The damage die of your unarmed strikes increases to 1d10 (or 1d8 if you are Small). This does not stack with any other effects …
Con 13
You gain a +2 competence bonus to your Combat Maneuver Defense against awesome blow, bull rush, drag, reposition, or trip combat maneuvers from opponents …
Orc
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2 your character level + …
When performing a bull rush or overrun combat maneuver as part of a charge, you don’t provoke an attack of opportunity for that maneuver. …
You can empower a starknife with magical power once per day per character level as a swift action. Until the end of your turn, …
Halfling
You gain a +1 racial bonus on attack rolls made using a sling.
Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but …
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 …
As a standard action, you can make a single ranged attack with a weapon that deals bludgeoning damage against a creature no more than …
You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against …
When you use the aid another action to grant an ally who also has this feat a +2 bonus on a bull rush or …
When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, …
When you make an attack using Step Up and Strike , you can also make an extra attack with your offhand weapon using your …
Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the …
Your ability to spit poison granted by the Spit Venom feat deals 2d6 points of bleed damage on a failed saving throw in addition …
Once per day, you can move up to your speed as an immediate action, but you must end this movement adjacent to an opponent …
Your animal companion, cohort, eidolon, familiar, or mount doesn’t count as threatening your opponent for the purposes of feats that require you to be …
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful …
Whenever an enemy deals damage to you with a melee weapon as part of a flanking attack or sneak attack, you can make a …
In addition to holy water’s normal uses, you can use holy water to create a variety of other effects, which are listed below. To …
You treat a grappling hook as a one-handed weapon that deals piercing damage equal to a heavy pick of its size and that has …
Whenever you make a successful charge attack while wielding a two-handed weapon in both hands, add two times your Strength bonus to the damage …
As a full-round action, you can completely consume a dead, unconscious, paralyzed, or otherwise helpless humanoid creature that you could normally swallow with your …
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature …
When you succeed at a sunder combat maneuver against a holy or unholy symbol, you can attempt an Intimidate check to demoralize as a …
—
You gain a +2 bonus on saving throws against pain effects. When you are drunk or soused, you gain DR 5/piercing or slashing.
You treat your size as two categories larger for the purposes of determining the size of creatures against which you can attempt bull rush, …
The armor check penalty of the selected armor decreases by 1 (to a minimum of 0). You also use your character level in place …
You receive a +2 bonus on checks to perform an awesome blow combat maneuver. You also gain a +2 bonus to your combat maneuver …
When you make an awesome throw combat maneuver, for every 5 by which your combat maneuver check exceeds the target’s CMD, you send the …
When you succeed at a drag attempt with your whip against a non-adjacent target and the target ends the drag adjacent to you, as …
When fighting animals that are at least one size category larger than you and that are native to the terrain you have chosen with …
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
…
Add your bravery bonus against all mind-affecting effects instead of just against fear.
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 …
You can use Cleaving Finish any number of times per round.