Sniper  
  Proficiency with selected ranged weapon, Far Shot, 
  Improved Precise Shot, Greater Weapon Focus with 
  selected ranged weapon, Greater Weapon 
  Specialization with selected ranged weapon, Pinpoint 
  Targeting, Point Blank Shot, Precise Shot, Weapon 
  All distances up to your maximum range 
  are considered point blank range with a 
  selected weapon 
  
  7 
   
  Focus with selected ranged weapon, Weapon 
  Specialization with selected ranged weapon, Dex 19, 
  base attack bonus +20, fighter level 20th 
  Strikedown  
  Improved Bull Rush or Pushing Assault, Power 
  Attack, Str 13, base attack bonus +8 
  You can trip those whom you hit with an 
  attack modified by the Power Attack feat 
  Superior Double 
  Weapon Fighting  
  Greater Two-Weapon Fighting, Improved Two-
  Weap0n Fighting, Two-Weapon Fighting, Dex 17, 
  base attack bonus +14 
  When fighting with a double weapon, you 
  take no penalty on your attack rolls; in 
  addition, you gain your full Strength 
  bonus to damage from your off-hand 
  attack 
  Tactical Advantage 
  Any Improved Combat Maneuver feat (such as 
  Improved Bull Rush or Improved Disarm), Combat 
  Expertise, Int 15, base attack bonus +10 
  You inflict an additional +1d6 points of 
  damage against opponents when you have 
  the tactical advantage 
  Tactical Reaction  
  Combat Expertise, Combat Reflexes, Improved 
  Initiative, Dex 13, Int 13, base attack bonus +6 
  If you delay your action you can respond 
  to an ally’s or opponent’s action as if you 
  had readied an action 
  Torturous Grasp  
  Intimidate 10 ranks, Greater Grapple, Improved 
  Grapple, Improved Unarmed Strike, Str 15, base 
  attack bonus +10 
  Your grapple forces your opponent to 
  suffer wracking pains that impose a -4 
  circumstance penalty on attack rolls, skill 
  checks, and ability checks 
  Trident Adept  
  Proficiency with selected trident, Weapon Focus with 
  selected trident, base attack bonus +1 
  When you fight with a trident, you can 
  catch an opponent on the vicious barbed 
  tines, entangling that opponent 
  Trident Twist  
  Proficiency with selected trident, Combat Reflexes, 
  Trident Adept, Weapon Focus with selected trident, 
  base attack bonus +6 
  You make a special disarm combat 
  maneuver with your trident to interrupt 
  and disarm  your opponent 
  Trident Virtuoso  
  Proficiency with selected trident, Combat Reflexes, 
  Trident Adept, Trident Twist, Weapon Focus with 
  selected trident, base attack bonus +12 
  You gain a +2 to the uses of your trident 
  with Trident Adept and an additional 
  combat maneuver 
  Tumbling Trip  
  Dodge, Mobility, Acrobatics 8 ranks, base attack 
  bonus +8 
  If your attack of opportunity, provoked by 
  an opponent's movement fails, you may 
  then perform a trip combat maneuver 
  Two-Weapon Set-Up  
  Critical Focus, Improved Two-Weap0n Fighting, 
  Two-Weapon Fighting, Dex 15, base attack bonus 
  +10 
  If you successfully confirm a critical hit 
  against an opponent with one of your 
  weapons, the threat range of your other 
  weapon increases by 5 for its next attack 
  Uncanny Shield  
  Proficiency with selected shield, Combat Reflexes, 
  Shield Block, Shield Focus, Shield Specialization with 
  selected shield, Dex 13, base attack bonus +6, fighter 
  level 6th 
  When you have your selected shield 
  equipped, you cannot be caught flat-
  footed even if the attacker is invisible 
  Improved Uncanny 
  Shield  
  Proficiency with selected shield, Combat Reflexes, 
  Greater Shield Focus, Shield Block, Shield Focus, 
  Shield Specialization with selected shield, Uncanny 
  Shield, Dex 13, base attack bonus +14, fighter level 
  14th 
  When you have your selected shield 
  equipped, you cannot be flanked 
  Whirling Dervish  
  Proficiency with selected double weapon, Greater 
  Two-Weapon Fighting, Improved Two-Weap0n 
  Fighting, Two-Weapon Fighting, Weapon Focus with 
  selected double weapon, Dex 19, base attack bonus 
  +18 
  You can reroll a failed attack roll or 
  weapon damage roll made with your 
  selected double weapon 
  Wild Swing  
  Power Attack, Cleave, Str 13, base attack bonus +2 
  When you miss your intended target with 
  an attack using Power Attack, you may hit 
  another target you threaten 
     
  
  8 
   
  101
  101
  101
  101    Combat Feats
  Combat Feats
  Combat Feats
  Combat Feats    
   
  Antagonizing
  Antagonizing
  Antagonizing
  Antagonizing    Opportunity
  Opportunity
  Opportunity
  Opportunity    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I always poke a bear with a stick.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat 
  Reflexes, 
  Opportune 
  Focus, 
  Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 6th. 
  Benefit: An opponent struck by your attack of 
  opportunity must attempt a Will save (DC 10 +1/2 your 
  fighter class level + your Dex modifier). If your 
  opponent fails this save, then on his next turn he must 
  attempt to make an attack against you, target you with a 
  spell, or include you in the area of a spell. The effect 
  ends if he is prevented from attacking you or if 
  attempting to do so would harm him (for example, if you 
  are on the other side of a chasm or a wall of fire). If he 
  cannot attack you on his turn, the effect ends. The effect 
  also ends as soon as the opponent attacks you. If a 
  creature makes its save, it is immune to the effects of 
  this feat for 24 hours. This is a mind-affecting 
  compulsion effect. 
   
  B
  B
  B
  Bank Hammer (Combat)
  ank Hammer (Combat)
  ank Hammer (Combat)
  ank Hammer (Combat)    
  “Two birds, one hammer.” 
  Prerequisites: Proficiency with hammer, Str 13, base 
  attack bonus +6. 
  Benefit: Once per round you can attempt to hit one 
  target with a thrown hammer and cause the thrown 
  hammer to ricochet so that it hits another target within 
  10 feet of the initial target. You suffer a -4 penalty to the 
  attack roll against the second target. This ability may not 
  work 
  against 
  some 
  creatures 
  or 
  in 
  certain 
  circumstances, as determined by the GM. For example, 
  your weapon does not bounce off incorporeal creatures 
  (unless it has the ghost touch ability), it may stick to 
  creatures with the adhesive ability, the slowing effect of 
  fighting underwater prevents you from using this feat, 
  and so on. 
   
  Blind Warrior 
  Blind Warrior 
  Blind Warrior 
  Blind Warrior (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I sense more than I let on.” 
  Prerequisites: Blinded condition, Blind-Fight, Wis 13, 
  Perception 4 ranks, base attack bonus +4. 
  Benefit: You gain the benefits of your Blind-Fight feat 
  on ranged attacks made against opponents within 30 
  feet of you or within your Point Blank Shot range (your 
  choice). You can use Perception as a free action each 
  round to locate a creature you cannot see (though you 
  must tell the GM you are attempting to do so) this can 
  be performed at any time—even if it's not your turn. In 
  addition, you automatically pinpoint the location of a 
  creature you’re aware of that occupies a square adjacent 
  to you (though you can still only relay the square to 
  allies). If you spend a full-round action doing nothing 
  but using your senses to locate a creature you cannot 
  see, you may take 20 on a Perception check (you cannot 
  use this on other types of Perception checks such as 
  detecting traps, or finding hidden objects). 
   
      
  Antagonizing Opportunity  
   
  Blinding Assault (Combat)
  Blinding Assault (Combat)
  Blinding Assault (Combat)
  Blinding Assault (Combat)    
  “The eyes are always the weakest point on a body.” 
  Prerequisites: Combat Expertise, Greater Dirty Trick, 
  Improved Dirty Trick, Int 13, base attack bonus +8. 
  Benefit: Three times per day you can attempt to 
  permanently blind an opponent (gouging out his eye, 
  slashing the eyes, crushing the eye sockets, etc.) as part 
  of a melee or ranged weapon attack. If your attack roll is 
  successful and you successfully deal damage to your 
  opponent, he must make a successful Fort save (DC 10 
  +1/2 your base attack bonus + your Int modifier) or 
  permanently gain the blinded condition. An opponent 
  that makes a successful save is immune to your Blinding 
  Assault for 24 hours. 
  Special: Subject to GM adjudication, opponents with 
  eye-related powers (such as creatures with eye rays or 
  gaze attacks), may have these abilities negated by this 
  feat. And, opponents with multiple eyes might only be 
  partially blinded by your attack. 
   
  Bloody Assault (Combat)
  Bloody Assault (Combat)
  Bloody Assault (Combat)
  Bloody Assault (Combat)    
  “You will die by a thousand cuts.” 
  Prerequisites: Combat Expertise, Greater Dirty Trick, 
  Improved Dirty Trick, Int 13, base attack bonus +8. 
  Benefit: If your attack roll is successful and you 
  successfully deal damage to your opponent, he suffers 
  bleed damage equal to your Intelligence modifier each 
  round. Bleed effects do not stack with each other unless 
  they deal different kinds of damage. When two or more 
  bleed effects deal the same kind of damage, apply the 
  worse effect. 
   
   
  
  9 
   
  Bold
  Bold
  Bold
  Bold    Riposte
  Riposte
  Riposte
  Riposte    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “It’s not about who attacks first, but who dies first.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat 
  Reflexes, 
  Opportune 
  Focus, 
  Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 6th. 
  Benefit: Three times per day, when an opponent makes 
  a successful melee attack against you, you can attack 
  that foe, as if he had provoked an attack of opportunity 
  from you. Your attack comes after your opponent’s 
  attack (and so your attack might be prevented if 
  consequences of his attack prevent you from attacking). 
  Furthermore, your attack must be made with a weapon 
  for which you have Weapon Specialization and which 
  qualifies to be used with Weapon Finesse. 
   
  Catch Strike (Combat)
  Catch Strike (Combat)
  Catch Strike (Combat)
  Catch Strike (Combat)    
  “Flow with the attack.” 
  Prerequisites: Combat Expertise, Greater Grapple, 
  Improved 
  Disarm, 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Str 15, Int 13, base attack bonus +10. 
  Benefit: Three times per day as an immediate action 
  you can try to block and grab a melee attack from a 
  chosen foe. You must announce this before you know 
  the result of his attack. When that foe attacks, you may 
  attempt a grapple or disarm check. If you succeed, you 
  block the attack, and you and the foe are now grappling 
  or your foe is disarmed depending on which check you 
  chose to make. Regardless of which you chose, you can 
  make an immediate attack of opportunity against the 
  foe, who has lost his Dexterity bonus to Armor Class 
  against this attack of opportunity. The attack of 
  opportunity you make counts against your total number 
  of attacks of opportunity each round. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Close
  Close
  Close
  Close    Quarters
  Quarters
  Quarters
  Quarters    Shift
  Shift
  Shift
  Shift    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Even nose to nose, combat is still about mobility and 
  holding the proper ground.” 
  Prerequisites: Combat Expertise, Int 13, base attack 
  bonus +2. 
  Benefit: When you strike an opponent with a 
  successful attack you can make a special combat 
  maneuver check (that does not provoke attacks of 
  opportunity) as part of that attack. If successful, you 
  immediately shift places with him (this movement does 
  not provoke attacks of opportunity). 
  For creatures whose size category is larger than yours, 
  you can choose to end up in any space they occupied. 
  They shift to fill your space. If this shift would yield an 
  illegal placement, such as your opponent occupying the 
  same space as another person, neither you nor your foe 
  moves. 
   
  Close
  Close
  Close
  Close----Quarters Shot (Combat)
  Quarters Shot (Combat)
  Quarters Shot (Combat)
  Quarters Shot (Combat)    
  “I put the point of my crossbow to his chest and pulled 
  the trigger.” 
   
   
  Close-Quarters Shot 
   
  Prerequisites: Point Blank Shot, Dex 15, base attack 
  bonus +10. 
  Benefit: You do not provoke attacks of opportunity 
  when using a ranged weapon in a threatened area. In 
  addition, you gain a +1 circumstance bonus to damage 
  when making ranged weapon attacks on adjacent foes. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
  Counter Tactics (Combat)
  Counter Tactics (Combat)
  Counter Tactics (Combat)
  Counter Tactics (Combat)    
  “No you don’t.” 
  Prerequisites: Combat Expertise, Combat Reflexes, 
  Dex 13, Int 13 base attack bonus +12. 
  Benefit: You anticipate the combat maneuvers and 
  feints of opponents before they can attempt them. You 
  make an opposed combat maneuver check (with a +2 
  bonus) against a foe within your reach who is 
  attempting a combat maneuver. If your attack result is 
  greater than your foe's result, his combat maneuver fails 
  and he provokes an attack of opportunity. Even if you 
  fail, your opponent’s combat maneuver check must still 
  succeed against its target’s CMD to be effective. Using 
  Counter Tactics is a free action that can be performed at 
  
  10 
   
  any time—even if it's not your turn, but can be 
  attempted only once per round. 
   
  CCCCountercharge (Combat)
  ountercharge (Combat)
  ountercharge (Combat)
  ountercharge (Combat)    
  “Charge me… please.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  brace 
  weapon, Combat Reflexes, Weapon Focus (any weapon 
  with the brace feature), +4 base attack bonus. 
  Benefit: As long as you are not caught flat-footed and 
  wield a brace weapon with which you have Weapon 
  Focus, you may set for a charge as an immediate action 
  and make an attack of opportunity against any attacker 
  who charges you. 
  Normal: You must ready an action to set for a charge. 
   
  Craft 
  Craft 
  Craft 
  Craft over
  over
  over
  over    Karma (Combat)
  Karma (Combat)
  Karma (Combat)
  Karma (Combat)    
  “I don’t believe in luck.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Expertise, Greater Weapon Focus with selected 
  weapon, Greater Weapon Specialization with selected 
  weapon, Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, Int 17, base attack 
  bonus +14, fighter level 14th. 
  Benefit: When you make your first attack roll in a 
  round with your selected weapon, you can roll twice and 
  take the better of the two rolls. 
  Special: You may take this feat multiple times, each 
  time selecting a different weapon. 
   
  Crush Gut (Combat)
  Crush Gut (Combat)
  Crush Gut (Combat)
  Crush Gut (Combat)    
  “It got his attention.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Greater Vital Strike, Improved Vital Strike, 
  Vital Strike, Weapon Focus with selected bludgeoning 
  weapon, base attack bonus +16 
  Benefit: You hammer your opponent in the gut, leaving 
  him wracked with terrible pain. When you use the attack 
  action, you can make one attack at your highest base 
  attack bonus that has an additional effect. If you hit and 
  inflict damage, your opponent must succeed at a 
  Fortitude save (DC 10 + 1/2 your base attack bonus + 
  your Str modifier) or be inflicted with the nauseated 
  condition for 1d4 rounds. Creatures that make their save 
  are immune to your use of this feat for 24 hours. 
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Joint, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  Crush Joint (Combat)
  Crush Joint (Combat)
  Crush Joint (Combat)
  Crush Joint (Combat)    
  “Kneecaps.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Vital Strike, Weapon Focus with selected 
  bludgeoning weapon, base attack bonus +6. 
  Benefit: You land a crushing blow to your foe’s legs or 
  knees, immobilizing him for a brief moment. When you 
  use the attack action, you can make one attack at your 
  highest base attack bonus that has an additional effect. 
  If you hit and inflict damage, your opponent must 
  succeed at a Fortitude save (DC 10 + 1/2 your base  
   
   
   
  Crush Gut 
   
  attack bonus + your Str modifier) or move at half speed. 
  The target can make a successful combat maneuver 
  check, Escape Artist or Heal check vs. your CMD as a 
  standard action to overcome this effect. Creatures that 
  make their save are immune to your use of this feat for 
  24 hours. 
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Gut, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  Crush Nerve
  Crush Nerve
  Crush Nerve
  Crush Nerve----eeeendings (Combat)
  ndings (Combat)
  ndings (Combat)
  ndings (Combat)    
  “Hit the right place, and who knows what can happen.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Weapon Focus with selected bludgeoning 
  weapon base attack bonus +6. 
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that has an 
  additional effect. If you hit and inflict damage, your 
  opponent must succeed at a Fortitude save (DC 10 + 1/2 
  your base attack bonus + your Str modifier) or he must 
  make two attack rolls instead of one each time he attacks 
  and accept the lower result until the end of his next turn. 
  Creatures that make their save are immune to your use 
  of this feat for 24 hours. 
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Gut, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  
  11 
   
   
   
  Crushing Charge 
   
  Crush Shield (Combat)
  Crush Shield (Combat)
  Crush Shield (Combat)
  Crush Shield (Combat)    
  “LOUDER! WITH A BIGGER STICK!” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Vital Strike, Weapon Focus with selected 
  bludgeoning weapon base attack bonus +6. 
  Benefit: The force of your selected bludgeoning 
  weapon’s strikes reverberates through your foe’s shield, 
  splintering bones despite the protection. You ignore you 
  opponent’s shield bonus to AC. 
   
  Crush Skull (Combat)
  Crush Skull (Combat)
  Crush Skull (Combat)
  Crush Skull (Combat)    
  “Speaking softly is optional.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Improved Vital Strike, Vital Strike, Weapon 
  Focus with selected bludgeoning weapon, base attack 
  bonus +11. 
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that has an 
  additional effect. If you hit and inflict damage, your 
  opponent must succeed at a Fortitude save (DC 10 + 1/2 
  your base attack bonus + your Str modifier) or gain the 
  confused condition for 1 round per point of base attack 
  bonus you possess. Creatures that make their save are 
  immune to your use of this feat for 24 hours. 
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Joint, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  Crush Visage (Combat)
  Crush Visage (Combat)
  Crush Visage (Combat)
  Crush Visage (Combat)    
  “Then his eyes glazed over.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Vital Strike, Weapon Focus with selected 
  bludgeoning weapon, base attack bonus +6. 
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that has an 
  additional effect. If you hit and inflict damage, your 
  opponent must succeed at a Fortitude save (DC 10 + 1/2 
  your base attack bonus + your Str modifier) or gain the 
  dazed condition for 1 round. Creatures that make their 
  save are immune to your use of this feat for 24 hours. 
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Joint, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  Crushing Charge (Combat)
  Crushing Charge (Combat)
  Crushing Charge (Combat)
  Crushing Charge (Combat)    
  “If you get in my way I will grind you under.” 
  Prerequisites: Greater Overrun, Improved Overrun, 
  Power Attack, Str 15, base attack bonus +10. 
  Benefit: If you hit a foe with your charge attack, you 
  can immediately try to enter that foe’s square and 
  
  12 
   
  attempt to overrun him (provided you have sufficient 
  movement available as part of the charge attack). The 
  overrun attempt is resolved normally (including 
  allowing your opponent a chance to step aside). If your 
  opponent blocks and your overrun attempt knocks him 
  prone, you deal damage according to your size (Small 
  1d4, Medium 1d6) plus 1-1/2 times your Str modifier. If 
  your charge attack drops your foe (by reducing his hit 
  pints to 0 or lower, by knocking him prone, or by 
  otherwise leaving him helpless) you can continue the 
  straight line of your charge through your foe’s space 
  (provided you have sufficient movement to do so). If 
  your base attack bonus allows you to make multiple 
  attacks, you can continue making attacks as you charge 
  until you run out of attacks or movement. 
  Special: If you have the Mounted Combat feat, you can 
  use Crushing Charge while making a mounted charge. 
  Your mount makes the opposed Strength check to 
  resolve the overrun, and if it knocks your foe prone, it 
  deals damage 
   
  Crushing Hammer (Combat)
  Crushing Hammer (Combat)
  Crushing Hammer (Combat)
  Crushing Hammer (Combat)    
  “Everything looks like a nail.” 
  Prerequisites: Proficiency with selected hammer, 
  Pitch Hammer, Weapon Focus with selected hammer, 
  Con 13, Str 13, base attack bonus +6. 
  Benefit: When you hit with a thrown hammer and 
  successfully deal damage, you may make a bull rush or 
  trip combat maneuver attempt upon that opponent. You 
  can use this ability a number of times per day equal to 
  3+ your Constitution modifier, but never more than 
  once per round. 
   
  Crushing Hold (Combat)
  Crushing Hold (Combat)
  Crushing Hold (Combat)
  Crushing Hold (Combat)    
  “My grip alone broke his wrist.” 
  Prerequisites: Improved Grapple, Improved Unarmed 
  Strike, Str 15, Dex 13, base attack bonus +7. 
  Benefit: When you deal damage to a foe during a 
  grapple with an unarmed strike, you add twice your 
  Strength bonus to the damage dealt. If wielding a light 
  weapon while grappling, you add 1-1/2 times your 
  Strength bonus to the damage to an opponent you are 
  grappling. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Crushing Wrath (Combat)
  Crushing Wrath (Combat)
  Crushing Wrath (Combat)
  Crushing Wrath (Combat)    
  “He needed to slow down.” 
  Prerequisites: Proficiency with selected bludgeoning 
  weapon, Vital Strike, Weapon Focus with selected 
  bludgeoning weapon base attack bonus +6. 
  Benefit: When you use the attack action, you can make 
  one attack at your highest base attack bonus that has an 
  additional effect. If you hit and inflict damage, your 
  opponent must succeed at a Fortitude save (DC 10 + 1/2 
  your base attack bonus + your Str modifier) or gain the 
  staggered condition for 1 round per point of base attack 
  bonus you possess. Creatures that make their save are 
  immune to your use of this feat for 24 hours. 
   
   
   
  Crushing Wrath 
   
  Special: You can use this in concert with abilities and 
  other feats such as Vital Strike. If the effect, such as 
  Crush Joint, offers a Fortitude save, only one save is 
  made, applying to both effects. 
   
  Destructive Power (Combat)
  Destructive Power (Combat)
  Destructive Power (Combat)
  Destructive Power (Combat)    
  “This is what it means to drop an enemy in a single 
  blow.” 
  Prerequisites: Proficiency with selected weapon, 
  Greater Weapon Focus with selected weapon, Greater 
  Weapon Specialization with selected weapon, Power 
  Attack, Stunning Assault*, Weapon Focus with selected 
  weapon, Weapon Specialization with selected weapon, 
  Str 17, base attack bonus +18, fighter level 18th. 
  Benefit: Once per day if you choose to take a –14 
  penalty to your attack roll (part of which can be via the 
  Power Attack feat), as a free action you can force an 
  opponent struck by this attack to attempt to make a 
  successful Fortitude save (DC 10 +1/2 your base attack 
  bonus + your Str modifier) or suffer 10 points of damage 
  per point of base attack bonus you possess in addition to 
  normal damage. Upon a successful save, the target still 
  suffers 10d6 points of damage in addition to the attack’s 
  normal damage. The type of damage is the same as the 
  weapon used. If you do not take the penalty to your 
  attack roll, such as via use of the Furious Focus feat, you 
  do not gain the benefit of this feat. 
  Special: If you are using the optional massive damage 
  rule or the Massive Strike feat, opponents affected by 
  this feat do not need to make a second save for massive 
  
  13 
   
  damage or for the Massive Strike feat if they make the 
  save against this feat. 
  *See the Pathfinder® Roleplaying Game: Advanced 
  Player’s Guide™. 
   
  Disarm and Detain (Combat)
  Disarm and Detain (Combat)
  Disarm and Detain (Combat)
  Disarm and Detain (Combat)    
  “Take and take down!” 
  Prerequisites: Combat Expertise, Improved Disarm, 
  Greater 
  Grapple, 
  Improved 
  Grapple, 
  Improved 
  Unarmed Strike, Int 13, base attack bonus +10. 
  Benefit: If you successfully disarm an opponent, you 
  may attempt a grapple combat maneuver as a swift 
  action. When you disarm an opponent wielding a one-
  handed or light weapon and have a hand free, you 
  automatically grab the opponent’s weapon. You may 
  then attack the opponent with that weapon (assuming 
  you can wield it) at your highest base attack bonus as an 
  attack of opportunity. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Disengage Gr
  Disengage Gr
  Disengage Gr
  Disengage Grapple (Combat)
  apple (Combat)
  apple (Combat)
  apple (Combat)    
  “Not that close!” 
  Prerequisites: Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, Str 15, base attack bonus 
  +10. 
  Benefit: Three times per day, as an immediate action, if 
  you are grappling another creature you may leap back, 
  up to 15 feet, away from the creature you are grappling. 
  You can use this ability to move away from someone 
  making a melee attack (as the foe announces the attack, 
  but before he makes the attack roll), out of the area of a 
  spell or effect (before saves or damage are rolled), and 
  so on. This ability does not save you from a target spell 
  (as opposed to an area spell) or a ranged attack, unless 
  your new position takes you out of its range or line of 
  effect. You must be wearing light armor or no armor to 
  enjoy this benefit. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Diving Tackle (Combat)
  Diving Tackle (Combat)
  Diving Tackle (Combat)
  Diving Tackle (Combat)    
  “You’re not going anywhere!” 
  Prerequisites: Acrobatics 5 ranks, Improved Grapple, 
  Improved Unarmed Strike, base attack bonus +5. 
  Benefit: You may move up to double your speed and 
  then attempt a grapple combat maneuver to tackle a foe. 
  For this maneuver, you get a +2 bonus to your grapple 
  check. If you succeed at the grapple check, both you and 
  the target are prone, unless your target is more than one 
  size category larger than you (in which case, he remains 
  standing). If you fail on the check, you are prone and 
  end up in a randomly determined square adjacent to 
  your target. If you succeed on the grapple check and 
  your base attack bonus is +9 or higher, you can choose 
  whether you and/or your opponent are prone after the 
  Diving Tackle. 
   
   
   
   
  Double Strike 
   
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Double Strike (Combat)
  Double Strike (Combat)
  Double Strike (Combat)
  Double Strike (Combat)    
  “Both hands move as one.” 
  Prerequisites: 
  Greater 
  Two-Weapon 
  Fighting, 
  Improved 
  Two-Weap0n 
  Fighting, 
  Two-Weapon 
  Fighting, Dex 17, base attack bonus +14. 
  Benefit: Three times per day when you use two melee 
  weapons or a double weapon, you can choose to attack 
  once with both of them during a standard action. 
  Special: A ranger with the Two-Weapon Combat 
  combat style may select this feat as a combat style feat 
  so long as she meets the prerequisites. 
   
  Double Weapon Finesse (Combat)
  Double Weapon Finesse (Combat)
  Double Weapon Finesse (Combat)
  Double Weapon Finesse (Combat)    
  “The world’s deadliest samurai was defeated by a 
  farmer with a stick.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  double 
  weapon, Weapon Finesse, Weapon Focus with selected 
  double weapon, Dex 13, base attack bonus +1. 
  Benefit: You treat both ends of your selected double 
  weapon as light weapons. This allows you to use the 
  Weapon Finesse feat with your selected double weapon, 
  but only when you wield it as a double weapon. 
  
  14 
   
  False Guard (Combat)
  False Guard (Combat)
  False Guard (Combat)
  False Guard (Combat)    
  “Even defensive warfare is about deception.” 
  Prerequisites: Combat Expertise, Greater Feint, 
  Improved Feint, Int 13, Cha 13, base attack bonus +6. 
  Benefit: Your talent lies not only in ruining an 
  opponent’s defenses, but using distractions and other 
  ruses to improve your own. You employ a feint or some 
  other distraction to ruin an opponent’s efforts to attack 
  you. As a move action, you can replace your Armor Class 
  with the result of your feint Bluff check, including all 
  normal bonuses to your feint Bluff check as normal with 
  an additional +2 circumstance bonus. This benefit lasts 
  until the beginning of your next turn. It does not apply 
  to your touch AC. 
   
  Fighting Withdrawal (Combat)
  Fighting Withdrawal (Combat)
  Fighting Withdrawal (Combat)
  Fighting Withdrawal (Combat)    
  “I threw sand in his eyes and then fled.” 
  Prerequisites: Int 13, Combat Expertise. 
  Benefit: As a full-attack action, you can make a single 
  melee attack or combat maneuver (you do not provoke 
  an attack of opportunity unless you fail the check) 
  against one adjacent foe and then move up to double 
  your speed away in a straight line or up to your speed. 
  As with the withdraw action, the first square you leave is 
  not considered threatened, but if your attack hits or 
  check succeeds, your movement this round does not 
  provoke attacks of opportunity from the target. 
   
  Focused Shot (Combat)
  Focused Shot (Combat)
  Focused Shot (Combat)
  Focused Shot (Combat)    
  “I have a particular insight when it comes to shooting 
  things for fun and profit.” 
  Prerequisites: Point Blank Shot, Precise Shot, Int 13. 
  Benefit: Three times per day as a free action that can 
  be performed at any time—even if it's not your turn, but 
  no more than once per round, add your Int modifier on 
  the damage roll (if the ranged attack has no damage roll, 
  this feat has no effect). You must be within Point Blank 
  Shot range of your target to deal this extra damage. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
  Frightful Charge (Combat)
  Frightful Charge (Combat)
  Frightful Charge (Combat)
  Frightful Charge (Combat)    
  “I crush my enemies, and see them driven before me.” 
  Prerequisites: Power Attack, Intimidate 2 ranks, Str 
  13, base attack bonus +2. 
  Benefit: As part of your charge attack, you can activate 
  this feat as a free action that can be performed at any 
  time—even if it's not your turn, and force the target of 
  the charge and any other opponents adjacent to you at 
  the end of the charge to attempt a Will save (DC 10 +1/2 
  your base attack bonus + your Str modifier). Opponents 
  that fail their save are shaken for 1 round. If your base 
  attack bonus is at least +8 and you have 8 or more ranks 
  in Intimate, then if your opponents fail their save they 
  are instead panicked for 1 round per point of base attack 
  bonus you possess; a successful save in this case results 
  in your opponent being shaken for 1 round. Creatures 
  that make their saving throw become immune to further 
  uses of your frightful charge for 24 hours. 
   
   
  Focused Shot 
   
  Panicked creatures immediately flee from you along a 
  route of their choice. A fleeing creature moves its speed,  
  but this movement doesn’t count against the creature’s 
  movement for its next turn. As well, this movement 
  doesn’t provoke attacks of opportunity from you, but it 
  might from any other creatures that threaten the fleeing 
  creature’s escape route. As well, if the target of your 
  charge flees, you can continue the straight line of your 
  charge if it would bring you into position to attack 
  another foe. You can use this feat again to shaken or 
  frighten the new target and any adjacent foes, but this 
  counts as another use of the feat. You can use this feat a 
  maximum of three times plus your Str modifier per day. 
   
  Ghoul Strike (Combat)
  Ghoul Strike (Combat)
  Ghoul Strike (Combat)
  Ghoul Strike (Combat)    
  “Don’t move.” 
  Prerequisites: Improved Unarmed Strike, Scorpion 
  Style, base attack bonus +6. 
  Benefit: You can attempt to paralyze an opponent as 
  part of an unarmed strike attack. If your attack roll is 
  successful and you successfully deal damage to your 
  opponent, he must make a successful Fort save (DC 10 
  +1/2 your base attack bonus + your Wis modifier) or 
  gain the paralyzed condition for 1d6+2 rounds. An 
  opponent that makes a successful save is immune to 
  your Ghoul Strike for 24 hours. You may attempt a 
  ghoul strike once per day for every four levels you have 
  attained (but see Special), and no more than once per 
  round. Constructs, oozes, plants, undead, incorporeal 
  creatures, and creatures immune to critical hits cannot 
  be paralyzed. 
  Special: A monk may attempt a ghoul strike 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. 
  
  15 
   
  Grappler’s 
  Grappler’s 
  Grappler’s 
  Grappler’s Armlock
  Armlock
  Armlock
  Armlock    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “The arm attacked me, so I destroyed the arm.” 
  Prerequisites: Crushing Hold, Greater Grapple, 
  Improved Grapple, Improved Unarmed Strike, Str 13, 
  Dex 13, Int 13, base attack bonus +8. 
  Benefit: When you grapple an opponent you also 
  attempt a single or double joint lock that hyper-extends, 
  hyper-flexes or hyper-rotates the elbow joint and/or 
  shoulder joint of your opponent. A successful grapple 
  check allows you to grapple the foe (or maintain a 
  grapple), and damages the joint as part of the action 
  spent to grapple (or the move action to maintain the 
  grapple). You deal your normal damage from grappling 
  and if your opponent fails a Fort save (DC 10 +1/2 your 
  base attack bonus + your Str modifier) he suffers the 
  nauseated condition and can take no actions that 
  requires two hands to perform (unless he has multiple 
  limbs) until the damage dealt by this attack is healed or 
  a successful Heal check (DC 10 + your base attack bonus 
  + your Str modifier) is made on your opponent. An 
  opponent that makes a successful save is immune to 
  your Grappler’s Armlock for 24 hours. This feat has no 
  effect on limbs that do not have joints, such as tentacles. 
   
  Greater
  Greater
  Greater
  Greater    Determination (Combat)
  Determination (Combat)
  Determination (Combat)
  Determination (Combat)    
  “I don’t know how to quit!” 
  Prerequisites: Endurance, Improved Determination, 
  Die Hard, Con 13, base attack bonus +6. 
  Benefit: 
  You 
  can 
  now 
  use 
  your 
  Improved 
  Determination feat three times per day, and once per 
  day you can maximize the number of temporary hit 
  points the feat grants you. 
   
  Greater Razor’s Edge (
  Greater Razor’s Edge (
  Greater Razor’s Edge (
  Greater Razor’s Edge (Combat)
  Combat)
  Combat)
  Combat)    
  “I threw my knife into his wound, and he pulled it out, 
  so I put the next one there as well.” 
  Prerequisites: Proficiency with selected light thrown 
  weapon, Improved Razor’s Edge, Quick Draw, Razor’s 
  Edge, Weapon Focus with selected light thrown weapon, 
  Weapon Finesse, Weapon Specialization with selected 
  light thrown weapon, Dex 13, base attack bonus +6, 
  fighter level 6th. 
  Benefit: You gain a +1 bonus to damage with each 
  selected light thrown weapon attack for every previous 
  selected light thrown weapon attack that successfully 
  damaged your opponent during this combat encounter, 
  to a maximum of +4. If your opponent is ever fully 
  healed during the combat encounter, your bonus is reset 
  as if you had not successfully damaged your opponent. 
   
  Hindering 
  Hindering 
  Hindering 
  Hindering Shot 
  Shot 
  Shot 
  Shot ((((Combat
  Combat
  Combat
  Combat))))    
  “He was a great adventurer, till I shot him in the knee.” 
  Prerequisites: Point Blank Shot, Dex 13, base attack 
  bonus +6. 
  Benefit: As a standard action you can make a special 
  ranged combat maneuver (with a +2 bonus) in place of 
  an attack with a ranged weapon against an opponent 
  within your Point Blank Shot range. If you are 
  successful, your opponent takes normal damage from  
   
   
  Imperious Bruiser 
   
  your ranged weapon and he must make a successful Will 
  save (DC 10 +1/2 your base attack bonus + your Dex 
  modifier) or be inflicted with the staggered condition. 
  This condition lasts for 1 round per point of base attack 
  bonus you possess or until your opponent makes a 
  successful combat maneuver or Escape Artist check as a 
  move action with a DC equal to your CMD +2. An 
  opponent that makes a successful save is immune to the 
  effects of your Hindering Shot for 24 hours. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
      
  Imperious Bruiser (
  Imperious Bruiser (
  Imperious Bruiser (
  Imperious Bruiser (Combat
  Combat
  Combat
  Combat))))    
  “Bigger is better.” 
  Prerequisites: Power Attack, Improved Overrun, 
  Strength 15, base attack bonus +10. 
  Benefit: When fighting opponents that are a Size 
  category smaller than you, once per round you can 
  attempt a special combat maneuver check (with a +2 
  bonus) as part of a successful melee weapon attack. If 
  your check is successful your opponent is knocked 
  prone. If you fail this check against an opponent, your 
  opponent becomes immune to your use of this feat for 
  24 hours. 
   
   
  
  16 
   
  Impr
  Impr
  Impr
  Improved 
  oved 
  oved 
  oved B
  B
  B
  Bank Hammer (Combat)
  ank Hammer (Combat)
  ank Hammer (Combat)
  ank Hammer (Combat)    
  “He asked me to put the hammer down, so I did… on all 
  of them.” 
  Prerequisites: 
  Proficiency 
  with 
  hammer, 
  Bank 
  Hammer, Str 13, base attack bonus +12. 
  Benefit: When you use your Bank Hammer feat you 
  can attempt to hit additional targets after the second 
  target with a thrown hammer until you miss or there are 
  no additional targets within 10 feet of the previous 
  target. You cannot hit any target more than once. You 
  suffer an additional -2 cumulative penalty to the attack 
  roll for each target after the initial target. 
   
  Improved Deflect Arrows (Combat)
  Improved Deflect Arrows (Combat)
  Improved Deflect Arrows (Combat)
  Improved Deflect Arrows (Combat)    
  “A hail of arrows came upon her, but she swept them all 
  from the air”. 
  Prerequisites: Deflect Arrows, Improved Unarmed 
  Strike, Dex 15, base attack bonus +7. 
  Benefit: When using the Deflect Arrows feat, you need 
  not have a free hand. You can deflect ranged attacks 
  with your feet, a weapon, or an object in your hands. If 
  you successfully deflect the ranged attack with a 
  weapon, you may deal damage to the projectile that 
  would have hit you. You may also attempt to deflect 
  additional ranged attacks beyond the first; you may 
  make 1 attempt per 5 points of base attack bonus you 
  possess above +5. You must make a successful combat 
  maneuver check (with a +2 bonus) as a free action that 
  can be performed at any time—even if it's not your turn,  
  against the attacking opponent’s CMD. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Improved Determination (Combat)
  Improved Determination (Combat)
  Improved Determination (Combat)
  Improved Determination (Combat)    
  "To strive, to seek, to find, and not to yield." 
  Prerequisites: Con 13, base attack bonus +1. 
  Benefit: When things are at their bleakest, you have 
  learned how, by shear morale and force of will, to carry 
  on when all others would fall. Once per day as a free 
  action that can be performed at any time—even if it's not 
  your turn,  if your current hit point total is less than your 
  Constitution score plus your base attack bonus, you can 
  grant yourself 1d8 + your base attack bonus in 
  temporary hit points, plus an additional 1d8 temporary 
  hit points for every five points of base attack bonus you 
  possess. These temporary hit points last one minute per 
  point of base attack bonus you possess. 
   
  Improved Equipment Trick (Combat)
  Improved Equipment Trick (Combat)
  Improved Equipment Trick (Combat)
  Improved Equipment Trick (Combat)    
  “There is no honor in war.” 
  Prerequisites: Combat Expertise, Equipment Trick 
  (any two), Int 13, base attack bonus +6. 
  Benefit: As long as you are proficient with the item, 
  you can use any equipment tricks relating to that item. If 
  the item does not require a proficiency to use, you can 
  use any equipment tricks related to that item as well. If 
  the item would normally be considered an improvised 
  weapon, you may treat it as a normal weapon or an 
  improvised weapon, whichever is more beneficial for  
   
   
  Improved Determination 
   
  you. You also gain a +2 competence bonus to any attack 
  roll or check made as part of an equipment trick. 
   
   
  Equipment Trick 
  Equipment Trick 
  Equipment Trick 
  Equipment Trick (Combat)
  (Combat)
  (Combat)
  (Combat)    
  Choose one piece of equipment, such as boots, cloak, 
  rope, shield, or heavy blade scabbard. You understand 
  how to use that item in combat. 
  Prerequisite: Base attack bonus +1. 
  Benefit: You may use any equipment tricks relating to 
  the item if you meet the appropriate trick requirements. 
  If the item would normally be considered an improvised 
  weapon, you may treat it as a normal weapon or an 
  improvised weapon, whichever is more beneficial for 
  you. 
  Special: You can gain Equipment Trick multiple times. 
  Each time you take the feat, it applies to a new type of 
  equipment. 
   
  * Equipment Trick comes from a non-core supplement 
  and is reprinted here for ease of use. 
    
      
  Improved Point Blank Shot (Combat)
  Improved Point Blank Shot (Combat)
  Improved Point Blank Shot (Combat)
  Improved Point Blank Shot (Combat)    
  “It was as if he was standing right next to me.” 
  Prerequisites: Point Blank Shot, Far Shot, Dex 15, 
  base attack bonus +10. 
  Benefit: Your Point Blank Shot range becomes 60 feet 
  rather than 30 feet. You can now make ranged sneak 
  attacks at this range as well. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
   
  
  17 
   
  Improved Razor’s Edge (Combat)
  Improved Razor’s Edge (Combat)
  Improved Razor’s Edge (Combat)
  Improved Razor’s Edge (Combat)    
  “Even more daggers.” 
  Prerequisites: Proficiency with selected light thrown 
  weapon, Quick Draw, Razor’s Edge, Weapon Focus with 
  selected light thrown weapon, Weapon Finesse, Dex 13, 
  base attack bonus +4. 
  Benefit: You may take a second additional attack when 
  you make a full attack action with your selected light 
  thrown weapons when using your Razor’s Edge feat. You 
  gain this benefit when using a ranged or melee attack. 
  However, these attacks trade speed for hitting power. 
  You make the bonus attack at your highest base attack 
  bonus, but all of your attacks (including the bonus 
  attack) suffer a –2 penalty (this stacks with the penalty 
  from Razor’s Edge making the total penalty -4). You still 
  gain only half your Strength bonus and sneak attack 
  damage when you fight in this manner. These penalties 
  last until the beginning of your next action. 
   
  Improved Uncanny Shield (Combat)
  Improved Uncanny Shield (Combat)
  Improved Uncanny Shield (Combat)
  Improved Uncanny Shield (Combat)    
  “Traitorous backstabber! You’re why I have to wear my 
  shield there...in my sleep!” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Combat Reflexes, Greater Shield Focus, Shield Block, 
  Shield Focus, Shield Specialization with selected shield, 
  Uncanny Shield, Dex 13, base attack bonus +14, fighter 
  level 14th. 
  Benefit: When you have your selected shield equipped, 
  you cannot be flanked. This defense denies a rogue the 
  ability to sneak attack you, unless the attacker has at 
  least four more rogue levels than you have fighter levels. 
   
  Leap into the Fray (Combat)
  Leap into the Fray (Combat)
  Leap into the Fray (Combat)
  Leap into the Fray (Combat)    
  “My friends stopped asking me why I sleep in trees.” 
  Prerequisites: Greater Overrun, Improved Overrun, 
  Power Attack, Str 15, base attack bonus +10. 
  Benefit: You can jump down from higher ground or 
  make an Acrobatics check (DC 20) as part of a charge 
  attack. If you hit a foe with your charge attack, you can 
  immediately try to enter that foe’s square and attempt to 
  overrun him (provided you have sufficient movement 
  available as part of the charge attack) and all adjacent 
  opponents. The overrun attempt is resolved normally 
  except your opponent cannot step aside. If your overrun 
  attempt knocks your opponent prone (one check is made 
  against the CMD of all your opponents) you may strike 
  that opponent as an attack of opportunity. 
   
  Lunging Reach (Combat)
  Lunging Reach (Combat)
  Lunging Reach (Combat)
  Lunging Reach (Combat)    
  “If they won’t come to you, sometimes you have to go to 
  them.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  reach 
  weapon, Lunge, Weapon Focus with selected reach 
  weapon, Str 13, base attack bonus +5. 
  Benefit: As a swift action, you can increase your reach 
  by an additional 5 ft. when using your selected reach 
  weapon and the Lunge feat and not take the -2 penalty. 
  This benefit lasts for the duration of your turn. 
   
      
   
  Improved Razor’s Edge 
   
  Maestro
  Maestro
  Maestro
  Maestro    ofofofof    Fines
  Fines
  Fines
  Finessesesese    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “None have ever surpassed my skill with the rapier.” 
  Prerequisites: Proficiency with selected weapon, 
  Greater Weapon Focus with selected weapon, Greater 
  Weapon Specialization with selected weapon, Weapon 
  Finesse, Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, Dex 19, base attack 
  bonus +20, fighter level 20th. 
  Benefit: Whenever you use your selected weapon that 
  can gain the benefit of the Weapon Finesse feat, you 
  gain a +2 competence bonus to attack rolls, inflict +2d6 
  points of bleed damage, and gain an additional attack 
  each round at your highest attack bonus (even when 
  making only a single attack action). Multiply the bleed 
  damage by the multiplier of the weapon on a successful 
  critical hit. 
   
  Massive 
  Massive 
  Massive 
  Massive Strike
  Strike
  Strike
  Strike    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Death comes in many forms, I deliver one of them.” 
  Prerequisites: Proficiency with selected weapon, 
  Greater Weapon Focus with selected weapon, Greater 
  Weapon Specialization with selected weapon, Power 
  
  18 
   
  Attack, Stunning Assault*, Weapon Focus with selected 
  weapon, Weapon Specialization with selected weapon, 
  Str 19, base attack bonus +20, fighter level 20th. 
  Benefit: If you ever deal an amount of damage equal to 
  half your opponent’s total hit points (minimum 50 
  points of damage) or more when using your selected 
  weapon that gained bonus damage via Power Attack and 
  it doesn't kill your opponent outright, your opponent 
  must make a successful For save (DC 10 + 1/2 your base 
  attack bonus + your Strength modifier) or die. 
  Special: If you are using the optional massive damage 
  rule, opponents affected by this feat do not need to make 
  a second save for massive damage if they make the save 
  against this feat. 
  *See the Pathfinder® Roleplaying Game: Advanced 
  Player’s Guide™. 
   
  Master
  Master
  Master
  Master    of Tactics (Combat)
  of Tactics (Combat)
  of Tactics (Combat)
  of Tactics (Combat)    
  “No one sees the strategy from which victory has 
  evolved.” 
  Prerequisites: Proficiency with selected weapon, any 
  two Improved Combat Maneuver feats (such as 
  Improved Bull Rush or Improved Disarm), Combat 
  Expertise, Greater Weapon Focus with selected weapon, 
  Greater Weapon Specialization with selected weapon, 
  Outmatched Foe, Tactical Advantage, Weapon Focus 
  with selected weapon, Weapon Specialization with 
  selected weapon, Int 19, base attack bonus +20, fighter 
  level 20th. 
  Benefit: You gain a +10 competence bonus on all 
  combat maneuver checks, equipment trick related attack 
  rolls or checks, and your CMD. In addition, you never 
  provoke an attack of opportunity when performing a 
  combat maneuver. Finally you add an additional +5d6 
  points of damage to opponents affected by your Tactical 
  Advantage feat (this stacks with the additional damage 
  from that feat). 
   
  Master’s Grip (Combat)
  Master’s Grip (Combat)
  Master’s Grip (Combat)
  Master’s Grip (Combat)    
  “Don’t worry, I’m not letting go.” 
  Prerequisites: Body Shield*, Catch Strike, Combat 
  Expertise, Chokehold*, Crushing Hold, Disarm and 
  Detain, Greater Grapple, Improved Disarm, Improved 
  Grapple, Improved Unarmed Strike, Pinning Knockout*, 
  Str 19, Dex 13, Int 13, base attack bonus +20 
  Benefit: When making unarmed strikes, you possess 
  the grab special quality against creatures regardless of 
  their size, you also no longer gain the grappled condition 
  when you make or maintain grapples. In addition, you 
  gain the constrict special quality with a base damage 
  based on your size (2d6 Small, 3d6 Medium) + 1-1/2 
  your Str modifier. 
  *See the Pathfinder® Roleplaying Game: Ultimate 
  Combat™ 
   
  Merciless
  Merciless
  Merciless
  Merciless    Opportunist
  Opportunist
  Opportunist
  Opportunist    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “The witch had just laid a heavy curse upon his soul, so 
  she put him out of his misery.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Greater Weapon Focus with selected 
  weapon, Opportune Focus, Opportune Specialization,  
   
   
   
  Merciless Opportunist 
   
  Weapon Finesse, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Dex 15, 
  base attack bonus +10, fighter level 8th. 
  Benefit: Once per round, you can make an attack of 
  opportunity against an opponent who has just been 
  struck for damage in melee by another character or who 
  has just failed a saving throw against something which 
  inflicts a debilitating condition. This attack counts as an 
  attack of opportunity for that round. You cannot gain 
  the benefits of this feat more than once per round. 
   
  Numbing Assault (Combat)
  Numbing Assault (Combat)
  Numbing Assault (Combat)
  Numbing Assault (Combat)    
  “Watch, I’m going to knock him silly.” 
  Prerequisites: Power Attack, Str 13, base attack bonus 
  +8. 
  Benefit: If you take a –8 or worse penalty to your 
  attack roll (part of which can be via use of Power Attack) 
  with a two-handed weapon, any opponent you hit must 
  make a successful Fort save (DC 10 +1/2 your base 
  attack bonus + your Str modifier) or suffer a 
  circumstance penalty to attack rolls, weapon damage 
  rolls, ability, initiative, combat maneuver and skill 
  checks. This circumstance penalty is equal to half the 
  penalty you take on your attack roll (max -10) and lasts 
  for 1 round. A successful save renders an opponent 
  
  19 
   
  immune to the effects of your Numbing Assault feat for 
  24 hours. If you do not take the penalty to your attack 
  roll, such as via use of the Furious Focus feat, you do not 
  gain the benefit of this feat. 
   
  Opportune
  Opportune
  Opportune
  Opportune    Focus
  Focus
  Focus
  Focus    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Don’t get distracted!” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Weapon Finesse, Weapon Focus with 
  selected weapon, base attack bonus +3. 
  Benefit: You gain a +2 circumstance bonus to your 
  attack rolls when making an attack of opportunity with 
  your selected weapon, which must be one which can 
  gain the benefit of the Weapon Finesse feat. 
   
  Opportune
  Opportune
  Opportune
  Opportune    Impalement
  Impalement
  Impalement
  Impalement    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I buried the hatchet… in his back.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat 
  Reflexes, 
  Opportune 
  Focus, 
  Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 6th. 
  Benefit: Whenever you make a successful hit with an 
  attack of opportunity and deal damage, you may allow 
  your melee weapon to remain in the wound (disarming 
  you of the weapon). Your foe suffers 1d6 points of bleed 
  damage + 1d6 points of bleed damage for every 5 levels 
  of fighter you possess, per round, for as long as the 
  weapon remains in the wound. Your foe may remove the 
  weapon as a move action but suffers damage equal to 
  the weapon’s normal dice damage plus the bleed 
  damage for 1 round. A successful Heal check (which 
  requires a standard action) at DC 15 negates the bleed 
  damage. Effects that heal hit point damage will negate 
  and heal the bleed damage but they will not heal the 
  initial damage dealt by the weapon until it is removed. 
  To gain the benefit of this feat, this attack of opportunity 
  must be made with your selected weapon that can gain 
  the benefit of the Weapon Finesse feat. If you cannot be 
  disarmed of the weapon (for example, due to a locked 
  gauntlet) you cannot gain the benefit of this feat. 
   
  Opportune
  Opportune
  Opportune
  Opportune    Maneuver
  Maneuver
  Maneuver
  Maneuver    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “When he tried to move past me, I disarmed him of his 
  wand.” 
  Prerequisites: Proficiency with selected weapon, Agile 
  Maneuvers, Combat Reflexes, Greater Weapon Focus 
  with selected weapon, Opportune Focus, Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 15, base attack bonus +10, fighter level 8th. 
  Benefit: Three times per day, with your selected 
  weapon that can gain the benefit of the Weapon Finesse 
  feat, you can make a single combat maneuver attempt 
  (that does not provoke an attack of opportunity) in place 
  of an attack of opportunity. 
   
  Opportune
  Opportune
  Opportune
  Opportune    Movement
  Movement
  Movement
  Movement    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “He thought he was safe; he thought wrong.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Patrol*, Combat Reflexes, Dodge, Greater  
   
   
  Opportune Focus 
   
  Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Mobility, 
  Opportune Focus, Opportune Specialization, Weapon 
  Finesse, Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, Dex 15, base attack 
  bonus +10, fighter level 8th. 
  Benefit: Three times per day, if your opponent would 
  have provoked an attack of opportunity if you had 
  occupied an adjacent square, you can take a five-foot 
  step into that adjacent square as an immediate action 
  (this does not count against or as your movement for the 
  round) and make that attack of opportunity. The 
  adjacent square must be unoccupied and you must be 
  able to attempt the attack of opportunity to gain the 
  benefit of this feat. 
  *See 
  Pathfinder® 
  Roleplaying 
  Game: 
  Advanced 
  Player’s Guide™ 
   
  Opportune
  Opportune
  Opportune
  Opportune    Opening
  Opening
  Opening
  Opening    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “The golem offered me its weak point. Who was I to say 
  no?” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Greater Weapon Focus with selected 
  weapon, Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Dex 17, 
  base attack bonus +14, fighter level 12th. 
  Benefit: Three times per day, your attack of 
  opportunity can ignore the damage reduction or 
  hardness of a creature (but not an inanimate object) of 
  an amount equal to you fighter class level. To gain the 
  benefit of this feat this attack of opportunity must be 
  made with your selected weapon that can gain the 
  benefit of the Weapon Finesse feat. 
   
  
  20 
   
  Opportune
  Opportune
  Opportune
  Opportune    Parry
  Parry
  Parry
  Parry    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “En garde!” 
  Prerequisites: Proficiency with selected weapon, 
  Combat 
  Reflexes, 
  Opportune 
  Focus, 
  Opportune 
  Specialization, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +6, fighter level 6th. 
  Benefit: Three times per day, when an opponent 
  attempts to strike with a melee attack, you can choose to 
  “parry” that attack with your selected weapon that can 
  gain the benefit of the Weapon Finesse feat. You make a 
  combat maneuver check against that opponent (with a 
  +2 bonus) as a free action; if successful, you negate that 
  melee attack. that can be performed at any time—even if 
  it's not your turn; Use of this feat counts against the 
  total number of attacks of opportunity you can make in 1 
  round. 
   
  Opportune
  Opportune
  Opportune
  Opportune    Specialization
  Specialization
  Specialization
  Specialization    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I reminded him not to get distracted, pointedly.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Opportune Focus, Weapon Finesse, 
  Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Weapon 
  Specialization with selected weapon, Dex 13, base attack 
  bonus +6, fighter level 6th. 
  Benefit: You gain a +2 circumstance bonus to your 
  damage rolls when making an attack of opportunity. To 
  gain the benefit of this feat, the attack of opportunity 
  must be made with your selected weapon that can gain 
  the benefit of the Weapon Finesse feat. 
   
  Opportunistic Harrier (Combat)
  Opportunistic Harrier (Combat)
  Opportunistic Harrier (Combat)
  Opportunistic Harrier (Combat)    
  “None shall pass!” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Greater Weapon Focus with selected 
  weapon, Opportune Focus, Opportune Specialization, 
  Stand Still, Weapon Finesse, Weapon Focus with 
  selected weapon, Weapon Specialization with selected 
  weapon, Dex 13, base attack bonus +10, fighter level 8th. 
  Benefit: The spaces that you threaten with your 
  selected weapon (which must be one which can gain the 
  benefits of Weapon Finesse) are treated as difficult 
  terrain by your opponents. They must spend double the 
  normal movement to pass through the threatened area. 
   
  O
  O
  O
  Outlast
  utlast
  utlast
  utlast    Opponent (Combat)
  Opponent (Combat)
  Opponent (Combat)
  Opponent (Combat)    
  “He was tired so I made him lie down.” 
  Prerequisites Endurance, Con 13, base attack bonus 
  +2. 
  Benefit: Once a target opponent has been engaged in a 
  combat encounter with you for at least 5 rounds, your 
  next successful attack against that opponent forces your 
  opponent to make a successful Fort save (DC 10 +1/2 
  your base attack bonus + your Con modifier) or become 
  fatigued. If you possess at least a +6 base attack bonus, 
  your opponent instead becomes exhausted and is 
  knocked prone. An opponent who makes his save is 
  immune to the effects of your Outlast Opponent feat for 
  24 hours. 
   
      
   
  Opportune Parry 
   
  Outmatch
  Outmatch
  Outmatch
  Outmatched Foe (Combat, Critical)
  ed Foe (Combat, Critical)
  ed Foe (Combat, Critical)
  ed Foe (Combat, Critical)    
  “You’re hardly worth my time.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Expertise, Critical Focus, Greater Weapon 
  Focus 
  with 
  selected 
  weapon, 
  Greater 
  Weapon 
  Specialization with selected weapon, Weapon Focus 
  with selected weapon, Weapon Specialization with 
  selected weapon, Int 17, base attack bonus +14, fighter 
  level 14th. 
  Benefit: After an opponent has acted in a combat 
  encounter you automatically recognize an opponent 
  whose challenge rating is 7 or lower than your fighter 
  class level as an “outmatched foe.” If you use your 
  selected weapon against an “outmatched foe,” you can 
  take a –10 penalty to all attacks in a round against an 
  “outmatched foe.” All of these attacks that hit the 
  “outmatched foe” are considered confirmed critical hits. 
   
  Painful Pin
  Painful Pin
  Painful Pin
  Painful Pin    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Eventually he cried for mercy.” 
  Prerequisites: Improved Grapple, Improved Unarmed 
  Strike, Str 13, base attack bonus +4. 
  Benefit: When you pin a foe during a grapple, the 
  creature must make a successful Fortitude saving throw 
  (DC 10 + 1/2 your base attack bonus + your Strength 
  modifier) or be sickened for a number of rounds equal to 
  your base attack bonus. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
   
   
   
  
  21 
   
  Perfect Counter (Combat)
  Perfect Counter (Combat)
  Perfect Counter (Combat)
  Perfect Counter (Combat)    
  “This is my secret technique.” 
  Prerequisites: Combat Expertise, Combat Reflexes, 
  Critical Focus, Dex 13, Int 15, base attack bonus +12. 
  Benefit: You can ready a special action as a full-attack 
  action. You assume a defensive, watchful stance focused 
  on a target opponent you are aware of. If that target 
  opponent you are watching attacks you or one of your 
  allies, you can make an attack of opportunity against 
  him before he resolves his attack. If you hit, you 
  automatically threaten a critical hit. You can use this 
  ability once per combat encounter and any creature who 
  has observed you perform this action or learns you can 
  perform this action, becomes immune to your use of it; 
  As your opponents become aware of your actions 
  afterwards and act to defend themselves from its 
  benefits. 
   
  Perfect
  Perfect
  Perfect
  Perfect    Opportunity
  Opportunity
  Opportunity
  Opportunity    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “I warned him not to provoke me.” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Greater Weapon Focus with selected 
  weapon, Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Dex 17, 
  base attack bonus +18, fighter level 12th. 
  Benefit: Three times per day, when you could make an 
  attack of opportunity, you can use the full attack action 
  to make all of your attacks with your selected weapon 
  that can gain the benefit of the Weapon Finesse feat. 
  You may use this feat only once per round. Each attack 
  made via use of this feat counts against the total number 
  of attacks of opportunity you can make in 1 round. For 
  example, if you could make four attacks with your full 
  attack actions but can only make three attacks of 
  opportunity in 1 round, you can only make three attacks 
  when using this feat. 
   
  Picket Guard (Combat)
  Picket Guard (Combat)
  Picket Guard (Combat)
  Picket Guard (Combat)    
  “All quiet along the river, except now and then a dead 
  cavalier.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  brace 
  weapon, Combat Reflexes, Countercharge, Weapon 
  Focus 
  with 
  selected 
  brace 
  weapon, 
  Weapon 
  Specialization with selected brace weapon, Dex 13, base 
  attack bonus +6, fighter level 6th. 
  Benefit: You gain a +4 bonus to the attack roll and a 
  bonus to the damage roll equal to your base attack 
  bonus when you have your selected brace weapon set for 
  a charge against a charging opponent. 
   
  Piercing Breach (Combat)
  Piercing Breach (Combat)
  Piercing Breach (Combat)
  Piercing Breach (Combat)    
  “When tension overcomes strength.” 
  Prerequisites: Proficiency with selected ranged 
  weapon, Clustered Shot*, Point Blank Shot, Precise 
  Shot, Weapon Focus with selected ranged weapon, Dex 
  13, base attack bonus +8. 
  Benefit: When you use your selected ranged weapon at 
  an opponent within your Point Blank Shot range, you  
   
   
   
  Perfect Counter 
   
  reduce that opponent’s damage reduction by an amount 
  equal to your base attack bonus. 
  * See Pathfinder® Roleplaying Game: Ultimate 
  Combat™ 
   
  Pikeman’s Push (Combat)
  Pikeman’s Push (Combat)
  Pikeman’s Push (Combat)
  Pikeman’s Push (Combat)    
  “They always move back from the pointy end of the 
  stick.” 
  Prerequisites: Proficiency with selected reach piercing 
  weapon, Improved Bull Rush, Power Attack, Weapon 
  Focus with selected reach piecing weapon, Str 13, base 
  attack bonus +4. 
  Benefit: If you strike an opponent that is at least 10 feet 
  away in melee with your selected reach piecing weapon, 
  you may initiate a bull rush combat maneuver as a free 
  action that can be performed at any time—even if it's not 
  your turn. If you fail the check, you can drop your 
  weapon to avoid being pushed back. If you fail a check 
  against an opponent, that opponent is immune to the 
  effects of your use of this feat for 24 hours. 
   
  Pitch Hammer (Combat)
  Pitch Hammer (Combat)
  Pitch Hammer (Combat)
  Pitch Hammer (Combat)    
  “I throw them at all my problems.” 
  Prerequisites: Proficiency with selected hammer, 
  Weapon Focus with selected hammer, Str 13, base attack 
  bonus +1. 
  Benefit: You can use your Str modifier rather than your 
  Dex modifier for attack rolls when using thrown 
  hammers. 
   
  
  22 
   
  Press the Opportunity (Combat)
  Press the Opportunity (Combat)
  Press the Opportunity (Combat)
  Press the Opportunity (Combat)    
  “When there is an opening, I fill it.” 
  Prerequisites: Combat Reflexes, base attack bonus 
  +6. 
  Benefit: Once per round as a free action that can be 
  performed at any time—even if it's not your turn, in lieu 
  of taking an attack of opportunity, you may instead take 
  a single 5-ft step. This 5-ft. step happens after the 
  opponent finishes his move (but before he attacks), does 
  not count against your speed or movement for that 
  round, and does not draw an attack of opportunity. This 
  counts against your number of available attacks of 
  opportunities in a round. If you cannot take an attack of 
  opportunity you cannot gain the benefits of this feat. 
   
  Ranged Virtuoso (Combat)
  Ranged Virtuoso (Combat)
  Ranged Virtuoso (Combat)
  Ranged Virtuoso (Combat)    
  “I shot the sword from his hand, then shot the wand to 
  pieces, oh and then I shot at his legs till he fell down.” 
  Prerequisites: Point Blank Shot, Precise Shot, 
  Improved Precise Shot, Dex 13, base attack bonus +6. 
  Benefit: You can use melee feats (such as Cleave, 
  Improved Disarm, Improved Sunder, Improved Trip, 
  etc.), subject to GM adjudication, with ranged attacks 
  rather than melee attacks, at a -4 circumstance penalty. 
  You cannot perform a combat maneuver that normally 
  requires a melee weapon with a ranged weapon unless 
  you possess its Improved version feat. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
  Razor’s Edge (Combat)
  Razor’s Edge (Combat)
  Razor’s Edge (Combat)
  Razor’s Edge (Combat)    
  “More daggers.” 
  Prerequisites: Proficiency with selected light thrown 
  weapon, Quick Draw, Weapon Focus with selected light 
  thrown weapon, Weapon Finesse, Dex 13, base attack 
  bonus +2. 
  Benefit: You may take an additional attack when you 
  use a full-attack action with your selected light thrown 
  weapons. You gain this benefit when using a ranged or 
  melee attack. However, these attacks trade speed for 
  hitting power. You make the bonus attack at your 
  highest base attack bonus, but all of your attacks 
  (including the bonus attack) suffer a –2 penalty. You 
  gain only half your Strength bonus and sneak attack 
  damage when you fight in this manner. These penalties 
  last until the beginning of your next action. This feat 
  does not stack with Rapid Shot.  
   
  Reflective
  Reflective
  Reflective
  Reflective    Shield
  Shield
  Shield
  Shield    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Fortunately my shield protects me… and hurts you.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Disruptive, Greater Shield Focus, Missile Shield, Ray 
  Shield, 
  Reflexive 
  Shield, 
  Shield 
  Focus, 
  Shield 
  Specialization with selected shield, Spellbreaker, Dex 15, 
  base attack bonus +12, fighter level 12th. 
  Benefit: If you wield a magical version of your selected 
  shield, three times per day you can choose to send a 
  single-target or touch spell back at the caster. You must 
  decide to do so before the saving throw (if any) is 
  resolved. If a saving throw is needed, use the spell’s  
   
   
  Razor’s Edge 
   
  original Difficulty Class. If an attack roll is needed, use 
  the caster’s original bonus and make the roll. 
   
  Reflexive
  Reflexive
  Reflexive
  Reflexive    Shield
  Shield
  Shield
  Shield    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “It does more than stop arrows.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Greater 
  Shield 
  Focus, 
  Shield 
  Focus, 
  Shield 
  Specialization with selected shield, base attack bonus 
  +12, fighter level 12th. 
  Benefit: While holding your selected shield, you gain 
  your shield bonus to Reflex saving throws. 
   
  Restraining Shot (Combat)
  Restraining Shot (Combat)
  Restraining Shot (Combat)
  Restraining Shot (Combat)    
  “I did not want him coming after me so I shot the 
  bottom of his foot.” 
  Prerequisites: Point Blank Shot, Dex 13, base attack 
  bonus +6. 
  Benefit: As a standard action, you can make a special 
  ranged combat maneuver (with a +2 bonus) in place of 
  an attack with a ranged weapon against an opponent 
  within your Point Blank Shot range. If you are 
  successful, your opponent takes normal damage from 
  your ranged weapon and he must make a successful Fort 
  save (DC 10 +1/2 your base attack bonus + your Dex 
  modifier) or have his speed reduced for one movement 
  type by 30 ft.) to a minimum speed of 5ft.). This 
  condition lasts for 1 round per point of base attack 
  bonus you possess or until your opponent makes a 
  successful combat maneuver or Escape Artist check as a 
  move action with a DC equal to your CMD +2. An 
  opponent that makes a successful save is immune to the 
  effects of your Restraining Shot for 24 hours. 
  
  23 
   
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
  Set up Maneuver
  Set up Maneuver
  Set up Maneuver
  Set up Maneuver    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Time to knock ’em down.” 
  Prerequisites: Any Greater Combat Maneuver feat 
  (such as Greater Bull Rush or Greater Disarm), any 
  Improved Combat Maneuver feat (such as Improved 
  Bull Rush or Improved Disarm), Combat Expertise, Int 
  13, base attack bonus +6. 
  Benefit: After you perform a successful combat 
  maneuver against an opponent, all attack rolls and 
  combat maneuver checks gain a +2 circumstance bonus 
  against that opponent until the end of your next turn. If 
  your base attack bonus is at least +10 this becomes a +4 
  circumstance bonus. If your base attack bonus is at least 
  +15 this becomes a +6 circumstance bonus 
   
  Shared
  Shared
  Shared
  Shared    Shield
  Shield
  Shield
  Shield    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “To protect the weak.” 
  Prerequisites: Proficiency with selected shield, base 
  attack bonus +8. 
  Benefit: You can share your shield bonus to AC with 
  one adjacent ally who is not currently gaining the benefit 
  of a shield bonus, starting on the round after you 
  became adjacent (if you remain adjacent). Neither you 
  nor the ally can move more than 5 feet, or the shared 
  shield bonus is lost (even if you end your turn adjacent). 
   
  Shield Block (Combat)
  Shield Block (Combat)
  Shield Block (Combat)
  Shield Block (Combat)    
  “Good thing I had my shield!” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Combat Reflexes, Shield Focus, Shield Specialization 
  with selected shield, Dex 13, base attack bonus +6, 
  fighter level 6th. 
  Benefit: Three times per day when an opponent 
  attempts to strike you or an adjacent ally with a melee or 
  ranged weapon attack, you can choose to “block” that 
  attack with your selected shield; when you do this you 
  do not lose the benefit of your shield bonus. You make a 
  combat maneuver check against that opponent (with a 
  +2 bonus) as a free action that can be performed at any 
  time—even if it's not your turn, if successful, you negate 
  that melee or ranged weapon attack. You must make this 
  attempt before the result of your opponent’s attack roll 
  is known. Use of this feat counts against the total 
  number of attacks of opportunity you can make in 1 
  round. If you do not have an attack of opportunity 
  available you cannot use this feat. 
   
  Shieldlord (Comba
  Shieldlord (Comba
  Shieldlord (Comba
  Shieldlord (Combat)t)t)t)    
  “None can surpass my skill with the shield.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Greater Shield Focus, Shield Block, Shield Focus, Shield 
  Specialization with selected shield, base attack bonus 
  +20, fighter level 20th. 
  Benefit: When you are equipped with a shield, you gain 
  a pool of 20 points that you can add to your individual 
  attack rolls, damage rolls, CMB, CMD and Armor Class  
   
  Shieldlord 
   
  as immediate actions from the options listed below (you 
  can add these benefits even after a result is known). 
  •
  +4 bonus to Armor Class against next attack 
  and a +4 bonus to your next shield bash attack 
  roll or Combat Maneuver check performed 
  with your selected shield; 
  •
  +2 bonus to Armor Class against next attack, 
  +3 bonus to your next shield bash attack roll, 
  and +3 bonus to your next shield bash damage; 
  •
  +8 bonus to Armor Class v. one attack; 
  •
  +8 bonus to your CMB. 
   
  Skewering Picket (Combat)
  Skewering Picket (Combat)
  Skewering Picket (Combat)
  Skewering Picket (Combat)    
  “I let the beast’s momentum put it through to my true 
  target.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  brace 
  weapon, Combat Reflexes, Countercharge, Picket Guard, 
  Weapon Focus with selected brace weapon, Weapon 
  Specialization with selected brace weapon, Dex 13, base 
  attack bonus +6, fighter level 6th. 
  Benefit: If you are the subject of a mounted charge and 
  have your selected brace weapon set against that charge, 
  your attack strikes both the mount and the rider. You 
  make a single attack roll affecting both targets, and both 
  targets suffer the same damage (roll damage only once 
  and apply to both mount and rider) and the same effects 
  (such as flaming burst) dealt by a successful hit, even if 
  the rider would normally be outside of your reach. If the 
  mount goes down (rendered unconscious or knocked 
  
  24 
   
  prone) as a result of this attack, you make a special 
  combat maneuver check (with a +2 bonus) opposed by 
  your opponent’s Ride check. If you succeed, your 
  opponent is pinned or entangled (tethered to the 
  mount), GM’s choice, though one or the other must 
  happen. For example, a war elephant could pin its rider 
  to the earth as a result of this feat, while a formerly 
  flying dragon might entangle its rider with its saddle, 
  tail and wings as it falls from the sky, dragging the rider 
  down with it. 
   
  Skipping
  Skipping
  Skipping
  Skipping    Hammer
  Hammer
  Hammer
  Hammer    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Nails all in a row.” 
  Prerequisites: Proficiency with selected hammer, 
  Pitch Hammer, Weapon Focus with selected hammer, 
  Str 13, base attack bonus +6. 
  Benefit: As a full-attack action you hurl your hammer 
  and aim it toward your target at a shallow angle, causing 
  it to skip off the ground, hit the initial target, and 
  continuing forward to smash through your enemies. All 
  creatures in a line 10-feet wide and a number of feet 
  long equal to your Strength score (rounded down to the 
  nearest 5-ft. increment) must make a Reflex save (DC 10 
  +1/2 your base attack bonus + your Str modifier) or 
  suffer half the damage normally dealt by the hammer. A 
  successful saving throw negates the damage. 
   
  Smash and Grab (Combat)
  Smash and Grab (Combat)
  Smash and Grab (Combat)
  Smash and Grab (Combat)    
  “I prefer things up close and personal.” 
  Prerequisites: Improved Grapple, Improved Unarmed 
  Strike, Str 13, Dex 13, base attack bonus +6 
  Benefit: You must have one hand free to gain this 
  benefit. When your attack (either with a weapon or an 
  unarmed attack) hits and inflicts damage, you may use 
  your free hand to attempt one of two combat 
  maneuvers. 
  •
  Attempt a grapple with a –5 penalty to initiate 
  the grapple as a swift action. Use the grapple 
  rules normally after that. 
  •
  Attempt to hinder the foe with a grab, a shake, 
  or a push. The foe suffers a –2 penalty to 
  attacks, saves, and checks until the beginning 
  of your next turn. You do not keep your grip on 
  him, however. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Startling Shot (Combat)
  Startling Shot (Combat)
  Startling Shot (Combat)
  Startling Shot (Combat)    
  “I noticed the exact moment when his moment opened a 
  gap in his defenses.” 
  Prerequisites: Focused Shot, Point blank, Precise 
  Shot, Dex 13, Int 13, base attack bonus +6. 
  Benefit: Three times per day, as an immediate action, 
  you cause an opponent to lose his Dex bonus to Armor 
  Class against a single ranged attack from you. You must 
  declare that you are using this feat before you make your 
  attack roll (thus, a failed attack roll ruins the attempt). 
  You can make a ranged sneak attack against this 
  opponent if he is within your sneak attack range. You  
   
   
  Startling Shot 
   
  can also choose to expend all three uses of this feat as an 
  immediate action and share this ability with your allies. 
  That means that, when you use the feat, your opponent 
  loses his Dex bonus to Armor Class against a single 
  ranged attack from you and all your allies until your 
  next turn. Rogues can make ranged sneak attacks 
  against this opponent. 
  Special: A ranger with the archery combat style may 
  select this feat as a combat style feat so long as she 
  meets the prerequisites. 
   
  Stone
  Stone
  Stone
  Stone----Cold Sniper (Combat)
  Cold Sniper (Combat)
  Cold Sniper (Combat)
  Cold Sniper (Combat)    
  “When I get bored I hunt house flies with my bow, at 
  500 paces, blindfolded.” 
  Prerequisites: Proficiency with selected ranged 
  weapon, Far Shot, Improved Precise Shot, Greater 
  Weapon Focus with selected ranged weapon, Greater 
  Weapon Specialization with selected ranged weapon, 
  Pinpoint Targeting, Point Blank Shot, Precise Shot, 
  Weapon Focus with selected ranged weapon, Weapon 
  Specialization with selected ranged weapon, Dex 19, 
  base attack bonus +20, fighter level 20th. 
  Benefit: All distances up to your maximum range are 
  considered point blank range for you when you are using 
  your selected ranged weapon. Your selected ranged 
  weapon attacks inflict +2d6 points of damage (this 
  increases to +8d6 upon a critical hit). When you 
  successfully deal damage to an opponent with your 
  selected ranged weapon your opponent must make a 
  successful Will save (DC 10 + 1/2 your fighter class level 
  + your Dex bonus) or be shaken for 1 round per fighter 
  class level; creatures that make their saving throw are 
  immune to this fear effect for 24 hours. 
   
   
   
  
  25 
   
  Strikedown (Combat)
  Strikedown (Combat)
  Strikedown (Combat)
  Strikedown (Combat)    
  “Down you go.” 
  Prerequisites: Improved Bull Rush or Pushing 
  Assault*, Power Attack, Str 13, base attack bonus +8. 
  Benefit: If you take a –5 or worse penalty (which part 
  of can be via use of Power Attack) with a two-handed 
  weapon, against any opponent you hit, you can make a 
  trip combat maneuver check as a free action once per 
  round. This does not provoke at attack of opportunity. If 
  you do not take the penalty to your attack roll, such as 
  via use of the Furious Focus feat, you do not gain the 
  benefit of this feat. 
  Note: You do not take this attack roll penalty to your 
  combat maneuver check. 
  *See the Pathfinder® Roleplaying Game: Advanced 
  Player’s Guide™. 
   
  Sudden
  Sudden
  Sudden
  Sudden    Opportunity
  Opportunity
  Opportunity
  Opportunity    (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “Would you like to see that again?” 
  Prerequisites: Proficiency with selected weapon, 
  Combat Reflexes, Greater Weapon Focus with selected 
  weapon, Greater Weapon Specialization with selected 
  weapon, Opportune Focus, Opportune Specialization, 
  Weapon Finesse, Weapon Focus with selected weapon, 
  Weapon Specialization with selected weapon, Dex 17, 
  base attack bonus +16, fighter level 12th. 
  Benefit: Three times per day, you can make a single 
  melee attack action as an immediate action with your 
  selected weapon that can gain the benefit of the Weapon 
  Finesse feat. Use of this feat counts against the total 
  number of attacks of opportunity you can make in 1 
  round. 
   
  Superior Double Weapon Fighting 
  Superior Double Weapon Fighting 
  Superior Double Weapon Fighting 
  Superior Double Weapon Fighting 
  (Combat)
  (Combat)
  (Combat)
  (Combat)    
  “With a staff in her hands, no one surpassed her skill.” 
  Prerequisites: 
  Greater 
  Two-Weapon 
  Fighting, 
  Improved 
  Two-Weap0n 
  Fighting, 
  Two-Weapon 
  Fighting, Dex 17, base attack bonus +14. 
  Benefit: When fighting with a double weapon, you take 
  no penalty on your attack rolls. In addition, you gain 
  your full Strength bonus to damage from your off-hand 
  attack. 
  Special: A ranger with the Two-Weapon Combat 
  combat style may select this feat as a combat style feat 
  so long as she meets the prerequisites. 
   
  Surprising Shot (Combat)
  Surprising Shot (Combat)
  Surprising Shot (Combat)
  Surprising Shot (Combat)    
  “He never saw it coming.” 
  Prerequisites: Focused Shot, Point blank, Precise 
  Shot, Startling Shot, Dex 15, Int 13, base attack bonus 
  +10, fighter level 10. 
  Benefit: Three times per day, as an immediate action, 
  you can make an additional ranged attack at your full 
  base attack bonus against an opponent who is within 
  your Point Blank Shot range. The opponent loses his 
  Dex bonus to Armor Class for this attack. Use of this feat 
  counts against the total number of attacks of oppor- 
   
   
  Strikedown 
   
  tunity you can make in 1 round; if you do not have  use 
  of attack of opportunity available in that round you 
  cannot use this feat. 
   
  Tactical 
  Tactical 
  Tactical 
  Tactical Advantage
  Advantage
  Advantage
  Advantage    ((((Combat
  Combat
  Combat
  Combat))))    
  “Tactics my friend. Tactics.” 
  Prerequisites: Any Improved Combat Maneuver feat 
  (such as Improved Bull Rush or Improved Disarm), 
  Combat Expertise, Int 15, base attack bonus +10. 
  Benefit: If you gain a bonus to attack an opponent due 
  to certain combat advantages (see below), you inflict an 
  additional +1d6 points of damage on that opponent. You 
  cannot use effects that modify damage by taking a 
  penalty to a different statistic (such as Power Attack) to 
  increase the damage when using this benefit. The 
  advantages applicable to this feat are: 
  •
  you’re flanking, on higher ground, or invisible; 
  •
  the defender is sitting, kneeling, or prone; 
  •
  the defender is cowering, climbing, or stunned; 
  •
  the defender is off balance or helpless; 
  •
  until the end of your next turn, your first attack 
  against the defender, after having successfully 
  performed a combat maneuver against the 
  defender; 
  •
  or any time the defender loses his Dexterity 
  bonus to Armor Class. 
  Do not multiply this bonus damage in the case of a 
  critical hit. 
   
  
  26 
   
  Tactical Reaction (Combat)
  Tactical Reaction (Combat)
  Tactical Reaction (Combat)
  Tactical Reaction (Combat)    
  “It is not about raw power, it is about perfect timing.” 
  Prerequisites: Combat Expertise, Combat Reflexes, 
  Improved Initiative, Dex 13, Int 13, base attack bonus 
  +6. 
  Benefit: If you delay your action you can respond to an 
  ally’s or opponent’s action as if you had readied an 
  action to respond to it, though you must have been 
  aware of the ally and/or opponent in order to be able to 
  respond to that creature’s actions. 
   
  Take Point (Combat)
  Take Point (Combat)
  Take Point (Combat)
  Take Point (Combat)    
  “To reach him, you have to get past me.” 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  brace 
  weapon, Combat Reflexes, Countercharge, Picket Guard, 
  Weapon Focus with selected brace weapon, Weapon 
  Specialization with selected brace weapon, Dex 13, base 
  attack bonus +6, fighter level 6th. 
  Benefit: As long as you are not flat-footed or staggered 
  and you wield your selected brace weapon, you may 
  move up to your speed to move between an ally and a 
  charging opponent as a free action that can be 
  performed at any time—even if it's not your turn,. If you 
  move more than 5 feet on your next turn, you can only 
  take a standard action. 
   
  Torturous Grasp (Combat)
  Torturous Grasp (Combat)
  Torturous Grasp (Combat)
  Torturous Grasp (Combat)    
  “I am not interested in your problems, only your pain.” 
  Prerequisites: Intimidate 10 ranks, Greater Grapple, 
  Improved Grapple, Improved Unarmed Strike, Str 15, 
  base attack bonus +10. 
  Benefit: Three times per day if you deal successful 
  damage with your grapple you may force your opponent 
  to make a successful Will save (DC 10 + 1/2 your base 
  attack bonus + your Str modifier) or suffer wracking 
  pains that impose a -4 circumstance penalty on attack 
  rolls, skill checks, and ability checks. These effects last 
  for 1 hour; a creature that makes its save against this 
  feat is immune to its effects for 24 hours. 
  Special: Monks may use their class level in place of 
  their base attack bonus in reference to this feat 
  (including prerequisites). 
   
  Trident Adept (Combat)
  Trident Adept (Combat)
  Trident Adept (Combat)
  Trident Adept (Combat)    
  “Three teeth to hold you.” 
  Prerequisites: Proficiency with selected trident, 
  Weapon Focus with selected trident, base attack bonus 
  +1. 
  Benefit: When you fight with a trident, you can catch 
  an opponent on the vicious barbed tines. When you 
  make a full-attack action, if you hit with your first 
  attack, you may attempt a special combat maneuver 
  check (with a +2 bonus) to catch your foe on your 
  weapon. If successful, the barbs dig into his flesh, 
  inflicting him with the entangled condition (tethered to 
  you via the trident). On the start of each of your foe’s 
  turns, he may attempt a Combat Maneuver check or 
  Escape artist check as a standard action (you gain a +2 
  bonus to your CMD). If your foe succeeds, he negates 
  the entangled condition and may act as normal but  
   
   
  Take Point 
   
  suffers 1d4 points of damage as the trident tears loose. 
  Should he fail (or choose not to make the attempt), he 
  may not move from his current space—you hold him in 
  place with your trident and he remains entangled. To 
  keep him entangled, you must remain in place and hold 
  onto your trident without using it to make further 
  attacks. If you drop the trident, are disarmed, or take 
  any action that prevents you from holding it fast, your 
  opponent breaks free. You may twist the trident in place, 
  inflicting 1d4 points of damage (plus your normal 
  damage modifiers with the trident, including Strength) 
  in place of an attack. 
   
  Trident Twist (Combat)
  Trident Twist (Combat)
  Trident Twist (Combat)
  Trident Twist (Combat)    
  “A well-timed turn of the tines.” 
  Prerequisites: Proficiency with selected trident, 
  Combat Reflexes, Trident Adept, Weapon Focus with 
  selected trident, base attack bonus +6. 
  Benefit: You have learned to disarm your opponents 
  with a well-timed twist of the trident. If you delay your 
  action and an opponent in your threatened area 
  attempts to attack you or one of your allies before your 
  next action, that opponent provokes a special attack of 
  opportunity from you. You may attempt a disarm 
  combat maneuver (this does not provoke an attack of 
  opportunity) in response to this special attack of 
  opportunity before your opponent completes his own 
  strike. You may then take your turn when your opponent 
  ends his turn or you may continue to delay. 
   
  
  27 
   
  Trident Virtuoso (Combat)
  Trident Virtuoso (Combat)
  Trident Virtuoso (Combat)
  Trident Virtuoso (Combat)    
  “The trident is my instrument, and I play to the crowd.” 
  Prerequisites: Proficiency with selected trident, 
  Combat Reflexes, Trident Adept, Trident Twist, Weapon 
  Focus with selected trident, base attack bonus +12. 
  Benefit: You gain a +2 bonus to the Trident Adept 
  special combat maneuver and disarm checks when using 
  your trident. In addition, once per round you may 
  attempt to make the Trident Adept special combat 
  maneuver as part of any attack with your selected 
  trident. 
   
   
  Tumbling Trip (Combat)
  Tumbling Trip (Combat)
  Tumbling Trip (Combat)
  Tumbling Trip (Combat)    
  “I rolled under him, taking out his legs.” 
  Prerequisites: Dodge, Mobility, Acrobatics 8 ranks, 
  base attack bonus +8. 
  Benefit: If you provoke an attack of opportunity due to 
  movement from an opponent and the attack misses, you 
  may perform a trip combat maneuver check (that does 
  not provoke an attack of opportunity). You can use this 
  ability against one opponent per round. 
   
   
  Two
  Two
  Two
  Two----W
  W
  W
  Weapon 
  Set
  eapon 
  Set
  eapon 
  Set
  eapon 
  Set----Up 
  (Combat, 
  Up 
  (Combat, 
  Up 
  (Combat, 
  Up 
  (Combat, 
  Critical)
  Critical)
  Critical)
  Critical)    
  “Set’em up, then knock’em down.” 
  Prerequisites: Critical Focus, Improved Two-Weap0n 
  Fighting, Two-Weapon Fighting, Dex 15, base attack 
  bonus +10. 
  Benefit: If you successfully confirm a critical hit 
  against an opponent with one of your weapons (or one 
  end of your double weapon), the threat range of your 
  other weapon (or other end) increases by 5 for its next 
  attack. Any critical confirmed by the second weapon (or 
  other end) adds +1d10 damage (but do not multiply this 
  additional damage for the critical hit). 
  Special: A ranger with the Two-Weapon Combat 
  combat style may select this feat as a combat style feat 
  so long as she meets the prerequisites. 
   
   
  Uncanny Shield (Combat)
  Uncanny Shield (Combat)
  Uncanny Shield (Combat)
  Uncanny Shield (Combat)    
  “All of the sudden, it's as clear as day; if I don’t move 
  my shield there, I'm dead." 
  Prerequisites: 
  Proficiency 
  with 
  selected 
  shield, 
  Combat Reflexes, Shield Block, Shield Focus, Shield 
  Specialization with selected shield, Dex 13, base attack 
  bonus +6, fighter level 6th. 
  Benefit: You can interpose your selected shield 
  between yourself and danger before your senses would 
  normally allow you to do so. When you have your 
  selected shield equipped, you cannot be caught flat-
  footed even if the attacker is invisible. You still lose your 
  Dexterity bonus to AC if immobilized or if a foe 
  successfully makes a Bluff check to feint against you. 
   
   
   
   
   
   
  Wild Swing 
   
  Whirling Dervish (Combat)
  Whirling Dervish (Combat)
  Whirling Dervish (Combat)
  Whirling Dervish (Combat)    
  “On the battlefield she is a deadly tornado.” 
  Prerequisites: Proficiency 
  with 
  selected 
  double 
  weapon, Greater Two-Weapon Fighting, Improved Two-
  Weap0n Fighting, Two-Weapon Fighting, Weapon  
  Focus with selected double weapon, Dex 19, base attack 
  bonus +18. 
  Benefit: Three times per day, as an immediate action, 
  whenever you fight with a double weapon and are using 
  it as a double weapon , you gain the ability to reroll any 
  single failed attack roll or weapon damage roll made 
  with your selected double weapon. You can also expend 
  all three uses of this feat as an immediate action to reroll 
  two failed attack rolls made with your primary and off 
  hand attacks with your selected double weapon 
  Special: A ranger with the Two-Weapon Combat 
  combat style may select this feat as a combat style feat 
  so long as she meets the prerequisites. 
   
  Wild Swing (Combat)
  Wild Swing (Combat)
  Wild Swing (Combat)
  Wild Swing (Combat)    
  “Whoops. Sorry about that.” 
  Prerequisites: Power Attack, Cleave, Str 13, base 
  attack bonus +2. 
  Benefit: You make wide, deadly attacks with the Power 
  Attack feat. Even if you miss when taking a penalty via 
  the Power Attack feat, you may hit another target. When 
  an attack misses, compare the attack result to the Armor 
  Class of a randomly selected creature (allies and 
  opponents) within your threatened area. If your attack 
  result bests the random target creature’s Armor Class, 
  treat the attack as if it had originally targeted that 
  creature. You can choose whether or not to use this feat 
  before making your attack roll but not after. You should 
  make it clear to the GM whether you default to using 
  this feat or not. If the attack against the second target 
  misses, you do not check to see if you hit anyone else. 
   
  
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