Opponents with the Mobility feat do not gain the dodge bonus granted by that feat when they provoke attacks of opportunity by moving out …
Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, it provokes an …
When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against …
You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties …
When you hit a foe with a firearm for which you have Weapon Focus, that creature takes a –2 penalty on attack rolls for …
While using a shield of the type to which your Shield Focus feat applies, you gain a bonus on Reflex saves against area of …
Craft (armor) 3 ranksKnowledge (engineering) 3 ranks
With an hour of work, you can temporarily add an armor modification of your choice to your armor, or temporarily remove an existing modification, …
Craft (weapons) 3 ranksKnowledge (engineering) 3 ranks
With an hour of work, you can temporarily add a weapon modification of your choice to your weapon (or temporarily remove an existing modification) …
As a standard action, make a single attack with your chosen weapon. If the attack hits, the target’s movement speed is halved until the …
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 time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. …
You gain a +2 competence bonus to your CMD when an enemy uses Acrobatics to move through a square you threaten. For each ally …
Half-orc
Whenever you fail a combat maneuver check, your allies within 30 feet who also have this feat gain a +2 circumstance bonus on combat …
When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption …
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 …
Whenever you successfully bull rush an enemy and its movement is stopped by a solid object or barrier, you deal your unarmed strike damage …
When you ready an action, you do not need to declare what action you will take, only the trigger for that action and an …
When you take falling damage, you can direct half of the damage to your armor. This damage ignores the armor’s hardness.
When you fall 10 or more feet, you can direct half of the falling damage you would take to your shield. This damage ignores …
When wielding a spiked chain one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The spiked chain …
You gain a tail swipe attack. If used as part of a full-attack action, the attack is made at your full base attack bonus …
When an ally who also has this feat disarms an opponent and the disarmed item lands within your melee reach, as an immediate action …
You can change whether you’re using the dorndergar as a normal or reach weapon as a swift action.
You can deliver a coup de grace to cowering or stunned targets.
When you attempt a dirty trick combat maneuver check and expend 1 point of panache, if the maneuver is successful, your opponent must succeed …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your …
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Dazing …
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When …
When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed …
You have learned to leverage a grappling creature’s weight against it. While you’re grappled, attacks you make against the grappler using armor spikes, a …
You gain a gore natural attack that deals 1d6 points of damage. Due to the awkwardness of attacking this way, you can’t make a …
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Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of …
You gain a +2 circumstance bonus against flying opponents when you have set a weapon against a charge, or when you are allowed an …
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 …