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.
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.
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.
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.
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.
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.
Dispelling Critical (Critical)
Your blows attack the physical and arcane forms of your enemies at the same time.
Prerequisites: Arcane Strike feat or Spellstrike class feature, base attack bonus +11, ability to cast dispel
Benefit: If you have dispel prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel to make a targeted dispel against that opponent.
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.
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 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.
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.
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.
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.
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.





