TEXT: Ultimate 
  feat Decks
  LPJ9492
  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.
  3.5 SYSTEM COMPATIBLE
  Ultimate Combat
  
  Adder Strike (CombAt)
  You can quickly apply poison to gloved hands, protected feet, 
  or other protected body parts, delivering the poison with your 
  unarmed strikes.
  Prerequisites: Poison use class feature, Craft (alchemy) 1 rank, 
  Improved Unarmed Strike.
  Benefit: As a swift action, you can apply one dose of contact or 
  injury poison to two body parts that you use for unarmed strikes. 
  You must still protect yourself against exposure to contact poisons 
  you apply in this way.
  Normal: Applying poison to a weapon or single piece of ammuni-
  tion is a standard action.
  
  Adept ChAmpion
  You can alter your smite ability, channeling the power of your 
  deity into divine inspiration that grants you greater aptitude for 
  performing combat maneuvers.
  Prerequisites: Smite evil class feature, base attack bonus +5.
  Benefit: While using your smite evil class feature, as a swift action 
  at the start of your turn, you can forgo the bonus on damage rolls 
  and instead gain half that bonus as a bonus on combat maneuver 
  checks against the target of your smite. The effects of your smite 
  evil feature return to normal at the start of your next turn.
  
  AmAteur GunSlinGer  
  (CombAt)
  Although you are not a gunslinger, you have and can use grit.
  Prerequisite: You have no levels in a class that has the grit class 
  feature.
  Benefit: You gain a small amount of grit and the ability to perform 
  a single 1st-level deed from the gunslinger deed class feature. At 
  the start of the day, you gain 1 grit point, though throughout the 
  day you can gain grit points up to a maximum of your Wisdom 
  modifier (minimum 1). You can regain grit using the rules for the 
  gunslinger’s grit class feature (see page 9). You can spend this grit 
  to perform the 1st-level deed you chose upon taking this feat, and 
  any other deed you have gained through feats or magic items.
  Special: If you gain levels in a class that grants the grit class 
  feature, you can immediately trade this feat for the Extra Grit feat.
  
  ArC SlinGer (CombAt)
  You can twirl your sling in a way that maximizes its effectiveness.
  Prerequisites: Point-Blank Shot, proficient with sling or halfling 
  sling staff.
  Benefit: When using a sling or sling staff, you reduce your penalty 
  on ranged attack rolls due to range by 2. Point-Blank Shot’s 
  damage bonus applies within the first normal range increment of 
  your sling (50 feet) or sling staff (80 feet).
  
  bACk to bACk (teAmwork)
  Your ally’s eyes are your own, and yours are his.
  Prerequisite: Perception 3 ranks.
  Benefit: While you are flanked and adjacent to an ally with this 
  feat, you receive a +2 circumstance bonus to AC against attacks 
  from opponents flanking you.
  
  betrAyer
  You can charm people into lowering their defenses, allowing you 
  to ambush them more effectively.
  Prerequisites: Quick Draw, Persuasive, base attack bonus +3.
  Benefit: When you succeed at a Diplomacy check to change a 
  creature’s attitude, you can draw a weapon and make a single 
  melee attack against that creature as an immediate action. If you 
  changed your target’s attitude to friendly or better, your target is 
  considered f lat-footed against this attack. If the target survives, it 
  takes a –2 penalty on its initiative check for this combat.
  Once you attack a creature, its attitude becomes hostile.
  
  bindinG throw (CombAt)
  You can strike your enemy and use the blow as an opportunity to 
  grab and hold him.
  Prerequisites: Improved Grapple, Improved Trip, Improved 
  Unarmed Strike, Ki Throw.
  Benefit: After you successfully use the Ki Throw feat on an 
  opponent, you can use a swift action to attempt a grapple combat 
  maneuver against that opponent.
  Normal: The grapple combat maneuver is a standard action.
  Special: A monk can gain Binding Throw as a bonus feat starting 
  at 14th level.
  
  bludGeoner (CombAt)
  You can knock foes out cold with just about any blunt instrument.
  Benefit: You take no penalty on attack rolls for using a lethal 
  bludgeoning weapon to deal nonlethal damage.
  Normal: You take a –4 penalty on attack rolls when using a lethal 
  weapon to deal nonlethal damage. You cannot use a lethal weapon 
  to deal nonlethal damage in a sneak attack.
  Special: A rogue with this feat can use a lethal bludgeoning 
  weapon to deal nonlethal damage with a sneak attack.
  
  boAr FeroCity (CombAt)
  Your flesh-ripping unarmed strikes terrify your victims.
  Prerequisites: Improved Unarmed Strike, Boar Style, Intimidate 
  6 ranks.
  Benefit: You add piercing damage to the damage types you can 
  deal with your unarmed strikes. Further, you gain a +2 bonus on 
  Intimidate checks to demoralize opponents.
  While using Boar Style, whenever you tear an opponent’s flesh, 
  you can spend a free action to make an Intimidate check to demor-
  alize that opponent.
  
  boAr Shred (CombAt)
  The wounds you inflict with your unarmed strikes bleed, giving 
  you renewed vigor.
  Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar 
  Style, Intimidate 9 ranks.
  Benefit: You can make an Intimidate check to demoralize an oppo-
  nent as a move action. While using Boar Style, whenever you tear 
  an opponent’s flesh, once per round at the start of that opponent’s 
  turn he takes 1d6 bleed damage. 
  The bleed damage dealt while using Boar Style persists even if you 
  later switch to a different style.
  
  boAr Style (CombAt, Style)
  Your sharp teeth and nails rip your foes open.
  Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks.
  Benefit: You can deal bludgeoning damage or slashing damage 
  with your unarmed strikes—changing damage type is a free action. 
  While using this style, once per round when you hit a single foe 
  with two or more unarmed strikes, you can tear flesh. When you 
  do, you deal 2d6 bleed damage with the attack.
  
  body Shield (CombAt)
  With a sly maneuver, you force a grappled opponent into the path 
  of an incoming attack.
  Prerequisites: Dex 13, Improved Grapple, Improved Unarmed 
  Strike, base attack bonus +6.
  Benefit: As an immediate action while you are grappling an 
  adjacent creature, you can make a grapple combat maneuver check 
  against that creature to gain cover against a single attack. If you 
  are successful and the attack misses you, that attack targets the 
  creature you used as cover, using the same attack roll. You cannot 
  use this feat against a creature grappling you, and the cover you 
  gain ends after the attack you gained cover against is resolved.
  
  bolStered reSilienCe
  You can dramatically increase your damage reduction in exchange 
  for its temporary loss.
  Prerequisite: Damage reduction.
  Benefit: As an immediate action, you can double your DR against 
  a single attack, to a maximum of DR 20. The type of the DR 
  remains unchanged. If the attack you are guarding against is not 
  successful, the increased damage reduction persists until you are 
  hit with an attack or until the start of your next turn, whichever 
  happens first. At the start of your next turn, you become fatigued. 
  You cannot use this feat while you are fatigued.
  
  bonebreAker (CombAt)
  When your opponent is unable to adequately defend against them, 
  your precise unarmed strikes break bone and tear tissue.
  Prerequisites: Dex 13, Improved Grapple, Improved Unarmed 
  Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
  Benefit: When you make a successful Stunning Fist attempt 
  against an opponent that is grappled, helpless, or stunned, you 
  can forgo any other Stunning Fist effect to deal 1d6 Strength or 
  Dexterity damage to that opponent.
  
  brAnded For retribution
  You brand an enemy with your bane weapon, making it more 
  vulnerable to your allies’ attacks.
  Prerequisite: Bane class feature.
  Benefit: As a standard action, expend 3 rounds of your bane class 
  feature and make a melee touch attack with the weapon affected by 
  bane. If you hit, your target takes no damage but is branded until 
  the start of your next turn. While this brand remains, your allies’ 
  weapons are considered to have the bane ability with which your 
  weapon is imbued when they attack the branded creature.
  
  breAk GuArd (CombAt)
  You can use one of your two weapons to occupy your opponent’s 
  defenses while attacking with the other.
  Prerequisites: Dex 15, Int 13, Combat Expertise, Improved 
  Disarm, Two-Weapon Fighting.
  Benefit: While wielding two weapons, whenever you successfully 
  use one weapon to disarm an opponent, you can spend a swift 
  action to attack the opponent you attempted to disarm using your 
  other weapon.
  
  broken winG GAmbit  
  (CombAt, teAmwork)
  You feign weakness, making yourself a tempting and distracting 
  target.
  Prerequisite: Bluff 5 ranks.
  Benefit: Whenever you make a melee attack and hit your oppo-
  nent, you can use a free action to grant that opponent a +2 bonus 
  on attack and damage rolls against you until the end of your next 
  turn or until your opponent attacks you, whichever happens first. 
  If that opponent attacks you with this bonus, it provokes attacks of 
  opportunity from your allies who have this feat.
  
  CArtwheel dodGe
  You use your knack for avoiding damage to reposition yourself 
  in combat.
  Prerequisites: Evasion class feature, improved evasion class 
  feature, acrobatics 12 ranks.
  Benefit: When you successfully use improved evasion to avoid 
  taking damage, you can move up to half your speed as an imme-
  diate action. This movement provokes attacks of opportunity as 
  normal.
  
  CAvAlry FormAtion  
  (CombAt, teAmwork)
  You are skilled at riding in close formation with your mounted 
  allies without impeding your effectiveness on the battlefield.
  Prerequisite: Mounted Combat.
  Benefit: You and your mount can overlap the space of mounts 
  whose riders have this feat, although no more than two creatures 
  can share any one square. Further, you can charge through a space 
  containing an allied mount if that mount’s rider has this feat, 
  although the space from which you make your charge attack must 
  comply with this feat’s other benefit or be unoccupied.
  
  ChAnneled revivAl
  You can expend a large portion of your channeling power to 
  reverse death itself.
  Prerequisite: Channel energy 6d6 (positive energy).
  Benefit: As a full-round action that provokes attacks of oppor-
  tunity, you can expend three uses of your channel energy class 
  feature to restore a dead creature to life as if you had cast the 
  breath of life spell (Core Rulebook 251).
  
  ChAnnelinG SCourGe
  Your zeal for hunting your faith’s enemies empowers your ability 
  to channel divine energy, as long as you channel that energy for 
  harm.
  Prerequisite: Inquisitor channel energy class feature.
  Benefit: When you use channel energy to deal damage, your 
  inquisitor levels count as cleric levels for determining the number 
  of damage dice and the saving throw DC.
  
  ChArGinG hurler (CombAt)
  You know how to use your momentum to enhance your thrown 
  weapon attacks.
  Prerequisite: Point-Blank Shot.
  Benefit: You can use the charge rules to make a thrown weapon 
  attack. All the parameters of a charge apply, except that you must 
  only move closer to your opponent, and you must end your move-
  ment within 30 feet of that opponent. 
  If you do, you can make a single thrown weapon attack against that 
  opponent, gaining the +2 bonus on the attack roll and taking a –2 
  penalty to your AC until the start of your next turn.
  
  Chokehold (CombAt)
  While grappling, you can cut off an opponent’s air and blood 
  supply.
  Prerequisites: Improved Grapple, Improved Unarmed Strike, base 
  attack bonus +6 or monk level 5th.
  Benefit: While you have an opponent up to one size category 
  larger than you grappled, you can attempt a grapple combat 
  maneuver with a –5 penalty on the check.
  If you succeed, you have pinned your opponent and hold the 
  opponent in a chokehold. When you maintain the grapple, you also 
  maintain the chokehold. A creature in a chokehold cannot breathe 
  or speak, and thus cannot cast spells that have a verbal component. 
  An opponent you have in a chokehold has to hold his breath or 
  begin suffocating. 
  Any creature that does not breathe, is immune to bleed damage, 
  or is immune to critical hits is immune to the effects of your choke-
  hold. When the grapple is ended, so is the chokehold.
  
  CleAvinG FiniSh (CombAt)
  When you strike down an opponent, you can continue your swing 
  into another target.
  Prerequisites: Str 13, Cleave, Power Attack.
  Benefit: If you make a melee attack, and your target drops to 0 or 
  fewer hit points as a result of your attack, you can make another 
  melee attack using your highest base attack bonus against another 
  opponent within reach. You can make only one extra attack per 
  round with this feat.
  
  CloSe-QuArterS thrower 
  (CombAt)
  You are agile enough to avoid melee attacks while throwing 
  weapons or bombs.
  Prerequisites: Dex 13, Dodge, Weapon Focus with selected 
  thrown weapon.
  Benefit: Choose a type of thrown weapon. You do not provoke 
  attacks of opportunity for making ranged attacks using the 
  selected weapon. If you are an alchemist, and you select this 
  feat and choose alchemist bombs, you do not provoke attacks of 
  opportunity for the process of drawing components of, creating, 
  and throwing a bomb.
  Normal: Making a ranged attack provokes attacks of opportunity.
  
  CluStered ShotS (CombAt)
  You take a moment to carefully aim your shots, causing them all to 
  strike nearly the same spot.
  Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus 
  +6.
  Benefit: When you use a full-attack action to make multiple ranged 
  weapon attacks against the same opponent, total the damage from 
  all hits before applying that opponent’s damage reduction.
  Special: If the massive damage optional rule is being used (Core 
  Rulebook 189), that rule applies if the total damage you deal with 
  this feat is equal to or exceeds half the opponent’s full normal hit 
  points (minimum 50 points of damage).
  
  CombAt mediC (teAmwork)
  You know the urgency of treating wounds in the heat of battle, 
  applying first aid to your allies with such speed that you assure no 
  one gets left behind.
  Prerequisite: Heal 5 ranks.
  Benefit: Whenever you use Heal to provide first aid, treat caltrop 
  wounds, or treat poison on an ally who also has this feat, you 
  provoke no attacks of opportunity, and can take 10 on the check. 
  
  CombAt Style mASter  
  (CombAt)
  You shift between combat styles, combining them to increased 
  effect.
  Prerequisites: Improved Unarmed Strike, two or more style feats, 
  base attack bonus +6 or monk level 5th.
  Benefit: You can switch your style as a free action. At the start of 
  combat, pick one of your styles. You start the combat in that style, 
  even in the surprise round.
  Normal: It takes a swift action to begin or switch your styles.
  
  ContinGent ChAnnelinG
  You can imbue others with your healing energy so that they can 
  use it at the moment of greatest need.
  Prerequisites: True healer class feature, Selective Channeling.
  Benefit: You can use a standard action to touch an ally and expend 
  one of your daily uses of channel energy to create a repository of 
  positive energy within that ally. This repository contains the same 
  number and type of dice as normal for your channel energy feature, 
  and it lasts for 1 minute. An ally who has such a repository can 
  use an immediate action to roll the repository’s dice and regain a 
  number of hit points equal to the result. If an ally who has such a 
  repository is reduced to negative hit points, the repository triggers, 
  allowing the ally to heal without using an action.
  
  CoordinAted ChArGe  
  (CombAt, teAmwork)
  You are an expert at leading your allies into the fray.
  Prerequisites: You have at least two other teamwork feats, base 
  attack bonus +10.
  Benefit: When an ally with this feat charges a creature that is no 
  further away from you than your speed, you can, as an immediate 
  action, charge that creature. You must be able to follow all of the 
  normal charge rules.
  
  CrAne ripoSte (CombAt)
  You use your defensive abilities to make overpowering counterat-
  tacks.
  Prerequisites: Crane Style, Crane Wing, Dodge, Improved 
  Unarmed Strike, base attack bonus +8 or monk level 7th.
  Benefit: You take only a –1 penalty on attack rolls for fighting 
  defensively. Whenever you use Crane Wing to deflect an oppo-
  nent’s attack, you can make an attack of opportunity against that 
  opponent after the attack is deflected.
  
  CrAne Style (CombAt, Style)
  Your unarmed fighting techniques blend poise with graceful 
  defense.
  Prerequisites: Dodge, Improved Unarmed Strike, base attack 
  bonus +2 or monk level 1st.
  Benefit: You take only a –2 penalty on attack rolls for fighting 
  defensively. While using this style and fighting defensively or 
  using the total defense action, you gain an additional +1 dodge 
  bonus to your Armor Class.
  
  CrAne winG (CombAt)
  You move with the speed and finesse of an avian hunter, your 
  sweeping blocks and graceful motions allowing you to deflect 
  melee attacks with ease.
  Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, 
  base attack bonus +5 or monk level 5th.
  Benefit: Once per round while using Crane Style, when you have 
  at least one hand free and are either fighting defensively or using 
  the total defense action, you can deflect one melee weapon attack 
  that would normally hit you. You expend no action to deflect the 
  attack, but you must be aware of it and not f lat-footed. An attack 
  so deflected deals no damage to you.
  
  CruSAder’S FiSt (CombAt)
  You pour divine energy into the enemy you strike. 
  Prerequisites: Lay on hands class feature or touch of corruption 
  class feature, Improved Unarmed Strike, base attack bonus +6.
  Benefit: When you attack with an unarmed strike and hit a creature 
  that you can harm with your lay on hands or touch of corruption 
  feature, you can use a swift action to expend a daily use of that 
  feature to deal its normal damage as if you had hit with the 
  feature’s normal touch attack. This extra damage is not multiplied 
  if you scored a critical hit.
  
  CruSAder’S Flurry
  You learned to use your deity’s favored weapon as part of your 
  martial arts form.
  Prerequisites: Channel energy class feature, flurry of blows class 
  feature, Weapon Focus with your deity’s favored melee weapon.
  Benefit: You can use your deity’s favored weapon as if it were a 
  monk weapon.
  
  CruShinG blow (CombAt)
  Your focus allows you to smash your enemy’s defenses.
  Prerequisites: Improved Unarmed Strike, Stunning Fist.
  Benefit: You can make a Stunning Fist attempt as a full-round 
  action. If successful, instead of stunning your target, you reduce 
  the target’s AC by an amount equal to your Wisdom modifier for 
  1 minute. This penalty does not stack with other penalties applied 
  due to Crushing Blow.
  
  deAdly FiniSh (CombAt)
  Your attacks don’t just fell your opponents—they kill them 
  outright.
  Prerequisite: Base attack bonus +11.
  Benefit: When you hit with a melee attack and reduce your 
  opponent to –1 or fewer hit points, you can force that opponent 
  to succeed at a Fortitude save (DC 15 + the damage your attack 
  dealt) or die.
  
  deAth From Above (CombAt)
  You allow gravity to add extra force to your charges.
  Benefit: Whenever you charge an opponent from higher ground, 
  or from above while f lying, you gain a +5 bonus on attack rolls in 
  place of the bonuses from charging and being on higher ground.
  
  deAth or Glory (CombAt)
  Even when facing a larger foe, you aren’t afraid to take great risks 
  in order to finish the fight.
  Prerequisites: Str 13, Power Attack, base attack bonus +6. 
  Benefit: Against a creature of size Large or larger, you can make 
  a single melee attack as a full-round action, gaining a +4 bonus on 
  the attack roll, damage roll, and critical confirmation roll. You gain 
  an additional +1 on this bonus at base attack bonus +11, +16, and 
  +20 (for a maximum of +7 at base attack +20). After you resolve 
  your attack, the opponent you attack can spend an immediate 
  action to make a single melee attack against you with the same 
  bonuses.
  Special: You can combine the full-round action attack this feat 
  allows with the benefit of Vital Strike, Improved Vital Strike, or 
  Greater Vital Strike.
  
  deAthleSS initiAte (CombAt)
  For you, impending death is a call to wrath.
  Prerequisites: Str 13, Con 13, orc or half-orc, Diehard, Endurance, 
  base attack bonus +6.
  Benefit: You are not staggered while using the Diehard feat, but 
  if you take a move and a standard action or a full round action 
  while you are at 0 or fewer hit points you take 1 point of damage. 
  Further, while using the Diehard feat, you gain a +2 bonus on 
  melee attacks and damage rolls.
  
  deAthleSS mASter (CombAt)
  Even if you suffer a grievous wound, you can shrug off the damage 
  and continue your relentless assault.
  Prerequisites: Str 13, Con 15, orc or half-orc, Deathless Initiate, 
  Diehard, Endurance, Ironhide**, base attack bonus +9.
  Benefit: When you are at 0 or fewer hit points, you do not lose 1 
  hit point when you take an action.
  
  deAthleSS ZeAlot (CombAt)
  Only the most serious wounds can stop you.
  Prerequisites: Str 13, Con 17, orc or half-orc, Deathless Initiate, 
  Deathless Master, Diehard, Endurance, Ironhide**, base attack 
  bonus +12.
  Benefit: Whenever a creature rolls to confirm a critical hit against 
  you, it must roll twice and take the lowest result.
  
  deCeptive exChAnGe
  You trick an adversary into grabbing an object you hand them, 
  even in the midst of combat.
  Prerequisites: Int 13, Combat Expertise, Improved Feint. 
  Benefit: If you successfully feint an opponent, you can trick that 
  opponent into accepting a one-handed object you are holding 
  instead of denying that opponent its Dexterity bonus to AC against 
  your next attack. The opponent must have appendages capable of 
  holding the object you offer, and it must have one such appendage 
  free to take the object.
  Special: An alchemist who has the delayed bomb alchemist 
  discovery can use this feat to hand an enemy a delayed bomb. Such 
  a delayed bomb detonates at the end of the alchemist’s turn. If the 
  bomb is in a creature’s square at the end of the alchemist’s turn, the 
  bomb deals that creature a direct hit.
  
  deFenSive weApon trAininG 
  (CombAt)
  You know how to defend yourself against a certain class of 
  weaponry.
  Prerequisites: Int 13, base attack bonus +5.
  Benefit: Choose a weapon group from the fighter’s weapon 
  training class ability list (except natural weapons). You gain a +2 
  dodge bonus on AC when an opponent attacks you using a weapon 
  from that group. If you also have the weapon training class feature 
  in the selected group, your dodge bonus from this feat increases 
  to +3.
  Special: You can select this feat more than once. Its effects do 
  not stack. Each time you select this feat, it applies to a different 
  weapon group.
  
  deFt ShootiSt deed (Grit)
  You keep an eye out while focusing on your weapon, allowing 
  you to avoid attacks while shooting and reloading firearms. 
  Prerequisites: Grit class feature or Amateur Gunslinger feat, 
  Dodge, Mobility.
  Benefit: As long as you have at least 1 grit point, you do not 
  provoke attacks of opportunity when shooting or reloading a 
  firearm.
  
  deStruCtive diSpel
  When you dispel an enemy’s magical defenses, those defenses 
  crash down with debilitating effects.
  Prerequisites: Ability to cast dispel magic or greater dispel magic, 
  caster level 11th.
  Benefit: When you successfully make a targeted dispel check 
  against an opponent, that opponent must succeed at a Fortitude 
  save (DC equals the DC of the spell used to dispel) or be stunned 
  until the start of your next turn. If the save succeeds, the opponent 
  is instead sickened until the start of your next turn.
  
  devAStAtinG Strike  
  (CombAt)
  Pitting all of your strength and resolve against your enemy, you 
  deliver a strike that is impossible to ignore.
  Prerequisites: Vital Strike, base attack bonus +9.
  Benefit: Whenever you use Vital Strike, Improved Vital Strike, or 
  Greater Vital Strike, you gain a +2 bonus on each extra weapon 
  damage dice roll those feats grant (+6 maximum). This bonus 
  damage is multiplied on a critical hit.
  
  dimenSionAl AGility
  Teleportation does not faze you.
  Prerequisites: Ability to use the abundant step class feature or cast 
  dimension door.
  Benefit: After using abundant step or casting dimension door, 
  you can take any actions you still have remaining on your turn. 
  You also gain a +4 bonus on Concentration checks when casting 
  teleportation spells.
  
  dimenSionAl ASSAult
  You have been trained to use magical movement as part of your 
  combat tactics.
  Prerequisites: Ability to use the abundant step class feature or cast 
  dimension door, Dimensional Agility.
  Benefit: As a full-round action, you use abundant step or cast 
  dimension door as a special charge. Doing so allows you to tele-
  port up to double your current speed (up to the maximum distance 
  allowed by the spell or ability) and to make the attack normally 
  allowed on a charge.
  
  dimenSionAl derviSh
  You teleport with a mere thought, savaging your opponents as you 
  f lash in and out of reality.
  Prerequisites: Ability to use the abundant step class feature or cast 
  dimension door, Dimensional Agility, Dimensional Assault, base 
  attack bonus +6.
  Benefit: You can take a full-attack action, activating abundant 
  step or casting dimension door as a swift action. If your do, you 
  can teleport up to twice your speed (up to the maximum distance 
  allowed by the spell or ability), dividing this teleportation into 
  increments you use before your first attack, between each attack, 
  and after your last attack. You must teleport at least 5 feet each 
  time you teleport.
  Special: A monk can use additional points from his ki pool to 
  increase his speed before determining the total speed for this 
  teleportation.
  
  dimenSionAl mAneuverS
  Your rapid teleportation makes your combat maneuvers more 
  difficult to avoid.
  Prerequisites: Ability to use the abundant step class feature or 
  cast dimension door, Dimensional Agility, Dimensional Assault, 
  Dimensional Dervish, base attack bonus +9.
  Benefit: While using the Dimensional Dervish feat, you gain a +4 
  bonus on combat maneuver checks to bull rush, disarm, reposition, 
  or trip an opponent.
  
  dimenSionAl SAvAnt
  You flash into and out of reality so quickly it is impossible to tell 
  exactly where you are at any given time.
  Prerequisites: Dimensional Agility, Dimensional Assault, Dimen-
  sional Dervish, ability to use the abundant step class feature or cast 
  dimension door, base attack bonus +9.
  Benefit: While using the Dimensional Dervish feat, you provide 
  flanking from all squares you attack from. Flanking starts from the 
  moment you make an attack until the start of your next turn. You 
  can effectively flank with yourself and with multiple allies when 
  using this feat.
  
  diSCordAnt voiCe
  By singing out a precise tone, you cause discordant vibrations to 
  run through allies’ weapons.
  Prerequisites: Bardic performance class feature, Perform (oratory 
  or sing) 10 ranks.
  Benefit: Whenever you are using bardic performance to create 
  a spell-like or supernatural effect, allies within 30 feet of you 
  deal an extra 1d6 points of sonic damage with successful weapon 
  attacks. This damage stacks with other energy damage a weapon 
  might deal. Projectile weapons bestow this extra damage on their 
  ammunition, but the extra damage is dealt only if the projectile hits 
  a target within 30 feet of you.
  
  diSenGAGinG Feint (CombAt)
  You can feint to disengage from combat.
  Prerequisites: Int 13, Combat Expertise, Improved Feint.
  Benefit: As a standard action, use Bluff to feint against an oppo-
  nent. Instead of denying that opponent his Dexterity bonus to AC, 
  a successful feint allows you to move up to your speed without 
  provoking an attack of opportunity from the opponent you feinted 
  for leaving the square you start in.
  
  diSenGAGinG FlouriSh  
  (CombAt)
  Distracting your opponents gives you the opportunity to make a 
  swift retreat.
  Prerequisites: Int 13, Combat Expertise, Disengaging Feint, 
  Improved Feint.
  Benefit: As a standard action, make a Bluff check against each 
  opponent that currently threatens you. If you succeed against at 
  least one opponent, you can move up to your speed. This move-
  ment does not provoke attacks of opportunity from any opponent 
  you succeeded at feinting against.
  
  diSenGAGinG Shot (CombAt)
  You make one last attack before beating a hasty retreat.
  Prerequisites: Int 13, Combat Expertise, Disengaging Feint, 
  Dodge, Improved Feint, Mobility.
  Benefit: Whenever you use Disengaging Feint or Disengaging 
  Flourish, you can make a single melee attack against one opponent 
  you succeeded at feinting against. That opponent is denied his 
  Dexterity bonus to AC against this attack.
  
  diSorientinG mAneuver
  Your erratic movements disorient your opponent.
  Prerequisites: Dodge, Acrobatics 5 ranks.
  Benefit: If you successfully use Acrobatics to tumble through an 
  opponent’s space, you gain a +2 circumstance bonus on attack 
  rolls against that opponent until the start of your next turn. If you 
  choose to make a trip attempt against that opponent, you gain a +4 
  circumstance bonus on your combat maneuver check. This bonus 
  on trip also lasts until the start of your next turn.
  
  diSpel SynerGy
  By tearing away an opponent’s magical defenses, you leave your 
  enemy vulnerable, making it difficult for him to resist your spells.
  Prerequisite: Spellcraft 5 ranks.
  Benefit: If you successfully dispel an ongoing magical effect on 
  an opponent, that opponent takes a –2 penalty on saving throws 
  against your spells until the end of your next turn.
  
  diSpellinG CritiCAl  
  (CritiCAl)
  Your blows attack the physical and arcane forms of your enemies 
  at the same time.
  Prerequisites: Arcane Strike, base attack bonus +11, ability to cast 
  dispel magic.
  Benefit: If you have dispel magic prepared or can cast it spontane-
  ously, when you score a critical hit against an opponent, you may 
  use a swift action to cast dispel magic to make a targeted dispel 
  against that opponent.
  
  diSpellinG FiSt
  By focusing on your knowledge of magic and spells that negate 
  its powers, you use your bare hands to rip magical defenses from 
  your enemy.
  Prerequisites: Improved Unarmed Strike, base attack bonus +11, 
  ability to cast dispel magic, caster level 7th.
  Benefit: If you have dispel magic prepared or can cast it spontane-
  ously, you can cast it as a swift action after hitting an opponent 
  with an unarmed strike. Treat this as a targeted dispel against the 
  opponent you hit.
  
  diSpoSAble weApon
  You ignore the limitations of your equipment, striking harder 
  despite the damage it does to your weapon.
  Prerequisites: Base attack bonus +1, proficient with weapon.
  Benefit: Whenever you use a melee or thrown weapon with the 
  fragile weapon special quality to score a critical threat against 
  an opponent, you can give your weapon the broken condition to 
  automatically confirm the critical hit.
  
  diSruptive reCAll
  You can disrupt an enemy caster’s spells to fuel your own arcane 
  power.
  Prerequisites: Spell recall class feature, Spellcraft 5 ranks.
  Benefit: When you use a melee attack to successfully disrupt an 
  arcane spellcaster’s spell, you can immediately use your spell 
  recall class feature to regain a magus spell you have already cast. 
  This ability functions as if you had expended a number of points 
  from your arcane pool equal to the level of the spell you disrupted, 
  up to the maximum level spell you can cast.
  
  diStAnCe thrower (CombAt)
  You are accurate with thrown weapons at longer ranges than 
  normal.
  Prerequisite: Str 13.
  Benefit: With a thrown weapon, you reduce your penalty on 
  ranged attack rolls due to range by 2.
  
  djinni Spin (CombAt)
  You can surround yourself with the power of the storm, spinning 
  like a hurricane to unleash a violent blast of electrical energy.
  Prerequisites: Con 15, Wis 17, Djinni Style, Djinni Spirit, 
  Elemental Fist**, Improved Unarmed Strike, base attack bonus 
  +13 or monk level 11th.
  Benefit: While using Djinni Style, as a standard action you can 
  spend two Elemental Fist (APG 158) attempts to surround yourself 
  with a whirlwind of electrified air. Creatures adjacent to you take 
  your unarmed strike damage plus the electricity damage from 
  your Elemental Fist and are deafened for 1d4 rounds. A successful 
  Fortitude save (DC 10 + 1/2 your character level + your Wis 
  modifier) reduces the damage by half and prevents a target from 
  being deafened.
  
  djinni Spirit (CombAt)
  By calling upon the spirits of storms, you can manipulate lightning 
  to protect yourself and buffet your enemies with peals of thunder.
  Prerequisites: Con 15, Wis 15, Djinni Style, Elemental Fist**, 
  Improved Unarmed Strike, base attack bonus +11 or monk level 
  9th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using Djinni Style, you gain electricity 
  resistance equal to your base attack bonus or monk level, which-
  ever is higher.
  While denied your Dexterity bonus to AC you are also denied 
  this resistance. Creatures that take electricity damage from your 
  Elemental Fist attack must succeed at a Fortitude save (DC 10 + 
  1/2 your character level + your Wis modifier) or be deafened for 
  1d4 rounds. Those who take damage from your Djinni Spin are 
  deafened, even on a successful saving throw.
  
  djinni Style (CombAt, Style)
  Your hands sheathed in an auras of lightning, you move like the 
  wind.
  Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved 
  Unarmed Strike, base attack bonus +9 or monk level 5th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While you are in this style you must use Elemental 
  Fist to deal electricity damage and you gain a bonus on electricity 
  damage rolls equal to your Wisdom bonus. Further, while you 
  are using this style and have remaining Elemental Fist attempts, 
  you also gain a +2 dodge bonus to Armor Class against attacks of 
  opportunity. A condition that makes you lose your Dexterity bonus 
  to AC also makes you lose this dodge bonus.
  
  domAin Strike (CombAt)
  You unleash a domain power upon your enemy as part of your 
  unarmed strike.
  Prerequisites: Domain class feature, Improved Unarmed Strike.
  Benefit: When you gain this feat, choose one domain granted 
  power that you can use to affect no more than one opponent. If you 
  make a successful unarmed strike against an opponent, in addition 
  to dealing your unarmed strike damage, you can use a swift action 
  to deliver the effects of the chosen granted power to that opponent. 
  Doing so provokes no attacks of opportunity.
  Special: You can take this feat multiple times. Each time you take 
  it, you apply it to a different qualifying domain power.
  
  double bAne
  You extend your bane effect to two weapons.
  Prerequisites: Bane class feature, Two-Weapon Fighting.
  Benefit: You can apply your bane to a second weapon you are 
  wielding. While your bane class feature is active, at the start of 
  each of your turns as a free action, you choose whether to apply 
  the ability to one weapon or the other, or both. For each round 
  you apply your bane class feature to two weapons, you expend 2 
  rounds of that feature.
  
  drAG down (CombAt)
  When you are knocked prone, you are skilled at bringing your 
  opponent down with you.
  Prerequisites: Int 13, Combat Expertise, Improved Trip.
  Benefit: Whenever an opponent successfully trips you, you can 
  attempt to trip that opponent as an immediate action.
  
  drAGon FeroCity (CombAt)
  You attack with the strength of a dragon, your telling blows 
  striking fear into your enemies.
  Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, 
  Stunning Fist, Acrobatics 5 ranks.
  Benefit: While using Dragon Style, you gain a bonus on unarmed 
  strike damage rolls equal to half your Strength bonus. When you 
  score a critical hit or a successful Stunning Fist attempt against an 
  opponent while using this style, that opponent is also shaken for a 
  number of rounds equal to 1d4 + your Strength bonus.
  Special: Taking this feat allows you to qualify for the Elemental 
  Fist feat (APG 158) even if you do not meet that feat’s prerequi-
  sites. If you do not meet that feat’s prerequisites, you must choose 
  one of the damage types that feat offers, and you can use only 
  that damage type with your Elemental Fist attacks until you meet 
  the feat’s normal prerequisites. A monk with this feat can use 
  Elemental Fist as if he were a monk of the four winds (APG 112).
  
  drAGon roAr (CombAt)
  The spirit of the dragon wells up inside you and bursts forth in a 
  mighty roar.
  Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, 
  Stunning Fist, Acrobatics 8 ranks.
  Benefit: You gain one additional Stunning Fist attempt per day. 
  While using Dragon Style, as a standard action you can expend two 
  Stunning Fist attempts to unleash a concussive roar in a 15-foot 
  cone. Creatures caught in the cone take your unarmed strike 
  damage and become shaken for 1d4 rounds. A successful Will save 
  (DC 10 + 1/2 your character level + your Wis modifier) reduces the 
  damage by half and prevents a target from being shaken.
  Special: If you have the Elemental Fist feat (APG 158), you can 
  expend a daily use of that feat to deal your Elemental Fist damage 
  to those caught in the cone. This damage is not halved even on 
  a save.
  
  drAGon Style  
  (CombAt, Style)
  You call upon the spirit of dragonkind, gaining greater resilience, 
  mobility, and fierceness from the blessing of these great beings.
  Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 
  ranks.
  Benefit: While using this style, you gain a +2 bonus on saving 
  throws against sleep effects, paralysis effects, and stunning effects. 
  You ignore difficult terrain when you charge, run, or withdraw. You 
  can also charge through squares that contain allies. Further, you 
  can add 1-1/2 times your Strength bonus on the damage roll for 
  your first unarmed strike on a given round.
  Normal: You cannot charge or run through difficult terrain, and 
  you cannot charge through a square that contains an ally. With an 
  unarmed strike, you usually add your Strength bonus on damage 
  rolls.
  
  drAmAtiC diSplAy  
  (CombAt, perFormAnCe)
  Your skill with your weapon is obvious to enemies and onlookers 
  alike.
  Prerequisite: Dazzling Display.
  Benefit: When you spend a swift action to make a performance 
  check, you exude an aura of awe-inspiring skill. You gain a +2 
  bonus on your performance check, and gain a +2 bonus on all 
  attack rolls and combat maneuver checks until the end of your 
  next turn.
  
  eArth Child binder  
  (CombAt)
  Even the greatest giants fear your technique.
  Prerequisites: Wis 13, dwarf or gnome, defensive training racial 
  trait, Earth Child Style, Earth Child Topple, Greater Trip, Improved 
  Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.
  Benefit: You can trip a creature of the giant subtype no matter 
  its size. While you are using Earth Child Style, when a prone 
  creature of the giant subtype stands up and provokes an attack of 
  opportunity from you, if you make an unarmed strike, you can 
  declare you are making a Stunning Fist attempt after the attack 
  hits. You gain a +4 bonus to the DC of any Stunning Fist effect you 
  deliver in this way.
  Normal: You can only trip opponents who are one size category 
  larger than you.
  
  eArth Child Style  
  (CombAt, Style)
  Your martial training makes you a dangerous and elusive target 
  for giants.
  Prerequisites: Wis 13, dwarf or gnome, defensive training racial 
  trait, Improved Unarmed Strike, Acrobatics 3 ranks.
  Benefit: While using this style, your defensive training dodge 
  bonus to AC increases to +6. Further, against creatures of the giant 
  subtype, you can add your Wisdom bonus on your unarmed strike 
  damage rolls.
  
  eArth Child topple  
  (CombAt)
  Your mastery of balance and momentum allows you to bring down 
  giants with your bare hands.
  Prerequisites: Wis 13, dwarf or gnome, defensive training racial 
  trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, 
  Acrobatics 6 ranks.
  Benefit: You can trip a creature of the giant subtype of up to Huge 
  size. While using Earth Child Style, you add your Wisdom bonus 
  on combat maneuver checks made to trip a creature of the giant 
  subtype, as well as on attack rolls to confirm a critical hit against 
  such a creature.
  Normal: You can trip only those opponents that are one size 
  category larger than you.
  
  eFreeti StAnCe (CombAt)
  Calling upon the burning spirits of incarnate f lame, you can 
  manipulate fire to protect yourself and immolate your foes.
  Prerequisites: Con 15, Wis 15, Efreeti Style, Elemental Fist**, 
  Improved Unarmed Strike, base attack bonus +11 or monk level 
  9th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using Efreeti Style, you gain fire resistance 
  equal to your base attack bonus or your monk level plus any 
  base attack bonus gained from levels in classes other than monk, 
  whichever is higher.
  While denied your Dexterity bonus to AC you are also denied this 
  resistance. Creatures that take fire damage from your Elemental 
  Fist attack must succeed at a Reflex save (DC 10 + 1/2 your 
  character level + your Wis modifier) or catch on fire.
  
  eFreeti Style  
  (CombAt, Style)
  Your mastery of the unpredictable power of f lames allows you to 
  unleash scorching strikes that burn your enemies even when you 
  fail to make contact.
  Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved 
  Unarmed Strike, base attack bonus +9 or monk level 5th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using this style and Elemental Fist to deal 
  fire damage, you gain a bonus on fire damage rolls equal to your 
  Wisdom bonus. Further, if your Elemental Fist melee attack misses 
  while you are using it to deal fire damage, you still deal 1d6 points 
  of fire damage to your target.
  
  eFreeti touCh (CombAt)
  Your knowledge of the secrets of the burning wind and blazing sun 
  allows you to collect f lames into your hands and unleash them in a 
  gout of elemental fire.
  Prerequisites: Con 15, Wis 17, Efreeti Style, Efreeti Stance, 
  Elemental Fist**, Improved Unarmed Strike, base attack bonus 
  +13 or monk level 11th.
  Benefit: While using Efreeti Style, as a standard action, you can 
  spend two Elemental Fist (APG 158) attempts to unleash a 15-foot 
  cone shaped burst of f lame. Creatures caught in the cone take your 
  unarmed strike damage plus the f ire damage from your Elemental 
  Fist and catch on f ire. A successful Reflex save (DC 10 + 1/2 your 
  character level + your Wis modifier) reduces the damage by half 
  and prevents a target from catching on fire.
  
  eluSive redireCtion
  You can redirect an attack back at your assailant or into an adjacent 
  enemy.
  Prerequisites: Elusive target class feature, Combat Expertise, 
  Improved Unarmed Strike, f lowing monk level 12th.
  Benefit: When you successfully use your elusive target class 
  feature to avoid taking damage, you can spend an immediate action 
  and an additional point from your ki pool to redirect that attack 
  back at your attacker or toward any other opponent adjacent to 
  you and your attacker. This attack uses the same attack roll as the 
  original attack, but it targets the opponent you choose.
  
  enFilAdinG Fire  
  (CombAt, teAmwork)
  Your ranged attacks take advantage of the flanking maneuvers of 
  allies.
  Prerequisites: Point-Blank Shot, Precise Shot, one other team-
  work feat.
  Benefit: You receive a +2 bonus on ranged attacks made against a 
  foe flanked by 1 or more allies with this feat.
  
  eSCApe route (teAmwork)
  You have trained to watch your allies’ backs, covering them as they 
  make tactical withdraws.
  Benefit: An ally who also has this feat provokes no attacks of 
  opportunity for moving through squares adjacent to you or within 
  your space.
  
  expert driver
  When driving a chosen type of vehicle, you exhibit incredible 
  control, maneuvering the vehicle with greater ease and stopping 
  with uncanny precision.
  Prerequisite: Skilled Driver with the selected vehicle type.
  Benefit: You can make an accelerate, decelerate, or turn action as a 
  move action instead of a standard action. Furthermore, when stop-
  ping a vehicle, you subtract 10 feet from the roll to determine how 
  many feet the vehicle moves forward before it stops.
  
  extrA bAne
  You can use your bane ability more often than normal.
  Prerequisite: Bane class feature.
  Benefit: You can use your bane ability for 3 additional rounds 
  per day.
  
  extrA Grit (Grit)
  You have more grit than the ordinary gunslinger.
  Prerequisites: Grit class feature or the Amateur Gunslinger feat.
  Benefit: You gain 2 extra grit points at the start of each day, and 
  your maximum grit increases by 2.
  Normal: If you are a gunslinger, you gain your Wisdom modifier 
  in grit points at the start of each day, which is also your maximum 
  grit. If you have the Amateur Gunslinger feat, you gain 1 grit point 
  at the start of each day, and your maximum grit is equal to your 
  Wisdom modifier.
  Special: If you possess levels in the gunslinger class, you can take 
  this feat multiple times.
  
  FAlSe openinG (CombAt)
  When you make a ranged attack while threatened, you can fool 
  your opponent into thinking he has an opening.
  Prerequisites: Dex 13, Dodge, Close Quarters Thrower or Point-
  Blank Master, Weapon Focus with selected ranged weapon.
  Benefit: Choose a ranged weapon or a thrown weapon. When 
  you make a ranged attack using that weapon, you can choose to 
  provoke an attack of opportunity from one or more opponents who 
  threaten you. You gain a +4 dodge bonus against such attacks. 
  An opponent that makes such an attack and misses you loses his 
  Dexterity bonus to AC against you until the end of your turn.
  
  Feint pArtner  
  (CombAt, teAmwork)
  A little diversion is all you need to slip through your foe’s 
  defenses.
  Prerequisite: Bluff 1 rank.
  Benefit: Whenever an ally who also has this feat successfully 
  feints an opponent, that opponent also loses his Dexterity bonus to 
  AC against the next attack you make against him before the end of 
  the feinting ally’s next turn.
  
  FellinG eSCApe (CombAt)
  Through the use of fluid contortions and manipulations of leverage, 
  you can throw your opponent to the ground after escaping a 
  grapple.
  Prerequisites: Int 13, Combat Expertise, Improved Trip.
  Benefit: When you break an opponent’s grapple with a combat 
  maneuver check or Escape Artist check, you can spend a swift 
  action to make a trip attempt against that opponent.
  
  FellinG SmASh (CombAt)
  You commit all your focus to a devastating blow, trying to crush 
  your opponent to the ground.
  Prerequisites: Int 13, Str 13, Combat Expertise, Improved Trip, 
  Power Attack, base attack bonus +6.
  Benefit: If you use the attack action to make a single melee attack 
  at your highest base attack bonus while using Power Attack and 
  you hit an opponent, you can spend a swift action to attempt a trip 
  combat maneuver against that opponent.
  
  FerAl CombAt trAininG 
  (CombAt)
  You were taught a style of martial arts that relies on the natural 
  weapons from your racial ability or class feature. 
  Prerequisites: Improved Unarmed Strike, Weapon Focus with 
  selected natural weapon.
  Benefit: Choose one of your natural weapons. While using the 
  selected natural weapon, you can apply the effects of feats that 
  have Improved Unarmed Strike as a prerequisite, as well as effects 
  that augment an unarmed strike.
  Special: If you are a monk, you can use the selected natural 
  weapon with your flurry of blows class feature.
  
  Field repAir
  You can repair your broken weapon or armor to serviceability even 
  without the benefits of artisan tools.
  Prerequisite: Craft 4 ranks.
  Benefit: If you are trained in a Craft skill appropriate to a broken 
  item, you can repair that item with no raw material cost and no 
  penalty on your Craft skill check for using improvised tools. If 
  you spend a day, the item regains 1 hit point plus one-quarter of 
  its original hit points. Alternatively, if the item gained the broken 
  condition because it is a firearm that has misfired or a siege engine 
  that suffered a mishap, or has the broken condition because it has 
  the fragile weapon quality (or some similar quality), you can make 
  a Craft check with the DC it takes to craft that item (see Table 2–2, 
  below). If the check succeeds, the item loses the broken condition.
  Normal: Improvised tools impose a –2 penalty on Craft checks. 
  Items require raw materials to repair.
  Table 2–2: New Item Craft DCs
  Item Craft 
  Skill Craft 
  DC
  A weapon with the 
  Weapon or Bow 
  Normal DC –5 
  fragile special quality
  One-handed firearm  
  Firearm 
  20
  Two-handed firearm  
  Firearm 
  20
  Siege firearm, heavy  
  Firearm 
  25
  Siege firearm, medium  
  Firearm 
  30
  Siege firearm, light  
  Firearm 
  35
  Ranged siege engine, heavy  
  Siege Engine 
  20
  Ranged siege engine, medium  Siege Engine 
  25
  Ranged siege engine, light  
  Siege Engine 
  30
  
  FinAl embrACe (CombAt)
  Your coils are particularly deadly, allowing you to constrict oppo-
  nents of your size or smaller.
  Prerequisites: Str 13, Int 3; naga, serpentfolk, or creature that has 
  the constrict special attack; base attack bonus +3.
  Benefit: You gain the constrict and grab special attacks. Your 
  constrict attack deals damage equal to your unarmed strike or 
  primary natural weapon melee attack. Further, you can grab and 
  constrict opponents up to your size.
  Normal: You can grab and constrict creatures one size smaller 
  than you.
  
  FinAl embrACe horror  
  (CombAt)
  Your constricting attack has become stronger and more lethal.
  Prerequisites: Str 15, Int 3; naga, serpentfolk, or creature that has 
  the constrict special attack; Ability Focus
  (constrict); Final Embrace; base attack bonus +6.
  Benefit: A creature that takes damage from your constrict attack is 
  also shaken until the start of your next turn.
  
  FinAl embrACe mASter  
  (CombAt)
  Few creatures can survive the crushing horror of your Final 
  Embrace.
  Prerequisites: Str 17, Int 3; naga, serpentfolk, or creature that 
  has the constrict special attack; Ability Focus (constrict); Final 
  Embrace; Final Embrace Horror; base attack bonus +9.
  Benefit: Double the number of damage dice for your constrict 
  special attack.
  
  FlAnkinG Foil (CombAt)
  Fighting multiple foes is easy for you.
  Benefit: Whenever you hit an adjacent opponent with a melee 
  attack, until the start of your next turn, that opponent does not 
  gain any flanking bonus on attack rolls while it is flanking you and 
  cannot deal sneak attack damage to you. It can still provide a flank 
  for its allies.
  
  FortiFied Armor trAininG 
  (CombAt)
  You have learned to let your armor bear the brunt of the worst 
  attacks.
  Prerequisite: Proficient with armor or shield.
  Benefit: If an opponent scores a critical hit against you, you can 
  turn the critical hit into a normal hit. If you do, either your armor 
  or your shield gains the broken condition (your choice).
  
  FuriouS FiniSh
  You channel all of your rage into one massive blow to crush your 
  enemy.
  Prerequisites: Rage class feature, Vital Strike, base attack bonus 
  +6.
  Benefit: While raging, when you use the Vital Strike feat, you 
  can choose not to roll your damage dice and instead deal damage 
  equal to the maximum roll possible on those damage dice. If you 
  do, your rage immediately ends, and you are fatigued (even if you 
  would not normally be).
  
  Gory FiniSh (CombAt)
  By drawing upon wells of savagery, you can slay your foe in 
  creative and horrifyingly gruesome manners, intimidating nearby 
  foes.
  Prerequisites: Dazzling Display, Weapon Focus.
  Benefit: When you use the attack action, you can use a weapon 
  with which you have Weapon Focus to make a single attack at your 
  highest base attack bonus. If you reduce your target to negative hit 
  points, you can spend a swift action to make an Intimidate check to 
  demoralize all foes within 30 feet who could see your attack.
  
  GreAter ChAnnel Smite
  You empower your weapon with the might of your deity, which 
  you discharge as you strike your foes.
  Prerequisites: Channel energy class feature,
  Channel Smite, base attack bonus +8.
  Benefit: Before making any melee attacks on your turn, you can 
  use a swift action to expend one daily use of your channel energy 
  class feature. The dice from your channel energy feature form a 
  pool of damage dice you can access to further damage creatures 
  normally harmed by the energy you are channeling—undead 
  for positive energy, living creatures for negative energy. Prior to 
  making each melee attack, allocate dice from the pool to be used as 
  extra damage dice if you hit. Your target can make a Will save, as 
  normal, to halve this extra damage.
  This extra damage is not multiplied when you score a critical hit. If 
  you miss, the extra damage dice remain in your pool, but any dice 
  left unexpended at the end of your turn are wasted.
  
  GreAter rendinG Fury  
  (CombAt)
  When your claws latch on to an opponent, the effect is bloody and 
  horrific.
  Prerequisites: Improved Rending Fury, Rending Fury, base attack 
  bonus +12, rend special attack.
  Benefit: Whenever you rend an opponent, you deal 1d6 bleed 
  damage to that opponent. This is an addition to the effects of the 
  rend.
  
  GreAter SnAp Shot (CombAt)
  You can prey on any gap in your foe’s guard with impunity, and 
  with even greater range.
  Prerequisites: Dex 17, Improved Snap Shot, Point-Blank Shot, 
  Rapid Shot, Snap Shot, base attack bonus +12.
  Benefit: Whenever you make an attack of opportunity using a 
  ranged weapon and hit, you gain a +2 bonus on the damage roll 
  and a +2 bonus on rolls to confirm a critical hit with that attack. 
  These bonuses increase to +4 when you have base attack bonus 
  +16, and to +6 when you have base attack bonus +20.
  
  GreAter whip mAStery  
  (CombAt)
  You can use a whip to make combat maneuvers with ease.
  Prerequisites: Improved Whip Mastery, Weapon Focus
  (whip), Whip Mastery, base attack bonus +8.
  Benefit: You are so quick with your whip that you never drop it 
  due to a failed disarm or trip combat maneuver attempt. Further, 
  you gain the ability to grapple using your whip. To do so, use the 
  normal grapple rules with the following changes.
  Attack: You cannot use your whip to attack while you are using it to 
  grapple an opponent.
  Damage: When dealing damage to your grappled opponent, you deal 
  your whip’s weapon damage rather than your unarmed strike damage.
  Free Hands: You take no penalty on your combat maneuver check for 
  having fewer than two hands free when you use your whip to grapple.
  Reach: Rather than pulling your grappled opponent adjacent to you 
  when you successfully grapple and when you move the grapple, you 
  must keep him within your whip’s reach minus his own reach to maintain 
  the grapple. If the difference in reach is less than 0, such as is the case for 
  a Medium whip wielder and a Gargantuan creature, you cannot grapple 
  that opponent with your whip. If you have to pull a creature adjacent to 
  you to grapple it with your whip, you still provoke an attack of opportu-
  nity from that opponent unless you have the Improved Grapple feat.
  Tie Up: While adjacent to your opponent, you can attempt to use your 
  whip to tie him up. If you do so to an opponent you have grappled rather 
  than pinned, you take only a –5 penalty on the combat maneuver check 
  rather than the normal –10.
  
  Guided hAnd
  Your deity blesses any strike you make with that deity’s favored 
  weapon.
  Prerequisites: Channel energy class feature, Channel Smite, 
  proficiency with your deity’s favored weapon.
  Benefit: With your deity’s favored weapon, you can use your 
  Wisdom modifier instead of your Strength or Dexterity modifier 
  on attack rolls.
  
  GunSmithinG
  You know the secrets of repairing and restoring firearms.
  Benefit: If you have access to a gunsmith’s kit, you can create and 
  restore firearms, craft bullets, and mix black powder for all types of 
  firearms. You do not need to make a Craft check to create firearms 
  and ammunition or to restore firearms.
  Crafting Firearms: You can craft any early firearm for a cost 
  in raw materials equal to half the price of the firearm. At your 
  GM’s discretion, you can craft advanced firearms for a cost in raw 
  materials equal to half the price of the firearm. Crafting a firearm 
  in this way takes 1 day of work for every 1,000 gp of the firearm’s 
  price (minimum 1 day).
  Crafting Ammunition: You can craft bullets, pellets, and black 
  powder for a cost in raw materials equal to 10% of the price. If you 
  have at least 1 rank in Craft (alchemy), you can craft alchemical 
  cartridges for a cost in raw materials equal to half the price of the 
  cartridge. At your GM’s discretion, you can craft metal cartridges 
  for a cost in raw materials equal to half the cost of the cartridge. 
  Crafting bullets, black powder, or cartridges takes 1 day of work 
  for every 1,000 gp of ammunition (minimum 1 day).
  Restoring a Broken Firearm: Each day, with an hour’s worth 
  of work, you can use this feat to repair a single firearm with the 
  broken condition. You can take time during a rest period to restore 
  a broken firearm with this feat.
  Special: If you are a gunslinger, this feat grants the following 
  additional benefit. You can use this feat to repair and restore your 
  initial, battered weapon. It costs 300 gp and 1 day of work to 
  upgrade it to a masterwork firearm of its type.
  
  hAmmer the GAp (CombAt)
  You repeatedly strike the same location, causing increasing 
  amounts of damage. 
  Prerequisite: Base attack bonus +6.
  Benefit: When you take a full-attack action, each consecutive hit 
  against the same opponent deals extra damage equal to the number 
  of previous consecutive hits you have made against that opponent 
  this turn. This damage is multiplied on a critical hit.
  
  hArmoniC SAGe
  Your thorough understanding of acoustics in artificial surroundings 
  allows you to improve the power of your bardic performance.
  Prerequisites: Bardic performance class feature, Knowledge 
  (engineering) 5 ranks.
  Benefit: While inside an artificial structure, you can spend a free 
  action to make a DC 15 Knowledge (engineering) check when you 
  begin your bardic performance. Success on this check allows you 
  to do one of the following.
  Self-Harmonize: By performing over the acoustic reverbera-
  tions of your performance, you increase the DC of your bardic 
  performance effects +1.
  Reverberation: You can choose to have the effect of your current 
  bardic performance continue for 1 round after you cease main-
  taining it, regardless of why you cease maintaining it. You can still 
  have no more than one bardic performance in effect at one time.
  Normal: A bardic performance lasts only as long as you maintain 
  it.
  
  hAunted Gnome (CombAt)
  You use your gnome magic to take on an eerie illusory appearance.
  Prerequisites: Cha 13, gnome magic racial trait, Knowledge 
  (arcana) 1 rank.
  Benefit: You add haunted fey aspect (page 230) to your list of 
  gnome magic spell-like abilities, and you can use this spell-like 
  ability twice per day.
  
  hAunted Gnome ASSAult 
  (CombAt)
  Discharging your disturbing glamer as you strike a telling blow, 
  you haunt a foe with lingering fear.
  Prerequisites: Cha 13, gnome magic racial trait, Haunted Gnome, 
  Knowledge (arcana) 3 ranks.
  Benefit: You gain one use of your gnome magic that is indepen-
  dent of your gnome magic spell-like abilities. 
  When you wish to cast a gnome magic spell-like ability for which 
  you have no daily uses remaining, you can expend this independent 
  use to do so.
  Further, while you are under the effect of haunted fey aspect (UC 
  page 230), you can discharge that spell as a free action after you hit 
  an opponent with a charge attack or score a critical hit against an 
  opponent. If you do, that opponent becomes shaken for 1 round.
  
  hAunted Gnome Shroud 
  (CombAt)
  Your disturbing glamer expands to make your exact location hard 
  to pinpoint.
  Prerequisites: Cha 13, gnome magic racial trait, Haunted
  Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.
  Benefit: You gain another independent use of your gnome magic 
  like that which Haunted Gnome Assault grants. Further, while you 
  are under the effect of haunted fey aspect, you also have conceal-
  ment (20% miss chance) against an opponent until that opponent 
  deals you damage.
  
  hero’S diSplAy  
  (CombAt, perFormAnCe)
  With a dramatic flourish you display your weapons to the crowd. 
  Onlookers are elated, and your enemies are demoralized.
  Prerequisites: Dazzling Display, Weapon Focus, and proficiency 
  with the selected weapon.
  Benefit: When you spend a swift action to make a performance 
  combat check, you present the weapon in which you have Weapon 
  Focus in a triumphant display.
  You gain a +2 bonus on the performance combat check and make 
  an Intimidate check to demoralize all foes within 30 feet who can 
  see your display.
  
  hex Strike (CombAt)
  Chanting and cursing, you put a hex on your enemy as part of your 
  unarmed strike.
  Prerequisites: Hex class feature, Improved Unarmed Strike.
  Benefit: When you gain this feat, choose one hex that you can 
  use to affect no more than one opponent. If you make a successful 
  unarmed strike against an opponent, in addition to dealing your 
  unarmed strike damage, you can use a swift action to deliver the 
  effects of the chosen hex to that opponent. Doing so does not 
  provoke attacks of opportunity.
  Special: You can take this feat multiple times. Each time you take 
  it, you apply it to a different qualifying hex.
  
  horSe mASter (CombAt)
  You blend horsemanship skills from disparate traditions into a 
  seamless mounted combat technique.
  Prerequisites: Expert trainer class feature (APG 33), Ride 6 ranks.
  Benefit: Use your character level to determine your effective druid 
  level for determining the powers and abilities of your mount.
  Normal: You use your cavalier level to determine your effective 
  druid level for determining the powers and abilities of your mount.
  
  impACt CritiCAl Shot  
  (CombAt, CritiCAl)
  With a series of ranged attacks, you bring your foes to their knees 
  or force them to move.
  Prerequisites: Dex 13, Point-Blank Shot, base attack bonus +9.
  Benefit: Whenever you score a critical hit with a ranged attack, 
  in addition to the normal damage your attack deals, if your confir-
  mation roll exceeds your opponent’s CMD, you can push your 
  opponent back as if from the bull rush combat maneuver or knock 
  that target prone as if from a trip combat maneuver. If you choose 
  to bull rush, you cannot move with the target. Your maneuver does 
  not provoke an attack of opportunity.
  Normal: You must perform a bull rush combat maneuver to bull 
  rush an opponent, and you must perform a trip combat maneuver 
  to trip an opponent.
  
  impAlinG CritiCAl  
  (CombAt, CritiCAl)
  Your critical hits can skewer your foes.
  Prerequisites: Critical Focus, Weapon Specialization with selected 
  piercing melee weapon, base attack bonus +11.
  Benefit: Whenever you score a critical hit with the selected 
  piercing melee weapon, you can impale your opponent on your 
  weapon. While your opponent is impaled in this way, each time he 
  starts his turn, you deal damage equal to your weapon’s damage 
  dice plus the extra damage dice from your weapon’s properties. 
  As an immediate action, you can pull your weapon out of your 
  opponent. If your opponent is ever outside your reach, you must 
  spend a free action to let go of your weapon or pull it out of him. 
  Your opponent can also spend a move action to pull your weapon 
  out. When the weapon comes out, your opponent takes damage 
  as if starting his turn impaled. While you impale your opponent 
  with your weapon, you cannot use it to attack, and you musthold 
  on to it.
  
  improved bACk to bACk 
  (teAmwork)
  After much practice, you and an ally have become adept at fighting 
  in close proximity to one another.
  Prerequisites: Back to Back, Perception 5 ranks.
  Benefit: While you are adjacent to an ally who is flanked and also 
  has this feat, you can spend a swift action to gain a +2 bonus to AC 
  against all flankers until the start of your next turn.
  
  improved ChArGinG hurler 
  (CombAt)
  Every muscle in your body adds its force to your thrown weapons.
  Prerequisites: Charging Hurler, Point-Blank Shot.
  Benefit: When you use Charging Hurler, your target can be at any 
  range up to your weapon’s maximum range.
  If your target is within 30 feet, you gain a +2 bonus on damage 
  rolls.
  Normal: Using Charging Hurler requires you to end your move-
  ment within 30 feet of your opponent.
  
  improved CleAvinG FiniSh 
  (CombAt)
  You can cut down many opponents in a single strike.
  Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave, 
  Power Attack, base attack bonus +6.
  Benefit: You can use Cleaving Finish any number of times per 
  round.
  
  improved devAStAtinG 
  Strike (CombAt)
  The fury and power channeled through your attack is enough to 
  kill a lesser being outright.
  Prerequisites: Devastating Strike, Vital Strike, base attack bonus 
  +13.
  Benefit: Whenever you use Vital Strike, Improved Vital Strike, or 
  Greater Vital Strike, you gain a bonus on attack rolls to confirm 
  a critical hit equal to the bonus on damage rolls you gain from 
  Devastating Strike.
  
  improved Feint pArtner 
  (CombAt, teAmwork)
  Knowledge of your companions’ tricks and techniques allow you 
  to take even greater advantage of your allies’ feints.
  Prerequisites: Bluff 1 rank, Combat Reflexes, Feint Partner, base 
  attack bonus +6.
  Benefit: Whenever an ally who also has this feat successfully 
  feints against an opponent, that opponent provokes an attack of 
  opportunity from you.
  
  improved impAlinG CritiCAl 
  (CombAt, CritiCAl) 
  When you impale a target, you hinder its movement and can cause 
  severe bleeding.
  Prerequisites: Impaling Critical, Critical Focus, Weapon 
  Specialization with selected piercing melee weapon, base attack 
  bonus +13.
  Benefit: While you are using Impaling Critical to impale an oppo-
  nent, and you are still holding onto that weapon, that opponent 
  must succeed at a grapple combat maneuver check against you 
  to pull your weapon out. If you have let go of your weapon, the 
  impaled opponent must spend a standard action to remove the 
  weapon. Until the opponent pulls the weapon out, his speed in all 
  modes is halved and his maneuverability, if any, is reduced by one 
  step. When the weapon comes out, instead of dealing the damage 
  normal for Impaling Critical, you can deal bleed damage equal to 
  your weapon’s damage dice result once per round at the start of 
  that opponent’s turn.
  
  improved rendinG Fury 
  (CombAt)
  Honing the deadliness of your claws, you are a living hurricane of 
  rending fury.
  Prerequisites: Rending Fury, base attack bonus +9, rend special 
  attack.
  Benefit: Whenever you successfully rend an opponent, you deal an 
  extra 1d6 damage. This damage is not multiplied on a critical hit.
  
  improved SnAp Shot  
  (CombAt)
  You can take advantage of your opponent’s vulnerabilities from a 
  greater distance, and without exposing yourself.
  Prerequisites: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, 
  Weapon Focus, base attack bonus +9.
  Benefit: You threaten an additional 10 feet with Snap Shot.
  Normal: Making a ranged attack provokes attacks of opportunity.
  
  improved StAlwArt
  You can roll with the punches while simultaneously striking back 
  at your attackers.
  Prerequisites: Diehard, Endurance, Stalwart, base attack bonus 
  +11.
  Benefit: Double the DR you gain from Stalwart, to a maximum 
  of DR 10/—.
  
  improved two-weApon Feint 
  (CombAt)
  Your primary weapon keeps a foe off balance, allowing you to slip 
  your off-hand weapon past his defenses.
  Prerequisites: Dex 17, Int 13, Combat Expertise, Improved Two-
  Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.
  Benefit: While using Two-Weapon Fighting to make melee attacks, 
  you can forgo your first primary-hand melee attack to make a Bluff 
  check to feint an opponent. If you successfully feint, that opponent 
  is denied his Dexterity bonus to AC until the end of your turn.
  
  improved whip mAStery 
  (CombAt)
  You are able to entangle opponents with the coils of your whip.
  Prerequisites: Weapon Focus (whip), Whip Mastery, base attack 
  bonus +5.
  Benefit: While wielding a whip, you threaten the area of your 
  natural reach plus 5 feet. You can also use a whip to grasp an unat-
  tended Small or Tiny object within your whip’s reach and pull that 
  object into your square. To do so, you must hit AC 10 with a melee 
  touch attack. Further, you can use the whip to grasp onto an object 
  within your whip’s reach, using 5 feet of your whip as if it were a 
  grappling hook, allowing you to use the rest of your whip to swing 
  on like a rope. As a free action, you can release the object your 
  whip is grasping, but you cannot use the whip to attack while the 
  whip is grasping an object.
  
  inStAnt judGment
  Your hastiest condemnations can have power.
  Prerequisite: Second judgment class feature.
  Benefit: You can spend an immediate action to pronounce a judg-
  ment or change an active judgment.
  Normal: Pronouncing or changing a judgment requires a swift 
  action.
  
  intimidAtinG bAne
  Your bane weapon strikes fear into your enemies.
  Prerequisites: Bane class feature, Dazzling Display, Weapon 
  Focus, character level 8th.
  Benefit: Whenever you use Dazzling Display while your bane 
  feature is active, you gain a +2 bonus on the Intimidate check that 
  Dazzling Display allows against creatures of the type your bane 
  weapon currently affects. Such creatures remain shaken while your 
  bane feature is still active and effective against their creature type.
  
  jAnni ruSh (CombAt)
  When you leap to the attack, your blows are like bolts from on 
  high.
  Prerequisites: Improved Unarmed Strike, Janni Style,
  Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
  Benefit: While using Janni Style, you are always considered to 
  have a running start when jumping. Further, if you jump as part 
  of a charge and make an unarmed strike against the designated 
  opponent, a hit allows you to roll the unarmed strike’s damage dice 
  twice and add the results together before adding modifiers (such 
  as from Strength) or extra dice (such as precision-based damage 
  or dice from weapon abilities). The extra damage dice are not 
  multiplied on a successful critical hit.
  
  jAnni Style (CombAt, Style)
  Your whirling fighting technique makes you difficult to hit.
  Prerequisites: Improved Unarmed Strike, Acrobatics 3 ranks, 
  Perform (dance) 3 ranks.
  Benefit: While using this style, you take only a –1 penalty to AC 
  for charging. Further, opponents that f lank you gain only a +1 
  bonus on attack rolls against you.
  
  jAnni tempeSt (CombAt)
  Your gale of attacks easily throws your opponents off balance.
  Prerequisites: Improved Unarmed Strike, Janni Style, Acrobatics 
  5 ranks, Perform (dance) 5 ranks.
  Benefit: While you are using the Janni Style feat, whenever you 
  make an unarmed attack and hit an opponent, you gain a +4 bonus 
  on checks made to bull rush or trip that opponent, as long as the 
  combat maneuver is your next attack by the end of your turn. You 
  do not provoke an attack of opportunity from the target of the 
  maneuver.
  
  jAwbreAker (CombAt)
  You deliver a powerful strike to the mouth, breaking teeth and 
  bone.
  Prerequisites: Improved Unarmed Strike, Stunning Fist, Heal 6 
  ranks.
  Benefit: When you make a successful Stunning Fist attempt 
  against an opponent that is grappled, helpless, or stunned, instead 
  of imparting any other Stunning Fist effect, you can cripple that 
  opponent’s mouth, dealing normal unarmed strike damage and 1d4 
  points of bleed damage. Until the bleed damage ends, the target is 
  unable to use its mouth to attack, speak clearly, and employ verbal 
  spell components. A creature that is immune to critical hits or that 
  has no discernible mouth is immune to the effects of this feat.
  
  kirin pAth (CombAt)
  You turn knowledge of your enemy into a flawless defense.
  Prerequisites: Int 13, Kirin Strike, Kirin Style, Improved Unarmed 
  Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, 
  local, nature, planes, or religion) 5 ranks.
  Benefit: Whenever you make a Knowledge check to identify a 
  creature, even when using Kirin Style, you can take 10 even if 
  stress and distractions would normally prevent you from doing 
  so. While using Kirin Style against a creature you have identified 
  using that feat, if the creature ends its turn within your threatened 
  area, you can spend a use of your attacks of opportunity that round 
  to move up to 5 feet times your Intelligence modifier (minimum
  1). You must end your move in a square threatened by the creature. 
  This move does not provoke attacks of opportunity.
  
  kirin Strike (CombAt)
  You have read the texts of the perfect way, and know how identify 
  to your enemies’ weak spot.
  Prerequisites: Int 13, Kirin Style, Improved Unarmed Strike, 
  Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, 
  nature, planes, or religion) 3 ranks.
  Benefit: You gain a +2 insight bonus on Knowledge checks made 
  to identify creatures, including the one Kirin Style allows. While 
  using Kirin Style against a creature you have identified using that 
  feat, as a swift action after you have hit a creature with a melee 
  or ranged attack, you can add twice your Intelligence modifier in 
  damage (minimum 2).
  
  kirin Style (CombAt, Style)
  Your study and your grace allows you to exploit your enemies’ 
  weaknesses.
  Prerequisites: Improved Unarmed Strike, Knowledge (arcana) 
  6 ranks, Knowledge (dungeoneering, local, nature, planes, or 
  religion) 1 rank.
  Benefit: While using this style, you can spend a swift action to 
  make a Knowledge check to identify a single creature (DC 15 + the 
  creature’s CR for this purpose). If you succeed at the check, while 
  using this style, you gain a +2 bonus on saving throws against that 
  creature’s attacks, as well as a +2 dodge bonus to AC against that 
  creature’s attacks of opportunity. These bonuses last for as long as 
  you use this style. If you cease combat with the creature during this 
  time and resume it later, you can attempt the check again.
  
  knoCkout ArtiSt
  You can throw devastating knockout punches.
  Prerequisites: Sneak attack class feature, Improved Unarmed 
  Strike.
  Benefit: When you use your unarmed strike to deal nonlethal 
  damage and sneak attack damage to an opponent denied his 
  Dexterity bonus to AC, you gain a +1 bonus on the damage roll per 
  each sneak attack damage die you roll.
  
  lAndinG roll (CombAt)
  You have learned the technique of rolling safely away when an 
  enemy trips you.
  Prerequisites: Dex 13, Dodge, Mobility.
  Benefit: If you are tripped, you can spend an immediate action to 
  move 5 feet without provoking an attack of opportunity. This does 
  not count as taking a 5-foot step. 
  You fall prone after this movement.
  
  leApinG Shot deed (Grit)
  You leap through the air, guns blazing.
  Prerequisites: Dex 13, grit class feature or Amateur Gunslinger 
  feat, Dodge, Mobility, base attack bonus +4.
  Benefit: You gain a +2 bonus on Acrobatics checks made to jump. 
  As a full-round action, you can move up to your speed and make 
  firearm attacks at your highest base attack bonus with each loaded 
  firearm you are wielding. You can make these attacks at any point 
  during your movement, and if you are wielding two firearms, you 
  can make the attacks at different points during the movement. At 
  the end of this movement, you fall prone. This deed costs 1 grit 
  point to perform.
  
  mAntiS Style  
  (CombAt, Style)
  You have learned to target vital areas with crippling accuracy. 
  Prerequisites: Improved Unarmed Strike, Stunning Fist, Heal 3 
  ranks.
  Benefit: You gain one additional Stunning Fist attempt per day. 
  While using this style, you gain a +2 bonus to the DC of effects 
  you deliver with your Stunning Fist.
  
  mAntiS torment (CombAt)
  Your knowledge of the mysteries of anatomy allows you to cause 
  debilitating pain with a simple touch.
  Prerequisites: Heal 9 ranks, Improved Unarmed Strike, Mantis 
  Style, Mantis Wisdom, Stunning Fist.
  Benefit: You gain one additional Stunning Fist attempt per day. 
  While using Mantis Style, you make an unarmed attack that 
  expends two daily attempts of your Stunning Fist. If you hit, your 
  opponent must succeed at a saving throw against your Stunning 
  Fist or become dazzled and staggered with crippling pain until 
  the start of your next turn, and at that point the opponent becomes 
  fatigued.
  
  mAntiS wiSdom (CombAt)
  Your knowledge of vital areas allows you to land debilitating 
  strikes with precision.
  Prerequisites: Improved Unarmed Strike, Mantis Style, Stunning 
  Fist, Heal 6 ranks.
  Benefit: Treat half your levels in classes other than monk as monk 
  levels for determining effects you can apply to a target of your 
  Stunning Fist per the Stunning Fist monk class feature. You can 
  also use a standard action and a successful melee touch attack to 
  remove any Stunning Fist effect you have applied to a target.
  While using Mantis Style, you gain a +2 bonus on unarmed attack 
  rolls with which you are using Stunning Fist attempts.
  
  mArid ColdSnAp (CombAt)
  You can summon a torrent of water to blast your enemies chilling 
  them to the bone.
  Prerequisites: Con 15, Wis 17, Elemental Fist**, Marid Spirit, 
  Marid Style, Improved Unarmed Strike, base attack bonus +13 or 
  monk level 11th.
  Benefit: While using Marid Style, as a standard action, you can 
  spend two Elemental Fist (APG 158) attempts to unleash a 30-foot 
  line of frigid water. 
  Creatures caught in the line take your unarmed strike damage plus 
  the cold damage from your Elemental Fist attack and are entangled 
  in ice as per the Marid Spirit feat. A successful Reflex save (DC 
  10 + 1/2 your character level + your Wis modifier) reduces the 
  damage by half and prevents a target from becoming entangled.
  
  mArid Spirit (CombAt)
  You can manipulate cold energy to protect yourself and freeze 
  your foes.
  Prerequisites: Con 15, Wis 15, Elemental Fist**, Marid Style, 
  Improved Unarmed Strike, base attack bonus +11 or monk level 
  9th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using Marid Style, you gain cold resistance 
  equal to your base attack bonus, or monk level plus base attack 
  bonus gained from levels in classes other than monk, whichever 
  is higher. While denied your Dexterity bonus to AC you are also 
  denied this resistance. Creatures that take cold damage from your 
  Elemental Fist attack must succeed at a Fortitude save (DC 10 + 
  1/2 your character level + your Wis modifier) or become entangled 
  in ice for 1d4 rounds. The ice has hit points equal to three times 
  your base attack bonus or monk level, whichever is higher, and a 
  break DC of 15 + your base attack bonus or monk level, whichever 
  is higher. Destroying or breaking the ice ends the entangled 
  condition.
  
  mArid Style (CombAt, Style)
  You conjure tendrils of icy water to strike your enemies from a 
  distance.
  Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved 
  Unarmed Strike, base attack bonus +9 or monk level 5th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using this style and Elemental Fist to deal 
  cold damage, you gain a bonus on cold damage rolls equal to 
  your Wisdom modifier, and your reach with your unarmed strike 
  increases by 5 feet.
  
  mASter CombAt perFormer 
  (CombAt)
  You are a master of the techniques and weapons of the arena and 
  the stage.
  Prerequisites: Performing Combatant or at least three performance 
  feats, base attack bonus +6.
  Benefit: You can make performance combat checks as a free 
  action. You are proficient in all weapons with the performance 
  special quality.
  
  mASter SieGe enGineer 
  (CombAt)
  You are significantly faster at loading a siege engine, as well as a 
  better shot.
  Prerequisites: Siege Weapon Engineer, Knowledge (engineering) 
  10 ranks.
  Benefit: If you are the crew lead on a siege engine, your crew can 
  use move actions to load a siege engine. When you spend actions 
  to aim a siege engine, you and your crew can use move actions 
  instead of full-round actions to aim the siege engine (page 160).
  Normal: Full-round actions are required to load and aim siege 
  engines.
  
  mASterFul diSplAy  
  (CombAt, perFormAnCe)
  You craft a special victory performance that causes the crowd to 
  go wild.
  Prerequisites: Dazzling Display, any two performance feats.
  Benefit: Choose the effects of any two performance feats you 
  have. When you make a performance combat check, you gain the 
  benefits of those two feats, but you only gain a +2 bonus on the 
  performance combat check.
  
  mAximiZed SpellStrike
  You deal brutal damage against opponents caught unawares.
  Prerequisites: Maximized magic magus arcana, weapon expertise 
  class feature or Quick Draw.
  Benefit: When you make a melee attack and successfully use your 
  spellstrike ability against an opponent denied his Dexterity bonus 
  to AC, you can spend 3 points from your arcane pool to maximize 
  the spell delivered through your spellstrike as if using the Maxi-
  mize Spell metamagic feat.
  
  menACinG bAne
  You are deadly when you team up with allies against a single foe.
  Prerequisite: Bane class feature.
  Benefit: You can use your bane class feature to imbue a melee 
  weapon with the menacing special weapon ability (APG 288) 
  instead of bane. You can spend a swift action to switch between the 
  two special weapon abilities. Doing so otherwise works according 
  to your bane class feature.
  Special: If you have the Double Bane feat, you can imbue each 
  weapon you wield with either bane or menacing. No single weapon 
  can have both.
  
  merCiFul bAne
  You can use your bane ability to inflict nonlethal damage.
  Prerequisite: Bane class feature.
  Benefit: While a weapon you wield is under the effect of your 
  bane class feature, you can spend a swift action to switch between 
  dealing lethal or nonlethal damage with bane. While your bane 
  effect allows you to deal nonlethal damage in this way, you take 
  no penalty on your attack roll for using a lethal weapon to deal 
  nonlethal damage.
  Normal: When using a lethal weapon to deal nonlethal damage, 
  you take a –4 penalty on attack rolls.
  
  moCkinG dAnCe  
  (CombAt, perFormAnCe)
  You do a little dance that mocks your foe and entertains the crowd.
  Prerequisites: Acrobatics 4 ranks or Perform (dance) 4 ranks.
  Benefit: When you spend a swift action to make a performance 
  combat check, before making that check you can either move 5 
  feet without provoking attacks of opportunity, or you can move 
  your speed and provoke attacks of opportunity. You cannot end this 
  move in a space where you threaten an enemy. If you do move at 
  least 5 feet, you gain a +2 bonus on the performance combat check.
  
  monAStiC leGACy (CombAt)
  Your formal unarmed training continues to bolster your training 
  in other areas.
  Prerequisites: Still mind class feature, Improved Unarmed Strike.
  Benefit: Add half the levels you have in classes other than monk 
  to your monk level to determine your effective monk level for 
  your base unarmed strike damage. This feat does not make levels 
  in classes other than monk count toward any other monk class 
  features.
  
  monkey moveS (CombAt)
  You scramble around your foes, moving and striking in an erratic 
  fashion.
  Prerequisites: Wis 13, Improved Unarmed Strike, Monkey
  Style, Acrobatics 8 ranks, Climb 8 ranks.
  Benefit: While using Monkey Style, you gain a Wisdom bonus on 
  Climb checks. You can also can climb and crawl at half your speed; 
  you can take a 5-foot step by jumping, crawling, or climbing; and 
  you retain your Dexterity bonus to AC while climbing. Further, 
  while using Monkey Style, when you use your unarmed strike to 
  hit an opponent twice or more on your turn, you can spend a swift 
  action to take a 5-foot step even if you have moved this round.
  Normal: You climb at one-quarter your speed, and you lose your 
  Dexterity bonus to AC while doing so. A 5-foot step is made using 
  your normal movement modes, and you can take one only if you 
  have not otherwise moved this round.
  
  monkey Shine (CombAt)
  You combine acrobatics and opportunity to devastating effect 
  against your opponent.
  Prerequisites: Wis 13, Improved Unarmed Strike, Monkey Moves, 
  Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
  Benefit: While using Monkey Style, if you successfully deliver a 
  Stunning Fist attempt, in addition to the normal effect of Stunning 
  Fist, you can spend a free action to enter a square adjacent to you 
  that is within your opponent’s space. This movement does not 
  provoke attacks of opportunity. While you are in your opponent’s 
  space, you gain a +4 dodge bonus to AC and a +4 bonus on melee 
  attack rolls against that opponent. If otherwise unhindered, the 
  opponent can move away from you, but if he does, he provokes 
  an attack of opportunity from you even if his choice of movement 
  does not normally do so.
  Normal: You cannot enter an opponent’s space.
  
  monkey Style  
  (CombAt, Style)
  Your unarmed fighting style is nimble and unpredictable, full of 
  ground rolls and short leaps.
  Prerequisites: Wis 13, Improved Unarmed Strike, Acrobatics 5 
  ranks, Climb 5 ranks.
  Benefit: You add your Wisdom bonus on Acrobatics checks. While 
  using this style, you take no penalty on melee attack rolls or to AC 
  while prone. Further, you can crawl and stand up from lying prone 
  without provoking attacks of opportunity, and you can stand up as 
  a swift action if you succeed at a DC 20 Acrobatics check.
  Normal: You take a –4 penalty on attack rolls and AC against 
  melee attacks while prone. Standing up is a standard action that 
  provokes attacks of opportunity.
  
  moonliGht StAlker  
  (CombAt)
  You are adept at using shadows to conceal your attacks.
  Prerequisites: Int 13, Blind-Fight, Combat Expertise, Bluff 3 
  ranks, darkvision or low-light vision racial trait. 
  Benefit: While you have concealment from an opponent, you gain 
  a +2 bonus on attack and damage rolls against that opponent.
  
  moonliGht StAlker Feint 
  (CombAt)
  You strike through the shadows so quickly that your opponent can 
  barely react to your attacks.
  Prerequisites: Int 13, Blind-Fight, Combat Expertise, Moonlight 
  Stalker, Bluff 6 ranks, darkvision or lowlight vision racial trait.
  Benefit: Once per round, against an opponent from whom you 
  have concealment, you can spend a swift action to make a Bluff 
  check to feint.
  Normal: Feinting is a standard action.
  
  moonliGht StAlker mASter 
  (CombAt)
  You leave your opponents swinging at shadows while you slide 
  elusively through the darkness.
  Prerequisites: Int 13, Blind-Fight,
  Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight 
  Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial 
  trait.
  Benefit: While you have concealment, your opponents’ miss 
  chance against you increases by 10%. If an opponent misses you 
  due to your concealment, you can spend an immediate action to 
  move 5 feet, this movement does not provoke attacks of opportu-
  nity and does not count as a 5-foot step.
  
  murderer’S CirCle  
  (CombAt, perFormAnCe)
  After savaging your foe, you circle like a hunter ready for the kill.
  Prerequisites: Dodge, Acrobatics 4 ranks.
  Benefit: When you spend a swift action to make a performance 
  combat check after scoring a critical hit or performing a combat 
  maneuver, and you are adjacent to the target of the critical hit 
  or combat maneuver, you can move to any other space that is 
  adjacent to the target without provoking attacks of opportunity. 
  You must have a clear path to that space and the ability to reach 
  it by spending a move action. If you end this move in any space 
  other than the one where you started, you gain a +2 bonus on the 
  performance combat check.
  
  neCkbreAker (CombAt)
  With a quick jerk, you snap an enemy’s neck.
  Prerequisites: Bonebreaker, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 
  ranks.
  Benefit: If you have an opponent your size or smaller helpless 
  or pinned, after you initiate or maintain a grapple, you can make 
  a Stunning Fist attempt at a –5 penalty on the attack roll. If you 
  succeed, you wrench that opponent’s neck, dealing 2d6 Strength or 
  Dexterity damage. If the targeted ability score is reduced to 0, any 
  remaining damage is dealt to that opponent’s Constitution score. 
  A creature that is immune to critical hits or that has no discernible 
  head and neck is immune to the effects of this feat.
  
  net Adept (CombAt)
  You have trained to use the net as a melee weapon.
  Prerequisites: Exotic Weapon Proficiency (net), base attack bonus 
  +1.
  Benefit: You can treat a net as a one-handed melee reach weapon 
  with a 10-foot reach. Further, you take no penalty on melee attack 
  rolls for using an unfolded net, and you can use one full-round 
  action or two move actions to fold a net.
  Normal: A net is a ranged weapon that imposes a –4 penalty on 
  ranged attack rolls if it is unfolded. Folding a net takes a proficient 
  user 2 rounds.
  
  net And trident (CombAt)
  Your skill with lighter weapons allows you to wield one alongside 
  your net.
  Prerequisites: Dex 15, Exotic Weapon Proficiency (net), Net 
  Adept, Two-Weapon Fighting.
  Benefit: You can treat a net as a one-handed ranged weapon, 
  allowing you to wield a light or one-handed melee weapon and 
  still make ranged attacks with your net. When you use your light 
  or one-handed melee weapon to attack an entangled opponent, you 
  gain a +2 bonus on damage rolls and on attack rolls to confirm a 
  critical hit.
  Normal: A net is a two-handed ranged weapon.
  
  net mAneuverinG (CombAt)
  With sweeping movements and brute force, you can use your net to 
  put foes at a disadvantage.
  Prerequisites: Exotic Weapon Proficiency (net), Net Adept, base 
  attack bonus +3.
  Benefit: In melee, you can use a net to trip or disarm opponents 
  instead of entangling them. You gain a +2 bonus on disarm checks 
  made to use a net in this way. Further, if you have an opponent 
  entangled in your net, you can attempt to drag or reposition that 
  opponent as long as he is within your net’s reach or you control the 
  trailing rope on your net.
  
  net triCkery (CombAt)
  You have become very proficient at using your net to hinder your 
  enemies.
  Prerequisites: Exotic Weapon Proficiency (net), Net Adept, Net 
  Maneuvering, base attack bonus +6.
  Benefit: In place of one of your melee attacks, you can use your 
  net to attempt a dirty trick combat maneuver to blind an opponent 
  (Advance Player’s Guide 320). If you have an opponent entangled 
  in your net, you can attempt to trip that opponent as long as he is 
  within your net’s reach or you control the trailing rope on your net. 
  You also gain a +2 bonus on drag and reposition combat maneuver 
  checks you make using your net.
  
  niGhtmAre FiSt (CombAt)
  You are even more deadly in magical darkness.
  Prerequisites: Improved Unarmed Strike, Intimidate 1 rank, 
  ability to create magical darkness.
  Benefit: While fighting within an area of magical darkness, you 
  gain a +2 bonus on damage rolls with unarmed strikes, or a +4 
  bonus against opponents that are shaken, frightened, or panicked. 
  You also gain a +2 morale bonus on Acrobatics and Intimidate 
  checks.
  
  niGhtmAre Striker (CombAt)
  Your faerie fire not only illuminates your foes, but it also shows 
  you their weaknesses.
  Prerequisites: Improved Unarmed Strike, Nightmare Fist, Night-
  mare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.
  Benefit: While a faerie fire you have cast (not one cast from a spell 
  completion or spell trigger item) outlines an opponent, the DC for 
  that opponent to resist your Stunning Fist attempts increases by 
  +2. If you hit an opponent with a Stunning Fist attempt, and that 
  opponent fails her saving throw, you can render the target shaken 
  for 1d2 rounds plus 1 round for every 5 by which the opponent 
  failed her save.
  
  niGhtmAre weAver (CombAt)
  You can use your ability to create magical darkness to terrorize 
  enemies.
  Prerequisites: Improved Unarmed Strike, Nightmare Fist, Intimi-
  date 2 ranks, ability to cast darkness.
  Benefit: By spending a full-round action to cast darkness, you can 
  also make Intimidate checks to demoralize all foes in the spell’s 
  initial area.
  Special: This feat counts as Dazzling Display for purposes of 
  qualifying for Deadly Stroke and Shatter Defenses.
  
  no nAme (Grit)
  You don’t need an elaborate disguise to keep your identity under 
  wraps.
  Prerequisites: Grit class feature or Amateur Gunslinger feat, Bluff 
  4 ranks.
  Benefit: You often rely on surprise and misdirection in your social 
  dealings. You gain a +2 bonus on Bluff checks, and you can spend 
  1 grit point to gain a +10 bonus on Disguise checks for 10 minutes 
  per your gunslinger level (minimum 10 minutes). This deed does 
  not actually change your appearance, but rather allows you to hide 
  your identity in other ways.
  
  openinG volley (CombAt)
  Your ranged assault leaves your foe disoriented and vulnerable to 
  your melee attack.
  Benefit: Whenever you deal damage with a ranged attack, you 
  gain a +4 circumstance bonus on the next melee attack roll you 
  make against the opponent. This attack must occur before the end 
  of your next turn.
  
  pACk AttACk  
  (CombAt, teAmwork)
  You are skilled at surrounding your enemies.
  Prerequisite: Base attack bonus +1.
  Benefit: When you are adjacent to an ally with this feat, the first 
  time you melee attack an opponent, you can spend an immediate 
  action to take a 5-foot step, even if you have otherwise moved 
  this round.
  Normal: You can take a 5-foot step only if you have not otherwise 
  moved in a round.
  
  pAnther ClAw (CombAt)
  You unleash a rapid series of blows on foes that attempt to attack 
  you when you move.
  Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed 
  Strike, Panther Style.
  Benefit: While using Panther Style, you can spend a free action, 
  instead of spending a swift action, to make a retaliatory unarmed 
  strike. You can make a number of retaliatory unarmed strikes on 
  your turn equal to your Wisdom modifier.
  
  pAnther pArry (CombAt)
  Your vicious strikes impair your foe’s ability to attack you when 
  you move.
  Prerequisites: Wis 15, Combat Reflexes, Improved
  Unarmed Strike, Panther Claw, Panther Style. 
  Benefit: While using Panther Style, your retaliatory unarmed 
  strikes are resolved before the triggering attacks. 
  If your retaliatory unarmed strike deals damage to an opponent, 
  that opponent takes a –2 penalty on attack and damage rolls with 
  the triggering attack of opportunity.
  
  pAnther Style  
  (CombAt, Style)
  You can strike back at enemies who attack you when you move.
  Prerequisites: Wis 13, Combat Reflexes, Improved Unarmed 
  Strike.
  Benefit: While using this style, when an opponent makes an attack 
  of opportunity against you for moving through a threatened square, 
  you can spend a swift action to make a retaliatory unarmed strike 
  attack against that opponent. Your attack is resolved after the trig-
  gering attack of opportunity.
  
  pASSinG triCk (CombAt)
  Slipping past a foe gives you the chance to feint.
  Prerequisites: Int 13, Combat Expertise, Dodge, Improved Feint, 
  Mobility, size Small or smaller.
  Benefit: Whenever you make a successful Acrobatics check to 
  move through an opponent’s space, you can spend a swift action to 
  make a Bluff check against that opponent to feint in combat.
  Special: If you have the Underfoot feat and the opponent is larger 
  than you, you gain a +2 bonus on the Bluff check this feat allows.
  
  perFormAnCe weApon  
  mAStery (CombAt)
  You wield all your weapons with the f lair of a performer.
  Benefit: You treat all weapons you are proficient in as if they had 
  the performance weapon quality (page 144).
  
  perForminG CombAtAnt 
  (CombAt)
  You treat every combat as a performance, bringing flare and 
  showmanship.
  Prerequisites: Dazzling Display, any one performance feat.
  Benefit: You can make performance combat checks in any combat. 
  When making a performance check outside of performance 
  combat, you can pick a single performance feat to use. You 
  automatically gain any bonus on the performance combat check 
  the feat grants, and then you make a DC 20 performance combat 
  check. On a success, you gain the full effect of the performance 
  feat you chose.
  
  pin down (CombAt)
  You easily block enemy escapes.
  Prerequisites: Combat Reflexes, fighter level 11th.
  Benefit: Whenever an opponent you threaten takes a 5-foot step 
  or uses the withdraw action, that opponent provokes an attack of 
  opportunity from you. If the attack hits, you deal no damage, but 
  the targeted creature is prevented from making the move action 
  that granted a 5-foot step or the withdraw action and does not 
  move.
  
  pinninG knoCkout (CombAt)
  An opponent you have pinned is easy for you to knock out. 
  Prerequisites: Dex 13, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
  Benefit: While you have an opponent pinned, when you succeed 
  at a grapple combat maneuver check to deal an opponent nonlethal 
  damage using an unarmed strike or a light or one-handed weapon, 
  double your damage result. 
  Any creature that is immune to critical hits is immune to the effects 
  of this feat.
  
  pinninG rend (CombAt)
  You tear flesh when you damage an opponent that you have 
  pinned.
  Prerequisites: Dex 13, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
  Benefit: While you have an opponent pinned, when you succeed 
  at a grapple combat maneuver check to deal an opponent damage 
  using an unarmed strike or a light or one-handed weapon, that 
  opponent also takes bleed damage equal to your unarmed strike or 
  weapon damage dice. Any creature that is immune to critical hits is 
  immune to the effects of this feat.
  
  pinpoint poiSoner (CombAt)
  You deftly use specially prepared needles to apply poison for 
  maximum effect.
  Prerequisites: Poison use class feature, Craft (alchemy)
  6 ranks, Adder Strike, Improved Unarmed Strike, Two-Weapon 
  Fighting or flurry of blows class feature.
  Benefit: When you use Adder Strike, you can instead poison up to 
  two blowgun darts that you can then use to strike your opponent in 
  melee. (Drawing such darts is a free action.) While holding these 
  darts, you can spend a standard action to attack with one or a full-
  attack action to attack with both. Such attacks are considered melee 
  touch attacks that deal 1d2 damage plus any bonuses you gain on 
  your normal unarmed strike damage, and they deliver the poison. 
  You can instead throw such darts as if they were shuriken, making 
  your ranged attack rolls against the target’s AC.
  Normal: Applying poison to a weapon or single piece of ammuni-
  tion is a standard action.
  
  plAnAr wild ShApe
  You can infuse your wild shape with planar strength.
  Prerequisites: Wild shape class feature, Knowledge (planes) 5 
  ranks.
  Benefit: When you use wild shape to take the form of an animal, 
  you can expend an additional daily use of your wild shape class 
  feature to add the celestial template or fiendish template to your 
  animal form. (Good druids must use the celestial template, while 
  evil druids must use the fiendish template.) If your form has the 
  celestial template and you score a critical threat against an evil 
  creature while using your form’s natural weapons, you gain a +2 
  bonus on the attack roll to confirm the critical hit. The same bonus 
  applies if your form has the fiendish template and you score a 
  critical threat against a good creature.
  
  prone Shooter (CombAt)
  While prone, you use the ground to stabilize your aim while using 
  a crossbow or firearm.
  Prerequisites: Weapon Focus (crossbow or firearm), base attack 
  bonus +1.
  Benefit: If you have been prone since the end of your last turn, 
  you can ignore the penalty the prone condition imposes on ranged 
  attack rolls you make using a crossbow or firearm with which you 
  have Weapon Focus.
  Special: If you have the Prone Slinger feat, Weapon Focus (sling) 
  satisfies this feat’s Weapon Focus prerequisite, and you can apply 
  this feat’s benefit to attack rolls you make using a sling with which 
  you have Weapon Focus.
  
  prone SlinGer (CombAt)
  Your sideways sling release allows you to launch bullets and stones 
  even while prone.
  Benefit: While prone, you can use a sling to make ranged attacks.
  Normal: Crossbows and firearms are the only ranged weapons that 
  can be used while prone.
  
  QuiCk bull ruSh (CombAt)
  You can barrel into your opponent and follow this with an attack.
  Prerequisites: Str 13, Improved Bull Rush, Power Attack, base 
  attack bonus +6.
  Benefit: On your turn, you can perform a single bull rush combat 
  maneuver in place of one of your melee attacks. You must choose 
  the melee attack with the highest base attack bonus to make the 
  bull rush.
  Normal: A bull rush combat maneuver is a standard action. 
  
  QuiCk dirty triCk (CombAt)
  You can perpetrate a dirty trick and deliver an attack before your 
  opponent is the wiser.
  Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, 
  base attack bonus +6.
  Benefit: On your turn, you can perform a single dirty trick combat 
  maneuver (Advanced Players Guide 320) in place of one of your 
  melee attacks. You must choose the melee attack with the highest 
  base attack bonus to make the dirty trick combat maneuver.
  Normal: A dirty trick combat maneuver is a standard action.
  
  QuiCk drAG (CombAt)
  You drag your enemy and deliver a punishing blow.
  Prerequisites: Str 13, Improved Drag, Power Attack, base attack 
  bonus +6.
  Benefit: On your turn, you can perform a single drag combat 
  maneuver (Advanced Players Guide 320) in place of one of your 
  melee attacks. You must choose the melee attack with the highest 
  base attack bonus to make the drag.
  Normal: A drag combat maneuver is a standard action.
  
  QuiCk repoSition (CombAt)
  Your opponent becomes an unwitting dance partner, following 
  your lead while you fight.
  Prerequisites: Int 13, Combat Expertise, Improved Reposition, 
  base attack bonus +6.
  Benefit: On your turn, you can perform a single reposition combat 
  maneuver (Advanced Players Guide 320) in place of one of your 
  melee attacks. You must choose the melee attack with the highest 
  base attack bonus to make the reposition.
  Normal: A reposition combat maneuver is a standard action.
  
  QuiCk SteAl (CombAt)
  You are adept at relieving foes of their belongings even while you 
  strike.
  Prerequisites: Int 13, Combat Expertise, Improved Steal, base 
  attack bonus +6.
  Benefit: On your turn, you can perform a single steal combat 
  maneuver (Advanced Players Guide 320) in place of one of your 
  melee attacks. You must choose the melee attack with the highest 
  base attack bonus to make the steal.
  Normal: A steal combat maneuver is a standard action.
  
  rAGinG brutAlity
  You expend some of your rage to strike your opponents with a 
  more powerful weapon blow.
  Prerequisites: Str 13, rage class feature, Power Attack, base attack 
  bonus +12.
  Benefit: While raging and using Power Attack, you can spend 3 
  additional rounds of your rage as a swift action to add your Consti-
  tution bonus on damage rolls for melee attacks or thrown weapon 
  attacks you make on your turn. 
  If you are using the weapon two-handed, instead add 1-1/2 times 
  your Constitution bonus. This bonus damage is not multiplied on 
  a critical hit.
  
  rAGinG deAthblow
  Every killing blow gives you a surge of vitality, further fueling 
  your rage.
  Prerequisite: Greater rage class feature.
  Benefit: While raging, whenever your attack reduces your oppo-
  nent to –1 or fewer hit points, you gain 1 extra round of rage for 
  that day. If that attack was a critical hit, you gain 1 additional extra 
  round of rage for that day. Whenever you rest to renew your total 
  number of rounds of rage per day, any extra rounds you still have 
  from this feat are lost.
  
  rAGinG hurler
  An opponent can do little to evade your wrathful pitching of 
  weapons and objects.
  Prerequisites: Rage class feature, Throw Anything.
  Benefit: While raging, you can throw a two-handed weapon as a 
  standard action, and you double the range increment for weapons 
  you throw. If you also have the Quick Draw feat, you can throw 
  two-handed weapons at your full normal rate of attacks. Further, 
  you can pick up an unattended object that you can use as an 
  improvised weapon within your reach as part of the attack action 
  to throw that item.
  
  rAGinG throw
  You expend some of your rage to throw one opponent at another.
  Prerequisites: Str 13, Con 13, rage class feature, Improved Bull 
  Rush, Power Attack, base attack bonus +6.
  Benefit: While raging, when you attempt a bull rush combat 
  maneuver, you can spend 1 additional round of your rage as a swift 
  action to add your Constitution bonus on your combat maneuver 
  check to the bull rush. Further, if you bull rush an opponent into a 
  square another creature occupies or into a solid object, the oppo-
  nent and the creature or object take bludgeoning damage equal to 
  your Strength modifier + your Constitution modifier.
  
  rApid GrAppler (CombAt)
  You are a quick hand at grappling.
  Prerequisites: Dex 13, Greater Grapple, Improved Grapple, 
  Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
  381293
  Benefit: Whenever you use Greater Grapple to successfully main-
  tain a grapple as a move action, you can then spend a swift action 
  to make a grapple combat maneuver check.
  
  rApid reloAd (CombAt)
  Choose a type of crossbow (hand, light, heavy) or a single type 
  of one-handed or two-handed firearm that you are proficient with. 
  You can reload such a weapon quickly.
  Prerequisites: Weapon Proficiency (crossbow type chosen) or 
  Exotic Weapon Proficiency (firearm).
  Benefit: The time required for you to reload your chosen type of 
  weapon is reduced to a free action (for a hand or light crossbow), 
  a move action (for heavy crossbow or one-handed firearm), or a 
  standard action (two-handed firearm). 
  Reloading a crossbow or firearm still provokes attacks of oppor-
  tunity.
  If you have selected this feat for a hand crossbow or light 
  crossbow, you may fire that weapon as many times in a full-attack 
  action as you could attack if you were using a bow.
  Normal: A character without this feat needs a move action to 
  reload a hand or light crossbow, a standard action to reload a one-
  handed firearm, or a full-round action to load a heavy crossbow or 
  a two-handed firearm.
  Special: You can gain Rapid Reload multiple times. Each time you 
  take the feat, it applies to a new type of crossbow or a new type 
  of firearm.
  
  reboundinG leAp (CombAt)
  Your riding and lancing expertise allows you to enter and leave the 
  saddle with great speed.
  Prerequisites: Leaping lance class feature, Acrobatics 5 ranks, 
  Ride 11 ranks.
  Benefit: When you succeed at the Acrobatics check to jump as part 
  of your leaping lance class feature, you can remount your steed as 
  a swift action.
  
  rebuFFinG reduCtion  
  (CombAt)
  Your damage reduction can turn the force of blows back on your 
  enemies.
  Prerequisites: Str 13, damage reduction, Improved Bull Rush, 
  Power Attack, base attack bonus +1.
  Benefit: Whenever an opponent that is adjacent to you fails to 
  penetrate your DR with a melee attack, you can spend an imme-
  diate action to attempt a bull rush combat maneuver against that 
  opponent. If you succeed, you cannot move with the opponent.
  Normal: A bull rush combat maneuver is a standard action.
  
  rendinG Fury (CombAt)
  You easily tear your enemies limb from limb with your natural 
  attacks.
  Prerequisites: Base attack bonus +6, rend special attack. 
  Benefit: You deal rend damage if you hit with half the normal 
  natural attacks your rend requires. For example, a troll that has this 
  feat can rend when it hits with one claw attack, while a girallon 
  that has this feat must hit one target with two claw attacks to rend. 
  You can only make this rend attack once per round.
  
  revelAtion Strike (CombAt)
  Your unarmed strike brings a revelation down upon your foe. 
  Prerequisites: Revelation class feature, Improved Unarmed Strike.
  Benefit: When you gain this feat, choose one revelation that 
  you can use to affect no more than one opponent. If you make 
  a successful unarmed strike against an opponent, in addition to 
  dealing your unarmed strike damage, you can use a swift action to 
  deliver the effects of the chosen revelation to that opponent. Doing 
  so provokes no attacks of opportunity.
  Special: You can take this feat multiple times. Each time you take 
  it, you apply it to a different qualifying revelation.
  
  rhetoriCAl FlouriSh
  You rapidly change topics and employ confusing rhetoric to 
  distract people from your true intent.
  Prerequisites: Cha 13, Persuasive.
  Benefit: When using the Diplomacy skill to make a request or 
  change a creature’s attitude, you can use verbal misdirection. To 
  do so, make a Bluff check against that creature. If you succeed, 
  you gain a +4 bonus on your next Diplomacy check against that 
  creature if the check is made within the next minute. If you fail by 
  5 or more, you instead take a –2 penalty on your next Diplomacy 
  check against that creature.
  Alternatively, you can use this feat to retry a single failed Diplo-
  macy check against a creature. You take a –4 penalty on your Bluff 
  check when using Rhetorical Flourish in this way. If you succeed, 
  rather than gaining this feat’s normal bonus, you can retry your last 
  Diplomacy check against the creature if that check was made in 
  the past minute.
  
  riCoChet Shot deed (Grit)
  You can ricochet a firearm shot off the wall and still hit your target.
  Prerequisites: Grit class feature or Amateur Gunslinger feat, 
  Blind-Fight.
  Benefit: You can f ire a shot at a wall or piece of solid terrain, and 
  have it ricochet off. When you do, use the square immediately in 
  front of the wall or piece of solid terrain to determine line of sight 
  to a target, and this square is considered the new origin square of 
  the attack. 
  Use that square to determine the effects of cover, and your own 
  square to determine the effects of concealment. 
  You can make this shot as long as you have at least 1 grit point. 
  When making this shot, you can spend 1 grit point to ignore the 
  effects of all cover or concealment.
  You must choose to spend the grit point before you make the 
  attack roll.
  
  riGhteouS heAlinG
  Your healing spells are more potent when you have a judgment 
  active.
  Prerequisite: Judgment class feature.
  Benefit: If you cast a cure spell while you have a judgment active, 
  each target regains 1 extra hit point from the cure spell + 1 hit 
  point per three inquisitor levels you possess.
  
  SAp Adept (CombAt)
  You know just where to hit to knock the sense out of your foe.
  Prerequisite: Sneak attack +1d6.
  Benefit: Whenever you use a bludgeoning weapon to deal nonle-
  thal sneak attack damage, you gain a bonus on your damage roll 
  equal to twice the number of sneak attack damage dice you rolled.
  
  SAp mASter (CombAt)
  You knock the sense out of foes with a well-timed surprise attack.
  Prerequisites: Sneak attack +3d6, Sap Adept.
  Benefit: Whenever you use a bludgeoning weapon to deal nonle-
  thal sneak attack damage to a flat-footed opponent, roll your sneak 
  attack dice twice, totaling the results as your nonlethal sneak attack 
  damage for that attack.
  
  SAvAGe diSplAy  
  (CombAt, perFormAnCe)
  With your victory and a roar, you push yourself on with increased 
  savagery.
  Prerequisite: Dazzling Display.
  Benefit: When you spend a swift action to make a performance 
  combat check, you gain a +2 bonus on your performance combat 
  check and gain a +1d6 bonus on damage rolls until the end of your 
  next turn. This extra damage is not precision damage.
  
  SChool Strike (CombAt)
  You focus the secrets of your school of wizardry into your 
  unarmed strike.
  Prerequisites: Wizard school class feature, Improved Unarmed 
  Strike.
  Benefit: When you gain this feat, choose one arcane school power 
  that you can use to affect no more than one opponent. If you make 
  a successful unarmed strike against an opponent, in addition to 
  dealing your unarmed strike damage, you can use a swift action 
  to deliver the effects of the chosen school power to that opponent. 
  Doing so provokes no attacks of opportunity.
  Special: You can take this feat multiple times. Each time you take 
  it, you apply it to a different qualifying arcane school power.
  
  SeA leGS
  You have a sailor’s instincts for moving about while aboard 
  seagoing vessels.
  Prerequisite: Profession (sailor) 5 ranks.
  Benefit: You gain a +2 bonus on Acrobatics, Climb, and Swim 
  checks.
  
  SeCret StASh deed (Grit)
  You are so skilled at stashing small packets of firearm ammunition 
  and black powder on your person that you sometimes surprise 
  yourself when you find them.
  Prerequisites: Grit class feature or Amateur Gunslinger feat, 
  Sleight of Hand 1 rank.
  Benefit: Spend 1 grit point while in combat to recover either 1 
  bullet and 1 dose of black powder or 1 alchemical cartridge from 
  a hidden stash on your person that you had, until now, forgotten 
  about. If the bullet and black powder or the alchemical cartridges 
  are normal shot, you do not need to pay for the ammunition. If you 
  want to recover any other kind of ammunition, you must pay for it 
  with gold pieces from your character’s wealth. The grit cost of this 
  deed cannot be decreased by the Signature Deed feat, the true grit 
  class feature, or any other similar effect that reduces the number of 
  grit points you spend to use a deed. You also gain a +4 bonus on 
  any Sleight of Hand checks made while gambling.
  
  SeiZe the moment  
  (CombAt, teAmwork)
  You and your allies are poised to pounce whenever one of you 
  scores a telling blow.
  Prerequisites: Combat Reflexes, Improved Critical.
  Benefit: When an ally who also has this feat confirms a critical hit 
  against an opponent that you also threaten, you can make an attack 
  of opportunity against that opponent. 
  
  ShAitAn eArthblASt  
  (CombAt)
  With a forceful stomp you release a blast of acid from the earth to 
  burn your enemies.
  Prerequisites: Con 15, Wis 17, Elemental Fist**, Improved 
  Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus 
  +13 or monk level 11th.
  Benefit: While using the Shaitan Style feat, as a standard action, 
  you can spend two Elemental Fist (APG 158) attempts to unleash 
  a 20-foot column of acid that has a 5-foot radius and erupts from 
  a point of origin within 30 feet of you. Creatures caught in the 
  column take your unarmed strike damage plus the acid damage 
  from your Elemental Fist and are staggered for 1 round. A 
  successful Reflex save (DC 10 + 1/2 your character level + your 
  Wis modifier) reduces the damage by half and prevents a target 
  from being staggered.
  
  ShAitAn Skin (CombAt)
  You can manipulate acid to shield yourself and disable your 
  enemies.
  Prerequisites: Con 15, Wis 15, Elemental Fist**, Improved 
  Unarmed Strike, Shaitan Style, base attack bonus +11 or monk 
  level 9th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using the Shaitan Style feat, you gain acid 
  resistance equal to your base attack bonus, or your monk level plus 
  BAB gained from levels in classes other than monk, whichever 
  is higher. While denied your Dexterity bonus to AC you are also 
  denied this resistance. 
  Creatures that take acid damage from your Elemental Fist attack 
  must succeed at a Reflex save (DC 10 + 1/2 your character level + 
  your Wis modifier) or be staggered for 1 round.
  
  ShAitAn Style  
  (CombAt, Style)
  You strike with the caustic forces from within the earth.
  Prerequisites: Con 13, Wis 15, Elemental Fist**, Improved 
  Unarmed Strike, base attack bonus +9 or monk level 5th.
  Benefit: You gain one additional Elemental Fist (APG 158) 
  attempt per day. While using the Shaitan Style and Elemental Fist 
  feats to deal acid damage, you gain a bonus on acid damage rolls 
  equal to your Wisdom bonus. Further, if your Elemental Fist melee 
  attack misses while you are using it to deal acid damage, you still 
  deal 1d6 points of acid damage to your target.
  
  ShAke it oFF (teAmwork)
  You support your allies and help them recover from crippling 
  effects.
  Benefit: When you are adjacent to one or more allies who also 
  have this feat, you gain a +1 bonus on saving throws per such ally 
  (maximum +4).
  
  ShApeShiFter Foil
  Your command of shapeshifting magic can disrupt similar effects 
  in others.
  Prerequisites: Knowledge (arcana) 5 ranks or Knowledge (nature) 
  5 ranks, ability to use any polymorph effect.
  Benefit: A creature you deal damage to has difficulty using or 
  maintaining polymorph effects until the end your next turn. To use 
  a polymorph effect it must make a concentration check (DC 15 + 
  twice the level of the effect). If you deal damage to an opponent 
  under a polymorph effect, that opponent must succeed at a Will 
  saving throw (DC 10 + 1/2 your character level + your Wisdom 
  modifier) or be forced back to its original form. If you score a 
  critical hit against such an opponent, no saving throw is allowed.
  
  ShApeShiFtinG hunter
  You blend your knowledge of foes and your shapeshifting abilities 
  together.
  Prerequisites: Favored enemy class feature, wild shape class 
  feature.
  Benefit: Your levels of druid stack with your ranger levels for 
  determining when you select your next favored enemy. Also, 
  your ranger levels stack with your druid levels in determining the 
  number of times per day you can use your wild shape class feature, 
  up to a maximum of eight times per day.
  
  ShAred judGment
  You extend the benefits of your judgment to an ally.
  Prerequisite: Second judgment class feature.
  Benefit: You can pronounce a single judgment and extend its 
  effects to one adjacent ally instead of pronouncing a second judg-
  ment. Similarly, once you have the third judgment class feature, 
  you can pronounce a single judgment and extend its effects to two 
  adjacent allies instead of pronouncing a second and third judgment. 
  Alternatively, once you have the third judgment class feature, you 
  can pronounce two judgments and extend the effects of one judg-
  ment to one adjacent ally instead of pronouncing a third judgment. 
  Once an ally has gained the effects of your judgment, he need not 
  remain adjacent to you to continue gaining that benefit. You can 
  spend a free action to end this benefit for one or both allies. If your 
  judgment bonus is suspended for you, it is suspended for all allies, 
  but when it resumes, it does so for all allies.
  
  SieGe CommAnder (CombAt)
  Under your leadership, the time required to assemble and move a 
  siege engine is greatly reduced.
  Prerequisites: Craft (siege weapon) 5 ranks, Knowledge (engi-
  neering) 5 ranks or Profession (siege engineer) 1 rank.
  Benefit: When you lead a siege engine assembly crew, you grant 
  all of its members a +4 competence bonus on checks to assemble 
  or move the weapon. You also halve the time required to assemble 
  a siege engine.
  
  SieGe enGineer (CombAt)
  You are proficient with all siege weaponry.
  Prerequisites: Knowledge (engineering) 5 ranks or Profession 
  (siege engineer) 5 ranks, proficiency with one siege engine.
  Benefit: You are considered to be proficient with all siege 
  weapons. Also, when you are crew lead for a siege engine, you do 
  not generate mishaps on the roll of a natural 1.
  Normal: Each siege engine is an exotic weapon.
  
  SieGe Gunner (CombAt)
  Aiming outsized siege weapons poses little difficulty for you.
  Prerequisites: Siege Engineer, Profession (siege engineer) 5 ranks.
  Benefit: You take no size penalty for aiming a direct fire siege 
  weapon larger than yourself. If you operate an indirect-fire siege 
  weapon and miss, you misdirect fire by 1 square per range incre-
  ment.
  Normal: Direct-fire weapons impose a –2 attack roll penalty per 
  size category by which the weapon is larger than the creature 
  aiming it. An indirect-fire weapon that misses misdirects fire by 
  1d4 squares per range increment.
  
  SiGnAture deed (Grit)
  You are known for performing a particular deed, and can perform 
  it with greater ease.
  Prerequisites: Grit class feature, gunslinger level 11th.
  Benefit: Pick a deed that you have access to and that you must 
  spend grit to perform. You can perform this deed for 1 fewer grit 
  point (minimum 0). If the amount of grit needed to perform the 
  deed is reduced to 0, you can perform this deed for the normal 
  action cost as long as you have at least 1 grit point.
  
  Skilled driver
  Choose a type a type of vehicle (either air, land, or water). You are 
  more skilled when driving that vehicle.
  Benefit: You gain a +4 bonus on driving checks with your chosen 
  vehicle.
  
  SlAyer’S knACk
  You know how to battle your favored enemies with such efficacy 
  that any weapon you wield against them becomes more deadly.
  Prerequisites: Favored enemy class feature, base attack bonus +6.
  Benefit: When you take this feat, choose one of your favored 
  enemy types. Against enemies of that type, the threat range of any 
  weapon you wield is doubled. This effect does not stack with any 
  other effect that expands a weapon’s threat range.
  Special: You can take this feat multiple times. Each time you take 
  it, you choose a different favored enemy type.
  
  SlinG FlAil (CombAt)
  You can use your loaded sling to effectively strike at nearby foes.
  Prerequisites: Weapon Focus (sling), base attack bonus +1.
  Benefit: You can make melee attacks using your loaded sling, 
  using that weapon’s normal statistics but treating it as a flail. Using 
  a sling in this way does not expend mundane ammunition, but 
  magical or masterwork ammunition loses its special properties 
  after a single hit.
  Special: Any feats you have that apply when you use a flail also 
  apply when you use a loaded sling as a melee weapon.
  
  SnAke FAnG (CombAt)
  You can unleash attacks against an opponent that has dropped its 
  guard.
  Prerequisites: Combat Reflexes, Improved Unarmed Strike, Snake 
  Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
  Benefit: While using the Snake Style feat, when an opponent’s 
  attack misses you, you can make an unarmed strike against that 
  opponent as an attack of opportunity.
  If this attack of opportunity hits, you can spend an immediate 
  action to make another unarmed strike against the same opponent.
  
  SnAke Sidewind (CombAt)
  Your sensitive twisting movements make you difficult to anticipate 
  combat.
  Prerequisites: Improved Unarmed Strike, Snake Style, Acrobatics 
  3 ranks, Sense Motive 6 ranks.
  Benefit: You gain a +4 bonus to CMD against trip combat 
  maneuvers and on Acrobatics checks and saving throws to avoid 
  being knocked prone. While using the Snake Style feat, whenever 
  you score a critical threat with your unarmed strike, you can make 
  a Sense Motive check in place of the attack roll to confirm the 
  critical hit. Whenever you score a critical hit with your unarmed 
  strike, you can spend an immediate action to take a 5-foot step 
  even if you have otherwise moved this round.
  Normal: You can take a 5-foot step only if you have not otherwise 
  moved this round.
  
  SnAke Style (CombAt, Style)
  You watch your foe’s every movement and then punch through 
  its defense.
  Prerequisites: Improved Unarmed Strike, Acrobatics 1 rank, 
  Sense Motive 3 ranks.
  Benefit: You gain a +2 bonus on Sense Motive checks, and you 
  can deal piercing damage with your unarmed strikes. While using 
  the Snake Style feat, when an opponent targets you with a melee 
  or ranged attack, you can spend an immediate action to make a 
  Sense Motive check. You can use the result as your AC or touch 
  AC against that attack. You must be aware of the attack and not f 
  lat-footed.
  Normal: An unarmed strike deals bludgeoning damage.
  
  SnAp Shot (CombAt)
  With a ranged weapon, you can take advantage of any opening in 
  your opponent’s defenses.
  Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Weapon 
  Focus, base attack bonus +6.
  Benefit: While wielding a ranged weapon with which you have 
  Weapon Focus, you threaten squares within 5 feet of you. You can 
  make attacks of opportunity with that ranged weapon. You do not 
  provoke attacks of opportunity when making a ranged attack as an 
  attack of opportunity.
  Normal: While wielding a ranged weapon, you threaten no squares 
  and can make no attacks of opportunity with that weapon.
  
  SnAppinG turtle ClutCh 
  (CombAt)
  Your unarmed style allows you to turn your opponent’s attack into 
  an opportunity.
  Prerequisites: Snapping Turtle Style, Improved Grapple, 
  Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
  Benefit: While you are using the Snapping Turtle Style feat, the 
  shield bonus the style grants to your AC applies to your CMD and 
  touch AC. Whenever an opponent misses you with a melee attack 
  while you are using the Snapping Turtle Style feat, you can use an 
  immediate action to attempt a grapple combat maneuver against 
  that opponent, but with a –2 penalty.
  
  SnAppinG turtle Shell 
  (CombAt)
  Your guarding hand is almost magical in its skill at deflecting 
  incoming blows.
  Prerequisites: Snapping Turtle Clutch, Snapping Turtle Style, 
  Improved Grapple, Improved Unarmed Strike, base attack bonus 
  +5 or monk level 5th.
  Benefit: While you are using the Snapping Turtle Style feat, the 
  shield bonus the style grants to your AC increases to +2, and your 
  enemies take a –4 penalty on critical confirmation rolls against 
  you.
  Snapping Turtle Style (Combat, Style)
  Your deft unarmed style allows you to shield your body from harm.
  Prerequisites: Improved Unarmed Strike, base attack bonus +1 or 
  monk level 1st. 
  Benefit: While using the Snapping Turtle Style feat with at least 
  one hand free, you gain a +1 shield bonus to AC.
  
  SneAkinG preCiSion
  Your knowledge of your enemies’ vulnerable spots is especially 
  punishing.
  Prerequisites: Sneak attack class feature, Critical Focus, any 
  critical feat, base attack bonus +9.
  Benefit: Whenever you successfully sneak attack an opponent for a 
  second time on your turn, you can spend a swift action to apply the 
  effects of one critical feat you know to that opponent.
  
  SorCerouS Strike (CombAt)
  The power f lowing through your veins also f lows through your 
  unarmed strike.
  Prerequisites: Sorcerer bloodline class feature, Improved 
  Unarmed Strike.
  Benefit: When you gain this feat, you choose one bloodline 
  power that you can use to affect a single opponent. If you make 
  a successful unarmed strike against an opponent, in addition to 
  dealing your unarmed strike damage, you can spend a swift action 
  to deliver the effects of the chosen bloodline power to that oppo-
  nent. Doing so provokes no attacks of opportunity.
  Special: You can take this feat multiple times. Each time you take 
  it, you apply it to a different qualifying bloodline power.
  
  Spell bAne
  While your bane weapon is active, creatures that your bane affects 
  find it more difficult to resist your spells.
  Prerequisite: Bane class feature.
  Benefit: While your bane class feature is affecting a creature type, 
  the saving throw’s DCs for your spells increase by +2 for creatures 
  of that type.
  
  SpinninG throw (CombAt)
  You whirl your foe around and then let go.
  Prerequisites: Combat Expertise, Improved Bull Rush, Improved 
  Trip, Improved Unarmed Strike, Ki Throw.
  Benefit: On a successful unarmed trip combat maneuver against 
  an opponent your size or smaller, you can spend a swift action to 
  attempt a bull rush combat maneuver against that opponent. If your 
  bull rush succeeds, you can move that opponent to any unoccupied 
  square you threaten, then push that opponent the number of 5-foot 
  increments your successful bull rush allows. The target is then 
  knocked prone. If the bull rush fails, you can use the Ki Throw 
  feat as normal.
  If you also have the Improved Ki Throw feat, a successful bull rush 
  allows you to push the opponent into a space secondary targets 
  occupy. You resolve this effect as if you used the Improved Ki 
  Throw feat to throw the opponent into that space.
  Special: Per the Ki Throw feat, a monk can use ki to affect crea-
  tures larger than himself with this feat.
  
  SplinterinG weApon
  Your fragile weapon works to your advantage, breaking off frag-
  ments in wounds you inflict.
  Prerequisites: Base attack bonus +1, proficient with weapon, 
  weapon made of primitive material.
  Benefit: Whenever you use a melee or thrown weapon with the 
  fragile weapon feature (page 146) or similar quality and hit an 
  opponent, you can give your weapon the broken condition to deal 
  that opponent 1d4 points of bleed damage.
  
  StAGe CombAtAnt (CombAt)
  You are a master of stage and nonlethal combats.
  Prerequisites: Weapon Focus, base attack bonus +5
  Benefit: When you make an attack with a weapon that you have 
  Weapon Focus in, you take no penalty on the attack roll when you 
  are attempting to make an attack that deals no damage or nonlethal 
  damage.
  Normal: When making attacks that deal no damage or nonlethal 
  damage, you take a –4 penalty on attack rolls.
  
  StAlwArt
  You adopt a defensive stance that allows you to absorb and redirect 
  hits.
  Prerequisites: Diehard, Endurance, base attack bonus +4.
  Benefit: While using the total defense action, fighting defensively 
  action, or Combat Expertise, you can forgo the dodge bonus to 
  AC you would normally gain to instead gain an equivalent amount 
  of DR, to a maximum of DR 5/—, until the start of your next 
  turn. This damage reduction stacks with DR you gain from class 
  features, such as the barbarian’s, but not with DR from any other 
  source. If you are denied your Dexterity bonus to AC, you are also 
  denied this DR.
  Stealth Synergy (Teamwork)
  Working closely with an ally, you are able to move like twin 
  shadows.
  Benefit: While you can see one or more allies who also have this 
  feat, whenever you and your allies make a Stealth check, you all 
  take the highest roll and add all your modifiers to Stealth.
  
  StrAnGler (CombAt)
  Throttling the life out of enemies is second nature to you.
  Prerequisites: Dex 13, sneak attack +1d6, Improved Grapple, 
  Improved Unarmed Strike.
  Benefit: Whenever you successfully maintain a grapple and choose 
  to deal damage, you can spend a swift action to deal your sneak 
  attack damage to the creature you are grappling.
  Strong Comeback
  You learn quickly from past mistakes.
  Benefit: Whenever you are allowed to reroll an ability check, a 
  skill check, or a saving throw, you gain a +2 circumstance bonus 
  on the reroll.
  
  StunninG pin (CombAt)
  You can render a pinned foe temporarily incapacitated.
  Prerequisites: Improved Grapple, Improved Unarmed Strike, 
  Stunning Fist.
  Benefit: Whenever you pin an opponent, you can spend a swift 
  action to make a Stunning Fist attempt against that opponent.
  
  Sure GrASp
  Your quick Reflexes and skill at climbing keep you from falling 
  to your doom.
  Prerequisite: Climb 1 rank.
  Benefit: Roll twice while climbing or when making a Reflex save 
  to avoid falling, and take the higher result.
  
  Sword And piStol (CombAt)
  You effortlessly pair melee and ranged weaponry.
  Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, 
  Two-Weapon Fighting, base attack bonus +6.
  Benefit: When you use the Two-Weapon Fighting feat while 
  wielding a melee weapon and a crossbow or firearm, your attacks 
  with the crossbow or firearm provoke no attacks of opportunity 
  from foes that you threaten with your melee weapon.
  Normal: Making a ranged attack provokes attacks of opportunity.
  Tandem Trip (Combat, Teamwork)
  You know how to work together to trip your foes.
  Benefit: Whenever you attempt a trip combat maneuver against an 
  enemy threatened by an ally with this feat, you roll twice and take 
  the better result.
  
  tArGet oF opportunity 
  (CombAt, teAmwork)
  You and your allies pelt your enemies with a deadly barrage of 
  missiles.
  Prerequisites: Point-Blank Shot, base attack bonus +6.
  Benefit: When an ally who also has this feat makes a ranged 
  attack and hits an opponent within 30 feet of you, you can spend 
  an immediate action to make a single ranged attack against that 
  opponent. Your ranged weapon must be in hand, loaded, and ready 
  to be fired or thrown for you to make the ranged attack.
  
  teAm piCkpoCketinG  
  (teAmwork)
  You distract a mark with friendly conversation while your partner 
  robs the victim blind.
  Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank.
  Benefit: Whenever an ally with this feat succeeds a Bluff check 
  to feint an opponent, if you are adjacent to that creature, you can 
  spend an immediate action to make a Sleight of Hand check to 
  pickpocket that opponent and gain a +4 bonus on that attempt.
  
  tiGer ClAwS (CombAt)
  You can sacrifice multiple attacks to make a single devastating 
  strike.
  Prerequisites: Improved Unarmed Strike, Tiger Style, base attack 
  bonus +6 or monk level 5th.
  Benefit: While you are using the Tiger Style feat and have both 
  hands free, you can use a full-round action to make a single 
  unarmed strike with both hands. Use your highest base attack 
  bonus, rolling unarmed strike damage for each hand separately 
  and multiplying both if you score a critical hit. If you use Power 
  Attack in conjunction with this attack, can add half your Strength 
  bonus to one of the damage rolls. If you hit, you can attempt a bull 
  rush maneuver with a +2 bonus on the combat maneuver check. 
  This bull rush attempt provokes no attack of opportunity from your 
  opponent, but you cannot move with that opponent if your bull 
  rush is successful.
  
  tiGer pounCe (CombAt)
  Your unarmed strikes are as precise as they are powerful, but they 
  leave you open and you can pursue foes with blinding speed.
  Prerequisites: Improved Unarmed Strike, Power Attack, Tiger 
  Claws, Tiger Style, base attack bonus +9 or monk level 8th.
  Benefit: While using the Tiger Style feat, you can apply the 
  penalty from Power Attack to your AC instead of attack rolls. 
  Additionally, once per round as a swift action, you can move up to 
  half your speed closer to a target you hit with an unarmed strike or 
  made a successful combat maneuver against on this turn or your 
  last turn.
  
  tiGer Style (CombAt, Style)
  Your unarmed fighting style emulates the strength and ferocity of 
  a tiger.
  Prerequisites: Improved Unarmed Strike, base attack bonus +3 or 
  monk level 3rd.
  Benefit: While using this style, you gain a +2 bonus to your CMD 
  against bull rush, overrun, and trip maneuvers.
  You can also deal slashing damage with your unarmed strikes. 
  Whenever you score a critical hit with your slashing unarmed 
  strike, your opponent also takes 1d4 points of bleed damage at the 
  start of his next two turns.
  Normal: Unarmed strikes deal bludgeoning damage.
  
  trApper’S Setup
  You have an instinct for waiting until just the right moment to 
  spring a hazard or trap.
  Prerequisite: Craft (traps) 5 ranks.
  Benefit: When you manually trigger a trap against opponents, that 
  trap receives either a +2 circumstance bonus on melee attack rolls 
  or a +2 circumstance bonus to its saving throw DC.
  
  thunderS (CombAt)
  When you fight giants, your powerful blows combine with skills 
  learned from generations of your people to quickly even the odds.
  Prerequisites: Dwarf or gnome, defensive training racial trait, 
  Two-Weapon Fighting or flurry of blows class feature, Weapon 
  Focus with both wielded weapons.
  Benefit: Once per round, when wielding a bludgeoning weapon 
  in each hand against a creature with the giant subtype, if you hit 
  the creature with your off-hand weapon after you hit with your 
  primary weapon, roll the damage dice for your off-hand weapon 
  twice and add the results together before adding any bonuses. Such 
  extra weapon damage dice are not multiplied on a critical hit.
  
  twin thunderS Flurry  
  (CombAt)
  Your dual bludgeoning strikes are especially deadly when you are 
  fighting giants.
  Prerequisites: Dwarf or gnome; defensive training racial trait; 
  Improved Two-Weapon Fighting and Two-Weapon Fighting, or 
  flurry of blows class feature; Twin Thunders; Weapon Focus with 
  both wielded weapons; base attack bonus +6.
  Benefit: You can trip a creature with the giant subtype of up 
  to Huge size, and you gain a +2 bonus on damage rolls against 
  creatures of the giant subtype. Further, each time you hit a creature 
  of the giant subtype with your offhand weapon after you hit that 
  creature with your primary weapon, you can deal the extra off-
  hand weapon damage Twin Thunders grants you.
  
  twin thunderS mASter 
  (CombAt)
  With thunderous simultaneous strikes, you can batter a mighty 
  giant into submission.
  Prerequisites: Dwarf or gnome; defensive training racial trait; 
  Improved Two-Weapon Fighting and Two-Weapon Fighting, or 
  flurry of blows class feature; Twin Thunders; Twin Thunders 
  Flurry; Weapon Focus with both wielded weapons; base attack 
  bonus +9.
  Benefit: Whenever you deal an opponent extra damage with the 
  Twin Thunders feat, that opponent is shaken for 1 round. You also 
  force that opponent to succeed at a Fortitude saving throw (DC 
  10 + half your level + your Str modifier) or become staggered for 
  1 round. If you use this feat to render staggered an opponent that 
  is already staggered, you daze that opponent instead. In a similar 
  way, you can stun an opponent that is already dazed.
  
  two-hAnded thrower  
  (CombAt)
  You hurl weapons with both hands and with great force, sometimes 
  using a whirling technique to send your weapon f lying through the 
  air at tremendous speeds.
  Prerequisite: Str 15.
  Benefit: Whenever you use two hands to throw a one-handed or 
  two-handed weapon, you gain a bonus on damage rolls equal to 
  1-1/2 times your Strength bonus.
  Using two hands to throw any weapon requires only a standard 
  action for you. If you also have the Quick Draw feat, you can 
  throw two-handed weapons at your full normal rate of attacks.
  Normal: You add your Strength bonus on thrown weapon damage, 
  regardless of available hands. Throwing a two-handed weapon is a 
  full-round action.
  
  two-weApon Feint (CombAt)
  You use one weapon to distract your enemy while slipping another 
  past his defenses.
  Prerequisites: Dex 15, Int 13, Combat Expertise, Two-Weapon 
  Fighting.
  Benefit: While using Two-Weapon Fighting to make melee attacks, 
  you can forgo your first primary-hand melee attack to make a Bluff 
  check to feint an opponent.
  
  viCiouS Stomp (CombAt)
  You take advantage of the moment to brutally kick an enemy when 
  he is down.
  Prerequisites: Combat Reflexes, Improved Unarmed Strike.
  Benefit: Whenever an opponent falls prone adjacent to you, that 
  opponent provokes an attack of opportunity from you. This attack 
  must be an unarmed strike.
  
  wAve Strike (CombAt)
  You present a serene facade until you unsheathe your weapon and 
  strike in one fluid motion.
  Prerequisites: Weapon expertise class feature or Quick Draw, 
  Bluff 1 rank.
  Benefit: If on your first turn of combat you draw a melee weapon 
  to attack an opponent within your reach, you can spend a swift 
  action to make a Bluff check to feint against that opponent.
  
  whip mAStery (CombAt)
  Your superior expertise with this weapon does not provoke attacks 
  of opportunity from your enemies.
  Prerequisites: Weapon Focus (whip), base attack bonus +2.
  Benefit: You no longer provoke attacks of opportunity when 
  attacking with a whip. You can deal lethal damage with a whip, 
  although you can still deal nonlethal damage when you want. 
  Further, you can deal damage with a whip despite a creature’s 
  armor bonus or natural armor bonus.
  Normal: Attacking with a whip provokes attacks of opportunity as 
  if you used a ranged weapon. A whip deals no damage to a creature 
  that has an armor bonus of +1 or natural armor bonus of +3.
  
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