Feats

SRD feats and custom campaign feats. Filter by category or view all.

Feat Name Category/Type Prerequisites Benefit Source
Adder Strike Combat Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike.

As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against …

Ultimate Combat
Agile Maneuvers Combat

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Core Rulebook
Amateur Gunslinger Combat You have no levels in a class that has the grit class feature.

You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain …

Ultimate Combat
Arc Slinger Combat Point-Blank Shot, proficient with sling or halfling sling staff.

When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range …

Ultimate Combat
Arcane Armor Mastery Combat Arcane Armor Training, Medium Armor Proficiency, caster level 7th.

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and …

Core Rulebook
Arcane Armor Training Combat Light Armor Proficiency, caster level 3rd.

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Core Rulebook
Arcane Strike Combat Ability to cast arcane spells.

As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the …

Core Rulebook
Armor Proficiency, Heavy Combat Light Armor Proficiency, Medium Armor Proficiency.

See Armor Proficiency, Light.

Core Rulebook
Armor Proficiency, Light Combat

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Core Rulebook
Armor Proficiency, Medium Combat Light Armor Proficiency.

See Armor Proficiency, Light.

Core Rulebook
Bashing Finish Combat Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.

Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.

Advanced Player's Guide
Binding Throw Combat Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.

After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.

Ultimate Combat
Blazing Aura Combat

Inner Flame, Scorching Weapons, character level 13th, ifrit.

When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of …

Advanced Race Guide
Blind-Fight Combat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker …

Core Rulebook
Blistering Feint Combat

Combat Expertise, Improved Feint, ifrit.

You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may …

Advanced Race Guide
Blood Beak Combat

Base attack bonus +5, natural weapon racial trait, tengu.

Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.

Advanced Race Guide
Bloody Assault Combat Str 13, Power Attack, base attack bonus +6.

You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in …

Advanced Player's Guide
Bludgeoner Combat

You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Ultimate Combat
Blundering Defense Combat

Cautious Fighter, halfling.

Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action …

Advanced Race Guide
Body Shield Combat Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.

As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If …

Ultimate Combat
Bodyguard Combat Combat Reflexes.

When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid …

Advanced Player's Guide
Bonebreaker Combat Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.

When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or …

Ultimate Combat
Break Guard Combat Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.

While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your …

Ultimate Combat
Bull Rush Strike Combat Str 13, Improved Bull Rush, Power Attack, base attack bonus +9.

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 …

Advanced Player's Guide
Bullying Blow Combat

Intimidate 1 rank, orc.

As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check …

Advanced Race Guide
Catch Off-Guard Combat

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Core Rulebook
Cautious Fighter Combat

Halfling.

When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

Advanced Race Guide
Channel Smite Combat Channel energy class feature.

Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you …

Core Rulebook
Charge Through Combat Str 13, Improved Overrun, Power Attack, base attack bonus +1.

When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete …

Advanced Player's Guide
Charging Hurler Combat Point-Blank Shot.

You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and …

Ultimate Combat
Chokehold Combat Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.

While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you …

Ultimate Combat
Claw Pounce Combat

Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation).

When you make a charge, you can make a full attack with your claws.

Advanced Race Guide
Cleave Combat Str 13, Power Attack, base attack bonus +1.

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can …

Core Rulebook
Cleave Through Combat

Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.

When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so …

Advanced Race Guide
Cleaving Finish Combat Str 13, Cleave, Power Attack.

If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your …

Ultimate Combat
Close-Quarters Thrower Combat Dex 13, Dodge, Weapon Focus with selected thrown weapon.

Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this …

Ultimate Combat
Cloven Helm Combat

Dented Helm, Hard-Headed, base attack bonus +11, dwarf.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical …

Advanced Race Guide
Clustered Shots Combat Point-Blank Shot, Precise Shot, base attack bonus +6.

When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.

Ultimate Combat
Cockatrice Strike Combat Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +16.

As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target …

Advanced Player's Guide
Combat Expertise Combat Int 13.

You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack …

Core Rulebook
Combat Patrol Combat Combat Reflexes, Mobility, base attack bonus +5.

As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning …

Advanced Player's Guide
Combat Reflexes Combat

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

Core Rulebook
Combat Style Master Combat Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.

You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise …

Ultimate Combat
Covering Defense Combat Shield Focus, base attack bonus +6.

When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally …

Advanced Player's Guide
Crane Riposte Combat Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.

You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against …

Ultimate Combat
Crane Wing Combat Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a …

Ultimate Combat
Crippling Critical Combat Critical Focus, base attack bonus +13.

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 …

Advanced Player's Guide
Critical Focus Combat Base attack bonus +9.

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

Core Rulebook
Critical Mastery Combat Critical Focus, any two critical feats, 14th-level fighter.

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

Core Rulebook
Critical Versatility Combat

Fighter level 11th, human.

Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical …

Advanced Race Guide
Crossbow Mastery Combat Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.

The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as …

Advanced Player's Guide
Crusader's Fist Combat Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.

When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift …

Ultimate Combat
Crushing Blow Combat Improved Unarmed Strike, Stunning Fist.

You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom …

Ultimate Combat
Dastardly Finish Combat Sneak attack +5d6.

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

Advanced Player's Guide
Dazing Assault Combat Str 13, Power Attack, base attack bonus +11.

You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in …

Advanced Player's Guide
Dazzling Display Combat Weapon Focus, proficiency with the selected weapon.

While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes …

Core Rulebook
Deadly Aim Combat Dex 13, base attack bonus +1.

You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, …

Core Rulebook
Deadly Finish Combat Base attack bonus +11.

When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 …

Ultimate Combat
Deadly Stroke Combat Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.

As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double …

Core Rulebook
Death from Above Combat

Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being …

Ultimate Combat
Death or Glory Combat Str 13, Power Attack, base attack bonus +6.

Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and …

Ultimate Combat
Deathless Initiate Combat Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.

You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 or fewer …

Ultimate Combat
Deathless Master Combat Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.

When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.

Ultimate Combat
Deathless Zealot Combat Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.

Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.

Ultimate Combat
Defensive Combat Training Combat

You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

Core Rulebook
Defensive Weapon Training Combat Int 13, base attack bonus +5.

Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a …

Ultimate Combat
Deflect Arrows Combat Dex 13, Improved Unarmed Strike.

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, …

Core Rulebook
Demoralizing Lash Combat

Base attack bonus +1, Intimidate 1 rank, hobgoblin.

To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack …

Advanced Race Guide
Dented Helm Combat

Hard-Headed, base attack bonus +6, dwarf.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply …

Advanced Race Guide
Desperate Swing Combat

Cautious Fighter, base attack bonus +1, halfling.

Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also …

Advanced Race Guide
Destroyer's Blessing Combat

Half-orc or orc, rage class feature.

When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, …

Advanced Race Guide
Devastating Strike Combat Vital Strike, base attack bonus +9.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This …

Ultimate Combat
Disarming Strike Combat Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.

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 …

Advanced Player's Guide
Disengaging Feint Combat Int 13, Combat Expertise, Improved Feint.

As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to …

Ultimate Combat
Disengaging Flourish Combat Int 13, Combat Expertise, Disengaging Feint, Improved Feint.

As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. …

Ultimate Combat
Disengaging Shot Combat Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.

Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus …

Ultimate Combat
Disrupting Shot Combat Dex 13, Point-Blank Shot, fighter level 6th.

If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast …

Advanced Player's Guide
Disruptive Combat 6th-level fighter.

The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware …

Core Rulebook
Distance Thrower Combat Str 13.

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

Ultimate Combat
Djinni Spin Combat Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures …

Ultimate Combat
Djinni Spirit Combat Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk …

Ultimate Combat
Dodge Combat Dex 13.

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Core Rulebook
Domain Strike Combat Domain class feature, Improved Unarmed Strike.

When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, …

Ultimate Combat
Double Slice Combat Dex 15, Two-Weapon Fighting.

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

Core Rulebook
Drag Down Combat Int 13, Combat Expertise, Improved Trip.

Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.

Ultimate Combat
Dragon Ferocity Combat Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.

While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist …

Ultimate Combat
Dragon Roar Combat Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.

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 …

Ultimate Combat
Dreadful Carnage Combat Str 15, Power Attack, Furious Focus, base attack bonus +11.

Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that …

Advanced Player's Guide
Earth Child Binder Combat Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.

You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up …

Ultimate Combat
Earth Child Topple Combat Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.

You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to …

Ultimate Combat
Efreeti Stance Combat Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your …

Ultimate Combat
Efreeti Touch Combat Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. Creatures caught …

Ultimate Combat
Eldritch Claws Combat Str 15, natural weapons, base attack bonus +6.

You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Advanced Player's Guide
Elemental Fist Combat Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of …

Advanced Player's Guide
Elven Accuracy Combat Elf.

If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see …

Advanced Player's Guide
Elven Battle Training Combat

Base attack bonus +1, elf.

You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a …

Advanced Race Guide
Enforcer Combat Intimidate 1 rank.

Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is …

Advanced Player's Guide
Exotic Weapon Proficiency Combat Base attack bonus +1.

You make attack rolls with the weapon normally.

Core Rulebook
False Opening Combat Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.

Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more …

Ultimate Combat
Far Shot Combat Point-Blank Shot.

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

Core Rulebook
Felling Escape Combat Int 13, Combat Expertise, Improved Trip.

When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.

Ultimate Combat
Felling Smash Combat Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.

If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend …

Ultimate Combat
Feral Combat Training Combat Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as …

Ultimate Combat
Ferocious Tenacity Combat

Ferocity racial trait, half-orc or orc, rage class feature.

Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution …

Advanced Race Guide
Final Embrace Combat Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict …

Ultimate Combat
Final Embrace Horror Combat Str 15, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace; base attack bonus +6.

A creature that takes damage from your constrict attack is also shaken until the start of your next turn.

Ultimate Combat
Final Embrace Master Combat Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.

Double the number of damage dice for your constrict special attack.

Ultimate Combat
Fire Hand Combat

Goblin.

You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.

Advanced Race Guide
Flanking Foil Combat

Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it …

Ultimate Combat
Focused Shot Combat Int 13, Point Blank Shot, Precise Shot.

As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of …

Advanced Player's Guide
Following Step Combat Dex 13, Step Up.

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and …

Advanced Player's Guide
Fortified Armor Training Combat Proficient with armor or shield.

If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the …

Ultimate Combat
Furious Focus Combat Str 13, Power Attack, base attack bonus +1.

When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack …

Advanced Player's Guide
Gang Up Combat Int 13, Combat Expertise.

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

Advanced Player's Guide
Giant Killer Combat

Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf.

This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids …

Advanced Race Guide
Gloom Strike Combat

Blind-Fight, fetchling.

When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.

Advanced Race Guide
Gnome Weapon Focus Combat

Base attack bonus +1, gnome, proficient with all martial weapons.

You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).

Advanced Race Guide
Goblin Cleaver Combat

Str 13, Cleave, Power Attack, dwarf.

When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not …

Advanced Race Guide
Goblin Gunslinger Combat

Goblin.

You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.

Advanced Race Guide
Gorgon's Fist Combat Improved Unarmed Strike, Scorpion Style, base attack bonus +6.

As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally …

Core Rulebook
Gory Finish Combat Dazzling Display, Weapon Focus.

When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you …

Ultimate Combat
Great Cleave Combat Str 13, Cleave, Power Attack, base attack bonus +4.

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can …

Core Rulebook
Great Hatred Combat

Gnome, hatred racial trait.

You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.

Advanced Race Guide
Greater Blind-Fight Combat Perception 15 ranks, Improved Blind-Fight.

Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of …

Advanced Player's Guide
Greater Bull Rush Combat Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, …

Core Rulebook
Greater Dirty Trick Combat Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty …

Advanced Player's Guide
Greater Disarm Combat Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.

You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon …

Core Rulebook
Greater Drag Combat Str 13, Improved Drag, Power Attack, base attack bonus +6.

You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes …

Advanced Player's Guide
Greater Feint Combat Combat Expertise, Improved Feint, base attack bonus +6, Int 13.

Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity …

Core Rulebook
Greater Grapple Combat Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.

You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the …

Core Rulebook
Greater Overrun Combat Improved Overrun, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of …

Core Rulebook
Greater Penetrating Strike Combat Penetrating Strike, Weapon Focus, 16th-level fighter.

Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such …

Core Rulebook
Greater Rending Fury Combat Improved Rending Fury, Rending Fury, base attack bonus +12, rend special attack.

Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.

Ultimate Combat
Greater Reposition Combat Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.

You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes …

Advanced Player's Guide
Greater Shield Focus Combat Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter.

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Core Rulebook
Greater Shield Specialization Combat Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.

Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your …

Advanced Player's Guide
Greater Snap Shot Combat Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.

Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm …

Ultimate Combat
Greater Steal Combat Int 13, Combat Expertise, Improved Steal, base attack bonus +6.

You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully steal an …

Advanced Player's Guide
Greater Sunder Combat Improved Sunder, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, …

Core Rulebook
Greater Trip Combat Combat Expertise, Improved Trip, base attack bonus +6, Int 13.

You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent …

Core Rulebook
Greater Two-Weapon Fighting Combat Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Core Rulebook
Greater Vital Strike Combat Improved Vital Strike, Vital Strike, base attack bonus +16.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four …

Core Rulebook
Greater Weapon Focus Combat Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.

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

Core Rulebook
Greater Weapon Specialization Combat Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.

You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from …

Core Rulebook
Greater Whip Mastery Combat Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.

You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using …

Ultimate Combat
Grudge Fighter Combat

Orc.

You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.

Advanced Race Guide
Hammer the Gap Combat Base attack bonus +6.

When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent …

Ultimate Combat
Hard-Headed Combat

Base attack bonus +1, dwarf.

You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause …

Advanced Race Guide
Haunted Gnome Combat Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank.

You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.

Ultimate Combat
Haunted Gnome Assault Combat Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks.

You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for which you …

Ultimate Combat
Haunted Gnome Shroud Combat Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.

You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, you also …

Ultimate Combat
Hex Strike Combat Hex class feature, Improved Unarmed Strike.

When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Horse Master Combat Expert trainer class feature (Advanced Player's Guide 33), Ride 6 ranks.

Use your character level to determine your effective druid level for determining the powers and abilities of your mount.

Ultimate Combat
Improved Blind-Fight Combat Perception 10 ranks, Blind-Fight.

Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.

If you successfully pinpoint an invisible …

Advanced Player's Guide
Improved Bull Rush Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. …

Core Rulebook
Improved Charging Hurler Combat Charging Hurler, Point-Blank Shot.

When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus …

Ultimate Combat
Improved Cleaving Finish Combat Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.

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

Ultimate Combat
Improved Critical Combat Proficient with weapon, base attack bonus +8.

When using the weapon you selected, your threat range is doubled.

Core Rulebook
Improved Devastating Strike Combat Devastating Strike, Vital Strike, base attack bonus +13.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage …

Ultimate Combat
Improved Dirty Trick Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. …

Advanced Player's Guide
Improved Disarm Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also …

Core Rulebook
Improved Drag Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also …

Advanced Player's Guide
Improved Feint Combat Int 13, Combat Expertise.

You can make a Bluff check to feint in combat as a move action.

Core Rulebook
Improved Grapple Combat Dex 13, Improved Unarmed Strike.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also …

Core Rulebook
Improved Initiative Combat

You get a +4 bonus on initiative checks.

Core Rulebook
Improved Ki Throw Combat Improved Bull Rush, Ki Throw.

When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with …

Advanced Player's Guide
Improved Low Blow Combat

Base attack bonus +4, halfling, low-blow racial trait.

Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you …

Advanced Race Guide
Improved Overrun Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also …

Core Rulebook
Improved Precise Shot Combat Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total …

Core Rulebook
Improved Rending Fury Combat Rending Fury, base attack bonus +9, rend special attack.

Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.

Ultimate Combat
Improved Reposition Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also …

Advanced Player's Guide
Improved Second Chance Combat Int 13, Combat Expertise, Second Chance, base attack bonus +11.

When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack.

Advanced Player's Guide
Improved Shield Bash Combat Shield Proficiency.

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

Core Rulebook
Improved Sidestep Combat Dex 15, Dodge, Mobility, Sidestep.

After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed …

Advanced Player's Guide
Improved Snap Shot Combat Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.

You threaten an additional 10 feet with Snap Shot.

Ultimate Combat
Improved Steal Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a …

Advanced Player's Guide
Improved Sunder Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also …

Core Rulebook
Improved Surprise Follow-Through Combat

Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8.

When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.

Advanced Race Guide
Improved Trip Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also …

Core Rulebook
Improved Two-Weapon Feint Combat Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.

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

Ultimate Combat
Improved Two-Weapon Fighting Combat Dex 17, Two-Weapon Fighting, base attack bonus +6.

In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Core Rulebook
Improved Unarmed Strike Combat

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 can deal lethal or nonlethal damage, …

Core Rulebook
Improved Vital Strike Combat Vital Strike, base attack bonus +11.

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three …

Core Rulebook
Improved Whip Mastery Combat Weapon Focus (whip), Whip Mastery, base attack bonus +5.

While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within …

Ultimate Combat
Improvised Weapon Mastery Combat Catch Off-Guard or Throw Anything, base attack bonus +8.

You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to …

Core Rulebook
In Harm's Way Combat Bodyguard.

While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that …

Advanced Player's Guide
Inner Flame Combat

Scorching Weapons, character level 7th, ifrit.

Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional …

Advanced Race Guide
Intimidating Prowess Combat

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

Core Rulebook
Janni Rush Combat Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.

While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against …

Ultimate Combat
Janni Tempest Combat Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.

While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or …

Ultimate Combat
Jawbreaker Combat Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.

When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's …

Ultimate Combat
Ki Throw Combat Improved Trip, Improved Unarmed Strike.

On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This …

Advanced Player's Guide
Kirin Path Combat Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.

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 …

Ultimate Combat
Kirin Strike Combat Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.

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 …

Ultimate Combat
Kobold Ambusher Combat

Stealth 4 ranks, kobold.

You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty …

Advanced Race Guide
Kobold Sniper Combat

Stealth 1 rank, kobold.

When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.

Advanced Race Guide
Landing Roll Combat Dex 13, Dodge, Mobility.

If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You …

Ultimate Combat
Lightning Stance Combat Dex 17, Dodge, Wind Stance, base attack bonus +11.

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

Core Rulebook
Low Profile Combat Dex 13, Small size or smaller.

You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.

Advanced Player's Guide
Lucky Strike Combat

Base attack bonus +5, adaptive luck racial trait, halfling.

Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original …

Advanced Race Guide
Lunge Combat Base attack bonus +6.

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. …

Core Rulebook
Mantis Torment Combat Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.

You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, …

Ultimate Combat
Mantis Wisdom Combat Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.

Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk …

Ultimate Combat
Manyshot Combat Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical …

Core Rulebook
Marid Coldsnap Combat Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught …

Ultimate Combat
Marid Spirit Combat Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk …

Ultimate Combat
Martial Mastery Combat

Martial Versatility, fighter level 16th, human.

Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.

Advanced Race Guide
Martial Versatility Combat

Fighter level 4th, human.

Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

Advanced Race Guide
Martial Weapon Proficiency Combat

You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Core Rulebook
Master Combat Performer Combat Performing Combatant or at least three performance feats, base attack bonus +6.

You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.

Ultimate Combat
Master Siege Engineer Combat Siege Weapon Engineer, Knowledge (engineering) 10 ranks.

If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend actions to aim a siege engine, …

Ultimate Combat
Medusa's Wrath Combat Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.

Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must …

Core Rulebook
Missile Shield Combat Dex 13, Shield Focus.

You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon …

Advanced Player's Guide
Mobility Combat Dex 13, Dodge.

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose …

Core Rulebook
Monastic Legacy Combat Still mind class feature, Improved Unarmed Strike.

Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does …

Ultimate Combat
Monkey Moves Combat Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.

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 …

Ultimate Combat
Monkey Shine Combat Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.

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 …

Ultimate Combat
Moonlight Stalker Combat Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.

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

Ultimate Combat
Moonlight Stalker Feint Combat Int 13, Blind-Fight, Combat Expertise, Moonlight Stalker, Bluff 6 ranks, darkvision or low-light vision racial trait.

Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.

Ultimate Combat
Moonlight Stalker Master Combat Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.

While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move …

Ultimate Combat
Mounted Archery Combat Ride 1 rank, Mounted Combat.

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

Core Rulebook
Mounted Combat Combat Ride 1 rank.

Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your …

Core Rulebook
Mounted Shield Combat Mounted Combat, Shield Focus.

You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when …

Advanced Player's Guide
Mounted Skirmisher Combat Ride rank 14, Mounted Combat, Trick Riding.

If your mount moves its speed or less, you can still take a full-attack action.

Advanced Player's Guide
Neckbreaker Combat Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.

If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a –5 penalty …

Ultimate Combat
Net Adept Combat Exotic Weapon Proficiency (net), base attack bonus +1.

You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and …

Ultimate Combat
Net Maneuvering Combat Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.

In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in …

Ultimate Combat
Net Trickery Combat Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.

In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If …

Ultimate Combat
Net and Trident Combat Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.

You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you …

Ultimate Combat
Nightmare Fist Combat Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.

While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or …

Ultimate Combat
Nightmare Striker Combat Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.

While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning …

Ultimate Combat
Nightmare Weaver Combat Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.

By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.

Ultimate Combat
Nimble Striker Combat

Dex 13, base attack bonus +1, catfolk, sprinter racial trait.

You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.

Advanced Race Guide
Opening Volley Combat

Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before …

Ultimate Combat
Orc Hewer Combat

Str 13, Cleave, Goblin Cleaver, Power Attack, dwarf.

This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) …

Advanced Race Guide
Orc Weapon Expertise Combat

Base attack bonus +1, orc.

When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain the benefit you chose so long …

Advanced Race Guide
Panther Claw Combat Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.

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 …

Ultimate Combat
Panther Parry Combat Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.

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 …

Ultimate Combat
Parting Shot Combat Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.

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

Advanced Player's Guide
Passing Trick Combat Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.

Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in …

Ultimate Combat
Penetrating Strike Combat Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.

Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR …

Core Rulebook
Perfect Strike Combat Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following …

Advanced Player's Guide
Performance Weapon Mastery Combat

You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).

Ultimate Combat
Performing Combatant Combat Dazzling Display, any one performance feat.

You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance feat to use. You automatically gain …

Ultimate Combat
Pin Down Combat Combat Reflexes, fighter level 11th.

Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no …

Ultimate Combat
Pinning Knockout Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed …

Ultimate Combat
Pinning Rend Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, …

Ultimate Combat
Pinpoint Poisoner Combat Poison use class feature, Craft (alchemy) 6 ranks, Adder Strike, Improved Unarmed Strike, Two-Weapon Fighting or flurry of blows class feature.

When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts is a …

Ultimate Combat
Pinpoint Targeting Combat Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.

As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the …

Core Rulebook
Point Blank Master Combat Weapon Specialization with selected ranged weapon.

Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Advanced Player's Guide
Point-Blank Shot Combat

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

Core Rulebook
Power Attack Combat Str 13, base attack bonus +1.

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to …

Core Rulebook
Precise Shot Combat Point-Blank Shot.

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

Core Rulebook
Prone Shooter Combat Weapon Focus (crossbow or firearm), base attack bonus +1.

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, …

Ultimate Combat
Prone Slinger Combat

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

Ultimate Combat
Punishing Kick Combat Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals …

Advanced Player's Guide
Pushing Assault Combat Str 15, Power Attack, base attack bonus +1.

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 …

Advanced Player's Guide
Quarterstaff Master Combat Weapon Focus (quarterstaff), base attack bonus +5.

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 …

Ultimate Magic
Quick Bull Rush Combat Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.

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 …

Ultimate Combat
Quick Dirty Trick Combat Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee …

Ultimate Combat
Quick Drag Combat Str 13, Improved Drag, Power Attack, base attack bonus +6.

On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Quick Draw Combat Base attack bonus +1.

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 …

Core Rulebook
Quick Reposition Combat Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.

On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Quick Steal Combat Int 13, Combat Expertise, Improved Steal, base attack bonus +6.

On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Rapid Grappler Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

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.

Ultimate Combat
Rapid Reload Combat Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow …

Ultimate Combat
Rapid Shot Combat Dex 13, Point-Blank Shot.

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

Core Rulebook
Ray Shield Combat Dex 15, Missile Shield, Spellbreaker.

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 …

Advanced Player's Guide
Rebounding Leap Combat Leaping lance class feature, Acrobatics 5 ranks, Ride 11 ranks.

When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a swift action.

Ultimate Combat
Rebuffing Reduction Combat Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.

Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver …

Ultimate Combat
Rending Claws Combat Str 13, two claw natural weapon attacks, base attack bonus +6.

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 …

Advanced Player's Guide
Rending Fury Combat Base attack bonus +6, rend special attack.

You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with …

Ultimate Combat
Repositioning Strike Combat Int 13, Combat Expertise, Improved Trip, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds …

Advanced Player's Guide
Revelation Strike Combat Revelation class feature, Improved Unarmed Strike.

When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Reverse-Feint Combat

Toughness, base attack bonus +1, orc.

As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a …

Advanced Race Guide
Ride-By Attack Combat Ride 1 rank, Mounted Combat.

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 …

Core Rulebook
Risky Striker Combat

Base attack bonus +1, halfling.

You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When …

Advanced Race Guide
Sap Adept Combat Sneak attack +1d6.

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice …

Ultimate Combat
Sap Master Combat Sneak attack +3d6, Sap Adept.

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 …

Ultimate Combat
Saving Shield Combat Shield Proficiency.

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 …

Advanced Player's Guide
School Strike Combat Wizard school class feature, Improved Unarmed Strike.

When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an …

Ultimate Combat
Scorching Weapons Combat

Ifrit.

You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two …

Advanced Race Guide
Scorpion Style Combat Improved Unarmed Strike.

To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed …

Core Rulebook
Sea Hunter Combat

Combat Expertise, merfolk.

When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a trip combat …

Advanced Race Guide
Second Chance Combat Int 13, Combat Expertise, base attack bonus +6.

When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at …

Advanced Player's Guide
Shadow Strike Combat Base attack bonus +1.

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

Advanced Player's Guide
Shaitan Earthblast Combat Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.

While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that …

Ultimate Combat
Shaitan Skin Combat Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, …

Ultimate Combat
Sharpclaw Combat

Ratfolk.

You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Advanced Race Guide
Shatter Defenses Combat Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.

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 …

Core Rulebook
Shatterspell Combat

Disruptive, Spellbreaker, dwarf, 10th-level fighter.

As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this …

Advanced Race Guide
Shield Focus Combat Shield Proficiency, base attack bonus +1.

Increase the AC bonus granted by any shield you are using by 1.

Core Rulebook
Shield Master Combat Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

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 …

Core Rulebook
Shield Proficiency Combat

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

Core Rulebook
Shield Slam Combat Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

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 (see Combat). This bull rush …

Core Rulebook
Shield Specialization Combat Proficiency with selected shield, Shield Focus, fighter level 4th.

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 …

Advanced Player's Guide
Shield of Swings Combat Str 13, Power Attack, base attack bonus +1.

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 …

Advanced Player's Guide
Shot on the Run Combat Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

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

Core Rulebook
Sidestep Combat Dex 13, Dodge, Mobility.

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 …

Advanced Player's Guide
Siege Commander Combat Craft (siege weapon) 5 ranks, Knowledge (engineering) 5 ranks or Profession (siege engineer) 1 rank.

When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move the weapon. You also halve the …

Ultimate Combat
Siege Engineer Combat Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine.

You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not generate mishaps on the roll of a …

Ultimate Combat
Siege Gunner Combat Siege Engineer, Profession (siege engineer) 5 ranks.

You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 square per …

Ultimate Combat
Simple Weapon Proficiency Combat

You make attack rolls with simple weapons without penalty.

Core Rulebook
Sling Flail Combat Weapon Focus (sling), base attack bonus +1.

You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane …

Ultimate Combat
Smash Combat Power Attack, half-orc.

When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or …

Advanced Player's Guide
Snake Fang Combat Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.

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 …

Ultimate Combat
Snake Sidewind Combat Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks.

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 …

Ultimate Combat
Snap Shot Combat Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

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 …

Ultimate Combat
Snapping Turtle Clutch Combat Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.

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 …

Ultimate Combat
Snapping Turtle Shell Combat Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

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 …

Ultimate Combat
Snatch Arrows Combat Dex 15, Deflect Arrows, Improved Unarmed Strike.

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 …

Core Rulebook
Sorcerous Strike Combat Sorcerer bloodline class feature, Improved Unarmed Strike.

When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Spellbreaker Combat Disruptive, 10th-level fighter.

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

Core Rulebook
Spinning Throw Combat Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.

On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. …

Ultimate Combat
Spirited Charge Combat Ride 1 rank, Mounted Combat, Ride-By Attack.

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

Core Rulebook
Spit Venom Combat

Nagaji.

As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be …

Advanced Race Guide
Spring Attack Combat Dex 13, Dodge, Mobility, base attack bonus +4.

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 …

Core Rulebook
Stabbing Shot Combat Rapid Shot, elf.

When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with …

Advanced Player's Guide
Stage Combatant Combat Weapon Focus, base attack bonus +5

When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack …

Ultimate Combat
Stand Still Combat Combat Reflexes.

When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the …

Core Rulebook
Step Up Combat Base attack bonus +1.

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up …

Core Rulebook
Step Up and Strike Combat Dex 13, Following Step, Step Up, base attack bonus +6.

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 …

Advanced Player's Guide
Strangler Combat Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.

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.

Ultimate Combat
Strike Back Combat Base attack bonus +11.

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.

Core Rulebook
Stunning Assault Combat Str 13, Power Attack, base attack bonus +16.

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 …

Advanced Player's Guide
Stunning Fist Combat Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

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 …

Core Rulebook
Stunning Pin Combat Improved Grapple, Improved Unarmed Strike, Stunning Fist.

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

Ultimate Combat
Sundering Strike Combat Str 13, Improved Sunder, Power Attack, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll …

Advanced Player's Guide
Surprise Follow-Through Combat

Str 13, Cleave, Power Attack, base attack bonus +1.

When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

Advanced Race Guide
Surprise Strike Combat

Cautious Fighter, Desperate Swing, base attack bonus +6, halfling.

Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack …

Advanced Race Guide
Swift Aid Combat Int 13, Combat Expertise, base attack bonus +6.

As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.

Advanced Player's Guide
Sword and Pistol Combat Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.

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 …

Ultimate Combat
Sympathetic Rage Combat

Half-orc or orc, nonlawful.

Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker …

Advanced Race Guide
Tail Terror Combat

Base attack bonus +1, kobold.

You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap …

Advanced Race Guide
Tangle Feet Combat

Dodge, Mobility, Underfoot , goblin, Small size or smaller.

When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can …

Advanced Race Guide
Taskmaster Combat

Demoralizing Lash, Intimidate 5 ranks, hobgoblin.

As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on …

Advanced Race Guide
Team Up Combat Int 13, Combat Expertise, Gang Up, base attack bonus +6.

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.

Advanced Player's Guide
Teleport Tactician Combat Combat Reflexes, Disruptive, Spellbreaker.

Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.

Advanced Player's Guide
Terrorizing Display Combat

Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.

When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use …

Advanced Race Guide
Throw Anything Combat

You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Core Rulebook
Tiger Claws Combat Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.

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 …

Ultimate Combat
Tiger Pounce Combat Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.

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 …

Ultimate Combat
Touch of Serenity Combat Wis 18, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals …

Advanced Player's Guide
Tower Shield Proficiency Combat Shield Proficiency.

When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.

Core Rulebook
Trample Combat Ride 1 rank, Mounted Combat.

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, …

Core Rulebook
Tree Hanger Combat

Acrobatics 1 rank, vanara.

You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a …

Advanced Race Guide
Trick Riding Combat Ride 9 ranks, Mounted Combat.

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. …

Advanced Player's Guide
Tripping Staff Combat Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.

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

Ultimate Magic
Tripping Strike Combat Int 13, Combat Expertise, Improved Trip, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds …

Advanced Player's Guide
Tripping Twirl Combat Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.

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

Ultimate Magic
Twin Thunders Combat Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.

Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit …

Ultimate Combat
Twin Thunders Flurry Combat Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.

You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, …

Ultimate Combat
Twin Thunders Master Combat Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.

Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving …

Ultimate Combat
Two-Handed Thrower Combat Str 15.

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 …

Ultimate Combat
Two-Weapon Defense Combat Dex 15, Two-Weapon Fighting.

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 fighting defensively or …

Core Rulebook
Two-Weapon Feint Combat Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.

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.

Ultimate Combat
Two-Weapon Fighting Combat Dex 15.

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 …

Core Rulebook
Two-Weapon Rend Combat Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can …

Core Rulebook
Uncanny Defense Combat

Cautious Fighter, base attack bonus +3, halfling.

While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to …

Advanced Race Guide
Under and Over Combat Agile Maneuvers, Small size or smaller.

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 …

Advanced Player's Guide
Underfoot Combat Dodge, Mobility, Small size or smaller.

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 …

Advanced Player's Guide
Unseat Combat Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.

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 …

Core Rulebook
Vast Hatred Combat

Gnome, hatred racial trait.

Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies …

Advanced Race Guide
Vicious Stomp Combat Combat Reflexes, Improved Unarmed Strike.

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

Ultimate Combat
Vital Strike Combat Base attack bonus +6.

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 …

Core Rulebook
Wave Strike Combat Weapon expertise class feature or Quick Draw, Bluff 1 rank.

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 …

Ultimate Combat
Weapon Finesse Combat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack …

Core Rulebook
Weapon Focus Combat Proficiency with selected weapon, base attack bonus +1.

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Core Rulebook
Weapon Specialization Combat Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

You gain a +2 bonus on all damage rolls you make using the selected weapon.

Core Rulebook
Whip Mastery Combat Weapon Focus (whip), base attack bonus +2.

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. …

Ultimate Combat
Whirlwind Attack Combat Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

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. …

Core Rulebook
Wind Stance Combat Dex 15, Dodge, base attack bonus +6.

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

Core Rulebook

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