The following feats have been converted (via prerequisites and other factors) to better fit the ruleset from Elephant in the Room, as well as overall changes in the pathFinal Fantasy ruleset. This list is not exhaustive, any 1st-party Pathfinder feat can also be taken (Remember to check any prerequisites against the feat conversion table). Rather, these are simply the most commonly used 1st party feats as well as a selection of 3rd party feats that have been adapted for use.

Adrenal Response (Combat)
Your reaction time is powered by raw adrenaline, rather than finely honed reflexes.

Effect: You may make Constitution checks in place of Dexterity checks to determine your initiative (you make the choice as combat begins). Other bonuses that apply directly to initiative, such as the improved initiative feat, function normally.

Normal: Initiative checks are Dexterity checks.

Agile Combatant (Combat)
You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus when performing a bull rush, drag, grapple, hamstring, overrun or throw maneuver instead of your Strength bonus.

Normal: You always add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus when performing bull rush, drag, grapple, hamstring, overrun or throw maneuvers, even when using a finesse weapon. (Unarmed strikes are finesse weapons, even if you do not have unarmed combatant.)

Aikido Harmonious Spirit (Combat)
Prerequisites: Wis 15, Aikido Style, Aikido Waza, Combat Reflexes, Unarmed Combatant

Benefit: While using the Aikido Style feat, attacks of opportunity opponents provoke through said feat may be made before the attack is made. If you successfully hit an opponent in this way, the opponent receives a -2 penalty to the attack and damage roll of the provoking attack.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Aikido Style (Combat, Style)
Prerequisites: Wis 13, Combat Reflexes, Unarmed Combatant
Benefit: While using this style, opponents that make a melee attack against you provoke attacks, provided you haven’t taken any offensive actions on your previous turn. The attack of opportunities made in this way are made after the provoking attack is completely resolved.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 14), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Aikido Waza (Combat)
Prerequisites: Wis 15, Aikido Style, Combat Reflexes, Unarmed Combatant

Benefit: While using the Aikido Style feat, if you take no offensive action against an opponent on your turn, you gain an insight bonus to AC equal to ½ your Wis modifier (minimum +1) until the start of your next turn. Additionally, while using the Aikido Style feat, you may always choose to deal minimum damage with your unarmed strikes (acting as if all damage dice were rolled as 1, including damage dice that would not be multiplied on a critical hit, such as sneak attack, vital strike, or the flaming weapon special ability).

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Aligned Strike (Combat)
You imbue your weapons with a part of your own intent, letting you cleave through foes of opposing alignments.
Prerequisites: Base attack bonus +6, Arcane Strike.

Benefit: When you take this feat, choose one component of your alignment (chaos, evil, good, or law), Once you have made this choice, it cannot be changed.
Weapons you imbue with the Arcane Strike feat deal damage as if they bore your chosen alignment component for the purpose of overcoming damage reduction.
Additionally, you may choose to expend the duration on your arcane strike as part of an attack to deal an additional 2d6 damage of your chosen alignment type, This attack is treated as your selected alignment type, and retains your arcane strike’s benefits until after it is made. You must decide whether or not to use this ability prior to making an attack. If your attack misses, you still expend your arcane strike.

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 94; “Aligned Attack (Psionic)”), but has been edited for use with the pathFinal Fantasy ruleset.

Ally Shield (Combat, Betrayal, Teamwork)
You are willing to use your allies as shields to ward off attacks aimed at you. Or you are willing to allow yourself to be used as such.

Benefit(s): Whenever you are the target of a melee or ranged attack and are adjacent to an ally who also has this feat, you can initiate this feat to skillfully pull the abettor into harm’s way or dodge behind the abettor as an immediate action. You may use this feat after you learn the result of the attack roll.

You gain cover against that attack (and only that attack). If the attack misses you but would have hit you if not for the cover bonus to your armor class, the abettor becomes the target of the attack and the attacker must make a new attack roll (with all the same modifiers) against the abettor’s armor class.

Betrayal feats are somewhat unique amongst teamwork feats. While these feats can be taken and granted to other characters via teamwork granting abilities, allies who have been granted a betrayal feat can only use such feats as initiators, not as abettors. For example, a knight could not grant an ally the ally shield feat and then use his ally as a shield, but he could allow an ally to use him as a shield.

Antagonise (Combat)
Your words cut deep, drawing attention

Prerequisites: 3 ranks of Diplomacy or Intimidate

Benefit: As a move action, you can convince or antagonise a foe into going for you first. Make a check using either diplomacy or intimidate, against a DC of 15 + The Target's HD + their highest mental modifier. If you succeed, the target of the Antagonise attempt shifts its focus to you for one round, which increases by 1 round for each 5 HD you have, to a maximum of 4 at 15 HD. If the Antagonised target is wounded by an attack from someone else, they are free to change target once again

Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisites: Ability to cast spells or pseudomagic class feature.

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

Special: Levels in classes with the pseudomagic class feature count as caster levels for determining the bonus granted by this feat.

Armored Athlete (Combat)
You have experience using a skill while armored.

Prerequisite(s): Light armor proficiency, medium armor proficiency, 3 ranks in any Dexterity– or Strength-based skill.

Benefit: Choose one Dexterity– or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.

Armor Focus (Combat)
Your familiarity with a specific type of armor increases the amount of protection you receive from it.

Prerequisite(s): Base attack bonus +1, proficiency with selected armor.

Benefit(s): Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor. The Armor Focus feat counts as the armor training class feature for the purpose of armor mastery feat prerequisites and determines what types of armor you can use with armor mastery feats.

Armor Trick (Combat)
When used cleverly, armor becomes far more than a defensive implement. Armor tricks are actions available to characters who have the Armor Trick feat for the appropriate equipment.

Choose one armor trick option (light, medium, heavy, or shield). You can perform armor tricks in combat when wearing the appropriate armor option.

Prerequisite(s): Base attack bonus +1.

Benefit(s): You can use any armor tricks related to the chosen armor option if you meet the trick’s prerequisites and are proficient with any armor that you use as part of the trick.

Special: You can gain Armor Trick multiple times. Each time you take the feat, it applies to a new armor trick option.

Armor Trick Options

In addition to the prerequisites listed in parentheses for each of the following armor tricks, you must be proficient with any armor used in the trick and have the Armor Trick feat with the appropriate armor option.

  • Light Armour Tricks can be found here
  • Medium Armour Tricks can be found here
  • Heavy Armour Tricks can be found here

Armour Proficiency, Heavy (Combat)
You are skilled at wearing heavy armour.

Prerequisites: Light Armour Proficiency, Medium Armour Proficiency.

Benefit: See Armour Proficiency, Light, except the benefits apply to heavy armour..

Normal: See Armour Proficiency, Light.

Special: Some classes automatically grant Heavy Armour Proficiency as a bonus feat. Members of those classes need not select it.

Armour Proficiency, Light (Combat)
You are skilled at wearing light armour.

Benefit: When you wear a type of armour with which you are proficient, the armour check penalty for that armour applies only to Dexterity and Strength-based skill checks. Additionally, you can cast spells while wearing light armour.

Normal: A character who is wearing armour with which he is not proficient applies its armour check penalty to attack rolls and to all skill checks that involve moving, and is unable to cast spells.

Special: Some classes automatically grant Light Armour Proficiency as a bonus feat. Members of those classes need not select it.

Armour Proficiency, Medium (Combat)
You are skilled at wearing medium armour.

Prerequisites: Light Armour Proficiency.
Benefit: See Armour Proficiency, Light, except the benefits apply to medium armour.

Normal See Armour Proficiency, Light.

Special: Some classes automatically grant Medium Armour Proficiency as a bonus feat. Members of those classes need not select it.

Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.

Prerequisite(s): Int 13.

Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.

Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.

You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

Awe-Inspiring Grace (Combat, Performance)
Your agility in combat translates into crowd-pleasing displays.

Prerequisites: Dex 15, base attack bonus +3.

Benefit: You can apply your Dexterity modifier instead of your Charisma modifier to performance combat checks.

In addition, when you spend a swift action to attempt a performance combat check that was triggered by a successful trip, disarm, dirty trick, steal or reposition combat maneuver check or a successful feint, you gain a +2 bonus on the performance combat check. For every 5 points by which your attack exceeded your opponent’s CMD, or your bluff check exceeds the DC in the case of a feint, this bonus increases by 2.

Special: Characters with the finesse training ability may use their level in the class that grants finesse training in place of their base attack bonus (in addition to any base attack bonus gained from other classes) for the purposes of qualifying for this feat.

Awe Inspiring Smash (Combat, Performance)
Your fury in combat translates into crowd-pleasing displays.

Prerequisites: Str 15, base attack bonus +3.

Benefit: You can apply your Strength modifier instead of your Charisma modifier to performance combat checks.

In addition, when you spend a swift action to attempt a performance combat check that was triggered by a successful bull rush, drag, hamstring, overrun or sunder combat maneuver check, you gain a +2 bonus on the performance combat check. For every 5 points by which your attack exceeded your opponent’s CMD, this bonus increases by 2.

Back To Back (Combat, Teamwork)
Your ally’s eyes are your own, and yours are his.

Prerequisites: 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.

Betrayal Sense (Combat)
You can sense betrayal and intrigue as well as physical traps.

Prerequisite(s): Wis 13, thief level 3rd, trap sense class feature.

Benefit(s): You gain a bonus on Perception checks to pierce another creature’s disguise and Sense Motive checks to avoid being surprised by an attack. These bonuses are equal to the bonus you gain from trap sense.

Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Base attack bonus +11, Critical Focus.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing.. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armour Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. (Remember that if you are blind, you treat all other creatures as invisible)

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Bloody Assault (Combat)
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.

Prerequisites: Str 13, base attack bonus +6.
Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).

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 thief 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: Unarmed Combatant, Boar Style, Intimidate 6 ranks.

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

Boar Shred (Combat)
The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor.

Prerequisites: Unarmed Combatant, Boar Ferocity, Boar Style, Intimidate 9 ranks.

Benefit: You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent’s flesh, once per round at the start of that opponent’s turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.

Boar Style (Combat, Style)
Your sharp teeth and nails rip your foes open.

Prerequisites: Unarmed Combatant, Intimidate 3 ranks.

Benefit: You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.

Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.

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

Body Shield (Combat)
With a sly maneuver, you force a grappled opponent into the path of an incoming attack.

Prerequisite: Dex 13, Unarmed Combatant, 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.

Boxing One-Two Punch (Combat)
Prerequisites: Str 15, base attack bonus +6, Boxing Style, Unarmed Combatant

Benefit: While using the Boxing Style feat, whenever you would make a single attack as a standard action, or take an attack action where you would make a single unarmed attack, you may make an additional unarmed attack, at your highest base attack bonus -5. This additional attack does not receive benefits from abilities that affect a single attack, such as the Vital Strike feat, or a strike maneuver from the Flying Fist Discipline.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Boxing Style (Combat, Style)
Prerequisites: Str 13, Unarmed Combatant

Benefit: While using this style, unarmed strikes made with your fists apply 1.5x your Strength modifier to their damage. Additionally, while using this style, you may only make unarmed strikes with your hands.

Special: When using the fuse styles class feature (or any other ability that allows use of multiple styles at once), boxing style may not be fused with muay thai style, due to conflicting striking forms

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Boxing Style Cover (Combat)
Prerequisites: Str 15, Boxing Style, Unarmed Combatant

Benefit: While using the Boxing Style feat, opponents gain a -2 penalty to critical confirmation rolls against you. Additionally, if an opponent fails to confirm a critical hit against you, they provoke an attack of opportunity.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Boxing Style Knock-Out (Combat)
Prerequisites: Str 15, base attack bonus +11, Boxing Style, Boxing One-Two Punch, Unarmed Combatant

Benefit: While using the Boxing Style feat, you treat your unarmed strikes as if they had a base critical of 19-20/x3, rather than x2.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 15), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Break Guard (Combat)
You can use one of your two weapons to occupy your opponent’s defenses while attacking with the other.

Prerequisite: Dex 15, Int 13, Deft Maneuvers, 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.

Prerequisites: Bluff 5 Ranks

Benefit: Whenever you make a melee attack and hit your opponent, 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.

Bull Rush Strike (Combat, Critical)
Your critical hits can push back your foes.

Prerequisites: Str 13, Powerful Maneuvers, base attack bonus +9.
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may push your opponent back as if from the bull rush combat maneuver. You do not need to move with the target if successful. This does not provoke an attack of opportunity.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.

Benefit: You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Cavalry Formation (Combat, Teamwork)
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield.

Prerequisites: 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.

Charging Hurler (Combat)
You know how to use your momentum to enhance your thrown weapon attacks.

Prerequisite: Precise 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 movement 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.

Prerequisite: Unarmed Combatant, base attack bonus +6 or monk level 5th or black belt 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 chokehold. When the grapple is ended, so is the chokehold.

Circling Offense (Combat, Teamwork)
You are skilled at approaching large foes with an ally in a way that makes it difficult for your foes to find an advantage against you or your ally.

Prerequisites: Dodge, base attack bonus +3.

Benefit: You receive a +1 dodge bonus to your Armor Class against attacks of opportunity provoked by moving through a creature’s reach, provided the creature is of a larger size category than you and provided at least one other ally with Circling Offense is within the creature’s reach. If a creature that you’re receiving this dodge bonus against attacks you and misses with the attack, it provokes attacks of opportunity from any of your allies who possess Circling Offense.

Cleave (Combat)
You can strike two adjacent foes with a single swing.

Prerequisites: Str 13, base attack bonus +1.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armour Class until your next turn.

Cleaving Finish (Combat)
When you strike down an opponent, you can continue your swing into another target.

Prerequisites: Str 13, Cleave

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, 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 (Combat, 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.

Prerequisites: 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.

Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feat.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Special: The Combat Reflexes feat does not allow a thief to use his opportunist ability more than once per round.

Combat Style Master (Combat)
You shift between combat styles, combining them to increased effect.

Prerequisites: Unarmed Combatant, 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.

Combat Vigor
You can quickly recuperate from devastating attacks without divine assistance.

Prerequisite(s): Con 13.

Benefit(s): You gain a vigor pool with a maximum number of points equal to your Constitution bonus. As a standard action, you can spend up to 1 vigor point per 3 Hit Dice you have (minimum 1) to regain 1d6 hit points per vigor point spent (maximum 7d6). Each time you spend vigor points, you become fatigued for 1 minute. You cannot spend vigor points while fatigued or exhausted. Spending vigor points doesn’t provoke attacks of opportunity. The points in your vigor pool are replenished to their maximum after you rest for 8 hours.

Coordinated Capture (Combat, Teamwork)
You work with allies to prevent foes from escaping.

Prerequisites: Base attack bonus +1.

Benefit: Whenever you and one or more allies with this feat threaten the same enemy, the enemy takes a penalty on Acrobatics checks and concentration checks to avoid provoking attacks of opportunity equal to the number of creatures with this feat that are threatening him (maximum +5).

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.

Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple

Covering Defense (Combat)
You are skilled at protecting yourself and your allies with your shield.

Prerequisite: Shield Focus, base attack bonus +6.

Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to reflex saves.

Special: If you have the Shield Arm combat art (Or another ability that functions similarly to Shield Arm) and the ally would have been struck if not for the cover bonus to AC your shield arm provided, your arm takes damage just as if it had protected yourself from an attack.

Covering Shield (Combat)
You can use your shield to protect your most vulnerable parts from area effects.

Prerequisites: Dex 13, Armour Training class feature or Shield Arm combat art; Shield Focus, Shield Proficiency.

Benefit: While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Reflex saves against area of effect attacks equal to your shield’s base bonus to armor class plus any bonuses granted by feats or class abilities. This does not transfer any enhancement bonuses on a shield to Reflex saves.

Special: If you have the Shield Arm combat art (Or another ability that functions similarly to Shield Arm), and the Reflex save would've failed if not for the bonus to Reflex saves this feat provides, both you and your blocking arm take the now halved damage (In effect, the damage is split between your full hit point total and your arm's hit point total). If you also have evasion, you don't take damage, but your blocking arm still takes half the damage as if you didn't have evasion.

Special: If you have the Armour training ability and are currently making use of it, the armour bonus that ability provides as well as the armour focus and improved armor focus feats (if you have them) also applies to the bonus on Reflex saves this feat provides.

Crane Riposte (Combat)
You use your defensive abilities to make overpowering counterattacks.

Prerequisites: Crane Style, Crane Wing, Dodge, Unarmed Combatant, base attack bonus +8 or monk level 7th.

Benefit: You take only a –1 penalty on attack rolls for fighting defensively.

Whenever you deflect an opponent’s attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.

In addition, when you deflect an attack using Crane Wing while taking the total defense action, you may make an attack of opportunity against that opponent (even though you could not normally do so while taking the total defense action).

Crane Style (Combat, Style)
Your unarmed fighting techniques blend poise with graceful defense.

Prerequisites: Dodge, Unarmed Combatant, base attack bonus +2 or monk level 1st.

Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane 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, Unarmed Combatant, base attack bonus +5 or monk level 5th.

Benefit: When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn.

If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

Critical Focus (Combat, Critical)
You are trained in the art of causing pain.

Prerequisites: Base attack bonus +9.

Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Critical Mastery (Combat, Critical)
Your critical hits cause two additional effects.

Prerequisites: Base attack bonus +14, Critical Focus, any two critical feats.

Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.

Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

Crushing Blow (Combat)
Your focus allows you to smash your enemy’s defenses.

Prerequisites: Unarmed Combatant, 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.

Daisho Expertise (Combat)
Your grace and skill with both the katana and wakizashi is on the level of a prodigy.

Prerequisites: Proficiency with the katana or wakizashi.

Benefit: Increase the damage die of katanas and wakizashi you wield by one die step. In addition, you may use your Dexterity modifier instead of your Strength modifier when making attack rolls with either weapon. These weapons can be used with other feats or abilities with a specific effect for weapons usable with Weapon Finesse.

Special: If you are proficient with the katana as a martial weapon, you meet the prerequisites for this feat, although you only gain its benefit while wielding a katana in two hands (to gain these benefits while wielding the katana in one hand, you must be proficient with a katana as an exotic weapon). You must be proficient with a wakizashi to gain the benefits of this feat with a wakizashi.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 77), but has been edited for use with the pathFinal Fantasy ruleset.

Dastardly Finish (Combat)
You can take advantage of an enemy’s debilitated state to attempt a coup de grace.

Prerequisite: +5d6 Sneak Attack

Benefit: You can deliver a coup de grace to cowering or stunned targets.

Normal: You can only coup de grace helpless targets.

Dazing Assault (Combat)
You can daze foes with wild attacks.

Prerequisite: Str 13, base attack bonus +11

Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.

Dazzling Display (Combat)
Your skill with your favoured weapon can frighten enemies.

Prerequisite: Weapon Focus.

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

Deadly Finish (Combat)
Your attacks don’t just fell your opponents—they kill them outright.

Prerequisites: 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.

Deadly Pairing (Combat, Teamwork)
Through working together, you and an ally are capable of striking vital locations..

Prerequisites: Sneak Attack +1d6, Base Attack Bonus +3

Benefit: Whenever you and another ally flank a creature both you and that ally increase the critical threat range of your weapons by 1 (so a weapon with a 19-20 threat range would increase to 18-20) This additional critical threat range is not multiplied by abilities such as keen or the Improved Critical feat and is applied after abilities such as those are applied.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 20), but has been edited for use with the pathFinal Fantasy ruleset.

Deadly Stroke (Combat)
With a well-placed strike, you can bring a swift and painful end to most foes.

Prerequisites: Base attack bonus +11, Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus.

Benefit: As a standard action, make a single attack from the group for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed. The additional damage and bleed is not multiplied on a critical hit.

Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.

Prerequisites: Base attack bonus +13, Critical Focus.

Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by esuna, or similar abilities.

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 flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground. This also applies to jumping charges.

Deathless Initiate (Combat)
For you, impending death is a call to wrath.

Prerequisites: Str 13, Con 13, Diehard, Toughness, 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, Deathless Initiate, Diehard, Toughness, 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, Deathless Initiate, Deathless Master, Diehard, Toughness, 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.

Debilitating Critical (Combat, Critical)
You are able to maim a target and hinder its movement.

Prerequisites: Base attack bonus +13, Critical Focus.

Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

Dedicated Adversary (Combat)
Your repeated encounters with a particular type of enemy have honed your skills against that foe.

Prerequisites: No levels in a class that allows you to choose creatures as favored enemies.

Benefit: When you select this feat, choose a specific kind of creature, such as wolf, ice flan, moogle, or imp. You gain that creature as a favoured enemy (See the ranger's favoured hunt class feature) against this particular type of creature with a bonus of +2. This feat does not grant the favored enemy class feature for the purposes of prerequisites. By spending 8 hours in study you may choose a new kind of creature.

If you later gain the ability to choose a favoured enemy as a class feature, you can replace this feat with a feat for which you qualify and whose prerequisites include the favored hunt class feature.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature.

Special: Characters who have the favoured hunt ability but do not actually have any favoured enemies (Such as a Crossbow Ace who only chooses favoured terrains) may still take this feat.

Defensive Combat Training (Combat)
You excel at defending yourself from all manner of combat maneuvers.

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

Defensive Expertise (Combat)
You are able to use your defenses to greater effect.

Prerequisites: Shield Focus, shield proficiency, base attack bonus +1

Benefit: Your shield bonus to armor class applies against touch attacks. Additionally, you may add the enhancement bonus of your shield (if any) as a competence bonus to Reflex saves.

Special: If you have the Shield Arm combat art, touch attacks that miss due to the shield bonus provided by that ability are taken by the shield arm, as normal.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 20), but has been edited for use with the pathFinal Fantasy ruleset.

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 warrior’s weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3.

Special: You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group.

Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, preventing them from hitting you.

Prerequisites: Dex 13, Unarmed Combatant or Shield Focus.

Benefit: Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and nor flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders and ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
You must have at least one hand free and holding nothing (Unarmed Combatant) or a shield in one of your hands (Shield Focus) to use this feat.

Deft Maneuvers (Combat)
You are skilled in a variety of dextrous combat maneuvers.

Prerequisites: Dex 13.

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

Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

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.

Disarming Strike (Combat, Critical)
Your critical hits can disarm your foes.

Prerequisite: Int 13, base attack bonus +9, Deft Maneuvers

Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.

Normal: You must perform a disarm combat maneuver to disarm an opponent

Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.

Disengaging Feint (Combat)
You can feint to disengage from combat.

Prerequisites: Int 13, Deft Maneuvers.

Benefit: As a standard action, use Bluff to feint against an opponent. 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, Deft Maneuvers, Disengaging 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 movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against.

Disengaging Shot (Combat)
Distracting your opponents gives you the opportunity to make a swift retreat.

Prerequisites: Int 13, Deft Maneuvers, Disengaging Feint, Dodge.

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.

Disrupting Shot (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.

Prerequisites: Dex 13, 6th-level warrior or ranger, Point-Blank Shot

Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.

Prerequisites: 6th-level warrior

Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Distance Thrower (Combat)
You are accurate with thrown weapons at longer ranges than normal.

Prerequisites: Str 13

Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponent’s attacks.

Prerequisite: Dex 13.

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

Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with greater power.

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand

Double Weapon Finesse (Combat)
You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace.

Prerequisites: Proficiency with one or more double weapons, Two-Weapon Fighting

Benefit: While wielding a double weapon that you are proficient in, you may treat both heads of the weapon as light weapons for the purposes of Two-Weapon Fighting and determining if you can use your dexterity modifier on attack rolls. You also receive a +2 competence bonus to CMD when using a double weapon.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 22), but has been edited for use with the pathFinal Fantasy ruleset.

Drag Down (Combat)
When you are knocked prone, you are skilled at bringing your opponent down with you.

Prerequisites: Int 13, Deft Maneuvers

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, Unarmed Combatant, Dragon Style, Stunning Fist, Acrobatics 5 ranks.

Benefit: While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks.

When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Special: Taking this feat allows you to qualify for the Elemental Fist feat even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds.

Dragon Roar (Combat)
The spirit of the dragon wells up inside you and bursts forth in a mighty roar.

Prerequisites: Str 15, Unarmed Combatant, Dragon Style, Stunning Fist, Acrobatics 8 ranks.

Benefit: You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.

Special: If you have the Elemental Fist feat, you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save.

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, Unarmed Combatant, Acrobatics 3 ranks.

Benefit: While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Dramatic Display (Combat, Performace)
Your skill with your weapon is obvious to enemies and onlookers alike.
Prerequisites: 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.

Drunken Brawler (Combat)
You have learned how to fight effectively while drunk.

Prerequisite(s): Toughness

Benefit(s): When you drink a tankard of ale (or equivalent measure of strong alcohol, such as two fingers of whiskey, a glass of wine or a cocktail), you take a –2 penalty on Reflex saving throws, but gain a number of temporary hit points equal to your character level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last 1 hour or until the temporary hit points gained by this effect are lost, whichever occurs first. Regardless, the penalty lasts for a full hour.

Empowered Shot (Combat)
Your magic weaves its way not only into the strength of your ranged arms, but into their distance.

Prerequisites: Arcane Strike.

Benefit: While imbued by your Arcane Strike, ranged weapons have their range doubled.
You may expend the duration of your arcane strike as part of a ranged attack (but not a ranged touch attack) to ignore any penalties for range increment for that single attack. That attack still has its range doubled as if the weapon were still imbued

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 98), but has been edited for use with the pathFinal Fantasy ruleset.

Empty Quiver Flexibility (Combat)
You can apply your ranged fighting feats to melee attacks.

Prerequisites: Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus (Bows), (Crossbows) or (Firearms)

Benefit: While using Empty Quiver Style, you can apply any feats and class abilities you possess that modify your ranged attack rolls and damage rolls with weapons from the chosen weapon group to melee attack rolls and damage rolls made with weapons in that weapon group. Additionally, you are considered to be threatening the area around you as if you were wielding a melee weapon.

Empty Quiver Flurry (Combat)
You can use your ranged weapons to make melee attacks that keep foes at bay as you shoot them.

Prerequisites: Empty Quiver Flexibility, Empty Quiver Style, Rapid Shot, Stabbing Shot, Weapon Focus (Bows), (Crossbows) or (Firearms)

Benefit: While using Empty Quiver Style or Stabbing Shot to make melee attacks with a ranged weapon, if you successfully hit a foe, any ranged attacks you make with the same weapon until the beginning of your next turn do not provoke attacks of opportunity from that foe.

Special: If you have the Rapid Reload feat in addition to this feat, your chosen weapon group is crossbow or firearm, that weapon is unloaded, and you successfully hit a foe in melee with it, you can automatically load it as a free action.

Empty Quiver Style (Combat, Style)
You can fight in melee with your bow, crossbow, or firearm.

Prerequisites: Weapon Focus (Bows), (Crossbows) or (Firearms).

Benefit: While using this style, you can make melee attacks with a weapon from the chosen weapon group as if it were a heavy mace (or a light mace for melee attack made with a hand crossbow or one-handed firearm), though you don’t automatically threaten the area around you as if you were wielding a melee weapon. You can switch between melee and ranged attacks with this weapon without penalty, even during the same round. If you have the Stabbing Shot feat, you can use it with a crossbow or firearm, substituting a loaded bolt or firearm ammunition for an arrow.

Enduring Protector (Combat)
Your determination to win grows with defeated foe.

Prerequisites: Combat Reflexes, Martial Power.

Benefit: Whenever you reduce an opponent to 0 or fewer hit points with an attack of opportunity, you gain temporary hit points equal to that opponent’s Hit Dice or the amount of temporary hit points you would normally gain when you use the Martial Power feat, whichever is higher. These temporary hit points do not stack with themselves, and last for one round.

Enemy Organisation (Combat)
Your repeated encounters with a particular organisation have honed your skills against members of a particular aspect.

Prerequisites: No levels in a class that allows you to choose an organisation as a favoured enemy.

Benefit: When you select this feat, choose a small organisation or a specific part of a larger one, such as one specific street gang or a service branch in a particular army (Infantry, air force, special forces, etc, are all examples of individual service branches). You gain the chosen organization or part thereof as a favoured enemy (See the ranger's favoured hunt class feature), gaining the normal bonuses of that ability against all members of that organisation, regardless of their creature type or subtype, with a bonus of +2. This feat does not grant the favored hunt class feature for the purposes of prerequisites. By spending 8 hours in study, you may choose a new organisation.

If you later gain the favored enemy class feature, you can replace this feat with a feat for which you qualify and whose prerequisites include the favored enemy class feature.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different organisation.

Special: Characters who have the favoured hunt ability but do not actually have any favoured enemies (Such as a Crossbow Ace who only chooses favoured terrains) may still take this feat.

Enfilading Fire (Combat, Teamwork)
Your ranged attacks take advantage of the flanking maneuvers of allies.

Prerequisites: Point-Blank Shot, Precise Shot, one other teamwork feat.

Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Enforcer
You are skilled at causing fear in those you brutalize.

Prerequisite: Intimidate 1 rank.

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

Escape Route (Combat, Teamwork)
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.

Prerequisites: None

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.

Prerequisites: Base attack bonus +15, Critical Focus, Tiring Critical.

Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

Special: You can only apply the effects of one critical feat to a give critical hit unless you possess the Critical Mastery feat.

False Opening (Combat)
When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.

Prerequisite: 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.

Far Shot (Combat)
You are more accurate at longer ranges.

Prerequisite: Precise Shot

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

Normal: You suffer a -2 penalty per full range increment between you and your target.

Feather And Quill Barding (Combat)
Prerequisite: Feather and Quill Style, Constitution of 15, Base attack bonus of +9
Effect: Your coat of deadly feathers are honed to the point of being able to blunt blows. While in Feather and Quill Style, you can spend a move action to tighten your pinions and feathers together by expending your feather ammunition. You can spend 5 feathers to gain 5 Temporary hit points. You can spend additional feathers to increase the amount of temporary hits points- but must do so in 5 feather increments. These temporary hit points remain until the end of your next turn. If you have temporary hit points left over, you recover the remainder as feather ammunition while in this style.

Feather and Quill Hurricane (Combat)
Prerequisite: Feather and Quill Style, Feather and Quill Barding, Avian, Base Attack Bonus +15
Effect: As a full-round action at a cost of 10 pinion ammo, you can send out a massive burst of feathers, slashing all within. All targets within a 30ft cone take damage as if you had made seven successful pinion attacks against them with a Reflex save (DC 10 + Half your character level + your Strength or Dexterity modifier) halving this damage.

Feather and Quill Style (Combat, Style)
Prerequisite: Razor-Tipped Pinions, Base Attack Bonus +3, Avian
Effect: You have learned to better defend yourself with your quills and feathers - allowing you to adopt a rare style found among avian races. Upon entering this style, a creature can draw and wield their feathers as if they were dueling daggers for the purposes of damage, critical multiplier, range and other weapon statistics. These dueling daggers are treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. Drawing and sheathing a razor pinion is a free action on your turn. Razor pinions have negligible weight.

Special: You can use 30 additional feathers as darts per day. For every style feat you have that lists feather and quill style as a prerequisite, you can use an additional 30 feathers.

Feint Partner (Combat, Teamwork)
A little diversion is all you need to slip through your foe’s defenses.

Prerequisites: 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, Deft Maneuvers, Unarmed Combatant

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, Deft Maneuvers, 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 trained in a style of martial arts that makes use of all the tools nature gave you.

Prerequisites: Base attack bonus +1, Unarmed Combatant, Weapon Focus (natural), Weapon Proficiency (natural)

Benefit: Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Unarmed Combatant as a prerequisite, as well as effects that augment an unarmed strike.

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 101), but has been edited for use with the pathFinal Fantasy ruleset.

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.

Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal
movement.

Prerequisite: Dex 13, Step Up

Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Normal: You can only take a 5-foot step to follow an opponent using Step Up.

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 Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.

Prerequisite: Str 13, base attack bonus +1

Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the power attack combat option, you do not suffer power attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Special: This feat does not negate the additional penalty from the brutal power attack talent. Just the normal penalty imposed by power attack.

Gang Up (Combat)
You are adept at using greater numbers against foes.

Prerequisites: Int 13. Base attack bonus +1

Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

Ghost Strike (Combat)
Your arcane strikes can pierce the veil of the beyond.

Prerequisites: Base attack bonus +3, Arcane Strike.

Benefit: When you make a successful melee attack or a ranged attack against an incorporeal creature with a weapon imbued with your Arcane Strike feat, your attack deals 75% damage instead of the standard 50% damage.
If you expend your Arcane Strike’s duration as part of the attack, your attack deals full damage. You must decide whether or not to use this option prior to making an attack. If your attack misses, you still expend the duration. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 102; “Ghost Strike (Psionic)”), but has been edited for use with the pathFinal Fantasy ruleset.

Giant Slayer (Combat)
You know how to turn a foe’s size and reach against them.

Prerequisites: None.

Benefit: When you make a charge attack, you do not provoke attacks of opportunity from the target of your charge. In addition, you gain a +1 bonus on attack rolls made during charges for each size category larger than you the target of the attack is.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 78), but has been edited for use with the pathFinal Fantasy ruleset.

Gorgons Fist (Combat)
With one well-place blow, you leave your target reeling.

Prerequisites: Base attack bonus +6, Unarmed Combatant, Scorpion Stance.

Benefit: As a standard action, make a single unarmed melee attack against a foe who is either entangled or prone. If the attack hits, you deal damage normally and the target is flat-footed until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier).

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.

Got Your Back (Combat, Teamwork)
You protect an ally from attacks he doesn’t see coming.

Prerequisites: Int 13

Benefit: If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.

Normal: You can use aid another to grant an ally a +2 bonus to AC against the next attack from an adjacent foe.

Great Cleave (Combat)
You can strike many adjacent foes with a single blow.

Prerequisites: Str 13, base attack bonus +4, Cleave.

Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armour class until your next turn.

Greater Blind-Fight (Combat)
You are adept at using greater numbers against foes.

Prerequisites: Perception 15 Ranks, Improved Blind-Fight

Benefit: Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.

If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Special: The Greater Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Greater Bull Rush (Combat)
Your bull rush attacks throw enemies off balance.

Prerequisites: Str 13, base attack bonus +6, Powerful Maneuvers.

Benefit: you receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Powerful maneuvers. Whenever you bull rush an opponent, hit movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by bull rush do not provoke attacks of opportunity.

Greater Dirty Trick (Combat)
When you pull a dirty trick, your foe is truly hindered.

Prerequisites: Dex 13, base attack bonus +6, Trickster’s Maneuvers.

Benefit: You receive a +2 bonus on combat maneuver checks made to perform a dirty trick. This bonus stacks with the bonus granted by Trickster’s Maneuvers. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.

Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.

Greater Disarm (Combat)
You can knock weapons far from an enemy’s grasp.

Prerequisites: Dex 13, base attack bonus +6, Deft Maneuvers.

Benefit: You receive a +2 bonus on combat maneuver checks made to disarm a foe. This bonus stacks with the bonus granted by Deft Maneuvers. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

Normal: Disarmed weapons and gear land at the feet of the disarmed creature.

Greater Drag (Combat)
Foes that you drag are thrown out of balance.

Prerequisites: Str 13, base attack bonus +6, Powerful Maneuvers.

Benefit: You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by drag do not provoke attacks of opportunity.

Greater Feint (Combat)
You are skilled at making foes overreact to your attacks.

Prerequisites: Dex 13, base attack bonus +6, Deft Maneuvers.

Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his dexterity bonus against your next attack.

Normal: A creature you feint loses its Dexterity bonus against your next attack.

Greater Grapple (Combat)
Maintaining a grapple is second nature to you.

Prerequisites: Str or Dex 13, base attack bonus +6, Unarmed Combatant.

Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Unarmed Combatant. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move harm or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal: Maintaining a grapple is a standard action.

Greater Hamstring (Combat)
You can stop enemies in their tracks.

Prerequisites: Str 13, base attack bonus +6, Powerful Maneuvers.

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

Greater Overrun (Combat)
Enemies must dive to avoid your dangerous move.

Prerequisites: Str 13, base attack bonus +6, Powerful Maneuvers.

Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Powerful Maneuvers. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.

Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.

Greater Penetrating Strike (Combat)
Your attacks penetrate the defenses of most foes.

Prerequisites: 16th-level warrior, Penetrating Strike, Weapon Focus.

Benefit: Your attacks with weapons from the group in which you have Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).

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 Reposition (Combat)
When you reposition foes, they are left vulnerable to the attacks of your allies.

Prerequisites: Dex 13, base attack bonus +6, Trickster’s Maneuvers

Benefit: You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Trickster’s Maneuvers. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by reposition do not provoke attacks of opportunity.

Greater Shield Focus (Combat)
You are skilled at deflecting blows with your shield.

Prerequisites: Base attack bonus +8, Shield Focus, Shield Proficiency.

Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. Additionally, the AC bonus against ranged weapons granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects).

Special: If you are using the shield arm ability (or another ability that functions similarly to shield arm) and a ranged touch attack would've hit you if not for the shield bonus to AC that ability provides, your arm takes damage equal to the minimum damage the ranged touch attack would have dealt (for example, if the attack would deal 5d6+5 points of damage, your arm takes 10 points of damage, reduced by hardness and/or DR, as per normal). Ranged touch attacks that do not deal damage have their normal effect, but have their effects minimised and/or have their durations reduced by an amount equal to your arm's hardness.

Greater Shield Specialization (Combat)
Your masterful shieldwork provides even greater protection to your vital areas.

Prerequisites: Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, Knight, Warrior, Paladin or Dark Knight level 12th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). In addition, once per day you may negate a critical hit, and damage is instead rolled normally.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.

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, Precise 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 Steal (Combat)
You have a knack for snatching items from your opponents in combat.

Prerequisites: Dex 13, base attack bonus +6, Trickster’s Maneuvers.

Benefit: You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Trickster’s Maneuvers. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.

Normal: Creatures automatically notice items taken from them through the steal combat maneuver.

Greater Sunder (Combat)
Your devastating strikes cleave through weapons and armour and into their wielders, damaging both item and wielder alike in a single terrific strike.

Prerequisites: Str 13, base attack bonus +6, Powerful Maneuvers.

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

Greater Throw (Combat)
When you throw foes, they are vulnerable to your allies' attacks.

Prerequisites: Str 13, base attack bonus +6, Unarmed Combatant.

Benefit: You receive a +2 bonus on checks made to throw a foe. This bonus stacks with the bonus granted by unarmed combatnt. Whenever you throw an opponent, the movement provokes attacks of opportunity from all of your allies (but not you).

Normal: Creatures moved by throw do not provoke attacks of opportunity.

Greater Trip (Combat)
You can make free attacks on foes that you knock down.

Prerequisites: Dex 13, base attack bonus +6, Deft Maneuvers.

Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Deft Maneuvers. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Normal: Creatures do not provoke attacks of opportunity from being tripped.

Greater Two Weapon Fighting (Combat)
You are skilled at fighting with two weapons.

Prerequisites: Dex 15, base attack bonus +6, Two-Weapon Fighting.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a -10 penalty.

Normal: Without this feat, you only get a single extra attack with an off-hand weapon.

Greater Unarmed Strike
Your unarmed attacks show a master’s skill.

Prerequisite(s): Unarmed Combatant, character level 3rd.

Benefit(s): Your unarmed strikes have their base damage increased to 1d8 (1d6 if small). At character level 10th, this increases to 1d10 base damage (1d8 if small). If you are a monk, or other class that gains increased unarmed damage based on your level, you instead add 4 to your effective class level to determine your unarmed strike damage dice if it would be higher.

Note: This feat was initially published by Dreamscarred Press (Path of War; “Greater Unarmed Strike”), but has been edited for use with the pathFinal Fantasy ruleset.

Greater Vital Strike (Combat)
You can make a single attack that deals incredible damage.

Prerequisites: Base attack bonus +16, Improved Vital Strike, Vital Strike.

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

Greater Weapon Focus (Combat)
Choose one weapon group for which you have already selected Weapon Focus. You are a master at your chosen weapon type.

Prerequisites: Base attack bonus +8, proficiency with at least one weapon from the selected weapon group, Weapon Focus with the selected weapon group.

Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon group. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

Greater Weapon Specialization (Combat)
Choose one weapon group for which you possess the Weapon Specialization feat. Your attacks with these weapons are more devastating than normal.

Prerequisites: Base attack bonus +12, Greater Weapon Focus with the selected weapon group, Weapon Focus with the selected weapon group, Weapon Specialization with the selected weapon group.

Benefit: You gain a +2 bonus damage rolls you make using any weapon from the selected group. This bonus to damage stacks with other damage roll bonuses including any you gain from Weapon Specialization

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.

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 opportunity 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.

Haft Strike (Combat)
Holding your polearm further up its length, you can strike adjacent foes as well as those further away.

Prerequisites: Base attack bonus +5.

Benefit: You can choose to take a –2 penalty to your AC to gain the ability to threaten all opponents within the reach of your reach weapon, rather than those you would normally threaten with your weapon. You must choose to use this feat before making an attack roll during your turn, and its effects last until the start of your next turn.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 79), but has been edited for use with the pathFinal Fantasy ruleset.

Hammer The Gap (Combat)
You repeatedly strike the same location, causing increasing amounts of damage.

Prerequisites: 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.

Harrying Partners (Combat, Teamwork)
Your movements perfectly synchronize with your ally’s to greater effect.

Prerequisites: Any teamwork feat, base attack bonus +6.

Benefit: When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, the benefit from aid another lasts until the beginning of your next turn.

Normal: The bonus granted by aid another either grants your ally a +2 bonus on her next attack roll against an opponent or grants your ally a +2 bonus to AC against that opponent’s next attack made before the beginning of your next turn.

Hawkeye (Combat)
Keen eyes, steady hands, and sharp reflexes - together, they forge a warrior with extraordinary precision.

Prerequisites: Far Shot, Point Blank Shot.

Benefit: You gain a +2 bonus on vision-based Perception checks.
Additionally, attacks that require precision and are limited to a range of 30 ft, such as Point Blank Shot or sneak attack have this range increased by 15 ft.
If you have 10 or more ranks in Perception, the bonus increases to +4 and the increase to range increases to 30 ft.

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 103).

Hero's Display (Combat, Performace)
With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized.

Prerequisites: Dazzling Display, Weapon Focus.

Benefit: When you spend a swift action to make a performance combat check, you present a weapon from the weapon group you chose Weapon Focus that you are proficient with 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.

Hone Weapon (Combat)
You’ve learned the art of bringing a fine cutting edge to your weapons.

Prerequisites: Knowledge (martial) 3 ranks.

Benefit: You can spend ten minutes using a whetstone to sharpen a piercing or slashing weapon or up to 20 pieces of piercing or slashing ammunition to a fine point or edge. The newly-honed weapon gains a +1 bonus on damage rolls for one day. This bonus increases by +1 at character level 4th and at every four levels thereafter. Honing a weapon has no effect on its hardness or hit points, and you may hone both magical and nonmagical weapons. You can only hone manufactured weapons with this feat.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 79), but has been edited for use with the pathFinal Fantasy ruleset.

Impact Critical Shot (Combat, Teamwork, Critical)
With a series of ranged attacks, you bring your foes to their knees or force them to move.

Prerequisites: Dex 13, Precise 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 confirmation roll exceeds your opponent’s CMD, you can push your opponent back as if from the bull rush combat maneuver or knock that target prone as if from a trip combat maneuver. 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 must hold on to it.

Improved Armor Focus (Combat)
Your mastery makes the most of your armor.

Prerequisite(s): Armor Focus, base attack bonus +6, proficiency with selected armor.

Benefit(s): The armor check penalty of the selected armor decreases by 1 (to a minimum of 0). You also use your character level in place of your base attack bonus for the purpose of armor mastery feat prerequisites.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of armor.

Improved Back To Back (Combat, 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 Blind Fight (Combat)
Your keen senses guide your hand against hidden foes.

Prerequisites: Perception 10 ranks, Blind-Fight.

Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Improved Charging Hurler (Combat)
Every muscle in your body adds its force to your thrown weapons.

Prerequisites: Charging Hurler, Precise 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 movement 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, base attack bonus +6.

Benefit:You can use Cleaving Finish any number of times per round.

Improved Critical (Combat)
Choose one weapon group for which you have already selected the Weapon Focus feat. Attacks made with your chosen weapons are quite deadly.

Prerequisites: Base attack bonus +8.

Benefit: When using any weapon from the selected group, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon group.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.

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 opponent, 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 Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.

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

Improved Precise Shot (Combat)
Your ranged attacks ignore anything but total concealment and cover.

Prerequisites: Dex 19, base attack bonus +11, Precise Shot

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Improved Quick Draw (Combat)
Even with your weapon still sheathed, your presence is enough to threaten enemies.

Prerequisites: Quick Draw.

Benefit: You are considered to be threatening all squares within reach of your weapon even if it is sheathed, and can draw your weapon when making an attack of opportunity. When you draw your weapon in this way, you may sheath the weapon without provoking attacks of opportunity after the attack is resolved.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 79), but has been edited for use with the pathFinal Fantasy ruleset.

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 Sabotaging Sunder
You become further adept at sabotaging your foes’ items.

Prerequisites: Str 13, Powerful Maneuvers, Sabotaging Sunder, Disable Device 9 ranks.

Benefit: You do not provoke an attack of opportunity when performing the special sunder combat maneuver from the Sabotaging Sunder feat. In addition, you can attempt to use that maneuver on items held by the target, but you still cannot do so against items hidden in a bag, a pack, or another container.

Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.

Prerequisite: Shield Proficiency.

Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.

Improved Sidestep (Combat)
You are adept at sidestepping your opponent’s melee attacks without compromising your mobility.

Prerequisite: Dex 15, Dodge, Sidestep

Benefit: After sidestepping an opponent’s missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed if you take an action to move during your next turn.

Normal: If you use the Sidestep feat, you cannot take a 5-foot step during your next turn.

Improved Swap Places (Combat, Teamwork)
When you switch places with your comrade, your sizes don’t matter.

Prerequisites: Swap Places.

Benefit: When you and your ally use Swap Places, your ally can be up to one size larger or smaller than you, and your movement into the ally’s square does not provoke an attack of opportunity. If your ally cannot fit into the space you had been occupying and there are no available adjacent squares to accommodate the rest of the ally’s space, the ally must squeeze. Alternatively, as part of its movement, the ally can attempt a bull rush combat maneuver against a creature that occupies a space your ally would occupy, but this bull rush cannot move the creature more than 5 feet.

Normal: Using Swap Places requires you and your ally to be the same size, and your movement into the ally’s square provokes attacks of opportunity.

Improved Two Weapon Feint (Combat)
Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses.

Prerequisite: Dex 17, Int 13, Improved Two-Weapon Fighting, Two-Weapon Feint, 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 Vital Strike (Combat)
You can make a single attack that deals a large amount of damage.

Prerequisites: Base attack bonus + 11, Vital Strike.

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

Improvised Weapon Mastery (Combat)
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.

Prerequisites: Base attack bonus +6, Catch Off-Guard

Benefit: Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier x2.

In Harm's Way (Combat)
You put yourself in danger’s path to save your allies.

Prerequisite: Bodyguard

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

Intercept Charge (Combat, Teamwork)
You can get in the way of an opponent charging your ally.

Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.

Intimidating Prowess (Combat)
Your physical might is intimidating to others.

Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Iron Guard (Combat)
You are skilled at shielding yourself from flames and magical effects.

Prerequisites: Base attack bonus +6, Shield Focus, Shield Proficiency.

Benefit: You gain the benefits of a thief’s evasion class feature as long as you have a heavy shield or tower shield in one hand. Unlike evasion, you do not need to wear light or medium armour to benefit from this effect.

Jawbreaker (Combat)
You deliver a powerful strike to the mouth, breaking teeth and bone.

Prerequisites: Unarmed Combatant, 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.

Jujutsu Arm Bar (Combat)
Prerequisites: Wis 15, Jujutsu Style, Unarmed Combatant

Benefit: While using the Jujutsu Style feat, you do not suffer any penalties when attempting to grapple a foe with only one hand.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Jujutsu Momentum Redirection (Combat)
Prerequisites: Wis 15, Jujutsu Arm Bar, Jujutsu Style, Unarmed Combatant

Benefit: While using the Jujutsu Style feat, you may throw creatures of any size category, regardless of your own.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset. Also the original feat didn't actually do anything, since you can grapple creatures of any size.

Jujutsu Style (Combat, Style)
Prerequisites: Wis 13, Unarmed Combatant

Benefit: While using this style, you may use your Wisdom modifier instead of your strength modifier when calculating your CMB and CMD.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Karate Driving Pummel (Combat)
Prerequisites: Base attack bonus +11, Karate Pushing Assault, Karate Style, Unarmed Combatant

Benefit: When making a pushing assault, you may push creatures up to one size category larger than you. Pushing strikes you make gain a +1 bonus for each attack you’ve made since the beginning of your turn. Additionally, when using the Karate Style feat, ignore the penalties imposed by making a risky strike when you make critical confirmation rolls.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 27), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Karate Kiai Strike (Combat)
Prerequisites: Base attack bonus +4, Karate Style, Unarmed Combatant

Benefit: Once per round, while using the Karate Style, as part of an unarmed strike you may make a fierce shout, pushing your latent energy outward. That attack deals an additional 2 points of damage, +1 per four points of base attack bonus you possess. This extra damage is not multiplied on a critical hit.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 27), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Karate Pushing Assault (Combat)
Prerequisites: Base attack bonus +4, Karate Style, Unarmed Combatant

Benefit: While using the Karate Style feat, when you make a melee attack, you may choose to make it a pushing assault if the foe is of your size or smaller. When making a pushing assault, additional to the attack, compare your attack roll to your target’s CMD, ignoring any penalties you may receive from making a risky strike for this comparison. If it meets or exceeds, you may push the target 5 feet away from you.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 27), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Karate Snap Kick (Combat)
Prerequisites: Base attack bonus +6, Karate Style, Unarmed Combatant

Benefit: While using the Karate Style feat, whenever you would make a single attack as a standard action, or take an attack action where you would make a single unarmed attack, you may make an additional unarmed attack, at your highest base attack bonus -5. This additional attack does not receive benefits from abilities that affect a single attack, such as the Vital Strike feat, or a strike maneuver from the Flying Fist Discipline.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 27), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Karate Style (Combat, Style)
Prerequisites: Base attack bonus +1, Unarmed Combatant

Benefit: When using this style, your risky strikes deal +1 damage, +1 for every four points of base attack bonus you possess. This additional damage is not multiplied on a critical hit. Additionally, while using this style, creatures that miss you with a natural weapon or unarmed strike take bludgeoning damage equal to your Strength modifier.

Special: A monk may use his Dexterity or Wisdom modifier in place of his Strength modifier.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 27), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Kirin Path (Combat)
You turn knowledge of your enemy into a flawless defense.

Prerequisites: Int 13, Kirin Strike, Kirin Style, Unarmed Combatant, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.

Benefit: Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing so. While using Kirin Style against a creature you have identified using that feat, if the creature ends its turn within your threatened area, you can spend a use of your attacks of opportunity that round to move up to 5 feet times your Intelligence modifier (minimum 1). You must end your move in a square threatened by the creature. This move does not provoke attacks of opportunity.

Kirin Strike (Combat)
You have read the texts of the perfect way, and know how identify to your enemies’ weak spot.

Prerequisites: Int 13, Kirin Style, Unarmed Combatant, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.

Benefit: You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2).

Kirin Style (Combat, Style)
Your study and your grace allows you to exploit your enemies’ weaknesses.

Prerequisites: Unarmed Combatant, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.

Benefit: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.

Landing Roll (Combat)
You have learned the technique of rolling safely away when an enemy trips you.

Prerequisites: Dex 13, Dodge

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

Leapfrog (Combat, Performance)
You can use an opponent as a springboard.

Prerequisites: Acrobatics 3 ranks.

Benefit: When you spend a swift action to attempt a performance combat check after a successful charge attack or combat maneuver, you gain a +2 bonus on your performance combat check and gain a +4 bonus on your next Acrobatics, Climb, Fly, Ride, or Swim check attempted before the end of your next turn.

Lightning Stance (Combat)
The speed at which you move makes it nearly impossible for opponents to strike you.

Prerequisites: Dex 17, base attack bonus +11, Dodge, Wind Stance.

Benefit: If you take two actions to move or take a withdraw action in a turn, you gain 50% concealment for 1 round.

Lightning Swap (Combat)
Your speed is legendary, allowing you to switch weapons at a frightening pace.

Prerequisites: Quick Draw, Dex 15, base attack bonus +5.

Benefit: You may draw or put away a weapon as a free action. You cannot make more weapon swaps per round than your Dexterity modifier. You also gain a +2 bonus to CMD to resist attempts to be disarmed due to your fast hands and reflexes.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 23), but has been edited for use with the pathFinal Fantasy ruleset.

Lookout (Combat, Teamwork)
The speed at which you move makes it nearly impossible for opponents to strike you.

Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Lunge (Combat)
You can strike foes that would normally be out of reach.

Prerequisites: Base attack bonus +6.

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

Mage Weapon Chanelling (Combat)
You’ve learned how to focus your energy in a pattern resonant with mage weapons.

Prerequisites: magic pool, spellcasting or pseudocasting class feature, Weapon Proficiency (mage)

Benefit: When wielding a weapon from the mage weapon group, you may use your Casting Ability Modifier in place of your Strength or Dexterity on attack rolls, and may add it to your damage rolls with that weapon.

Manyshot (Combat)
You can fire multiple shots at a single target.

Prerequisites: Base attack bonus +6, Dex 17, Precise Shot, Rapid Shot.

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

Martial Power (Combat)
You are able to instinctively call upon reserves of untapped power within yourself to defend yourself.

Prerequisites: Constitution 13

Benefit: You can choose to take a -1 penalty on attack rolls and combat maneuver checks to gain 2 temporary hit points. This bonus is increased by half (50%) when you are using a shield of any kind. When your base attack bonus reaches +3 and every +2 thereafter, the penalty increases by -1 and the temporary hit point bonus increases by 2. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, or when you are initiating a maneuver. The penalty to attack rolls and temporary hit points gained from use of this feat last until the start of your next turn.

Special: Martial Power can be used in place of Combat Expertise to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Expertise.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 23), but has been edited for use with the pathFinal Fantasy ruleset.

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.

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.

Masterful Flourish (Combat, Performance)
Your training with gladiatorial weapons gives you the upper hand when using them in performance combat.

Prerequisites: Weapon training class feature.

Benefit: When wielding a weapon with the performance weapon special quality that belongs to a category of weapons in which you have weapon training, you may add the bonus from your weapon training to any performance combat checks made as a result of using the weapon.

Measure Foe (Combat)
You can read a foe’s martial skill from its body language.

Prerequisites: Street Smarts, base attack bonus +1.

Benefit: You can attempt a Sense Motive check as a free action to deduce a foe’s martial training after observing the foe’s movements for at least 1 minute or observing the foe’s attacks for at least 2 rounds. You take a –10 penalty on your check if you are observing movements, rather than attacks. The DC equals 20 + the creature’s base attack bonus or 10 + the creature’s Bluff or Disguise modifier, whichever is higher.

If you succeed, you learn the foe’s base attack bonus and one combat feat it has, and you learn an additional combat feat it has for every 5 points by which you exceed the DC. You also gain a +1 insight bonus on attack rolls against that foe and to your AC against that foe until the foe gains a level or otherwise improves its abilities. If you fail this check against a particular foe, you can’t try again against that foe until you gain more ranks in Sense Motive.

Medusas Wrath (Combat)
You can take advantage of your opponent’s confusion, delivering multiple blows.

Prerequisites: Base attack bonus +11, Unarmed Combatant, Gorgon’s Fist, Scorpion Stance.

Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield.

Prerequisites: Dex 13, Shield Focus.

Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.

Mixed Combat (Combat)
You are trained at using ranged and melee attacks at the same time.

Prerequisites: Quick Draw, base attack bonus +6.

Benefit: You can sheathe a weapon as a free action that does not provoke attacks of opportunity, even if it isn’t your turn. If you hit a creature with a melee attack, your attacks with ranged weapons until the end of your turn do not provoke attacks of opportunity from that creature.

Normal: Sheathing a weapon is a move action that provokes attacks of opportunity. Ranged attacks provoke attacks of opportunity.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 79), but has been edited for use with the pathFinal Fantasy ruleset.

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.

Monkey Moves (Combat)
You scramble around your foes, moving and striking in an erratic fashion.

Prerequisites: Wis 13, Unarmed Combatant, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.

Benefit: While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.

Normal: You climb at one-quarter your speed, and you lose your Dexterity bonus to AC while doing so. A 5-foot step is made using your normal movement modes, and you can take one only if you have not otherwise moved this round.

Monkey Shine (Combat)
You combine acrobatics and opportunity to devastating effect against your opponent.

Prerequisites: Wis 13, Unarmed Combatant, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.

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

Normal: You cannot enter an opponent’s space.

Monkey Style (Combat, Style)
Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.

Prerequisites: Unarmed Combatant, Wis 13, 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 from a prone position requires a move action and provokes attacks of opportunity.

Moonlight Stalker (Combat)
You are adept at using shadows to conceal your attacks.

Prerequisites: Int 13, Blind-Fight, Bluff 3 ranks, darkvision or low-light vision racial trait.

Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.

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, Deft Maneuvers, Moonlight Stalker, Bluff 6 ranks, darkvision or low-light 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 are adept at using shadows to conceal your attacks.

Prerequisites: Int 13, Blind-Fight, Deft Maneuvers, 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 opportunity and does not count as a 5-foot step.

Mounted Archery (Combat)
You are skilled at making ranged attacks while mounted.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: The penalty you take when using a ranged weapon while mounted is halved, -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

Mounted Combat (Combat)
You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

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

Muay Thai Cobra Punch (Combat)
Prerequisites: Str 15, Muay Thai Style, Unarmed Combatant, Vital Strike

Benefit: While using the Muay Thai Style feat, if you succeed a DC 20 Acrobatics check as part of making a Vital Strike with your fists, you may apply twice your strength modifier to the damage roll.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Muay Thai Elbows & Knees (Combat)
Prerequisites: Str 15, Greater Grapple, Muay Thai Style, Muay Thai Style Chap Kho, Unarmed Combatant

Benefit: While using the Muay Thai Style feat, you may make an attack of opportunity against a foe you break grapple with, once per round. Additionally, if you have successfully struck a foe while grappling with them, you gain a +2 bonus to grapple checks made in the same round to take control of the grapple.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Muay Thai Leg Sweeps (Combat)
Prerequisites: Str 15, Muay Thai Style, Unarmed Combatant

Benefit: While using the Muay Thai style feat, you may once per round, after a successful unarmed strike with your legs, make a free trip attempt against the foe you struck.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Muay Thai Style (Combat, Style)
Prerequisites: Str 13, Unarmed Combatant

Benefit: While using this style, unarmed strikes made with your feet apply 1.5x your Strength modifier to their damage. You do not receive this benefit while grappled.

Special: When using the fuse styles class feature (or any other ability that allows use of multiple styles at once), muay thai style may not be fused with boxing style, due to conflicting striking forms.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Muay Thai Style Chap Kho (Combat)
Prerequisites: Str 15, Greater Grapple, Muay Thai Style, Unarmed Combatant

Benefit: While using the Muay Thai Style feat, you may apply 1.5x your strength modifier to unarmed strikes made while grappled, but may only strike with your elbows and knees. Additionally, you may make an additional attack at your highest base attack bonus as a free action while grappling with a creature.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East, pg. 16), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Murderer's Circle (Combat, Performance)
After savaging your foe, you circle like a hunter ready for the kill.

Prerequisite: 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.

Prerequisite: Bonebreaker, Greater Grapple, Unarmed Combatant, 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.

Prerequisite: Proficiency with Nets, 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.

Prerequisite: Dex 15, Proficiency with Nets, 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.

Prerequisite: Proficiency with Nets, 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.

Prerequisite: Proficiency with Nets, 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. 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.

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.

Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.

Prerequisite: Base Attack Bonus +4

Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Pack Attack (Combat, Teamwork)
You are skilled at surrounding your enemies.

Prerequisites: 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.

Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.

Prerequisite: Base Attack Bonus +4

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Panther Claw (Combat)
You unleash a rapid series of blows on foes that attempt to attack you when you move.

Prerequisites: Unarmed Combatant, Wis 15, Combat Reflexes, 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: Unarmed Combatant, Wis 15, Combat Reflexes, Panther Style, Panther Claw

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: Unarmed Combatant, Wis 13, Combat Reflexes

Benefit: While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Parting Shot (Combat)
You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating.

Prerequisites: Dex 13, base attack bonus +6, Dodge, Shot on the Run.

Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.

Passing Trick (Combat)
Slipping past a foe gives you the chance to feint.

Prerequisites: Int 13, Dodge, Deft Maneuvers, size Small or smaller.

Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.

Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures.

Prerequisites: Base attack bonus +12, Weapon Focus.

Benefit: Your attacks with weapons from the group in which you have Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).

Performance Weapon Mastery (Combat)
You wield all your weapons with the flair of a performer.

Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality.

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.

Pikemans Training (Combat)
Militaries across the land rely on lines of pikemen carrying both their long spears and a shield. You are familiar with this fighting style.

Prerequisites: Base attack bonus +1.

Benefit: You can wield a normally two-handed polearm or spear in one hand, provided you are wielding a light or heavy shield in your other hand. When wielding a weapon in this manner, you treat it in all ways as being a one-handed weapon, rather than a weapon of its normal handedness.

Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 80), but has been edited for use with the pathFinal Fantasy ruleset.

Pin Down (Combat)
You easily block enemy escapes.

Prerequisites: Combat Reflexes, warrior 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, Unarmed Combatant, 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, Unarmed Combatant, 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 Targeting (Combat)
You can target the weak points in your opponent’s armour.

Prerequisites: Dex 19, base attack bonus +16, Improved Precise Shot, Precise Shot.

Benefit: As a standard action, make a single ranged attack. The target does not gain any armour, natural armour, or shield bonuses to its Armour Class. You do not gain the benefit of this feat if you move this round.

Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.

Prerequisites: Point-Blank Shot, Weapon Specialization with the selected weapon group.

Benefit: Choose the bows, crossbows, firearms, or thrown weapon group. You do not provoke attacks of opportunity when firing any weapon from the selected group while threatened.

Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.

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