All the style feats and related follow on feats are listed here for convenience, but only the starting feat (E.G. Tiger Style, or Crane Style) is actually a style feat. All style feats are combat feats.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.





