Advanced Combat Training: You receive
a +1 competence bonus on all attack rolls.
|Prerequisite: Base Attack Bonus +3 or higher|
Agile Reposte: You have learned to strike when your opponent is most vulnerable-at the instant your opponent strikes you. Once per round, if the opponent the character has designated as his or her dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity with a melee weapon against that opponent. Resolve and apply the effects from both attacks simultaneously. Even a character with the Combat Reflexes feat can’t use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
|Prerequisite: Dexterity 13+, Dodge|
Akodo: If you succeed on a melee attack roll by an amount greater than the amount needed to succeed you may spend five power points to gain half the differance (round down) as a bonus to your next attack roll against the same opponent in the same round. If you have no more attacks this round this bonus is lost.
|Prerequisite: base attack bonus +8 or higher, Strength 15+|
Ambidexterity: You are equally adept at using either hand. Your off-hand is just as strong as your primary hand. You are neither right-handed nor left-handed. This allows you to deal your full Strength bonus instead of half your Strength bonus in damage with your off-hand.
|Prerequisite: Dexterity 15+|
Attack Finesse: Instead of
using your Strength modifier as a bonus to hit for melee
attacks, Dexterity modifier would
be employed as the main attack bonus.
|Prerequisite: Base Attack +1 or higher|
Attack Focus: You are
especially skilled with a certain type of attack and receive a +2 bonus
to hit with it. Each time this feat is selected it
applies to a different form of attack (for example, unarmed
strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack +1 or higher|
Attack Focus, Greater:
You are
especially skilled with a certain type of attack and receive an
additional +2 bonus
to hit with it. Each time this feat is selected it
applies to a different form of attack that the character
already has Attack Focus in (for example, unarmed
strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack +5 or higher|
Attack Specialization:
You are
especially skilled with a certain type of attack and receive a
+3 bonus damage with it. Each time this feat is
selected it applies to a different form of attack that the
character already has Attack Focus in (for example, unarmed
strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack Bonus +4, Attack Focus|
Attack Specialization,
Greater: You are
especially skilled with a certain type of attack and receive an
additional +3 bonus damage with it. Each time this
feat is selected it applies to a different form of attack
that the character already has Attack Specialization and
Greater Attack Focus in (for example, unarmed
strike, a specific Ki technique, a specific spell, etc).
|Prerequisite: Base Attack Bonus +8, Attack Specialization,
Greater Attack Focus|
Blind Fighting: You are more
proficient at fighting with your senses, having trained
yourself to be able to fight with eyes closed if need be.
Whenever you miss an opponent in melee combat due to
concealment, you can re-roll the miss chance.
|Prerequisite: 2+ ranks in Listen and Sense Ki|
Blind Sight: Using your other sences you are able to see with out seeing the area just around you. Gaining blind sight in a ten foot area around you.
|Prerequisite: 5+ ranks in Listen and Sense Ki|
Blinding Speed: You can
trigger short bursts of great speed. You can act as if
hasted for 5 rounds each day. The duration of this
effect need not be consecutive rounds, and activating this
power is a free action.
|Prerequisite: Dexterity 25+|
Body Fuel: You may burn hp gaining one power point for every two hit point you burn.
|Prerequisite: Ki 13+, Energy Adept|
Cleave: If
during melee combat you
are able to drop an opponent, you can
immediately follow up and attack an adjacent opponent as a
free action.
|Prerequisite: Strength 13+, Power Attack|
Cleave, Great: Upgraded version
of cleave, allows you to keep making more attacks as long as
you drop your opponents in one hit after the first.
This does not allow you to move in-between attacks.
|Prerequisite: Strength 13+, Base Attack +4 or higher,
Cleave, Power Attack|
Combat Reflexes: When
opponents leave themselves open you capitalize on their
mistake quickly. Whenever an opponent would provoke an
attack of opportunity, you can now perform up to 1+
Dexterity modifier
instead of 1 as normal. However more than one attack of
opportunity can still not be made against a single opponent
in a round.
|Prerequisite: Dexterity 13+|
Combat Manifestation:
This enhances
a character's Concentration check by +8 when manifesting or
casting spells defensively. Manifesting or casting
defensively prevents you from provoking an attack of opportunity
while using Ki attacks or casting spells. A failed
Concentration check means the attack fails and results in
lost power points or spell slots.
Counteractive Technique:
When making an
attack of opportunity, you may use an offensive technique to
attack the offending combatant. The MT
of the technique must 1 action or faster and the
attack costs an additional 2 power points to execute.
Attacks used in this manor cannot be charged.
|Prerequisite: Ki 13+, Base Attack +3 or higher|
Cross Training: You enhance a statistic that you have already taken improved self in. Gaining a +3 to one stat and -1 to two others.
|Prerequisite: Self improvment in a stat|
Defensive Strike: You can turn
a strong defense into a powerful offense. This is called
Musubi. If an opponent attacks you while you are using the
total defense action, you can attack that opponent on your
next turn with a +5 bonus. Martial Artists gain this
feat as a class ability at 7th level.
|Prerequisite: Dexterity
13+, Intelligence 13+, Dodge, Expertise|
Deflect Missiles: This is used
to attempt and deflect incoming missiles such as arrows,
bullets, missiles, and most importantly, energy attacks.
The defender must make a successful opposed attack roll to
deflect the attack. You must be aware of the attack
and not flat footed to use this feat.
Martial Artists gain this feat as a class ability at
2nd level.
|Prerequisite: Dexterity 13+|
Different Schools: Specilizing in two diffrent schools of combat you are able to combine there benifits though much training.
|Prerequisite: 10 levels in two styles, Cost 3,000 exp|
Difficulty Focus: You gain a +2 to all saves you make others make.
|Prereqs: Ki-Craft 10+ ranks, Int 15+|
Dire Charge:
If you charge an opponent during the first round of combat
(or the surprise round, if you are allowed to act in it) you
can make a full attack against the opponent you
charge. You are normally allowed only a single attack
as part of a charge.
|Prerequisite: Improved Initiative|
Dirty Fighting: Through
various means you're able to manipulate your opponent and
get a slight edge in on combat through dishonorable means.
When you make a melee attack, you do an extra 1d4 damage on
a successful hit. You may only gain this bonus damage
once per round.
|Prerequisite: Base Attack Bonus +2 or
higher|
Dodge: A defensive ability
allowing you to dodge easier away from opponents. You receive
a +2 dodge bonus to Armor Class. Note:
Any condition that would force you to lose your Dexterity
bonus to Defense if any, also makes you lose dodge bonuses.
|Prerequisite: Dexterity 13+|
Dodge, Improved: You gain 2 more dodge bonus to ac but must keep one power point in your pool.
|Prerequisite: Dodge|
Dual Strike: Your combat
teamwork makes you a more dangerous foe. If both you and an
ally have this feat and are flanking an opponent, you both
get a +4 bonus to your attack roll.
Energy Adept: Slightly more
skilled in channeling energy, someone with this ability
receives 2 extra power points each level. You gain a
base number of power points equal to your level and forever
more gain 2 additional power points every level.
|Prerequisite: Ki 13+|
Energy Adept, Improved:
Highly more
skilled in channeling energy, someone with this ability
receives an additional 2 extra power points each level. You gain a
base number of power points equal to twice your level and forever
more gain an additional 2 power points every level.
|Prerequisite: Ki 13+, Base Will save 7+, Energy Adept|
Expert Tactician: You gain one
extra partial action per round whenever a melee opponent is
denied his Dexterity modifier to Defense. If you attack however,
it must be the person currently denied his Dexterity bonus.
|Prerequisite: Intelligence 13+, Base Attack +3 or higher|
Expertise: This defensive
ability allows you to take a penalty of up to -5 on your
attack roll and add it to your defense for the remainder of
that combat round.
|Prerequisite: Intelligence 13+|
Far Shot: When using a ranged
attack, this increases the range increment by one half.
Whether it be an enhanced plasma rifle, or a Kame Hame Ha.
The range of missile attacks and thrown weapons is instead
doubled.
|Prerequisite: Point Blank Shot|
Fast Arms: You can
attempt a series of blindingly fast unarmed blows that grants two
extra attacks in a round. All attacks are at a -2 negative however.
|Prerequisite: Dexterity 15+, Base Attack +4 or higher|
Frightful Presence: Your mere presence can terrify those around you. When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a 2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action. A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
|Prerequisite: Charisma 15+, Intimidate 9 ranks or higher|
Gorilla Grip: Allows you to use even larger weapons, instead of one your size. You can use a melee weapon two sizes larger then you are in two hands. For example, halfling with the Gorilla Grip feat can use a greatsword in two hands. You suffer a -4 penalty on your attack roll when using this feat. This feat can be taken multiple times, each time with a different weapon.
|Strength 17+, Weapon Focus with appropriate weapon, base attack bonus +6|
Great Fortitude:
You are tougher than normal. Your base Fortitude save
increases by +2, effectively giving you a +2 bonus to
Fortitude saving throws and increasing your physical damage
reduction by 2.
Great Fortitude, Improved:
You are even tougher than normal. Your physical damage
reduction increases by 1 as does your damage reduction
defense, effectively giving you a 1/+1 damage reduction bonus.
Hit and Run: Whenever
attacking you can move before
and after the attack, provided that your total distance does
not exceed your speed.
|Prerequisite: Dexterity 13+, Dodge, Mobility|
Hyper Fists: You can
attempt a series of blindingly fast unarmed blows that grants
four extra attacks in a round. All attacks are at a
-2 negative however. (Note: The extra attacks overlap those
gained from Fast Arms and Lightning Fists, they do not stack.)
|Prerequisite: Dexterity 19+, Base Attack +12 or higher, Lightning Fists|
Improved Critical: The
critical range of the selected weapon is increased by 1.
Improved Critical can
also be taken for unarmed attacks, spells and Ki
attacks. In the case of the latter two, a specific
technique or spell must be chosen from one the character
already knows.
|Prerequisite: Base Attack +8
or higher|
Improved Disarm: You do not
suffer an attack of opportunity when you attempt to disarm
an opponent, nor does the opponent have a chance to disarm
you.
|Prerequisite: Intelligence 13+, Expertise|
Improved Initiative: Who's
faster? Initiative determines who goes first in combat or
other important actions. This feat gives you a +4 bonus to that
check. In an Iaijutsu duel, you also gain this bonus
on top of your Iaijutsu check to determine who strikes
first, however this does not increase the amount of damage
you did with the attack.
Improved Sneak Attack:
You can
make exceptionally precise and lethal sneak attacks.
Your sneak attack damage die increases from d6 to d8.
|Prerequisite: Base Attack +2 or higher, ability to sneak
attack|
Improved Trip: If you succeed
in making a trip attack against an opponent, you may
immediately follow up with a free melee attack. (Note: Trip is a
normal combat action that anyone can execute.) Martial
Artists gain this feat as a class ability at 6th level.
|Prerequisite: Intelligence 13+, Expertise|
Improved Wild Boar Attack:
When you
perform a wild boar attack, an attack of opportunity is not granted
to your opponent like normal. (Wild Boar Attack is an attack
action that anyone can do, basically doing a small amount of damage
and attempting to throw them off their feet or off balance.)
|Prerequisite: Strength 13+, Power Attack|
Iron Will:
You have a stronger will than normal. Your base Will
save increases by +2, effectively giving you a +2 bonus to
Will saving throws and increasing your Ki damage reduction
by 2.
Iron Will, Improved:
You have an even stronger will than normal. Your Ki
damage reduction
increases by 1 as does your damage reduction defense, effectively giving you a
1/+1 damage reduction bonus.
Karmic Strike: You can make an
attack of opportunity against an opponent that has hit or
touched you this round in melee. You take a negative 5
penalty to your AC, in exchange for the ability to make an
attack of opportunity against any creature that makes a
successful melee attack against you. This does not grant you extra attacks of opportunity beyond
the one that everyone normally gets. However, Combat
Reflexes does work with this. This skill is known as
Ai Uchi.
|Prerequisite: Dexterity 13+, Dodge|
Knife Fighter:
When using two small bladed weapons in combat, the character
receives a +2 competence bonus to all attack and damage
rolls with said weapons. |Prerequisite: Base Attack Bonus +5, Dexterity 19+, Two Weapon Fighting|
Knockdown: Your hits are so
strong they have a chance of knocking your opponent backwards
or down. After successfully doing 10 points of damage in
melee attack, a free trip attack is made and if successful the enemy falls down or loses a partial action if flying.
|Prerequisite: Strength 15+, Base Attack +2 or higher,
Improved Trip|
Knockdown, Improved: If you succeed in a knockdown attempt against an opponent, you may immediately follow up with a free melee attack.
|Prerequisite: Base attack +5, Strength 17+, Knockdown|
Leadership: Used to garner
followers and necessary for certain highly skilled
henchman.
|Prerequisite: Charisma 13+|
Lightning Fists: You can
attempt a series of blindingly fast blows that grants three
extra attacks in a round. All attacks are at a -2 negative however.
(Note: The extra attacks overlap those gained from Fast
Arms, they do not stack.)
|Prerequisite: Dexterity 17+, Base Attack +8 or higher, Fast Arms|
Lightning Reflexes:
You have faster than normal reflexes. Your base Reflex
save increases by +2, effectively giving you a +2 bonus to
Reflex saving throws. Additionally you gain a +1 dodge
bonus to your Defense.
Lightning Reflexes,
Improved:
You have even faster than normal reflexes. You gain a +1 dodge
bonus to your Defense and a +1 competence bonus to
initiative checks.
Lightning Stealth: You can
move at normal speed with no penalty to Hide or Move
Silently checks. Also you may run with a negative 10
to both checks.
|Prerequisite: Rouge level 3 or higher, Hide 6+, Move Silently 6+|
Mirror Life: Your tenacity is
remarkable and it takes quite a bit more to finish you off
in battle. Normally a character is dead at -10 hp.
With this
your Constitution is added in a reverse fashion to the -10, so if
you were a character with a 15 Constitution, the enemy
would need to reduce you to -25 hit points to drop you.
|Prerequisite:
Constitution 15+, Toughness|
Mobility: You get a
+4 dodge
bonus against attacks of opportunity you provoke due to moving in or out of someone else's threatened area.
|Prerequisite: Dexterity 13+, Dodge|
Monkey Grip: Allows you to
hold a weapon in one hand that normally takes two with a -2
penalty to hit.
|Prerequisite: Strength 13+, Base Attack +3 or higher, Weapon Focus with the
weapon|
One Slice Two Cuts:
As a standard action, the character is able to turn one
weapon attack into two effectively doubling their
damage. This attack is made with a -2 penalty to the
attack roll.
|Prerequisite: Base Attack +6 or higher|
Point Blank Shot: When within
30 feet of you opponent, you receive a +2 bonus to hit due to
your skill with making well placed shots at close range.
Power Attack: When used,
replaces to hit bonus from base attack and with a damage
bonus.
|Prerequisite: Strength 13+|
Power Lunge: A successful attack roll during a charge allows you to inflict double
your Strength bonus to damage, however an attack of opportunity is
provoked. When used in conjunction with Improved Wild
Boar Attack, you still provoke an attack of opportunity.
|Prerequisite: Base Attack +3 or higher, Power Attack|
Precise Shot: You are skilled
at firing into melee, and do not suffer the normal negatives
when attempting to do so. (If you miss due to the negative,
normally you fry the wrong person).
|Prerequisite: Point Blank Shot|
Quick Draw: You can draw
weapons as a free action instead of a move action.
|Prerequisite: Base Attack +1 or higher|
Quickness: You are unusually
fast. With this feat you gain an additional +2 to initiative
checks, and a +1 permanent dodge bonus to your armor class.
|Prerequisite: Dexterity 15+, Dodge, Improved Initiative|
Quick Strike: You can make a
rapid additional melee attack as a follow up to a successful
sneak attack. The damage bonus for the sneak attack
does not apply to the extra attack. You can use this
ability once per round.
|Prerequisite: Base Attack +2 or higher, ability to sneak
attack|
Rapid Metabolism: You heal faster than normal. When resting to regain Hit Points and Power Points, your Constitution modifier or Ki modifier for Power Points is added on per day of rest.
|Prerequisite: Constitution 13+, Ki 13+|
Rapid Shot: You can get one
extra attack with a ranged weapon. The attack is at your
highest bonus, but each attack in that round suffers a -2
penalty to hit. This cannot be used in conjunction
with Ki attacks.
|Prerequisite: Dexterity 13+, Point Blank Shot|
Remain Conscious: When your hp
is reduced to 0, you may still take one partial every action
each round until you are reduced to -10. This feat
also automatically stabilizes the character when his or her
hit points drop below 0. Characters
with this feat who also possess the Mirror Life feat, are
able to take one partial every action each round
until you are reduced to the end of their mirror.
|Prerequisite: Constitution 13+|
Ryoku: After striking a target that is denied dex to ac you can give up your sneak attack damage to spend any amount of your power points to activate this feat. Your opponent is forced to immediately expend an equal number of power points without effect. If your opponent loses more power points than he currently has in reserve, then the extra points are wasted.
|Prerequisite: Ability to sneak attack, base attack +8|
Self Improvement: The
character gains +2 to
a stat of their choice. This feat may only be taken once per
level.
Silent Talon: When
catching an opponent flat-footed with a melee attack you
have the Attack Focus feat in, you deal triple your Strength
modifier as a bonus to damage for that attack.
|Prerequisite:
Base attack +5 or higher,
Dexterity 15+, Strength 17+, Attack Focus (any melee attack)|
Skill Focus: Choose a skill,
you receive a +3 bonus to all checks for that skill from now
on. This feat may be taken multiple times, however
each time must be in a different skill. You cannot
take Skill Focus twice in the same skill.
Snake Bite: You gain +1 damage per sneak attack die.
|Prerequisite: levels in snake style, +6 base attack, ability to sneak attack|
Snatch Missile: When
deflecting missiles, you may choose to catch it rather than
knock it away. Depending on the weapon in question, throwing
it back is definitely an option. This works with Ki
techniques as well.
|Prerequisite: Dexterity 15+, Deflect Missile|
Spell Focus: You gain a +2 on all Spell DCs
|Prerequisite: Ability to casts spells, ki-craft 4+ ranks|
Spell Focus, Improved: You gain a +4 bonus on all Spell DCs, this bonus over laps with Spell Focus.
|Prerequisite: Ability to casts spells, ki-craft 8+ ranks|
Stone Skin: You gain a +2
natural armor bonus to Armor Class, or your existing natural
armor bonus increases by 2. (Special: A character can
gain this feat multiple times, its effects stack.)
|Prerequisite: Constitution 15+, Base Attack +8 or higher|
Stunning Blade: When you make
a successful sneak attack against your opponent, you may
choose to have your sneak attack damage die total set to the
DC for the Fortitude save. If the victim fails the
save, he is stunned for 1d4 rounds. (Note: If you
choose to use this ability, you don't deal the normal sneak
attack damage.)
|Prerequisite: ability to sneak attack|
Sunder: You are skilled at
attacking other's weapons. With a successful attack, you
have the chance at destroying someone's weapon.
|Prerequisite: Strength 13+, Power Attack|
Sunder, Improved: You deal
double damage when attacking an opponents weapon.
|Prerequisite: Base Attack +2 or higher, Sunder|
Technique Emphasis: The character has studied their technique beyond the point or proficiency. The channel DC for the chosen technique is lowered by 1, you may take this feat multiple times, but each time it aplies to a diffrent Tech.
|Prerequisite: Ki Craft 10+ ranks, any Ki technique|
The Mountain Does not Move: Whenever you recieve melee damage, you may spend 10 Power Points and make a fortitude saving throw (DC is equal to damage dealt). If this save is successful, all damage from the blow is is halfed.
|Prerequisite: BAB +8 or higher, Con 19+, Great Fortidude|
Tread on the Blade: If your initiative is higher than your opponents by 10 or more, you may spend a power point to gain an additional attack against that opponent at your highest attack bonus. This ability may be used only once per round.
|Prerequisite: Levels in Crane Style, +8 base attack|
Toughness: You are tougher
than normal and receive a hit point bonus. You gain a
base number of hit points equal to twice your level and forever
more gain 2 additional hit points every level.
Toughness, Improved: You are tougher
than normal and receive a hit point bonus. You gain a
base number of hit points equal to twice your level and forever
more gain 2 additional hit points every level. These
bonus hit points stack with those gained from Toughness.
|Prerequisite: Base Fortitude Save 7+, Toughness|
Twist the Knife: When using a
small bladed weapon, the damage is increased by one die, and
the critical range is increased by 1.
|Prerequisite: ability to sneak attack, Attack Focus in weapon|
Two Weapon Fighting: You are neither
left, nor right handed, and suffer reduced penalties when
fighting with two weapons. When using two weapons, all
attacks made with either weapon suffer a -2 penalty to
attack.
|Prerequisite: Dexterity 15+|
Way of the Scorpion: You gain your int mod to your initive rolls.
|Prerequisite: Levels in Scorpion style|
|