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.

Point Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.

Prerequisite: Precise Shot

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Polearm Dancer (Combat)
Your motions with your spear are agile and graceful.

Prerequisites: Perform (dance) 1 rank, base attack bonus +1.

Benefit: You may use your Dexterity modifier instead of your Strength modifier on attack rolls with spears and polearms.

Special: This feat counts as Weapon Finesse for purposes of meeting prerequisites and requirements.

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.

Powerful Maneuvers (Combat)
You are skilled in a variety of strength-focused combat maneuvers.

Prerequisites: Str 13, base attack bonus +1

Benefit: You do not provoke an attack of opportunity when performing a bull rush, drag, hamstring, overrun, or sunder maneuver. In addition, you receive a +2 bonus on checks made with these combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush, drag, hamstring, or overrun you or sunder your gear.
Targets of your overrun attempts may not choose to avoid you.

Normal: You provoke an attack of opportunity when performing a bull rush, drag, hamstring, overrun, or sunder maneuver.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Precise Strike (Combat, Teamwork)
You know how to strike weaknesses while flanking

Prerequisite: Dex 13, Base Attack Bonus +1

Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Prodigious Two Weapon Fighting (Combat)
Your great physical might allows you to wield two large weapons with ease.

Prerequisites: Str 13

Benefit: You may fight with a one-handed weapon in your offhand as if it were a light weapon. In addition, you may use your Strength score instead of your Dexterity score for the purpose of qualifying for Two-Weapon Fighting and any feats with Two-Weapon Fighting as a prerequisite.

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.

Prone Shooter (Combat)
While prone, you use the ground to stabilize your aim while using a crossbow or firearm.

Prerequisites: Base Attack Bonus +1

Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to –2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.

Prone Slinger (Combat)
Your sideways sling release allows you to launch bullets and stones even while prone.

Benefit: While prone, you can use a sling to make ranged attacks.

Normal: Crossbows and firearms are the only ranged weapons that can be used while prone.

Provoke (Combat)
You know just the right words to draw out the worst in someone.

Prerequisites: Diplomacy or Intimidate 3 ranks.

Benefit: As a standard action, you may make a Diplomacy or Intimidate skill check against a foe within 30 feet of you, that can see and/or hear you. The DC for this check is 10 + the target’s hit dice + their Wisdom modifier, or 10 + their Sense Motive skill bonus, provided they have ranks in Sense Motive. If you succeed on this check, you antagonize your foe for one round, plus one round for every 5 by which you beat the DC. This skill check takes a -4 penalty when attempting to provoke a foe of a different creature type than you, as well as creatures of animal intelligence. If the foe is both, the penalty becomes -8.

Pushing Assault (Combat)
A strike made with a two-handed weapon can push a similar sized opponent backward.

Prerequisites: Str 15, Powerful Maneuvers, base attack bonus +1

Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

Quarterstaff Master (Combat)
You can wield a quarterstaff as either a two-handed or one-handed weapon.

Prerequisite: Weapon Focus (quarterstaff ), base attack bonus +5.

Benefit: By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon.

Quick Bull Rush (Combat)
You can barrel into your opponent and follow this with an attack.

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

Benefit: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the bull rush.

Normal: A bull rush combat maneuver is a standard action.

Quick Dirty Trick (Combat)
You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser.

Prerequisite: Int 13, Trickster's Maneuvers, base attack bonus +6.

Benefit: On your turn, you can perform a single dirty trick combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the dirty trick combat maneuver.

Normal: A dirty trick combat maneuver is a standard action.

Quick Drag (Combat)
You drag your enemy and deliver a punishing blow.

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

Benefit: On your turn, you can perform a single drag combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the drag.

Normal: A drag combat maneuver is a standard action.

Quick Draw (Combat)
You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Quick Reposition (Combat)
Your opponent becomes an unwitting dance partner, following your lead while you fight.

Prerequisite: Int 13, Deft Maneuvers, base attack bonus +6.

Benefit: On your turn, you can perform a single reposition combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the reposition.

Normal: A reposition combat maneuver is a standard action.

Quick Steal (Combat)
You are adept at relieving foes of their belongings even while you strike.

Prerequisite: Int 13, Trickster's Maneuvers, base attack bonus +6.

Benefit: On your turn, you can perform a single steal combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base attack bonus to make the steal.

Normal: A steal combat maneuver is a standard action.

Rapid Grappler (Combat)
You are a quick hand at grappling.

Prerequisite: Dex 13, Greater Grapple, Unarmed Combatant, base attack bonus +9 or monk level 9th.

Benefit: Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check at a –5 penalty.

Rapid Reload (Combat)
Choose the crossbows, firearms, or thrown weapon group. You can reload such weapons quickly.

Prerequisite: Dex 13, Weapon Focus with the selected weapon group.

Benefit: The time required for you to reload a weapon from the selected group is reduced to a free action (for a firearm, hand crossbow, light crossbow, or sling), a move action (for a heavy crossbow). Reloading no longer provokes an attack of opportunity. For all these weapons but the heavy crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Rapid Shot (Combat)
You can make an additional ranged attack.

Prerequisites: Dex 13, Precise Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a -2 penalty when using Rapid Shot.

Ray Shield (Combat)
You can even deflect rays with your shield.

Prerequisites: Dex 15, Missile Shield, Spellbreaker.

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 a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. your shield suffers the full effects of the spell or effect, if applicable.

Razor-Tipped Pinions (Racial, Combat)
You have adopted a fighting style that turns the quills and tips of your feathers into deadly thrown weapons.

Prerequisites: Avian

Benefit: An avian creature with this feat can treat their feathers as darts (with an ammunition of 30) for the purposes of damage, range, critical multiplier and other weapon statistics. However, their feathers are treated as thrown ammunition (akin to Shuriken) for the purposes of drawing them and what happens to them after they are thrown. A razor-tipped pinion does not count as occupying the wing or digit of the feathered creature in question. This allows an avian creature to wield a weapon, grapple a target, or otherwise consider their winged appendages free. An avian creature that is pinned, rendered helpless, or otherwise bound cannot make use of this feat. A creature with this feat regains pinions after an 8 hour, uninterrupted rest for them to regrow. Razor-tipped pinions count as natural weapons for all purposes.

Ready for Anything (Combat)
You never let down your guard.

Prerequisite(s): Base attack bonus +6 or uncanny dodge class feature, Alertness, Improved Initiative, Lightning Reflexes and Quick Draw.

Benefit(s): You can always act in the surprise round even if you fail a Perception check to notice foes, but you are still considered flat-footed until you take an action.

Rending Claws (Combat)
Your claw attacks do greater harm to your enemy.

Prerequisite: Str 13, two claw natural weapon attacks, base attack bonus +6.

Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.

Ricochet Splash Weapon (Combat)
Prerequisite: Dex 13, Catch Off Guard

Benefit: Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.

Normal: A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.

Ricochet Weapon (Combat)
When throwing weapons as part of a martial strike, you are quite capable of bouncing the weapon in such a way as to have it return to you.

Prerequisites: Dex 13, Precise Shot

Benefit: Whenever you throw a weapon as part of a martial strike, that weapon bounces or ricochets off your target and returns to your hand at the end of your turn. You must have a free hand to be able to catch the weapon on its return, otherwise it falls into your space at your feet.

Note: This feat was initially published by Dreamscarred Press (Path of War pg. 24), but has been edited for use with the pathFinal Fantasy ruleset.

Ride By Attack (Combat)
While mounted and charging, you can move, strike at a foe, and then continue moving.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent you attack.

Sabotaging Sunder
Your strikes can quickly sabotage a foe’s worn or carried equipment.

Prerequisites: Str 13, Powerful Maneuvers, Power Attack, Disable Device 7 ranks.

Benefit: As a standard action, you can sabotage an item worn by a foe with a special sunder combat maneuver. You use this maneuver in melee to sabotage an item that is neither held nor hidden in a bag, pack, or other container. You must have at least one hand free to perform this combat maneuver, and doing so provokes an attack of opportunity from the creature against whom you are performing the maneuver, even though you have Powerful Maneuvers feat.

When attempting the combat maneuver check, use your ranks in Disable Device in place of your base attack bonus and your Dexterity modifier in place of your Strength modifier. Any bonuses on combat maneuver checks specifically to sunder (such as the bonus granted by Improved Sunder) also apply to this maneuver, and any bonuses your target gains to CMD against sundering attempts also protect her from this maneuver. If you succeed at the check, instead of dealing damage, you sabotage the chosen item, causing it to gain the broken condition. If the item was already broken, you instead destroy the item or cause it to fall off. Items immune to sunder are also immune to this special combat maneuver, and this still can’t destroy or remove an item such as an artifact that can normally be destroyed or removed only by specific means.

Normal: A successful sunder attempt deals weapon damage to the sundered item.

Sap Adept (Combat)
You know just where to hit to knock the sense out of your foe.

Prerequisite: Sneak attack +1d6.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled.

Sap Master (Combat)
You knock the sense out of foes with a well-timed surprise attack.

Prerequisite: Sneak attack +3d6, Sap Adept.

Benefit: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack damage for that attack.

Savage Charge (Combat)
You fearlessly dive into battle, bringing the full weight of your weapon down on your opponent.

Prerequisites: Str 15, base attack bonus +8, Spring Attack, Vital Strike.

Benefit: You can use any Vital Strike feat as part of a charge action or Spring Attack.

Savage Display (Combat, Performance)
With your victory and a roar, you push yourself on with increased savagery.

Prerequisites: Dazzling Display.

Benefit: When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on damage rolls until the end of your next turn. This extra damage is not precision damage.

Savage Surge (Combat, Performance)
You can channel your rage into crowd-pleasing displays of brutality that aid you in the arena.

Prerequisites: Intimidating Prowess, rage class feature.

Benefit: When attempting a performance combat check while raging, you may, as a free action, expend a number of your daily rounds of rage up to half your warrior level to create a display of savagery. You gain a bonus on the performance combat check equal to half the number of rounds expended, rounded down. If you expend all your remaining rounds of rage in this manner, thus ending your rage, you gain an additional +2 bonus on the check.

Saving Shield (Combat)
You deflect attacks that could mean your ally’s death.

Prerequisites: Shield Proficiency

Benefit: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Special: If you have the shield arm combar art (Or a similar ability that functions like shield arm) and the ally would have been hit if not for the shield bonus to their AC this feat provides, your shield arm takes takes lethal damage equal to the weapon's base damage, similar to blocking attacks aimed at yourself.

Scorpion Stance (Combat)
You are skilled at incapacitating larger opponents.

Prerequisites: Unarmed Combatant, Deft Maneuvers or Powerful Maneuvers

Benefit: You can bull rush, hamstring, overrun, or trip an opponent who is up to two size categories larger than you. You are treated as one size category larger while grappling.

Special: By spending 2 points from his ki pool, a monk can bull rush, hamstring, overrun, or trip an opponent who is up to three size categories larger than him and is treated as two size categories larger while grappling. This effect lasts for a number of rounds equal to his Wisdom modifier.

Normal: You can only bullrush, hamstring, overrun or trip an opponent who is no more than one size category larger than you.

Second Wind (Combat, Performance)
The roar of the crowd strengthens your resolve.

Prerequisites: Toughness

Benefit: When you spend a swift action to attempt a performance combat check, you gain a +2 bonus on your performance combat check, and if you are shaken, sickened, or fatigued, these conditions are suppressed until the end of your next turn.

Seize The Moment (Combat, Teamwork)
You and your allies are poised to pounce whenever one of you scores a telling blow.

Prerequisite: Combat Reflexes, Improved Critical.

Benefit: When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent.

Seize The Opportunity (Combat)
You possess an exceptional knack for exploiting sudden openings by your opponents.

Prerequisites: Combat Reflexes, base attack bonus +1.

Benefit: When you make an attack of opportunity, you can take an attack action (such as when using the Vital Strike feat) or attempt a combat maneuver (such as a bull rush, disarm or dirty trick) in place of your attack of opportunity. This feat does not allow you to move when it isn’t your turn.

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.

Shadow Strike (Combat)
You accurately strike even those you cannot clearly see.

Prerequisites: Base Attack Bonus +1

Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Shatter Defenses (Combat)
Your skill with your weapon of choice leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.

Prerequisites: Base attack bonus +6, Weapon Focus, Dazzling Display.

Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed, to your attacks until the end of your next turn. This includes any additional attacks you make this round.

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

Prerequisites: Base attack bonus +1, Shield Proficiency.

Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus increases to 5 against ranged attacks (not including spell effects, natural attacks, or massive ranged weapons).

Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites: Base attack bonus +11, Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting.

Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

Shield Of Swings (Combat)
A wild frenzy of attacks serves to bolster your defenses.

Prerequisites: Str 13, base attack bonus +1

Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

Shield Proficiency (Combat)
You are trained in how to properly use a shield.

Benefit: When you use a shield (except a tower shield), the shield’s armour check penalty only applies to Strength- and Dexterity-based skills.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armour check penalty on attack rolls and on all skill checks that involve moving.

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

Shield Slam (Combat)
In the right position, your shield can be used to send opponents flying.

Prerequisites: Base attack bonus +6, Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Shield Specialization (Combat)
You have mastered the use of one type of shield.

Prerequisites: Proficiency with selected shield, Shield Focus, warrior, knight, dark knight or paladin level 4th.

Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD.

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.

Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.

Prerequisites: Shield Proficiency

Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally.

If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.

You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack.

If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.

Shot On The Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.

Prerequisites: Dex 13, base attack bonus +4, Dodge, Precise Shot.

Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon.

Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.

Prerequisites: Base attack bonus +11, Critical Focus.

Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.

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

Sidestep (Combat)
You can reposition yourself after a foe’s missed swing.

Prerequisites: Dex 13, Dodge

Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent’s threatened area. This movement does not provoke attacks of opportunity. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Simple Weapon Proficiency (Combat)
You are trained in the use of basic weapons.

Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, take a -4 penalty on attack rolls.

Special: Most classes automatically grant Simple Weapon Proficiency as a bonus feat. Members of those classes need not select it.

Snake Fang (Combat)
You can unleash attacks against an opponent that has dropped its guard.

Prerequisites: Unarmed Combatant, Combat Reflexes, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.

Benefit: While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

Snake Sidewind (Combat)
Your sensitive twisting movements make you difficult to anticipate combat.

Prerequisites: Unarmed Combatant, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks

Benefit: You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.

Normal: You can take a 5-foot step only if you have not otherwise moved this round.

Snake Style (Combat, Style)
You watch your foe’s every movement and then punch through its defense.

Prerequisites: Unarmed Combatant, Acrobatics 1 rank, Sense Motive 3 ranks.

Benefit: You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

Normal: An unarmed strike deals bludgeoning damage.

Snapping Turtle Clutch (Combat)
Your unarmed style allows you to turn your opponent’s attack into an opportunity.

Prerequisites: Unarmed Combatant, base attack bonus +3 or monk level 3rd, Snapping Turtle Style

Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Snapping Turtle Shell (Combat)
Your guarding hand is almost magical in its skill at deflecting incoming blows.

Prerequisites: Unarmed Combatant, base attack bonus +5 or monk level 5th, Snapping Turtle Style, Snapping Turtle Clutch

Benefit: While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical confirmation rolls against you.

Snapping Turtle Style (Combat, Style)
Your deft unarmed style allows you to shield your body from harm.

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

Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Snap Shot (Combat)
With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.

Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.

Snatch Arrows (Combat)
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.

Prerequisites: Dex 15, Deflect Arrows, Unarmed Combatant.

Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.

Spectacular Exit (Combat, Performance)
You have mastered acrobatic maneuvers that turn even your retreats into breathtaking feats of skill.

Prerequisites: Dex 15, Dodge, Acrobatics 7 ranks.

Benefit: When you must attempt a performance combat check because you used the withdraw action, you can attempt an Acrobatics check against your opponent’s CMD before the performance combat check. Success allows you to withdraw without taking the standard –5 penalty on your check. In addition, for every 5 points by which your Acrobatics check result exceeds your opponent’s CMD, you gain a +1 bonus on all Perform checks you make for the remainder of the round.

Spellbreaker (Combat)
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.

Prerequisites; Base attack bonus +10, Disruptive.

Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Spirited Charge (Combat)
Your mounted charge attacks deal a tremendous amount of damage

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites: Dex 13, base attack bonus +4, Dodge.

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal: You cannot move before and after an attack.

Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.

Prerequisites: Base attack bonus +13, Critical Focus

Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

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

Step Up (Combat)
You can close the distance when a foe tries to move away.

Prerequisite: Base attack bonus +1

Benefit: Whenever an adjacent foe attempts to take a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Step Up And Strike (Combat)
When a foe tries to move away, you can follow and make an attack.

Prerequisite: Dex 13, Following Step, Step Up, base attack bonus +6.

Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.

Normal: You can usually only take one standard action and one 5-foot step each round.

Strangler (Combat)
Throttling the life out of enemies is second nature to you.

Prerequisite: Dex 13, sneak attack +1d6, Unarmed Combatant.

Benefit: Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

Strike Back (Combat)
You can strike back at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.

Prerequisite: Base attack bonus +11.

Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.

Stunning Assault (Combat)
You know just where to strike to temporarily stun a foe.

Prerequisites: Str 13, Base Attack Bonus +16

Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. 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.

Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.

Prerequisites: Base attack bonus +17, Critical Focus, Staggering Critical.

Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds.

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

Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.

Prerequisites: Dex 13, Wis 13, base attack bonus +8, Unarmed Combatant.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round, until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Stunning Pin (Combat)
You can render a pinned foe temporarily incapacitated.

Prerequisites: Unarmed Combatant, Stunning Fist.

Benefit: Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.

Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.

Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

Sword And Pistol (Combat)
You effortlessly pair melee and ranged weaponry.

Prerequisites: Dex 13, Precise Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.

Benefit: When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from foes that you threaten with your melee weapon.

Normal: Making a ranged attack provokes attacks of opportunity.

Tae Kwon Do Axe Kick (Combat)
Prerequisites: Dex 13, base attack bonus +1 or Acrobatics 1 rank, Tae Kwon Do Style, Unarmed Combatant

Benefit: While using the Tae Kwon Do Style feat, whenever you make a single unarmed strike as a standard action with your feet, you double the damage bonuses you receive from the Tae Kwon Do Style feat, and any feats that have it as a prerequisite.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 28), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Tae Kwon Do Chain Combination (Combat)
Prerequisites: Dex 13, base attack bonus +1 or Acrobatics 1 rank, Tae Kwon Do Style, Unarmed Combatant

Benefit: While using the Tae Kwon Do Style feat, you gain a +1 bonus to unarmed strike damage rolls for each previous enemy you hit with an unarmed strike. This bonus resets to +0 if you miss an unarmed strike, on when the combat encounter you are in ends.

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.

Tae Kwon Do Style (Combat, Style)
Prerequisites: Dex 13, base attack bonus +1 or Acrobatics 1 rank, Unarmed Combatant

Benefit: While using this style, whenever you successfully make an unarmed strike against a foe, you gain a +1 to AC against their attacks until the start of your next turn. Additionally, you gain a +1 bonus to damage rolls made against foes who miss you with a melee attack until the end of your next turn.

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.

Tae Kwon Do Tornado Kick (Combat)
Prerequisites: Dex 15, base attack bonus +6 or Acrobatics 6 ranks, Tae Kwon Do Style, Unarmed Combatant.

Benefit: While using the Tae Kwon Do 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 against another foe within reach at your highest base attack bonus. 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 a martial discipline.

Note: This feat was initially published by Little Red Goblin Games (Heroes of the East 2, pg. 28), but has been altered for clarity, consistency, and compatibility with the pathFinal Fantasy ruleset.

Tandem Trip (Combat, Teamwork)
You know how to work together to trip your foes.

Prerequisite: None

Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

Target Of Opportunity (Combat, Teamwork)
You and your allies pelt your enemies with a deadly barrage of missiles.

Prerequisite: Precise Shot, base attack bonus +6.

Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.

Team Up (Combat)
When you are ganging up against an enemy, you can aid an ally with a quick feint.

Prerequisites: Int 13, Gang Up, Base Attack Bonus +6

Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.

Normal: Aid another is a standard action.

Thrilling Vengeance (Combat, Performance)
Your savage rage thrills the crowd as you turn it upon a foe that has harmed you.

Prerequisites: Base attack bonus +3, rage class feature.

Benefit: When you spend a swift action to attempt a performance combat check while you’re raging, you gain a +2 bonus on the check if the trigger involved you dealing damage to a creature that had hit you within the last round.

Tiger Claws (Combat)
You can sacrifice multiple attacks to make a single devastating strike.

Prerequisites: Unarmed Combatant, Tiger Style, base attack bonus +6 or monk level 5th.

Benefit: While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands.

Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit.

If you use Power Attack in conjunction with this attack, increase your Strength bonus on one of the damage rolls by an additional one-half your Strength bonus.

If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

Tiger Pounce (Combat)
Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.

Prerequisites: Unarmed Combatant, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.

Benefit: While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.

Tiger Style (Combat, Style)
Your unarmed fighting style emulates the strength and ferocity of a tiger.

Prerequisites: Unarmed Combatant, base attack bonus +3 or monk level 3rd.

Benefit: While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.

Normal: Unarmed strikes deal bludgeoning damage.

Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.

Prerequisites: Base attack bonus +13, Critical Focus.

Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

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

Tower Shield Proficiency (Combat)
You are trained in how to properly use a tower shield.

Prerequisites: Shield Proficiency.

Benefit: When you use a tower shield, the shield’s armour check penalty only applies to Strength and Dexterity-based skills.

Normal: A character using a shield with which he is nor proficient takes the shield’s armour check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special: Some classes may automatically grant Tower Shield Proficiency as a bonus feat. Members of those classes need not select it.

Trample (Combat)
While mounted, you can ride down opponents and trample them under your mount.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack (or other appropriate natural attack) against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

Trick Riding (Combat)
You are not only skilled at controlling a horse in combat; you can make it look like art.

Prerequisites: Ride 9 ranks, Mounted Combat.

Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

Trickster's Maneuvers (Combat)
Prerequisite: Dex 13

Benefit: You do not provoke an attack of opportunity when performing a dirty trick, steal or reposition combat maneuver. In addition, you receive a +2 bonus on checks with dirty trick, steal and reposition combat maneuvers. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to use the dirty trick, steal or reposition maneuvers against you.

Normal: You provoke an attack of opportunity when performing a dirty trick, steal or reposition combat maneuver.

Special: If you do not have the Deft Maneuvers feat when you take Trickster's Maneuvers, you may optionally choose one of dirty trick, steal or reposition. If you do, this feat provides no benefits to or against that maneuver (Nor does it count for the prerequisites of the associated Greater feat). Instead, you gain the ability to make a Bluff check to feint in combat as a move action (And counts as Deft Maneuvers/Improved Feint for the purposes of prerequisites). If you later gain Deft Maneuvers, this feat returns to its original functionality, providing its normal benefits to the chosen maneuver.

Tripping Staff (Combat)
Prerequisite: Int 13, Deft Maneuvers, Weapon Focus (quarterstaff ), base attack bonus +6.

Benefit: You treat quarterstaves as if they had the trip special feature.

Special: If you are a red mage or an archetype that gives spellstrike, you can use spellstrike on any trip combat maneuver you make with the staff.

Tripping Twirl (Combat)
Prerequisite: Int 13, Deft Maneuvers, Tripping Staff, Weapon Focus (quarterstaff ), Weapon Specialization (quarterstaff ), base attack bonus +12.

Benefit: As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.

Special: If you are a red mage or an archetype that gives spellstrike, you can use spellstrike on any one trip combat maneuver you make with the staff.

Twin Throw (Combat)
You can hurl multiple weapons at the same time.

Prerequisites: Dex 17, base attack bonus +6, Point Blank Shot, Two-Weapon Fighting.

Benefit: When making a full-attack action with a thrown weapon, your first attack fires two thrown weapons. If the attack hits, both weapons hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from a high Strength bonus apply to each weapon, as do other damage bonuses, such as a warrior’s rage bonus. Damage reduction and resistances apply separately to each weapon.

Two Handed Thrower (Combat)
You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.

Prerequisites: Str 15

Benefit: Benefit: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw any weapon requires only a standard action for you. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks.

Normal: You add your Strength bonus on thrown weapon damage, regardless of available hands. Throwing a two-handed weapon is a full-round action.

Two Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.

Prerequisites: Dex 15, Two-Weapon Fighting.

Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are using the defensive stance or the total defense action, this shield bonus increases to +2.

Two Weapon Feint (Combat)
You use one weapon to distract your enemy while slipping another past his defenses.

Prerequisites: Dex 15, Int 13, Two-Weapon Fighting.

Benefit: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.

Two Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the table below:

Circumstances Primary Hand Off Hand
Normal Penalties -6 =10
Off-hand weapon is a light weapon -4 -8
Two-Weapon Fighting feat -4 -4
Off-hand weapon is a light weapon and Two-Weapon Fighting feat -2 -2

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way, you suffer a -6 penalty with your primary hand and a -10 penalty with your off hand. If your off-hand weapon is a finesse weapon, the penalties are reduced by 2 each. An unarmed strike is always considered a finesse weapon.

Two Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites: Dex 17, base attack bonus +11, Double Slice, Greater Two-WEapon Fighting, Two-Weapon Fighting.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-½ times your Strength modifier. You can only deal this additional damage once each round.

Unarmed Combatant (Combat)
You are skilled at grappling and fighting while unarmed.

Benefit: You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice.

A character with this feat may attack with fists, elbows, knees, and feet. This means that a character with this feat may make unarmed strikes with his hands full.

You do not provoke an attack of opportunity when performing a grapple or throw combat maneuver. In addition, you receive a +2 bonus on checks made to grapple or throw a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple or throw you.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, you can deal only nonlethal damage with such an attack and may make attacks only with your fists. You provoke an attack of opportunity when performing a grapple or throw combat maneuver.

Unbreakable
As a veteran combatant, you can take truly staggering amounts of punishment

Prerequisites: Con 13, Toughness, warrior or black belt level 4th.

Benefit: Whenever you gain 1 hit point as a warrior or black belt favored class benefit, you gain an additional hit point. Treat your effective Constitution score as being 4 higher for the purpose of determining when you would die from hit point damage. These benefits are retroactive.

Under And Over (Combat)
You can slip under a foe trying to grab you, knocking him off balance.

Prerequisites: Deft Maneuvers, Small size or smaller.

Benefit: If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This does not provoke an attack of opportunity.

Underfoot (Combat)
You slip under and around your larger foes.

Prerequisites: Dodge, Small size or smaller.

Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain a +2 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a larger opponent’s threatened area (this stacks with the +4 bonus provided by Dodge, for a total bonus of +6).

Unseat (Combat)
You are skilled at unseating your mounted opponents.

Prerequisites: Str 13, base attack bonus +1, Ride 1 rank, Mounted Combat, Powerful Maneuvers.

Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his mount and lands prone in a space adjacent to his mount that is directly away from you.

Vicious Stomp (Combat)
You take advantage of the moment to brutally kick an enemy when he is down.

Prerequisite: Combat Reflexes, Unarmed Combatant.

Benefit: Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Vital Strike (Combat)
You make a single attack that deals significantly more damage than normal.

Prerequisite: Base attack bonus +6.

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 twice 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.

Wave Strike (Combat)
You present a serene facade until you unsheathe your weapon and strike in one fluid motion.

Prerequisite: Weapon expertise class feature or Quick Draw, Bluff 1 rank.

Benefit: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.

Weapon Focus (Combat)
Prerequisites: Base attack bonus +1, Proficiency with at least one weapon from the selected weapon group.

Benefits: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group.

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

Weapon Proficiency (Combat)
Choose one weapon group. You understand how to use all weapons from that group.

Benefit: You make attack rolls with weapons from the selected group normally (without the non-proficient penalty).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Special: You can gain Weapon Proficiency multiple times. Each time you take the feat, it applies to a new weapon group.

Weapon Specialization (Combat)
You are skilled at dealing damage with one type of weapon. Choose one weapon group for which you have selected the Weapon Focus feat. You deal extra damage when using these weapons.

Prerequisites: Base attack bonus +4, Weapon Focus with the selected weapon group.

Benefit: You gain a +2 bonus on all damage rolls you make using any weapon from the selected group.

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

Weapon Trick (Combat)
Choose one weapon trick option (one-handed weapon, polearm, ranged, two-handed weapon, two-weapon, or weapon and shield).

You can perform weapon tricks in combat when armed appropriately for that option.

Prerequisite(s): Base attack bonus +1. In addition to the prerequisites (listed in parentheses) for each weapon trick, you must be proficient with any weapon or shield used in the trick and have the Weapon Trick feat with the appropriate option.

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

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

Weapon Trick Options:

  • One-Handed weapon tricks can be found here
  • Two-Handed weapon tricks can be found here
  • Weapon and shield tricks can be found here
  • Two-Weapon tricks can be found here
  • Polearm tricks can be found here
  • Ranged weapon tricks can be found here

Whip Mastery (Combat)
Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies..

Prerequisites: Weapon Focus (whip), base attack bonus +2.

Benefit: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus.

Whirling Cleave (Combat)
You become a whirlwind of steel on the battlefield.

Prerequisites: Str 13, base attack bonus +6, Cleave, Great Cleave.

Benefit: You may take a single 5-foot step during a Cleave or Great Cleave, as long as it brings you within reach of another foe of which you are able to make an additional attack against.. This 5-foot step is a free action and does not subtract from your normal movement for the round.

Whirlwind Attack (Combat)
You can strike out at every foe within reach.

Prerequisites: Dex 13, base attack bonus +4, Combat Reflexes, Dodge, Spring Attack.

Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Wind Stance (Combat)
Your erratic movements make it difficult for enemies to pinpoint your location.

Prerequisites: Dex 15, base attack bonus +6.

Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Yeet Kune Do Hurl (Combat, Style)
"Trick or yeet?" you ask your cloud giant opponent. "Yeet?" they wonder aloud. "As you wish," you say as you shot put them to a painful demise.

Prerequisites: Str 21, Yeet Kune Do Style, Yeet Kune Do Toss, base attack bonus +11

Benefit: You ignore size limitations for monsters you can grapple with the grab ability and throwing them. When throwing an opponent who is one size larger than you or any size category smaller, they travel an additional 20 feet, and take 2d6 damage + your Strength modifier upon landing, following the same rules as detailed in Yeet Kune Do Toss. If the opponent is two or more size categories larger than you, then they only travel 10 additional feet and take 1d6 + Strength modifier damage.

Yeet Kune Do Style (Combat, Style)
You have become an expert at gripping opponents and chucking them across the room, followed by the infamous warcry of "YEET!"

Prerequisites: Str 15, Unarmed Combatant, Powerful Maneuvers, base attack bonus +3

Benefit: While using this style, you gain use of the grab special ability with an unarmed strike or natural attack made as a standard action. If your attack roll when using the grab ability from this style is a confirmed critical, you can make a throw attempt as a free action that does not provoke an attack of opportunity, and gain a +2 bonus on the combat maneuver roll.

Yeet Kune Do Toss (Combat, Style)
You are living proof that size doesn't matter after all… or at least not much.

Prerequisites: Str 17, Yeet Kune Do Style, base attack bonus +7

Benefit: While using Yeet Kune Do Style, you can grapple with the grab ability and throw opponents who are one size category larger than you. When throwing an opponent who is your size or smaller, they travel an additional 10 feet, and take 1d6 damage + your Strength modifier upon landing; if they hit an object or another creature, both the creature thrown and the object or creature struck take this damage. You also can make the free throw attempt as long as the attack roll for the grab ability was successful, whether it was a confirmed critical or not.

page 2 of 2« previous12