You can apply your Strength modifier instead of your Charisma modifier to performance combat checks.
As a standard action, you can perform the awesome throw combat maneuver. You do this by making a thrown weapon attack; if you don’t …
When you perform a drag APG combat maneuver with your whip, you can choose not to move with your target, instead bringing your target …
You can declare a specialized judgment against a creature as a swift action. When pronouncing this judgment, you attempt a Knowledge check to identify …
As long your banner is clearly visible, all enemies within 60 feet take a –2 penalty on saving throws against fear. This penalty does …
You gain a cumulative +1 morale bonus (maximum +4) on combat maneuver checks for each human ally who also has this feat, is threatening …
Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same …
A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you …
You gain a +2 bonus on Intimidate checks when not raging. When you fail a saving throw against a fear effect, you can choose …
Pick one of the ranger’s favored terrains. You gain a +2 bonus on Survival checks to track animals native to that terrain. Additionally, against …
You treat each opponent that begins a surprise round flat-footed as being flat-footed until its action in the first full round of combat, even …
Befuddling Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level …
When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
You gain a bonus on Perception checks to pierce another creature’s disguise and Sense Motive checks to avoid being surprised by an attack. These …
Whenever you use a melee attack to deal nonlethal damage to a creature that only you threaten, roll a Bluff check opposed by your …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against …
When you spend a swift action to attempt a performance combat check, you can sacrifice one cartridge or an amount of black powder required …
You receive a +2 bonus on opposed attack rolls made to bind an opponent’s weapon, as well as any opposed rolls to maintain the …
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a glaive sized …
When you and your ally who also has this feat threaten the same enemy, you’re both considered to be flanking that enemy, regardless of …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. …
When you trigger your painful stare, the target takes an amount of bleed damage equal to 1/3 your mesmerist level. Bleed damage from multiple …
As a move action, you can expertly angle the blade of your weapon or shield to reflect light into an opponent’s eyes, dazzling your …
When you successfully deal sneak attack damage to a foe while you are within an area of magical darkness, you temporarily blind your opponent …
When you trigger your painful stare, the target must succeed at a Will save (DC = 10 + half your mesmerist level + your …