Feats for Fighters (Including Combat Form, Tactical and Fighting Style feats)

Fighter Bonus List Feats

Acrobatic Strike
Prereqs:
Tumble 12 ranks
Benefit: If succeed in using Tumble to avoid an opponent's AoO, you gain a +4 bonus on the next attack that you make against that foe as long as it occurs before the end of your current turn.

Active Shield Defense
Prereqs:
Proficiency with shield, Shield Specialization
Benefit: When fighting defensively and using a shield, you don't take the standard fighting defensively penalties on AoOs.
When using the total defense action and a shield, you still threaten the area around you as normal and can make AoOs at a -4 penalty.
Normal: You take a -4 penalty on all attacks when fighting defensively. You cannot attack while using the total defense action.

Adaptable Flanker
Prereqs:
Combat Reflexes, Vexing Flanker, BAB +4
Benefit: As a swift action, you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square you threaten for the purpose of determining flanking bonuses for you and your allies. You also occupy your current square for flanking an opponent.

Agile Shield Fighter
Prereqs:
Proficiency with shield, Improved Shield Bash, Shield Specialization
Benefit: When using a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones incurred for fighting with two weapons.

Armor Specialization
Prereqs:
Proficiency with armor, BAB +12
Benefit: Choose one type of medium or heavy armor you are proficient with. When wearing a masterwork (including magical) armor of that type, you gain DR 2/--, provided you can apply your Dexterity modifier to Armor Class.
Special: You can take this feat multiple times. Each time it is applied to a different armor.

Aquatic Shot
Prereqs:
Point Blank Shot
Benefit: You can employ ranged weapons underwater at a reduced range increment, but ignore the normal penalties for making a ranged attack through water.
Thrown Weapons: You can use thrown weapons underwater with a -2 penalty for every 5 feet of water passing through, in addition to any range increment penalties.
Missile Weapons:: You can use bows and crossbows underwater with a -2 penalty for every 10 feet of water passed through, in addition to any range increment penalties.
Aquatic Longbow: You can fire an aquatic longbow (see weapons) underwater with a range increment of 30 feet.
In addition, water doesn't provide cover against your ranged attacks if you're out of water and firing at a target in the water. If your weapon's range increment is different underwater than it is above the water, count the water surface as the beginning of a new range increment, and use your underwater range increment after the point at which your weapon strikes the water.
Normal: Thrown weapons are not useable underwater, ranged attacks through water receive a penalty of -2 for every 5 feet of water they pass through. An aquatic longbow has a range increment of 10 feet underwater. A target in water has improved cover or total cover against attacks from out of the water.

Back to the Wall
Prereqs:
BAB +2
Benefit: You gain a +2 bonus on attack rolls and Armor Class when you're at 25% or less than your hit point maximum.

Ballista Proficiency
Benefit:
You can use a ballista (see Heroes of Battle) without penalty.

Battle Dancer
Prereqs:
BAB +2, bardic music
Benefit: During a round you grant an ally a bonus on attack rolls, damage rolls, or saves via bardic music, you gain a +2 morale bonus on attack rolls if you move at least one square before attacking. You lose this benefit for the remaining duration of your current use of bardic music if you don't move or if you don't attack on your turn. If you stand still and attack (or move without attacking), you don't gain the feat's benefit, but this ability's duration continues.

Blade Meditation
Prereqs:
Concentration 1 rank, BAB +4, one maneuver from any martial discipline.
Benefit: When you take this feat, choose a discipline. You gain a +1 bonus on damage rolls with all the preferred weapons of your chosen discipline when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline's key skill. The save DCs of any maneuvers you perform from the chosen discipline are increased by 1, if they have a save DC.
The weapons and skills associated with each discipline are given under their maneuver lists as well as below:
Desert Wind: Scimitar, light mace, light pick, spear, falchion; Tumble.
Devoted Spirit: Falchion, greatclub, maul, longsword; Intimidate.
Diamond Mind: Rapier, shortspear, trident, bastard sword (katana); Concentration.
Iron Heart: Bastard sword, dwarven waraxe, longsword, two-bladed sword; Balance.
Setting Sun: Short sword, nunchaku, unarmed strike, quarterstaff; Sense Motive.
Shadow Hand: Dagger, sai, siangham, short sword, spiked chain, unarmed strike; Hide.
Stone Dragon: Greatsword, greataxe, heavy mace, unarmed strike; Balance.
Tiger Claw: Kama, kukri, handaxe, claw, greataxe, unarmed strike; Jump.
White Raven: Longsword, battleaxe, warhammer, greatsword, halberd; Diplomacy.

Block Arrow
Prereqs:
Dex 13, Shield Proficiency
Benefit: You must be using a shield to use this feat. Once per round, when you would normally be hit with a ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons, such as boulders hurls by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melf's acid arrow) can be deflected.

Bounding Assault
Prereqs:
Dex 13, Dodge, Mobility, Spring Attack, BAB +12
Benefit: When using Spring Attack, you may designate two foes instead of one. Your movement doesn't provoke AoOs from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a -5 penalty. You can use both attacks against one target opponent or split your attacks between them.

Bowslinger
Prereqs:
BAB +1
Benefits: You gain a +2 bonus on attack rolls made with ranged and thrown weapons against flat-footed opponents.

Brutal Strike
Prereqs:
Str 13, Power Attack, BAB +6
Benefit: Once per round, if you use Power Attack to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare this intention before making the attack. If it hits and your opponent takes damage, he must make a Fort save (DC 10 + extra damage from the Power Attack) or be sickened 1 round.
Special: This feat does not apply against a creature not subject to extra damage from critical hits such as undead.

Brutal Throw
Benefit:
You apply your Strength modifier to thrown weapon attack rolls.

Catfolk Pounce
Prereqs:
Catfolk, Dex 13
Benefit: If you use a charge action against a flat-footed opponent, you can make a full attack at the end of a charge.

Centaur Trample
Prereqs:
Centaur, Dex 15
Benefit: When you attempt to overrun an opponent, your target may not choose to avoid you. You may make one hoof attack against any target you knock down.
Special: The DM may make this feat availible to other centaur-like races if they are availible in the campaign.

Circle Master
You have mastered the techniques of the master's wheel and can focus on multiple opponents at once.
Prerequisites: Circle Student, Dodge, Concentration 2 ranks, BAB +3
Benefit: While in melee with the focus of your Dodge feat, you gain the benefits of the Circle Student feat against all foes you threaten, and you do not suffer the usual penalty to AC against their attacks. You still suffer the -2 penalty to AC against attacks from opponents not threatened by you. Note that your dodge bonus from the Dodge feat still only applies against the chosen party.

Circle Student
Prerequisites: Dodge, Concentration 1 rank
Benefits: When in melee with the foe you designate for your Dodge feat, you may choose to gain an additional +1 dodge bonus to your AC from attacks made by that creature and a +1 competence bonus to attacks against that foe. Unfortunately, during that round you suffer a -2 penalty to your AC againast attacks by other creatures.

Close-Quarters Fighting
You know how to fight in close range and resist grappling.
Prerequisites: BAB +3
Benefit: Whenever someone tries to grapple you, you gain an AoO, even if the enemy has a feat or ability that allow them to bypass such an attack. If you damage the opponent in this AoO, the grapple automatically fails unless the attacker has the Improved Grapple feat or an ability like improved grab. In such a case where the attacker has abilities like these, then you treat the damage dealt as a bonus to your opposed check to being grappled.
Normal: Creatures with Improved Grapple, improved grab, or similar feats/special abilities do not provoke AoOs when attempting a grapple.

Combat Acrobat
Prereqs:
Balance 9 ranks, Tumble 9 ranks
Benefit: You gain several benefits from this feat reflecting your overall athleticism and training in the skills of an acrobat.
Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 Balance check to remain standing.
Sure Footed Maneuver: With a DC 15 Balance check, you can ignore up to 4 squares of difficult terrain while moving. These squares are treated as normal terrain. You still ignore any effects or hazards associated with the terrain. For example, crossing a shallow pool of boiling water might deal fire damage. You would still take damage from the water, even if the Balance check allowed you to move through at full speed.

Combat Intuition
Prereqs:
Sense Motive 4 ranks, BAB +5
Benefit: As a free action, you can use Sense Motive to size up an opponent. You gain a +4 bonus to such checks and narrow the result to a single category. Whenever you make a melee attack against a creature you've attacked on the previous combat round, you gain a +1 insight bonus on attack rolls against such creatures.

Combat Tactician
Prereqs:
Dex 13, Dodge, BAB +12
Benefit: You can designate one specific foe as the target of this feat as a free action. If neither you nor the target threatens each other at the start of your turn, you gain a +2 bonus on melee damage against that target during your turn.

Commetary Collision
Prereqs:
Str 13, Improved Bull Rush, Power Attack
Benefit:
You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain a +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits (but not the penalties) of charging but can till attack you. If the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging.
If you cannot move at least 10 or cannot charge due to terrain or other factors, you do not gain this feat's benefit. In either case, you use your readied action to move but don't gain an attack.

Coordinated Shot
Prereqs:
Point Blank Shot, Precise Shot
Benefit: When making a ranged attack against a foe who has cover due to the position of your ally or allies, your ranged attacks ignore the Armor Class bonus granted to the target because of the cover. Cover from other sources is unaffected.

Crossbow Sniper
Prereqs:
Proficiency with hand, heavy, or light crossbow, Weapon Focus with hand, heavy, or light crossbow, BAB +1
Benefit: When using a crossbow for which you have the Weapon Focus feat, you add 1/2 your Dex bonus on damage rolls.
You can apply the damage bonus from a sneak attack or skirmish from as far as 60 feet.

Crushing Strike
Prereqs:
Weapon Mastery (bludgeoning), BAB +14
Benefit: When using a full attack action while fighting with a bludgeoning weapon, each successive attack adds a +1 bonus on attack rolls until the end of your current turn.

Curling Wave Strike
Prereqs:
Dex 13, Improved Trip
Benefit: If you trip an opponent in meel combat, you can immediately make another trip attempt against another foe within reach at the same total attack bonus as the first trip attack. This replaces the free attack you would normally get against the tripped opponent (from the Improved Trip feat). if you successfully trip a second opponent, you do not get a free attack against that opponent. you can use this feat only once per round.

Dancing Blade
Prereqs:
Proficient in rapier, Perform (dance) 1 rank, BAB +1
Benefit: When fighting with a rapier during a full attack action, you get a +1 bonus on attack rolls with the rapier.

Daring Warrior
Prereqs:
Fighter level 4th, Weapon Focus, Weapon Specialization, Grace +1
Benefit: Your fighter and swashbuckler levels stack for determining your competence bonus to Reflex saves from the grace class feature and the swshbuckler's dodge bonus to AC.
They also stack for qualifying for feats with a fighter level requirement, such as Greater Weapon Focus.

Daunting Presence
Prereqs:
Cha 13, BAB +1
Benefit: You may take a standard action to awe an opponent. The opponent must be within 30 feet, have line of sight to you, and must have an Intelligence score. If the opponent fails a Will save (DC 10 + 1/2 your character level + your Cha mod), it is shaken for 10 minutes. This feat has no effect on a creature that is already shaken.

Deadeye Shot
Prerest:
Point Blank Shot, Precise shot, BAB +4, skirmish or sneak attack ability
Benefit: By firing just as your ally connects a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined. If you ready a ranged attack to occur when an ally strikes a particular target, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.

Deadly Defense
Prereqs:
When fighting defensively, you deal an extra 1d6 damage with any light and/or Finesseable weapon.
This feat's benefits only stack when you are unarmored or wearing light armor and not using a shield.
Special: If you have the Combat Expertise feat, you may also gain the benefits of Deadly Defense by taking at least a -2 penalty on your attack roll from that feat.

Death Blow
You waste no time in downing foes.
Prerequisites: BAB +2, Improved Initiative
Benefit: You can perform a coup de grace attack against a helpless defender as a standard action. As a standard action.
Normal: It requires a full round action to perform a coup de grace.

Defensive Archery
Prereqs:
Point Blank Shot
Benefit: You gain a +4 dodge bonus to AC against AoOs made against you when making a ranged attack.

Defensive Strike
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge
Benefit: If an opponent attacks you and misses when you’re engaging in the total defense option, you can attack that opponent next turn at +4 to hit.

Defensive Sweep
Prereqs:
BAB +15
Benefit: If an opponent begins his action adjacent to you and doesn't move, he provokes an AoO from you immediately after his turn ends, provided you threaten the square he occupies. Any movement, including a 5-foot step allows the opponent to avoid provoking this special AoO. This special AoO counts against your normal limit.

Demonsworn Knight [Vile]
Prereqs:
Thrall to Demon, BAB +4
Benefit: Any weapon you wield is chaotic- and evil-aligned for the purpose of overcoming DR. In addition, against lawful outsiders, you deal an extra 1d6 damage with any successful weapon attack.
Special: This feat can only be taken once. A character who takes this feat cannot also take the Hellbound Knight or Tormented Knight feats. In addition, your eyes turn dead black, and your teeth become as sharp as fangs.

Dire Flail Smash
Prereqs:
Str 13, Improved Sunder, Power Attack, Weapon Focus (dire flail)
Benefit: If you hit the same creature with both ends of your dire flail in the same round, it must make a Fort save (DC 10 + 1/2 your character level + your Str modifier) or is dazed by the pain for 1 round.

Distracting Attack
Prereqs:
BAB +1
Benefit: Whenever you make an attack roll against an opponent, all of your allies gain a +1 circumstance bonus on attack rolls against that creature until the beginning of your next turn.

Double Hit
Prereqs:
Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting
Benefit: Whenever you would make an AoO, you can decide to use your off-hand weapon as well as your primary weapon. You must make your decision to do so before your first attack roll with the AoO, and doing so incurs all the normal penalties.

Double Team
When fighting with an ally who also possesses this feat, you can coordinate your attacks effectively and threaten your opponent's vital areas more easily.
Prerequisites: BAB +6 or higher, Combat Reflexes, Dual Strike
Benefits: When you and an ally who also has the Double Team feat both threaten the same opponent with a melee weapon, the target is treated as flanked regardless of position. Targets normally immune to flanking are immune to the special flanking conditions created by this feat.

Driving Attack
Prereqs:
Weapon Mastery (piercing), BAB +14
Benefit: If you use a full attack action to make a single melee attack with any piercing attack and succeed in hitting, you can initiate a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Strength modifier. You don't provoke an AoO with this bull rush, and you cannot move forward with your opponent.
If you succeed in pushing an opponent back 10 feet or more, you can reduce the distance by 10 feet. In return, your foe falls prine in the square where he ends his movement. note that by reducing the distance you push your opponent, you can have him fall prone in his current space.

Dual Strike
Prereqs:
Improved TWF, TWF
Benefit: As a standard action, you make a single attack roll. The result of this attack roll is applied to both weapon you wield, combined with the worst possible penalty for fighting two-handed (-4 if using a light or one-handed primary weapon with a light offhand weapon, -10 otherwise). If you score a critical hit or perform a sneak attack, only your primary weapon deals the extra damage. Each weapon deals its normal damage. Damage reduction and other resistances apply seperately to each weapon.

Dwarven Armor Proficiency
Prereqs:
Dwarf, proficiency with heavy armor
Benefit: You are proficient with battle plate, interlocking plate, interlocking scale, and mountain plate, and you take no armor nonproficiency penalties when wearing any of these types of exotic armor.

Earth Fist
Prereqs:
Dwarf, gnome, or goliath, Con 13, Wis 13, Earth Sense, Improved Unarmed Strike
Benefit: As long as you touch the ground, your unarmed strikes are considered cold iron for the purposes of damage reduction.

Exotic Armor Proficiency
Prereqs:
Armor proficiency of the appropriate kind (to wear mammoth armor, a light exotic armor, you must be proficiency with light armor)
Benefit: You are proficient with a specific type of exotic armor and take no armor nonproficiency penalties when you wear it.
Special: You can take this feat multiple times, gaining proficiency with a new type of exotic armor each time.

Exotic Shield Proficiency
Prereqs:
Shield Proficiency, BAB +1
Benefit: You are proficient with a specific type of exotic shield and take no shield nonproficiency penalties when wearing it.
Special: As a variant rule, the DM can allow fighters to choose one free Exotic Shield Proficiency feat instead of the Tower Shield Proficiency feat they receive at 1st level.

Expeditious Dodge
Prereqs:
Dex 13
Benefit: When you move 40 feet or morein a single turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.
Special: Expeditious Dodge is considered the same as Dodge for feat, PrC, and any other special ability's requirements.

Expert Siege Engineer
Prereqs:
Profession (siege engineer) 8 ranks
Benefit: You gain a +2 competence bonus on attack and damage rolls made when using a siege engine (see Heroes of Battle).

Expert Tactician
Your tactical skill works to your advantage.
Prerequisites: BAB +3
Benefit: This feat allows you to perform one melee attack (or anything that can be done as a melee attack) against one foe who is within melee reach and denied his Dexterity bonus against your melee attacks for any reason. You take your extra attack either when its your turn, either before or after your regular action. If several foes are within melee reach and denied their Dexterity bonus, you can attack only one of them with this feat.

Fiery Fist
Prereqs:
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: As a swift action, you can expend one of your uses of Stunning Fist to surround your fists and feet in flame. For the turn's duration, you add 1d6 fire damage to your unarmed strikes.
When you select this feat, you gain an additional daily use of Stunning Fist.
Special: A monk with the Stunning Fist feat can select Fiery Fist as her 2nd level bonus feat regardless of the prerequisites.

Fiery Ki Defense
Prereqs:
Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: As a swift action, you can expend one of your uses of Stunning Fist to cloak yourself in flame. Any creature that strikes you with a melee attack takes 1d6 fire damage. This benefit lasts until the start of your next turn.
Special: A monk with the Stunning Fist feat can select Fiery Ki Defense as her 8th level bonus feat, as long as she also possesses the Fiery Fist feat (other prereqs can be ignored).

Fist of the Heavens [Exalted]
Your stunning attack is empowred by celestial might.
Prerequisites: Wis 15, Sanctify Ki Strike, Stunning Fist.
Benefits: The saving throw DC of your Stunning Fist increases by 2 when used against evil creatures. If the stunning attack succeeds, the creature is staggered for 1 round, following the round it is stunned.

Flay
Prereqs:
Str 13, Power Attack
Benefit: When using Power Attack with a slashing or piercing weapon against a foe who lacks an armor bonus to AC, you inflict horrid pain on your target. On a hit, your opponent must make a Fort save (DC 10 + extra damage from Power Attack) or take a -2 penalty on attacks for 1 round.
You can use this feat once per round against a given target.

Flay Foe
Prereqs:
Str 15, BAB +6, proficient with slashing melee weapon
Benefit: If you hit the same enemy more than once in a single round with a slashing melee weapon, you deal an extra point of damage with each hit after the first.

Forceful Staff Style
Prereqs:
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Focus (quarterstaff), BAB +8
Benefit: You may use your quarterstaff to perform your stunning attack.
If you succeed in stunning your opponent with a quarterstaff attack, you may immediately perform a bull rush against that opponet as if you had not used your melee attack to hit the opponent with your staff. if you have multiple attacks, you may attack before and after the bull rush, as long as you didn't move more than 5 feet. If you move more than 5 feet in a round, you cannot follow up an attack with a bull rush in this manner.

Freezing the Lifeblood
You can paralyze a humanoid opponent with an unarmed strike.
Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB +10
Benefits: Declare that you are using this feat before making your attack roll. Against a humanoid opponent, you can use this feat to deal no damage but incur a chance of paralyzing them. If struck successfully, the target must make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier). If the target fails the save, it is paralyzed for 1d4+1 rounds. Each attempt to paralyze an opponent uses a Stunning Fist attempt for the day. Creatures immune to stunning cannot be affected by this feat.

Goad
Prereqs:
Cha 13, BAB +1
Benefit: As a move action, you can goad an assailant into focusing on you. They must have line of sight, see you, and have an Int of at least 3 (this is a mind-affecting ability). When the goaded opponent starts its next turn, if it threatens you and has line of sight, it must make a Will save (DC 10 + 1/2 character level + Cha mod). Failure causes the creature to treat you as the only one worthy of attacking in melee. A goaded creature is free to make ranged attacks, cast spells, move, or perform other actions normally.

Greater Heavy Armor Optimization
Prereqs:
Armor Proficiency (heavy), Heavy Armor Optimization, BAB +8
Benefit: You reduce the ACP of heavy armor you wear by 2, and increase its Max Dex by 1. This benefit stacks with Heavy Armor Optimization's, granting a total of +3 ACP and +2 Max Dex.

Greater Powerful Charge
Prereqs:
Medium or larger, Powerful Charge, BAB +4
Benefit: As powerful charge, but you are considered 1 size larger for determining the bonus damage from Powerful Charge. Collossal creatures deal +8d6 on a charge.

Greater Two-Weapon Defense
When armed with two weapons, your defense is extraordinarily strong.
Prerequisites: Dex 19, Improved Two-Weapon Defense, Two-Weapon Defense, Two-Weapon Fighting, BAB +11
Benefits: When wielding two weapons (not including unarmed strikes or natural weapons), you gain a +3 shield bonus to your AC.
When you are fighting defensively or using the total defense action, the bonus increases to +6.

Grenadier
Benefit:
You gain a +1 bonus on attack and damage rolls with splash weapons (including splash damage).

Hammer Fist
Prereqs:
Str 13, Improved Unarmed Strike, dwarf
Benefit: You 1.5x your Strength bonus on damage rolls with your unarmed strikes. This extra damage doesn't apply if you make a flurry of blows attack or if you are holding anything in either hand. You use both hands to make the unarmed attack.

Headlong Rush
Prereqs:
Orc or half-orc, BAB +4
Benefit: You can perform a headlong rush in lieu of a normal charge. This provokes AoOs from every foe who can reach its path, including the opponet you attack. A headlong rush is otherwise identical to a normal charge, but a successful attack roll deals double damage.

Heavy Armor Optimization
Prereqs:
Armor Proficiency (heavy), BAB +4
Benefit: You reduce the ACP of heavy armor you wear by 1, and increase its Max Dex by 1.

Hellbound Knight [Vile]
Prereqs:
Disciple of Darkness, BAB +4
Benefit: Any weapon you wield is treated as lawful- and evil-aligned for the purpose of overcoming DR. In addition, against chaotic outsiders, you gain a +1 profane bonus on attack rolls.
Special: This feat can only be taken once. A character who takes this feat cannot also take the Demonsworn Knight or Tormented Knight feats. In addition, as soon as you take this feat, your eyes turn red.

Holy Subdual [Exalted]
You can turn bonus damage into nonlethal damage.
Prerequisites: Subduing Strike.
Benefit: When you use your weapon to deal nonlethal/subdual damage, you can transform bonus damage from a holy weapon, your smite evil class ability, or your smite granted power into nonlethal/subdual damage as well.

Hurling Charge
Prereqs:
Quick Draw, BAB +6
Benefit: If you have a throwing weapon in hand at the beginning of your turn and you decide to charge, you can throw that ranged weapon in mid-charge and still gain the ability to attack with your melee weapon. However, in the event that the thrown weapon defeats the target, you clear the distance but gain no melee attack. Both the melee and thrown weapon attacks must be against the same opponent.

Improved Buckler Defense
You can retain a buckler’s defensive properties while still using a weapon with that arm.
Prerequisites: Shield Proficiency
Benefits: When attacking with a weapon held in your off hand you may still apply your buckler’s shield bonus to AC.
Normal: When attacking with a weapon held in your off hand you are denied your buckler’s shield bonus to AC until your next turn.

Improved Combat Expertise
You have mastered the art of defense in combat.
Prerequisites: Int 13, Combat Expertise, BAB +6
Benefits: When using the Combat Expertise feat, you are not limited to as much as -5 to hit for +5 AC, you can modify your attack roll penalty and dodge bonus by as much as your BAB.
Normal: Combat Expertise caps out at a bonus/penalty of 5.

Improved Diversion
Prereqs:
Bluff 4 ranks
Benefit: Creating a diversion to hide with Bluff checks becomes a move action. You gain a +4 bonus to Bluff checks in this instance.

Improved Low Blow
Prereqs:
Dodge, Mobility, Low Blow, BAB +4
Benefit: Using the Low Blow feat doesn't provoke an AoO when you move into an opponent's square to perform the attack.
Normal: A character with the Low Blow feat may enter an opponent's square to make a single attack, then return to his own square. The opponent is considered flat-footed against the attack, but the character is subject to an AoO.

Improved Mounted Archery
Shooting from a mount isn’t much different for you as it is on land.
Prerequisites: Ride 1 rank, Mounted Archery, Mounted Combat
Benefits: Penalties for firing during a mount’s double move are eliminated, and penalties for using a ranged weapon when your mount is moving are reduced to -2 instead of -4. You can attack at any time during your mount’s move.

Improved Rapid Shot
You can fire weapons at exceptional speed.
Prerequisites: Manyshot, Point Blank Shot, Precise Shot
Benefits: When using the Rapid Shot feat, you may ignore the -2 penalty to your attack rolls.

Improved Shieldmate
Prereqs:
Shieldmate, BAB +4
Benefit: The benefits for your Shieldmate feat increase by +1 each.

Improved Toughness
You are significantly tougher than normal.
Prerequisites: Base Fortitude save bonus +2
Benefits: You gain a number of hit points equal to your current hit dice. Each time you gain or lose a HD, you gain or lose a hit point.

Improved Two-Weapon Defense
You gain a significant defensive advantage when using two weapons in combat.
Prerequisites: Dex 17, Two-Weapon Defense, Two-Weapon Fighting, BAB +4
Benefits: When using two weapons (not including unarmed strikes or natural weapons), you gain a +2 shield bonus to AC.
When you are fighting defensively or using the total defense action, the bonus increases to +4.

Improved Weapon Familiarity
You are familiar with all exotic weapons common to your people.
Prerequisites: BAB +1
Benefits: You treat all exotic weapons associated with your race as martial weapons. A weapon is associated with a race if it bears that race’s name in the weapon’s name, such as the orc double axe or dwarven urgrosh.
Normal: Without this feat, you must select the Exotic Weapon Proficiency feat relevant to the specific weapon or have the specific weapon familiarity to use the weapon without non-proficiency penalties.

Intimidating Strike
Prereqs:
Intimidate 4 ranks
Benefit: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your BAB. If the attack hits, you can make an Intimidate check against the struck foe, with a bonus equal to the number subtracted from the attack roll. If the check succeeds, your opponent is shaken for the rest of the counter. You cannot use this feat to worsen an opponent's condition beyond shaken.

Intuitive Attack [Exalted]
You fight by faith more than brute strength.
Prerequisites: BAB +1
Benefit: With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.

Ki Blast
Prereqs:
Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, BAB +8
Benefit: You can expend two of your uses of Stunning Fist as a move action to create an orb of raw ki energy. You can then throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals 3d6+ your Wis modifier in fire damage. The ki orb is a force effect.
If you fail to throw the orb before the end of your turn, it dissipates harmlessly.
Taking this feat gives you an additional daily use of Stunning Fist.
Special: A monk with the Stunning Fist feat can select Ki Blast as her 8th level bonus feat, as long as she also possesses the Fiery Fist feat and a BAB of +6 (other prereqs can be ignored).

Knock-Down
Your might blows can knock foes off their feet.
Prerequisites: BAB +2, Improved Trip, Str 15+
Benefit: Whenever you deal 10+ damage to your opponent with a single melee attack, you can make a trip attack as a free action against the same target. Use of this feat cannot be combined with Improved Trip to provide an extra melee attack, and successful use of those feat does not grant an extra attack through the Cleave family of feats.

Knockback
Prereqs:
Improved Bull Rush, Power Attack, Large or larger size or Medium creature with powerful build racial trait.
Benefit: If you score a hit while using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check. Unlike standard bull rush attempts, knockback attempts don't provoke AoOs, and you don't move with the enemy you knock backward.

Low Blow
Prereqs:
Dodge, Mobility, BAB +4
Benefit: As a full-round action, you can enter an area occupied by an opponent at least one size category larger than you. You can then make a single melee attack at your highest BAB against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you enter the opponent's square. Using this feat provokes AoOs.

Lunging Strike
Prereqs:
BAB +6
Benefit: As a full-round action, you can make a single strike with +5 feet of reach. This benefit extends to armed and unarmed strikes, as well as touch attacks to deliver spells.

Martial Stalker
Prereqs:
Proficiency with all martial weapons, ki power
Benefit: Your fighter and ninja levels stack for determining the size of your ki pool as well as your AC bonus.
They also stack for qualifying for feats with a fighter level requirement, such as Greater Weapon Focus.

Martial Stance
Prereqs:
One martial maneuver.
Benefit: When you gain this feat, you can select any stance from a discipline in which you already know at least one maneuver. You must meet the normal prerequisite of the stance.
Special: You can choose this feat more than once, each time gaining knowledge of a new stance. You don't need to choose a stance from the same discipline as the first time, but you must know at least one martial maneuver from the discipline of the stance you choose.

Martial Study
Benefit:
When you gain this feat, you must choose a discipline of martial maneuvers. The key skill for the chosen discipline becomes a permanent class skill.
Select any maneuver from the chosen discipline for which you meet the prerequisite. If you have martial adept levels, this maneuver becomes one of your maneuvers known; if you don't, you can use this maneuver once per encounter as a martial adept with an initiator level equal to 1/2 your character level. If you don't have martial adept levels when you take this feat and later on gain a level in a class that grants maneuvers known, these new maneuvers (the ones gained through Martial Study) can be used only once per encounter and have no recovery method.
Maneuvers learned through this feat cannot be exchanged for a different maneuver if you are a crusader, swordsage, or warblade. Once you choose a maneuver with this feat, you cannot change it.
Special: You can take this feat up to three times. Each time after the first, you gain one of two benefits. You can choose a new discipline, gaining one of its maneuvers and its key skill as a permanent class skill. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by means of this feat. In either case, you must meet the maneuver's prerequisites.

Melee Evasion
Prereqs:
Dex 13, Int 13, Combat Expertise, Dodge
Benefit: When fighting defensively, you can try to negate a single attack made by the target of your dodge feat. if this opponent attacks you, use an immediate action to made roll d20 + highest BAB. The result takes the place of your normal and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dex bonus to AC doesn't apply to this attack.

Melee Weapon Mastery
Prereqs:
BAB +8
Benefit: Select bludgeoning, piercing, or slashing. Whenever you use a melee weapon that deals this type of damage and that you have both Weapon Focus and Weapon Specialization with, you gain a +2 bonus on attack and damage rolls with it.
Special: You may select this feat multiple times. Each time you select a new damage type.

Mountain Warrior
Prereqs:
Survival 5 ranks, BAB +3
Benefit: When you perform a melee attack from higher ground, you gain +1 to your damage roll. When performing a ranged attack from higher ground, you gain +1 to your attack roll. When an opponent attacks you in melee from higher ground, he does not gain the usual +1 bonus to his attack roll. You gain a +2 bonus on balance checks to move along steep slopes.

Mounted Mobility
Prereqs:
Mounted Combat, Ride 4 ranks
Benefit: If you are mounted, you and your mount get a +4 dodge bonus to Armor Class against AoOs provoked when your mount moves out of a threatened square.
A condition that makes you or your mount lose your Dexterity bonus (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most bonus types.

Necropotent
Prereqs:
Proficiency, Weapon Focus, and Weapon Specialization with selected weapon, fighter level 4th
Benefit: You gain a +4 bonus on all damage rolls with the chosen weapon against undead.

Off-Hand Parry
You can use your off-hand weapon to defend against melee attacks.
Prerequisites: BAB +3, Dex 15+, Two-Weapon Fighting, proficiency with weapon
Benefit: When fighting with two weapons as a full attack action, you can choose to forgo all off-handed attacks for the round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer the standard penalties for attacking with two weapons. If you are using a buckler, it AC bonus stacks. You can only use light, bladed or hafted weapons with this feat.

Oversized TWF
Prereqs:
Str 13, TWF
Benefit: One-handed weapons you wield in your offhand are considered light weapon for the purposes of TWF attack roll penalties.

Parrying Shield
Prereqs:
Shield proficiency.
Benefit: You gain your shield bonus (and any enhancement bonus it might have) as an addition to your touch AC.

Penetrating Shot
Prereqs:
Str 15, Point Blank Shot, BAB +10
Benefit: When you make a ranged attack with a projectile weapon, you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This requires a standard action and your shot takes the form of a 60-foot line. Make a seperate attack roll against each creature in the line. if struck, creatures along this line take damage from your shot, though any extra damage (sneak attacks, flaming weapon, etc) is applied only on the first creature.

Phalanx Fighting
You have training in fighting in close formation with allies.
Prerequisites: Proficiency with a heavy shield, BAB +1
Benefits: When using a heavy shield and light weapon, you gain a +1 bonus to AC. Additionally, for every ally within 5 feet also using a heavy shield and light weapon, you can form a shield wall. A shield wall provides an extra +2 bonus to AC and a +1 bonus to Reflex saves to all eligible characters participating in the shield wall. For example, a single character using this feat gains a +1 bonus to his AC. If two or more characters who all know this feat are adjacent, they each gain an extra +2 bonus to AC (for a total of +3 each) and a +1 bonus on Reflex saves.

Pharoah's Fist
Prereqs:
Str 15, Improved Unarmed Strike, Stunning Fist
Benefit: You must declare your use of this feat before you make your attack roll. By expending one Stunning Fist uses for the day, you force an opponent successfully struck by your unarmed attack, and all creatures adjacent to your opponent to make a Fort save (DC 10 + 1/2 your character level + your Wis mod) or be stunned for 1 round. The opponent struck by the unarmed attack is dealt damage normally. This feat can be used only once per round.

Pin Shield
You know how to get inside your opponent’s guard by pinning his shield out of the way.
Prerequisites: BAB +4, Two-Weapon Fighting
Benefit: This feat can only be used against an opponent who is using a shield and who is within one size category of you. Make an off-hand attack against an opponent’s shield using the normal rules for striking a weapon. If you succeed, you pin your opponent’s shield with your off-hand weapon, and you make an immediate attack of opportunity against that opponent with your primary weapon at your full attack bonus. Your foe is denied the AC benefit from his shield for this attack. You cannot use this feat with only one weapon.

Power Critical
Choose a weapon, such as a longsword or greataxe. With this weapon you know how to hits where it hurts.
Prerequisites: Weapon Focus (chosen weapon), BAB +4
Benefits: When using this weapon, you gain a +4 bonus to confirm a critical threat.
Special: You can gain Power Critical multiple times. If you choose the same weapon twice, the effect stack.

Power Lunge
Your ferocious attack may catch an opponent unprepared.
Prerequisites: BAB +3, Power Attack
Benefit: A successful attack during a charge lets you inflict double your normal Strength modifier in addition to normal damage, regardless of the weapon’s size. You invoke AoOs when charging an opponent.

Power Throw
Prereqs:
Str 13, Brutal Throw, Power Attack
Benefit: You may apply Power Attack's abilities to thrown weapon attacks and damage.

Powerful Charge
Prereqs:
Medium or larger, BAB +1
Benefit: When charging your melee attack deals additional damage dependent upon your size. You may not use this feat when charging while mounted.

Medium: +1d8, Large: +2d6, Huge: +3d6, Gargantuan: +4d6, Collossal: +6d6

Prone Attack
You can attack while prone without penalties.
Prerequisites: Dex 15, Lightning Reflexes, BAB +2
Benefits: You can make an attack from prone with no penalty on the attack roll. If you succeed on the attack, you can regain your footing immediately as a free action. Opponents don’t get a bonus to melee attacks against you when you’re prone.

Pulverize Foe
Prereqs:
Str 15, BAB +6, proficient with bludgeoning melee weapon
Benefit: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra point of damage with each hit after the first.

Pushback
Prereqs:
Str 17, Improved Bull Rush, Power Attack
Benefit: Whenever you strike a foe in melee, you can immediately attempt a special bull rush against that opponent. Success pushes the opponent 5 feet back (only 5 feet) and you can choose which direction backwards the opponent is sent.
If after making the bull rush attempt, you would not be able to enter a space the opponent previously occupied, you cannot make the bull rush attempt.
This feat may only be used once per round and the bull rush you attempt through this feat does not incur AoOs.

Ranged Disarm
You can disarm a foe from a distance.
Prerequisites: Dex 15, Point Blank Shot, Precise Shot, BAB +5
Benefits: Choose one type of ranged weapon you are proficient with. You can make disarm attempts with this weapon as long as your target is within 30 feet.
Special: You can take this feat multiple times, each time you must choose a new weapon though.
When using this feat, a character is denied the benefits of the Improved Disarm feat.

Ranged Pin
You can perform a ranged grapple attempt against an adjacent opponent.
Prerequisites: Dex 15, Point Blank Shot, Precise Shot, BAB +5
Benefits: You can perform a ranged grapple attempt against an adjacent opponent by pinning a bit of its clothing to wall for example. The target must be within 5 feet of a wall, tree or other surface in which a thrown weapon or projectile can stick and must be wearing some form of armor, clothing or other accoutrement. You must succeed on a ranged attack (not a ranged touch attack) and then with an opposed grapple check (your size modifier as well as your quarry’s size modifiers still apply). To break free, the victim must make a DC 15 Strength or Escape Artist check as a standard action.
Special: When using this feat, the character gains no benefit from the Improved Grapple feat.

Ranged Sunder
You can attack an opponent’s weapon from a distance.
Prerequisites: Str 13, Point Blank Shot, Precise Shot, BAB +5
Benefits: When attacking objects you deal full (not half) damage with slashing or bludgeoning ranged weapons. You can make ranged sunder attacks with piercing weapons, but their damage is halved. You must be within 30 feet of your opponent to make a ranged sunder attempt.
Normal: Objects take half damage from ranged weapons (other than siege engines and the like). You can only sunder with a melee attack using a slashing or bludgeoning weapon.
Special: When using this feat, a character gains no benefit from the Improved Sunder feat.

Ranged Weapon Mastery
Prereqs:
BAB +8
Benefit: Select bludgeoning, piercing, or slashing. Whenever you use a ranged weapon that deals this type of damage and that you have both Weapon Focus and Weapon Specialization with, you gain a +2 bonus on attack and damage rolls with it. Your range increment with that weapon also increases by 20 feet.
Special: You may select this feat multiple times. Each time you select a new damage type.

Rapid Blitz
Prereqs:
Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, BAB +18
Benefit: You may designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bound Assault feat, you can make a third attack with a -10 penalty.

Rapid Stunning
You can use your stunning attacks in rapid succession.
Prerequisites: Combat Reflexes, Stunning Fist, BAB +4
Benefits: You may make one additional stunning attack (or other special attack that counts as using up stunning attacks) per round.
Normal: You can only attempt a stunning attack (or other special attack that counts as using up stunning attacks) once per round.
Special: A character can take this feat multiple times, and its effects stack.

Rattlesnake Strike
Prereqs:
Wis 15, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Benefit: You must declare your use of this feat before you make your attack roll. By expending one Stunning Fist uses for the day, you imbue your next unarmed attack with disruptive ki that mimics the effects of mild viper venom. If that attack hits, it deals normal damage and forces the target to make a Fort save (DC 10 +1/2 your character level + your Wis modifier). A creature that fails the save takes 1d3 Con damage and must make a similar save 1 minute later or take another 1d3 Con damage. This feat can be used only once per round.

Reckless Charge
Prereqs:
BAB +1
Benefit: When you charge, you can choose to take an additional -4 penalty to your AC to gain a +4 bonus to your attack roll instead of the normal penalties and bonuses for charging.

Reckless Offensive
Prereqs:
BAB +2, Power Attack
Benefit: On your action before making attack rolls for your turn, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. These modifiers last until your next turn. You cannot use Reckless Offensive with ranged attacks.

Resounding Blow [Exalted]
Your mightiest attacks cause your foes to tremble before you.
Prerequisites: Str 13, Power Attack, Intimidate 7 ranks
Benefit: Whenever you deal a critical hit to an evil creature using a melee weapon you are proficient in, your opponent must make a Will save (DC 10 + 1/2 your character level + your Cha modifier) or cower for 1 round. A monk's unarmed strike is considered a melee weapon for purposes of this feat.

Robilar's Gambit
Prereqs:
Combat Reflexes, BAB +12
Benefit: As a free action at the start of your turn, you can allow anyone striking you to gain a +4 bonus on their attack and damage rolls. In return, each such swing provokes an AoO from you. Each such AoO is resolved after the foe's attack.
Normal: Opponent's don't provoke AoOs by attacking. Further, when an opponent provokes an AoO, you resolve your attack before he complete his action that provoked the AoO.

Sahuagin Flip
Prereqs:
Swim speed, Dex 13, Dodge
Benefit: After making a single melee attack, you can use the withdraw action (moving up to twice your swim speed) as a move action. You can only use this feat while swimming.
Normal: Withdrawing from combat is a full-round action.

Second Slam [Warforged]
Prereqs:
BAB +6
Benefit: You can make a second slam attack on any round you make a full attack that includes a slam attack. This second slam uses your highest attack bonus with a -5 penalty and deals normal slam damage.

Sharp-shooting
Your skill with ranged weapons lets you hit where others would miss covered prey.
Prerequisites: Point Blank Shot, Precise Shot, BAB +3
Benefits: Your targets only gain a +2 bonus to Armor class due to cover. This feat has no effect against foes with no cover or total cover.
Normal: Cover usually gives +4 bonus to AC

Shield Charge
You deal extra damage with your shield as a weapon during a charge.
Prerequisites: Improved Shield Bash, BAB +3
Benefits: If you land a hit with your shield during a charge, you may perform a trip attack in addition to dealing damage. This trip attack does not provoke AoOs. If you lose, the defender does not get to try and trip you in return.

Shield Expert
You can use a shield as an off-hand weapon while retaining its armor bonus.
Prerequisites: BAB +3, shield proficiency.
Benefit: You can retain the armor bonus of a shield when using it as a weapon.
Normal: You do not retain the armor bonus of a shield when using it as a weapon.

Shield Slam
You can use your shield to daze your opponent
Prerequisites: Improved Shield Bash, Shield Charge, BAB +6
Benefits: As a full-round or charge action, you can make an attack against your opponent using your shield. If struck, you force the opponent to make a Fort save (DC 10 + ½ your character level + your Str modifier) in addition to dealing damage normally. A defender who fails this save is dazed for 1 round (until just before your next action). Constructs, oozes, plants, undead, incorporeal creatures and creatures immune to critical hits cannot be dazed.

Shield Sling
Prereqs:
Proficiency with shields, Improved Shield Bash, Shield Specialization, BAB +9
Benefit: You can wield a light or heavy shield as a thrown weapon with a range increment of 20 feet. The shield deals damage as a shield bash and you apply your Strength bonus on damage as normal for a thrown weapon. You can also make a ranged trip attack with the shield to initiate a trip attempt. Your target resists the trip attempt as normal. You lose your size bonus (though not a size penalty) on your Strength check. If the foes' check success, he can't attempt to trip you.
You can't throw a tower shield, and a buckler doesn't deal damage nor can it be used to trip an opponent.

Shield Specialization
Prereqs:
Proficiency with shields
Benefit: Choose buckler, heavy, or light. When using a shield of the appropriate type, you increase its shield bonus to AC by 1.
Special: You can take this feat more than once, choosing a different shield type each time.

Shield Wall
Prereqs:
Shield proficiency
Benefit: When you and an adjacent ally are each using a shield, your shield bonus to Armor Class increases by 2.

Shield Ward
Prereqs:
Proficiency with shields, Shield Specialization
Benefit: Your shield bonus applies to your touch AC and on checks/rolls to resist a bull rush, disarm, grapple, overrun, or trip attempt against you.

Shieldmate
Prereqs:
BAB +1
Benefit: When using a shield, adjacent allies gain a +1 shield bonus. If using a tower shield, this bonus rises to +2 instead.
Allies lose the benefits of this feat if they have a shield bonus themselves, are no longer adjacent to you, you're grappling, or the allies are stunned, paralyzed, or otherwise no longer able to take actions.

Short Haft
Prereqs:
Proficiency with a reach weapon, Weapon Focus with a reach weapon, BAB +3
Benefit: As a swift action, you can choose to lose the benefit of wielding any reach weapon other than a spiked chain or a whip. In return, you can use that weapon to threaten and attack spaces adjacent to you. With another swift action, you can regain the normal use of your reach weapon.

Single Blade Style
You wield a single weapon well.
Prerequisites: Int 13+, Combat Expertise, Weapon Focus (chosen weapon)
Benefits: When fighting with a weapon you have Focus with, wearing light armor or no armor and with nothing in the off-hand, you gain a +2 dodge bonus to your AC.

Skewer Foe
Prereqs:
Str 15, BAB +6, proficient with piercing melee weapon
Benefit: If you hit the same enemy more than once in a single round with a piercing melee weapon, you deal an extra point of damage with each hit after the first.

Slashing Flurry
Prereqs:
Weapon Mastery (slashing), BAB +14
Benefit: When you use a standard action to attac with any slashing weapon, you can choose to make a second attack with that weapon. You take a -5 penalty on the first attack, and a -10 penalty on the second.
When you use a full attack action with any slashing weapon, you gain one additional attack at your highest BAB. That attack and all others you make in the round take a -5 penalty.

Spectral Skirmisher
Prereqs:
BAB +6
Benefit: While invisible, creatures take a -5 penalty on Listen checks to detect you. Melee attacks against the square you occupy provoke an AoO from you. You must choose to make this AoO before checking to see if the creature finds you. if you attack and hit, the creature automatically finds you in your square.

Staggering Strike
Prereqs:
BAB +6, sneak attack ability
Benefit: On a successful sneak attack, you may subtract a variable number of bonus sneak attack dice to stagger the opponent for a number of rounds equal to 1/3 the number of bonus dice you sacrificed. For example, sacrificing +6d6 damage would leave the opponent staggered for 2 rounds.

Stoneback
Prereqs:
Shield Proficiency, Tunnel Fighting
Benefit: If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall, you cannot be flanked.

Struggle for Survival
Prereqs:
Back to the Wall, Courage
Benefit: If you are reduced to a fourth of your life total or less, you may make a full-round attack and gain one additional attack at your highest base attack bonus.

Subduing Strike [Exalted]
You are adept at striking to deal nonlethal/subdual damage with normal weaponry.
Benefit: You can use any melee weapon to deal nonlethal/subdual damage without a penalty. Additionally, rogues can choose to apply their sneak attack damage as nonlethal/subdual damage instead of normal.

Swim-By Attack
Prereqs:
Swim speed
Benefit: This is like the fly-by attack feat but for underwater combat.

Titan Fighting
Prereqs:
Dodge, racial dodge bonus to AC against monsters of the giant type
Benefit: When you designate a creature at least one size larger than you as the target of your Dodge feat, you apply your racial dodge bonus to AC against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat.

Tormented Knight [Vile]
Prereqs:
Scion of Sorrow, BAB +4
Benefit: Any weapon you wield is treated as evil-aligned for the purpose of overcoming DR. Any chaotic or lawful outsider you successfully damage with a weapon must succeed on a Fort save (DC 10 + damage dealt) or take 1d4 Charisma damage.
Special: This feat can only be taken once. A character who takes this feat cannot also taken the Demonsworn Knight or Hellbound Knight feats. In addition, as soon as you take this feat, your flesh turns pale and becomes unnaturally cold to the touch.

Tumbling Feint
Prereqs:
Bluff 4 ranks, Tumble 4 ranks
Benefit: As a swift action at the start of your turn, you designate a single opponent as your target. If you successfully use your Tumble skill to avoid provoking an AoO from the target, you gain a +5 bonus on your next Bluff check to feint against him. You must use this benefit on or before your next turn.

Tunnel Fighting
Prereqs:
BAB +1
Benefit: You don't take a penalty on attack rolls or to Armor Class when squeezing into or through a tight space.
Normal: Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space a character takes a -4 penalty on attack rolls and Armor Class.

Two-Weapon Pounce
Prereqs:
Dex 15, Two-Weapon Fighting, BAB +6
Benefit: When you make a charge with a weapon in both hands, you can attack with both weapons. If you do, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies.
Normal: You get a single attack at the end of your movement during a charge.
Special: A ranger who has chosen the two-weapon combat style can select Two-Weapon Pounce as long as he has a BAB of +6 and is wearing light or no armor.

Two Weapon Rend
Prereqs:
Dex 15, Two-Weapon Fighting, BAB +11
Benefit: If you successfully hit an opponent with both the weapon you wield, you deal extra damage equal to 1d6 + 1.5 times your Strength bonus. This extra damage is the same type as your off-hand weapon, for the purpose of overcoming DR and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Special: A ranger who has chosen the two-weapon combat style can select Two-Weapon Rend as long as he has a BAB of +11 and is wearing light or no armor.

Versatile Unarmed Strike
Prereqs:
Improved Unarmed Strike
Benefit: You can opt for your unarmed strikes to deal bludgeoning, piercing, or slashing damage as a swift action. You must spend another swift action to change it again.

Vexing Flanker
Prereqs:
Combat Reflexes
Benefit: You gain a +4 bonus on attack rolls when flanking.
Normal: Flanking grants a +2 bonus on attack rolls.

Water Splitting Stone
Prereqs:
Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, BAB +9
Benefit: You gain a +4 bonus on damage rolls when you make an unarmed strike against an opponent whose DR works against your unarmed strikes. This benefit does not apply if your unarmed strikes pierce the enemy's DR.
Special: A monk with the Stunning Fist feat can select Water Splitting Stone as long as she has a BAB of +9 (other prereqs can be ignored).

Weakening Touch
You can temporarily weaken an opponent with your unarmed strike.
Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, BAB +2
Benefits: Declare your use of this feat before making the attack roll. You can make an unarmed strike that deals no damage but inflicts a -6 penalty to the target’s Strength score for 1 minute. Multiple weakening touches on the same opponent are not cumulative. Each use of this feat uses up a Stunning Fist use per day. Creatures immune to stun effects are immune to weakening touches.

Weapon Supremacy
Prereqs:
Proficiency/Focus/Specialization/Greater Focus/Greater Specialization with selected weapon, Weapon Mastery in the damage type of selected weapon, fighter level 18th.
Benefit: When fighting with this specific weapon, you gain a series of benefits: a +4 bonus on all checks made to resist being disarmed, you may use the weapon in a grapple without penalty and as a standard or full attack action. You gain a +5 bonus on any single attack after the first in a full attack action. Once a round you can choose to "take 10" before an attack roll, and you gain a +1 bonus to AC.
Special: You may choose this feat only once, due to the sheer dedication and focus it involves.

Combat Form Feats
Combat Form feats are also considered Fighter Bonus Feats.

Combat Focus
Prereqs:
Wis 13
Benefit: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Pain and fear ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 1 minute after entering it, +1 round per combat form feat you possess other than this one. You can only gain combat focus once per encounter.
While maintaining your combat focus, you gain a +2 bonus on Will saves, increasing to +4 if you have three or more combat feats.

Combat Stability
Prereqs:
Wis 13, Combat Focus, BAB +3.
Benefit: While maintaing your combat focus, you gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you.
If you have three or more combat form feats, this bonus increases to +8.

Combat Defense
Prereqs:
Dex 13, Wis 13, Combat Focus, Dodge, BAB +16
Benefit: While maintaing your combat focus, you can change the target of your Dodge feat as an immediate action.
If you have three or more combat form feats, you gain an additional +1 dodge bonus to AC against the target of your Dodge feat.
Normal: Designating/changing the target of your Dodge feat can only be done on your turn as a free action.

Combat Vigor
Prereqs:
Wis 13, Combat Focus, BAB +9.
Benefit: During your combat focus, you gain fast healing 2.
If you have three or more combat form feats, you gain fast healing 4 instead.

Combat Strike
Prereqs:
Wis 13, Combat Focus, any two other combat form feats, BAB +15.
Benefit: If you choose to end your combat focus as a swift action, you gain a bonus on attack and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all combat form feat abilities reliant upon having combat focus.

Tactical Feats
A fighter may only choose one of these as a bonus feat if the feat has [Fighter] next to its name

Battleshifter Training
Prereqs:
Shifer, BAB +6
Benefit:Battleshifter Training enables the use of three tactical maneuvers when you fight while shifting.
1.) Tiring Defense: To use this maneuver, you must use the Combat Expertise (with a penalty of at least -2 to the attack rolls) or fight defensively for 2 consecutive rounds. Any creature that attempts a melee attack against you in both rounds but fails to hit you becomes faitgued, providing you succesfully strike the creature with a melee attack at least once during those 2 rounds. This effect continues for as long as you use Combat Expertise (at the -2 minimum penalty to attack rolls) or fight defensively. Creatures already fatigued before they attack you must make melee attacks against you and miss for 4 consecutive rounds before becoming exhausted (just as if they had not been fatigued).
2.) Exploit Weakness: To use this maneuver, you must make a melee attack against a creature suffering from one of the following conditions: fatigued, exhausted, dazed, or dazzled. if you hit with your melee attack you deal +1d6 damage. You cannot use this maneuver during a round in which you also use Combat Expertise or fight defensively.
3.) Riposte To use this maneuver, you must use Combat Expertise (with a penalty of at least -2 to your attack rolls) or fight defensively. When a foe uses a full attack action against you but fails to hit you, you can spend 1 action point to make an extra melee attack against that foe as an immediate action.
Special:: Battleshifter Training and Ragewild Fighting are inimical to each other, no character can have both tactical feats. If a character chooses to take these feats while already having the other, he gains the new feat's benefits but forever loses access to the first (and doesn't gain a new feat to replace it).

Blood Spiked Charger [Fighter]
Prereqs:
Str 13, proficiency & Weapon Focus with spiked armor and spiked shields, Power Attack, BAB +6
Benefit: The Blood Spiked Charger feat grants you access to three tactical maneuvers:
--Spiked Avalanche: When using the charge action while wearing spiked armor and carrying either a spiked shield or nothing in your hands, you throw yourself into the air, turning into a deadly, spiked projectile. A successful attack with either your spiked shield or armor spikes deals extra damage equal to twice your Strength bonus. You can attack with both your spiked armor and a spiked shield on this charge, each one benefitting from the Strength bonus, but you take the normal penalties for using two weapons.
--Spiked Rebuke: When fighting defensively and carrying a spiked shield, you lash out at your foes with your shield in responce to their attacks. Determine your shieldless AC and the AC bonus for fighting defensively. If an opponent's attack hits against this lower AC, but would miss against your actual AC, the foe strikes your shield, allowing you to deflect his attack in a way leaving him vulnerable to a counter. On your next action, you gain a +2 bonus on attack rolls against your chosen foe with your spiked shield.
--Spiked Slam: As a full-round action when you're wielding a spiked shield, you can opt to make only a single attack at your highest BAB. You brace yourself behind your spiked shield, drive yourself forward, and slam into your foe. You enter your foe's space which provokes AoOs. In return, your attack deals extra damage equal to twice your Strength and an additional amount based on your size (1d6 for a Medium character, increase or decrease as appropriate). After this attack, you stumble back into the square you occupied prior to this attack. Until the start of your next turn, you don't threaten any squares (and cannot make AoOs).

Brute Fighting [Warforged]
Prereqs:
Str 13, Power Attack, BAB +3
Benefit: Brute Fighting enables the use of three manuevers:
1.) Combat Momentum: If you deal damage to a foe with a charge attack made with a two handed weapon, and that opponent then fails to hit you before your next turn, you gain a +1 bonus on attack rolls against that opponent on your next turn.
2.) Dispatch the Fallen: If you successfully bull rush or overrun a foe, any melee attack you make against that foes with a two-handed weapon on your next turn gains a +4 bonus on damage rolls.
3.) Frenzied Attack: If you hit a foe with a two-handed weapon at least once on two consecutive turns during which you use the Power Attack feat (with at least a -2 penalty to attack rolls), you gain a +2 bonus on all attack rolls you make with that weapon against the same foe for the rest of the round.

Cavalry Charger [Fighter]
Fighting from the back of a steed is second nature to you.
Prerequisites: Mounted Combat, Spirited Charge, Trample, BAB +6
Benefits: The Cavalry Charger feat enables the use of three tactical maneuvers:
1.) Unhorse. To use this maneuver, you must be mounted and charge a mounted foe. If your charge attack hits, you may make a free bull rush attempt. If the bull rush succeeds, you may move your foe normally but his mount remains where it was.
2.) Leaping Charge. To use this maneuver, you must be mounted and charge a foe at least one size category smaller than your mount. Make a Ride check at the conclusion of the move portion of the charge action. Prior to making the roll, determine the DC of the check: either DC 10 for a chance to deal 2 extra points of damage or DC 20 to deal 4 extra points of damage. If you fail this Ride check, you miss your target (no attack roll) and if you fail this Ride check by 5 or more, you miss your target and fall off your mount, landing in a square adjacent to the mount’s space.
3.) Fell Trample. You can make mounted overrun attempts against more than once foe, resolving each attempt according to the rules in the Player’s Handbook. Your mount gets a hoof attack against each foe you successfully overrun.

Clarion Commander
Prereqs:
White Raven Defense, BAB +6, two White Raven maneuvers.
Benefit: The Clarion Commander feat enables the use of three tactical options.
Following Up: To use this option, you must make a successful DC 20 Diplomacy check as a move action after hitting your target with a melee attack. If you hit that target again on your next turn, the target provokes an AoO from an ally of your choice (assuming at least one is in position to make one).
Perpetual Flank: To use this option, you make a DC 20 Intimidate check as a standard action. If this check succeeds and you make a successful melee attack against the same foe on your next turn, you and your allies can treat that enemy as flanked for 1 minute.
Pile On: To use this maneuver, you must use the aid another action to grant an ally a bonus on his next attack roll against an opponent you both threaten. If the ally attacks and hits that enemy, you can make an immediate AoO against that target. You gain this benefit if your ally hits the foe before the start of your next turn. You gain the AoO only on the first successful attack.

Combat Brute [Fighter]
You employ strength and leverage to great effect in battle.
Prerequisites: Improved Sunder, Power Attack, BAB +6
Benefits: The Combat Brute feat allows the use of three tactical maneuvers:
1.) Advancing Blows. To use this maneuver, you must make a successful bull rush against a foe. During the next round, all your attacks against that foe gain a +1 morale bonus to attack and damage rolls for each square you manage to push your opponent.
2.) Sundering Cleave. To use this maneuver, you must destroy a foe’s weapon or shield with a successful sunder attempt. If you do so, you gain an additional melee attack against that foe. The additional attack is made at the same attack bonus used in the attack roll that destroyed the weapon or shield.
3.) Momentum Swing. To use this maneuver, you must charge a foe in the first round, and make an attack using your Power Attack feat in the second. The penalty you take on your attack roll must be -5 or worse. Your attacks during the second round gain a bonus to your attack roll penalty x 1.5, or x3 if using a weapon with two hands. For instance if you take a -6 penalty to your attack roll with Power Attack, you would deal +18 damage using a two-handed weapon or one-handed weapon held in two hands.

Combat Cloak Expert [Fighter]
Prereqs:
Dex 15, Int 13, Combat Expertise, Dodge, BAB +6
Benefit: The Combat Cloak Expert feat grants you access to three tactical maneuvers. You must wear a cloak in order to utilize them:
--Cloak Defense: When fighting defensively, you can use your cloak to confuse foes. You hold it before your chest like a curtain, making it difficult for enemies to read your defensive moves. This gives you a +1 shield bonus to AC (+2 if taking the total defense action). Since shield bonuses don't stack, this maneuver is likely a poor option if you already carry a shield.
--Cloaked Strike: You can use your cloak to hide a light weapon. To do so, on the first round you must move adjavent to an opponent while you do not have a weapon in either hand. On the second round, you make a Bluff check opposed by your foe's Sense Motive check as a move action to draw your weapon. if this check succeeds, your opponent loses either his Dex or shield bonus to AC, until the end of your current turn.
--Whirling Cloak: You can attempt to use your cloak to confuse your opponent. As a move action after successfully striking an opponent in melee, make a melee touch attack against that foe. If this hits, you whirl your cloak around him, temporarily ruining his defenses. Your opponent cannot make AoOs against a particularly ally of your choice until the start of his next turn.

Combat Panache [Fighter]
Prereqs:
Bluff 8 ranks, Intimidate 8 ranks, Perform 8 ranks
Benefit: The Combat Panache feat grants you access to three tactical maneuvers:
--Fortuitous Tumble: As your foe swings at you, you slip out of the way, causing his attack to slam into one of his allies. By positioning yourself correctly and making yourself an appealing target, you dupe your foe into making a critical blunder.
To use this maneuver, you must be successfully attacked by a foe. On your next turn, you can take a move action to make a Bluff check opposed by his Sense Motive check. If you succeed on the check, you can take an immediate action at the start of your foe's next turn and designate a different target for your opponent's next melee attack (which must be a creature it threatens).
--Play Dead: You crumple to the ground as if slain, luring your opponent into a false sense of security. As an immediate action after you're hit for at least 10 damage from a single attack, you can attempt to play dead. You drop prone and make a Bluff check opposed by your attacker's (and any other relevant observer's) Sense motive check. If you succeed on this check, the observer assumes you are dead. If you subsequently rise and attack him in the same round, he loses any AoO he might have been entitled to against you and he loses his Dex bonus to AC against the first attack you make.
You can use this maneuver once per encounter. Standing up from playing dead doesn't provoke AoOs.
--Sneering Glower: With just the right mix of intimidation and martial skill, you strike such fear into your target he has difficulty fighting you effectively. On your next turn after you deal at least 1 damage to an opponent, you can make an Intimidate check against him as a move action. If you succeed on this check, your foe takes a penalty on his attack rolls against you equal to your Cha bonus. You can gain this benefit against only one foe at a time. It lasts for the duration of the encounter or until you switch targets. If you designate a new target for this ability (by making a new Intimidate check against a different creature), the previous target no longer takes the penalty on his attacks against you. Opponents immune to Intimidate, such as mindless creatures and creatures immune to fear, are immune to this maneuver.

Confound the Big Folk
Prereqs:
Small or smaller size, Tumble 10 ranks, Underfoot Combat
Benefit: This feat allows you to perform any of the following three maneuvers:
1.) Knee Striker: To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, the foe is automatically considered flat-footed against your attacks, and you gain a +4 bonus on any roll you make to confirm a critical hit.
2.) Underfoot Defense: To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On any succeeding round in which you remain in the foe's square and fight defensively, use total defense, or use the Combat Expertise< any melee or ranged attack made against you has a 50% chance to strike the foe whose square you occupy instead. This chance does not apply to attacks made by the creature whose space you occupy.
3.) Unsteady Footing: To use this maneuver, you must first move into a square occupied by a foe at least two size categories larger than you. On the next round, you can use a standard action to attempt to trip your foe without provoking AoOs. If your touch attack to initiate the trip attack succeeds, you can attempt a Strength or Dexterity check (your choice) opposed by your foe's Strength or Dexterity check (as normal) to trip your foe. Your foe may not add any size bonus on his Strength or Dexterity check to avoid the trip. If your trip check fails, your opponent cannot attempt to trip you. If you have Improved Trip, you can follow up a succesful trip attempts with an immediately melee attack.

Dancing with Shadows
Prereqs:
Kalashtar, Perform (dance) 8 ranks, Path of Shadows, BAB +4
Benefit: Dancing with Shadows enables the use of three tactical maneuvers. You can only benefit from one of these maneuvers in any given round.
1.) Slowing Motion, Still Mind: To use this maneuver, you must use the Combat Expertise feat (taking a penalty of at least -2 to your attack rolls) or fight defensively for 1 round. Starting on your next turn, you gain a +2 bonus on Will saves that lasts as long as you continue to use Combat Expertise or fight defensively, plus 1 round thereafter.
2.) Graceful Lunge: To use this maneuver, you must use the Combat Expertise feat (taking a penalty of at least -2 to your attack rolls) or fight defensively for 1 round. In the next round, you gain a bonus on your first melee attack roll equal to the dodge bonus to AC granted by Combat Expertise or fighting defensively in the previous round.
3.) Lingering Defense: To use this maneuver, you must use the Combat Expertise feat (taking a penalty of at least -2 to your attack rolls) or fight defensively for 2 consecutive rounds. In the next round, you continue to receive the same dodge bonus to AC gained from Combat Expertise or fighting defensively, but you take no penalty on attack rolls.

Distant Horizon
Prereqs:
Int 13, Falling Sun Attack, BAB +6, two Setting Sun maneuvers.
Benefit: The Distant Horizon feat enables the use of three tactical options.
Continued Push: To use this option, you must move an opponent at least 5 feet with a bull rush attack or Setting Sun strike. On your next turn, you gain a +4 bonus on any Strength, Dexterity, or grapple checks made against that foe.
Turn the Tables: To use this option, a foe must charge you and either miss with the charge attack or be unable to attempt it (such as from your use of a maneuver). On your next turn, you can make a charge attack against that foe even if you can't move more than 5 feet. You can also make a charge attack against that enemy even if you can't charge in a straight line.
Lasting Weak Spot: To use this option, you must hit a foe that you flank with at least two melee attacks on your turn. On your next turn, as a standard action, you can make a single melee attack against your foe at a -2 penalty. If this attack hits, your foe takes +1 damage from every melee attack that hits him for the next minute.

Disturbing Visage
Prereqs:
Changeling, Quick Change, Bluff 6 ranks
Benefit: The Disturbing Visage feat enable the use of three tactical manuevers. Creatures immune to mind-affecting spells and abilities cannot be affected by this feat;regardless of the outcome of the opposed check, a creature can be affected only once by each of these manuevers in a 24 hours period:
1.) Cringe: You change your features to appear weak and unworthy of an opponent's best effort. To use this manuever, you must use minor change shape and take the total defense action in the same round. You then make a Bluff check as a free action.
From the end of your turn until the beginning of your next turn, any opponent attempting a melee attack against you must make a Sense Motive check opposed by your Bluff result. Failure means the opponent takes a -5 penalty on weapon damage rolls (minimum 1 point) against you for 1 minute.
2.) Taunt: You change your features to mock an opponent. Using this maneuver entails using the minor change shape ability to mimic the features of a selected target creature, who can be no more than 10 ft. away, must have missed you with an attack in the previous round, and is a humanoid, monstrous humanoid, or giant. You then make a Bluff check as a free action, opposed by the selected creature's Sense Motive check. If your check succeeds, your foe takes a -2 penalty on attack rolls for 1 minute.
3.) Unnerve: You change your features to the terrifying. You must hit the target creature with a melee attack and use minor change shape in the same round. You then make a Bluff check as a free action, opposed by the selected creature's Sense Motive check. Success imposes a -2 penalty to the foe's AC for 1 minute.

Einhander [Fighter]
Prereqs:
Tumble 6 ranks, BAB +6
Benefit: The Einhander feat grants you access to three tactical maneuvers. You must be fighting with a one-handed or light weapon and carrying nothing in your off hand to use them:
--Narrow Profile: You tuck your arm behind your back, offering a narrow profile when you concentrate on defense. This gives an additional +2 dodge bonus to AC when fighting defensively or using the total defense action.
--Off-Hand Balance: You use your off hand to balance yourself while perform acrobatic maneuvers. After successfully striking an opponent, you gain a +2 bonus on Tumble checks to avoid AoOs until the start of your next turn. When you flip and roll out of harm's way, you use one hand to keep your balance and the other to keep your weapon trained on your foe.
--Off-Hand Sweep: With a flourish, you flip your weapon into the air, catch it in your off hand, and continue pressing the attack. When using this maneuver, you must first take a full attack action to strike an opponent at least twice. On your next turn, you can make a special feint as a free action, using Sleight of Hand rather than Bluff. Your opponent uses the standard rules for resisting a feitn. Once you use this maneuver against an opponent, regardless of the outcome, you can never use it against him again.

Elusive Target
Trying to land a blow on you is a maddening experience.
Prerequisites: Dodge, Mobility, BAB +6
Benefits: The Elusive Target feat enables the use of three tactical maneuvers:
1.) Negate Power Attack. To use this maneuver, you must designate a single target with your Dodge feat. If this target uses the Power Attack feat against you, the target only gains the attack penalties it incurs, it is denied the damage bonus.
2.) Dexterous Defense. To use this maneuver, you must be flanked and must designate one of the flanking attackers as the target of your Dodge feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creatures makes an attack roll normally, and its ally is considered flat-footed. If the designated attacker is making a full attack against you, all attacks after the first target you normally.
3.) Cause Overreach. To use this maneuver, you must provoke an AoO from an opponent by moving out of a threatened square. If this foe misses you, you can make a free trip attack against this foe, and the foe does not get a chance to trip you if your attempt fails.

Faith Unswerving
Prereqs:
Devoted Bulwark, BAB +6, two Devoted Spirit maneuvers.
Benefit: The Faint Unswerving feat enables the use of three tactical options.
Keep Up the Pressure: To use this option, you must make a charge attack against a foe. If you hit, at any time before the start of your next turn you can take an immediate action to move up to your speed immediately after that foe moves, as long as you end your movement adjacent to that target.
Take One for the Team: To use this option, you must hit an opponent with a melee attack. At any time before the start of your next turn, you can take an immediate action to block a melee attack made by an opponent targetting one of your allies. You must be adjacent to the ally to use this ability and you must decide to use this ability before you know the result of the enemy's attack roll. if the attack hits your ally, roll 1d20 and add your AC to the result. If the result of this roll is greater than the opponent's attack result, he hits you instead, even if the attack roll's result wouldn't normally be high enough to hit you.
One Last Strike: To use this option, you must be the subject of an attack, spell, or ability that reduces you to 0 or fewer hit points. As an immediate action, you can move up to 5 feet and make a single melee attack with a +5 bonus on the attack roll. You gain a bonus on your damage roll equal to your character level. This attack is considered a strenuous action. Regardless of the result of your attack, you still take the damage from the attack that triggered this ability. You complete this immediate action before dropping to 0 or fewer hit points.

Formation Expert [Fighter]
You are trained at fighting in ranks and files.
Prerequisites: BAB +6
Benefits: The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat even if you are fighting in formation with allies that do no have this feat.
1.) Lock Shields. This requires that you and adjacent allies on opposite sides of you must have readied shields. You gain a +1 bonus to your Armor Class.
2.) Step into the Breach. To use this maneuver, you must be within a single move of an ally who falls in combat, and an ally must occupy every space between you and the fallen. You can immediately make a single move action to move into the square the fallen ally occupies.
3.) Wall of Polearms. This requires that you be wielding a shortspear, longspear, trident, glaive, guisarme, halberd or ranseur, and you must have adjacent allies wielding the same type of weapon as yours on opposite sides of you. You gain a +2 bonus on attack rolls.

Giantbane [Fighter]
You are trained in fighting foes larger than you are.
Prerequisites: Medium or smaller size, Tumble 5 ranks, BAB +6
Benefits: The Giantbane feat allows the use of three tactical maneuvers:
1.) Duck Underneath. This requires that you took the total defense action, then were attacked by a foe at least two size categories larger than you. You gain a +4 dodge bonus to your Armor Class, which stacks with the bonus for total defense. If that foe misses you, on your next turn, as a free action, you can make a DC 15 Tumble check. If it succeeds, you may move immediately to any unoccupied square on the opposite side of the foe (having successfully ducked underneath your foe). If there is no unoccupied space on the opposite side of the foe or you fail the Tumble check, you remain where you are and failed to duck underneath.
2.) Death from Below. This requires that you have accomplished the Duck Underneath maneuver of the Giantbane feat. You may make an immediate single attack against a foe you ducked underneath. That foe is treated as flat-footed and you gain a +4 bonus to your attack roll.
3.) Climb Aboard. To use this maneuver requires you moved adjacent to a foe at least two size categories larger than you. In the following round, you may make a DC 10 Climb check as a free action to climb onto your opponent’s back or limbs (you move into one of the squares the creature occupies). The creature you’re standing on takes a -4 penalty to attack rolls against you, because it can strike at you only awkwardly. If the creature moves during its action, you move along with it. The creature can try and shake you off by making a grapple check opposed by your Climb check. If the creature succeeds, you wind up in a random adjacent square.

Gloom Razor
Prereqs:
Hide 9 ranks, Shadow Blade, BAB +6, two Shadow Hand maneuvers.
Benefit: The Gloom Razor feat enables the use of three tactical options.
Lingering Gloom: To use this option, your opponent must miss you due to concealment. On your next turn, you can make a Hide check opposed by your foe's Spot check as a swift action. Success grants you the benefits of an invisibility spell against that fue until the end of your turn.
Moving Shadows: To use this option, you must damage an enemy with a melee attack and move at least 10 feet during your turn. On your next turn, you can treat that enemy as flat-footed against the first melee attack you make in that round.
Shadow Slip: To use this option, you must hit a foe that you flank. On your next turn, you can make a DC 20 Tumble check if you're adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking AoOs from any opponent.

Kalashtar Thoughtshifter
Prereqs:
Kalashtar, BAB +4, ability to generate a mind blade
Benefit: The Kalashtar Thoughtshifter fear enables the use of three tactical maneuvers.
1.) Burrowing Blade: To use this maneuver, you must make a full attack with your mind blade against an opponent using a shield. In the following round, you can spend 1 power point as a swift action to allow your next mind blade attack against that opponent to ignore the shield's bonus to AC.
2.) Nemesis: To use this maneuver, you must make at least one melee attack with your mindblade each round against the same opponent for 2 consecutive rounds. In the following round, you can spend 1 power point as a move action to adapt your weapon to the target, receiving a +1 insight bonus on melee attack rolls and damage rolls made against that opponent with your mind blade. However, you take a -1 penalty on attack rolls and weapon damage rolls made with your mind blade against any other creature. This effect lasts until you restore the balance of your blade (a move action)
3.) Shifting Blade: To use this maneuver, you must make a melee attack with your mind blade against a specific foe. On a melee attack against the same foe in the next round, you can spend 1 power point as a swift action to change the shape of your mind blade in mid-blow, altering the damage type of the weapon (piercing, bludgeoning, or slashing) until the start of your next turn.

Mad Alchemist
Prereqs:
Craft (alchemy) 6 ranks, Grenadier
Benefit: The Mad Alchemist feat grants you access to three tactical maneuvers:
--Distracting Blast: If you ready an action to throw a thunderstone at the square an opponent occupies, you can disrupt his actions. The sudden bang from the stone's detonation ruins your foe's concentration, possibly spoling his attack or attempt to cast a spell. If the target of this blast was casting a spell when you threw the thunderstone, he must make a Concentration check opposed by your Craft (alchemy) check. If you succeed, his spell is ruined. If the target was not casting a spell, he must make a Will save opposed by your Craft (alchemy) check or take a -2 penalty on attack rolls, checks, and saves until the beginning of your next turn.
--Fiery Blaze: To use this maneuver, you must first strike a creature with a flammable substance such as lantern oil or alchemist's fire. On your next turn, you must strike the creature with a spell or weapon attack that deals fire damage. If you do, the creature takes an extra 1d6 fire damage and catches on fire if it isn't already/
--Tanglefoot Defense: By tearing open a tanglefoot bag and spreading its contents across an area, you create a vexing barrier that hinders an opponent's approach. As a standard action, you can transform a single square of clear terrain into difficult terrain through the use of a tanglefoot bag. This effect lasts 10 minutes before the tanglefoot bag loses its potency.

Perfect Clarity of Mind and Body
Prereqs:
Unnerving Calm, BAB +6, two Diamond Mind maneuvers.
Benefit: The Distant Horizon feat enables the use of three tactical options.
Coiled Spring: To use this option, you must use the total defense action and move no more than 5 feet on your turn. On your next turn, you gain a +30 foot bonus to your land speed and a +2 bonus to AC as you burst across the battlefield. You can make a single attack after moving in this round, if you don't move more than double your modified speed.
Expert Mind: To use this option, you must first defeat an enemy in a duel of wills. On your next turn, you gain a +4 morale bonus on any roll you make to disarm, feint, or trip that enemy.
Press the Advantage: To use this option, you must damage, disarm, or trip an opponent. On your next turn, you can make a DC 20 Intimidate check against your opponent as a free action. Success gives that foe a -2 penalty on attack rolls for 1 round.

Ragewild Fighting
Prereqs:
Shifter, Power Attack, BAB +6
Benefit: Ragewild Fighting enables the use of three tactical maneuvers.
1.) Instinctive Strike: Ragewild warriors know that the magic wielded by many of the world's powerful creatures can confuse the mind and cloud a warrior's judgement and so they learn to react to magic forcefully. Whenever you fail a Will save against a spell (excluding spells with "harmless" in their saving throw entry), you can make a single melee attack as an immediate action before the spell takes effect.
2.) Rattle the Weakling: To use this maneuver, you must hit the target creature with a melee attack in the first round, then make a melee attack using Power Attack (taking at least a -5 penalty on your attack rolls) in the second round. Any creature of your size category or smaller hit by this attack must make a Fortitude save (DC 10 + 1/2 your character level + your Strength modifier) or be dazed for 1 round.
3.) Brutal Charge: To use this maneuver, you must charge a foe and successfully hit with a melee attack. if this charge attack hits, you can spend an action point to deal extra damage equal to your Strength bonus (1.5 times your Strength bonus if using a two-handed weapon)
Special: Battleshifter Training and Ragewild Fighting are inimical to each other, no character can have both tactical feats. If a character chooses to take these feats while already having the other, he gains the new feat's benefits but forever loses access to the first (and doesn't gain a new feat to replace it).

Raptor School
You know martial arts techniques inspired by hunting birds.
Prerequisites: Wis 13, Jump 5 ranks, BAB +6
Benefits: The Raptor School feat allows the use of three tactical maneuvers:
1.) Eagle’s Swoop. You must charge a foe or jump down to your enemy from at least 10 feet up. Make a Jump check as a free action immediately before your next attack. Prior to making the roll, determine the DC of the check: either DC 15 for a chance to deal 2 extra damage, or DC 25 for a chance to deal 4 extra points of damage. If you fail this Jump check, you miss your target, and if you miss by 5 or more, you fall prone in an adjacent square.
2.) Falcon’s Feathers. You must be wearing a cloak. As a standard action, you may whip the cloak in a distracting fashion. Make an attempt to feint in combat, using your BAB instead of your Bluff modifier. If you succeed, your target is treated as flat-footed for the next melee attack you make against it.
3.) Hawk’s Eye. You must spend at least 1 full round observing your opponent. While doing so you may take no other actions. The next melee attack you make against your foe gains a +2 bonus to attack and damage rolls for every round you have just spent observing the foe to a maximum bonus of +6. If the target of your observation attacks you while you’re observing or you don’t make the melee attack within 3 rounds of the end of your observation, you don’t get the benefit of this maneuver.

Reaping Talons
Prereqs:
Two-Weapon Fighting, BAB +6, two Tiger Claw maneuvers.
Benefit: The Reaping Talons feat enables the use of three tactical options.
Focused Assault: To use this option, you must fight defensively, use the total defense action, or use Combat Expertise to gain a +3 bonus to AC. You must also be wielding any two preferred weapons of the Tiger Claw discipline. Keep track of what enemies attack you after taking this action. On your next turn, as a full-round action, you can make a single melee attack against each opponent that attacked you in the previous round that is also still adjacent to you.
Cornered Predator: To use this option, you must hit your opponent with two attacks that each use one a kukri, kama, handaxe, unarmed strike, or claw. On your next turn, you gain a +2 bonus on attack rolls against this foe for each opponent that threatens you.
Talon Shield: To use this option, you must hit your foe with two attacks that each use the kukri, kama, handaxe, unarmed strike, or claw. On your next turn, if you fight defensively or use the total defense action, you gain a +2 shield bonus to AC against that foe (in addition to the normal AC bonus granted by that action).

Roofwalker
Prereqs:
Balance 5 ranks, Jump 5 ranks, Dodge, Mobility
Benefit: You gain the following 3 maneuvers:
1.) Fleet of Feet: You can move at full speed without taking a -5 penalty on Balance checks,
2.) Graceful Drop: If you succeed on a Jump check downward, you suffer falling damage as if you had fallen 20 feet sooner.
3.) Master of the Roof: You gain a +1 dodge bonus to AC when on a different elevation than an opponent.

Scorching Sirocco
Prereqs:
Desert Wind Dodge, BAB +6, two Desert Wind maneuvers.
Benefit: The Scorching Sirocco feat enables the use of three tactical options.
Fan the Flames: To use this option, you must deal fire damage to an opponent. On your next turn, you can attempt a DC 20 Tumble check as a move action. You must be adjacent to the opponent to use this ability. Success sets the foe on fire.
Mark of Fire: To use this option, you must deal fire damage to a foe with a Desert Wind strike. On your next turn, you must deal fire damage to that foe again and make a DC 20 Spellcraft check. If you succeed, the flames spread across your target, granting your allies a +2 bonus on attack rolls against that opponent for 1 round.
Dance of Flames: To use this option, you must move at least 10 feet and initiate a Desert Wind stance. On your next turn, you gain a +2 bonus on Tumble checks. If you succeed on a tumble check to avoid an AoO, the opponent whose attack you avoided takes 1d6 fire damage as mystical flames twirl around you.

Shadow Striker [Fighter]
Prereqs:
Hide 12 ranks, Move Silently 12 ranks
Benefit: The Shadow Striker feat grants you access to three tactical maneuvers:
--Evade Notice: If both you and an ally threaten an opponent, you can attempt to slip beneath your opponent's notice. On your turn, if you take no hostile actions, you can make a Hide check opposed by the threatened foe's Spot check. Success prevents your foe from attacking you on his next turn as long as he threatens another active opponent. if you attack your foe for any reason before or during his next turn, you lose this benefit.
--Fade Away: To use this maneuver, you must first attack an opponent as a standard action, then move away and attempt a Hide check as part of your move action for the turn. if the attack hits, it creates a memonetary diversion, granting you a +5 bonus on this Hide check.
--Ghost Strike: You use an ally's distraction and your talent to move noiselessly and slip out of your opponent's field of vision for a single, crucial moment. To use this maneuver, both you and an ally must threaten a single foe. As a standard action, you make a Move Silently check opposed by your foe's Listen check. Success gives you this maneuver's benefit. On the next round, your target loses his Dex bonus to AC against your first attack of the round so long as your ally still threatens him.

Shards of Granite
Prereqs:
Stone Power, BAB +6, two Stone Dragon maneuvers.
Benefit: The Shards of Granite feat enables the use of three tactical options.
Battering Smash: To use this option, you must make a successful melee attack using a greatsword, greataxe, heavy mace, or unarmed strike and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, you ignore the target's hardness (if any).
Eviscerating Strike: To use this option, you must hit the same creature at least twice in the same round using a greatsword, greataxe, heavy mace, or unarmed strike. On your next turn, you ignore any penalty you take on your attack roll from your Stone Power feat when making a roll to confirm a critical hit.
Unstoppable Onslaught: To use this option, you must make a successful melee attack using a greatsword, greataxe, heavy mace, or unarmed strike and take a -5 penalty on the attack roll using your Stone Power feat. If you hit, your melee attacks against that creature on your next turn overcome its DR (if any)

Shock Trooper [Fighter]
You are adept at breaking up formations of solders when you rush into battle.
Prerequisites: Improved Bull Rush, Power Attack, BAB +6
Benefits: The Shock Trooper feat allows the use of three tactical maneuvers:
1.) Directed Bull Rush. You must make a successful bull rush as part of a charge. For every square you push a foe back, you may also push that foe one square to the left or right.
2.) Domino Rush. You must successfully bull rush a foe into the same square as another opponent. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you in return should your attempt fail.
3.) Heedless Charge. You must charge and make the attack at the end modified by your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which gives -2 penalty to AC and +2 bonus to attack roll) you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your BAB.

Stormguard Warrior
Prereqs:
Proficiency with an Iron Heart preferred weapon (bastard sword, dwarven waraxe, longsword, or two-bladed sword), Ironheart Aura, BAB +6, two Iron Heart maneuvers.
Benefit: The Stormguard Warrior feat enables the use of three tactical options.
Channel the Storm: To use this option, you must choose to refrain from making one or more availible AoOs against a single opponent. On your next turn, you gain a +4 bonus on attack and damage rolls for each AoO you refrained from making against the same opponent. You gain this bonus only against an opponent you refrained from making an AoO against in the previous round.
Combat Rhythm: To use this option, you can choose to make melee touch attacks instead of normal melee attacks against an opponent. These touch attacks deal no damage. For each melee touch attack that hits, you gain a +5 bonus on melee damage rolls against that same foe on your next turn.
Fight the Horde: To use this option, you must deal damage to at least two different foes on your turn with melee attacks or Iron Heart strikes. On your next turn, if you fight defenstively or take a -4 penalty on your attack rolls with your Combat Expertise feat (if you have it), you gain a +2 bonus on attack rolls against any foe you damaged with a melee attack or Iron Heart strike in your previous turn.

Sun School
You have learned a number of esoteric martial arts techniques inspired by the sun.
Prerequisites: Flurry of blows ability, BAB +4
Benefits: The Sun School feat allows the use of three tactical maneuvers:
1.) Inexorable Progress of Dawn. You must hit the same foe with the first two unarmed strikes from a flurry of blows. If you do, your foe must move back 5 feet, and you may move 5 feet forward if you wish. This movement does not provoke AoOs from either character.
2.) Blinding Sun of Noon. You must successfully stun an opponent with an unarmed strike 2 rounds in a row. In addition to being stunned, the opponent is confused for 1d4 rounds thereafter.
3.) Flash of Sunset. You must move adjacent to a foe instantly, as with a dimension door spell or the monk’s abundant step class feature. If you do so, you can immediately make a single attack at your highest BAB against that foe.

Winged Warrior [Fighter]
Prereqs:
Hover, must have wings, BAB +4
Benefit: The Winged Warrior feat enables the use of three tactical maneuvers:
1.) Dustup: To use this manuever, you must be standing in, or flying no more than 10 feet above, an area with a lot of loose debris. If you flap your wings hard as a move action, the draft creates a hemispherical cloud with a 20 foot radius. Clear vision with the cloud is limited to 10 feet. Creatures 11 to 20 feet away have concealment. At over 20 feet, creatures have total concealment. Those caught in the cloud must succed on a Concentration check (DC 10 + 1/2 your character level) to cast a spell.
2.) Flying Leap: To use this maneuver, you must move a distance greater than your base land speed during the round. if you do, you gain a +4 bonus on Jump, Balance, and Climb checks because your wings give you lift and stabilize you.
3.) Shroud of Feathers: To use this maneuver, you must spend a move action to pull your wings around your body. You cannot be flying during the maneuver. You can then attempt to feint in combat as part of your attack, suddenly spreading your wings to reveal your weapon just as it's about to land a blow. The shroud of feathers maneuvers works on a given foe only once per combat.
Special: The Hover feat grants creatures of Large size or larger a bigger dust cloud than that granted with the dustup maneuver.

Wolfpack
Prereqs:
Dex 15, Dodge, Mobility, Spring Attack, BAB +6
Benefit: You can use the following maneuvers with this feat.
1.) Distract Foe: You begin this maneuver when you and at least one ally flank a foe. On the first round, you and your allies gain normal flanking bonuses.
Starting in the second round you and at least one ally flank a foe, you can make a ferocious attack that forces the foe to concentrate on you and largely ignore your allies. You make a melee attack as a full-round action. If you hit, you make a special Bluff check as a free action; the damage your attack dealt applies as bonus on your check. The foe you attack opposes your attack with a special Sense Motive check, adding her BAB to the check. If you win the opposed check, your foe turns her attention to you, and each of your allies who are in position to give you a flanking bonus can make an AoO against that foe.
2.) Drive Back: To use this maneuver, you and at least one of your allies must threaten the same foe, and at least one of those allies must user the aid another action to assist your attack roll. You make a melee attack as a full-round action. If you hit, you make a free bull rush attempt without moving into the defender's space or provoking AoOs. Resolve the bull rush normally, except that you add the damage your attack dealt as a bonus on the Strength check you make or resolve the bull rush. You can't push an opponent back more than 5 feet with this maneuver.
3.) Gang Dodge: This maneuver allows you to use the aid another action to assist all allies who threaten the same foe you target with the action. You use a standard action as normal to aid an ally's defense. If you succeed, all your allies who threaten your foe gain a +2 bonus to AC against that foe's attacks until the beginning of your next turn, provided that you continue to threaten that foe for that time.

Woodland Archer [Fighter]
Prereqs:
Point Blank Shot, BAB +6
Benefit: The Woodland Archer feat enables the use of three tactical maneuvers.
1.) Adjust for Range: To use this maneuver, you must shoot a projectile weapon against a foe and miss. Subsequent shots you take against that foe this round gain a +4 bonus, because you're able to quickly adjust your aim to compensate.
2.) Pierce the Foliage: To use this maneuver, you must hit a foe with a ranged attack despite the miss chance caused by concealment. Shots you take against that foe in the next round don't incur the miss chance because you're able to exactly duplicate your draw and aim.
3.) Moving Sniper: To use this maneuver,y ou must succeed on a sniping attack (see the Hide skill), both hitting your intended target and successfully hiding thereafter. If no one sees you, you can make a sniping attack again in the following round, taking a single move after your attack and before you hide (characters without this feat can only shoot and hide, not move as well). As long as you continue to hit the target and avoid detection from an enemy, you can make a sniping attack on the move each round.

Weapon Style Feats

Anvil of Thunder
You have mastered the style of fighting with hammer and axe at the same time, and have learned to deal thunderous blows with this unique pairing of weapons.
Prerequisites: Str 13, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (warhammer or light hammer), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)
Benefits: If you hit the same creature with both of your weapons in the same round, it must make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier) or be dazed for 1 round.

Axefury
You focus on ferocious attacks with minimal defense, usually while charging a foe.
Prerequisites: Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Weapon Focus (any kind of axe or hammer).
Benefit: If you make a successful bull rush attack and you follow your target, you drive your foe back an additional 5 feet.

Axespike
Prereqs:
Profiency with armor spikes and and greataxe, Armor Proficiency (heavy), Weapon Focus (armor spikes)
Benefit: When making a full attack with the greataxe, you can make an offhand attack with your armor spikes at -5 penalty to hit. You may only apply 1/2 of your Strength modifier to damage done with your armor spikes.

Bear Fang
You have mastered the fierce style of fighting with axe and dagger at the same time. You can bring the fight to close-quarters in the blink of an eye.
Prerequisites: Str 15, Power Attack, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)
Benefits: If you hit a creature with both your axe and dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple as a free action without provoking an AoO, as if you had the improved grab ability. No initial touch attack is required.
If you succeed on your grapple attempt, you drop your axe but you immediately gain an additional attack against your grappled foe with your dagger at your highest BAB (with the normal -4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling at the normal penalty.

Crescent Moon
You have mastered the style of fighting with sword and dagger. You know how to twist an opponent’s weapons from its grasp with a single graceful motion while using your two weapons together.
Prerequisites: Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword)
Benefits: If you hit the same creature with both your sword and your dagger in the same round, you may make an immediate disarm attempt as a free action.

Dance of Blades
You maintain a constant offense while twisting and turning with longsword in hand.
Prerequisites: Dodge, Expertise, Martial Weapon Proficiency (longsword), Mobility, Spring Attack, Weapon Focus (longsword), Whirlwind Attack, 6 ranks each of Perform (some form of dance), and Tumble.
Benefit: When you make a 5-foot step after using the Whirlwind Attack feat, you may make an additional attack against an opponent now within reach that you did not attack with your whirlwind attack. This attack is at your highest base attack bonus. This extra attack uses up one of your attack of opportunity for the round.

Dazing Arrowsong
Prereqs:
Dex 17, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (any ranged weapon), BAB +6, Perform (singing or poetry) 15 ranks
Benefit: Declare you are using this feat when attacking with a ranged weapon. Whenever you succeed in damaging an opponent with your ranged weapon while using your Manyshot feat and your Perform skill, your opponent opponent takes +1d6 sonic damage and is Dazed for one round (Reflex negates dazing, DC 10 + 1/2 character level + Charisma modifier).

Fencer's Insight
When protected by little your senses sharpen.
Prerequisites: Wis 15+, Alertness, Danger Sense, Circle Student, Circle Master, 5 ranks in Concentration and Sense Motive.
Benefits: When wearing light armor or no armor you gain a +1 insight bonus to your Armor Class.

Hammer’s Edge
You are a master of the style of fighting with a hammer and sword at the same time, and have learned to hammer your foes into the ground with your tremendous blows.
Prerequisites: Str 15, Improved Bull Rush, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, or scimitar), Weapon Focus (warhammer or light hammer)
Benefits: If you hit the same creature with both of your weapons in the same round, it must make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier) or fall prone.

High Sword Low Axe
You have mastered the art of fighting with sword and axe at the same time, and have learned to use this unusual pairing of weaponry to pull your opponents off their feet.
Prerequisites: Improved Trip, Two-Weapon Fighting, Weapon Focus (bastard sword, longsword, scimitar, or short sword), Weapon Focus (battleaxe, handaxe, or dwarven waraxe)
Benefits: If you hit the same creature with both of your weapons in the same round, you may make a free trip attack against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)

Hin Fist
You weave and shuffle around opponents, letting allies join in the fray.
Prerequisites: Combat Reflexes, Dodge, Improved Unarmed Strike, Lightning Reflexes, Mobility, 6 or more ranks each of Bluff, Jump, and Tumble.
Benefits: You gain a +1 circumstance bonus to your attacks against the target of your Dodge feat when you and an ally both threaten the target of your Dodge feat.

Lightning Mace
You are a master of fighting with two maces at the same time and have learned to strike your foes with lightning speed.
Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light mace)
Benefits: Whenever you roll a threat on an attack roll while using a light mace in each hand, you gain an additional attack at the same attack bonus.

Longfang
A technique used to finish a threat from a hidden position before the hunted can become the hunter.
Prerequisites: Improved Critical (any hafted piercing weapon), Improved Initiative, Martial Weapon Proficiency (any hafted piercing weapon), Power Attack, Power Lunge, Weapon Focus (any hafted piercing weapon you are proficient with), 6 or more ranks each of Hide and Move Silently.
Benefits: You may attack foes adjacent to you witha hafted piercing weapon with reach. if using the Power Lunge feat in the first round of combat, you provoke no AoO.

Mercy's Blade
Your understanding of swordsmanship allows you to end a fight without taking a life.
Prerequisites: Str 13+, Int 13+, Combat Expertise, Improved Disarm, Power Attack, Improved Sunder, Weapon Focus
Benefit: You may deal subdual damage rather than normal damage with any weapon you have Focus with. You may even choose to take the -4 penalty gaining +4 on your damage.

Might of the Hand
You have a greater degree of surviving against greater numbers.
Prerequisites: Deflect Arrows, Dodge, Expertise, Improved Disarm, Improved Unarmed Strike, Power Attack, 6 ranks of Tumble
Benefit: When unarmed and fighting defensively, you may designate a number of extra creatures equal to your Wisdom bonus as targets of the Dodge feat.

Net and Trident
You are a master of fighting with the net and the trident, and have learned to quickly follow up a successful net throw with a deadly jab of the trident.
Prerequisites: Dex 15, Exotic Weapon Proficiency (net), Two-Weapon Fighting, Weapon Focus (trident)
Benefits: As a full-round action, you can make a combined attack with net and trident. First you throw your net and if you hit and win the opposed Strength check, you may immediately make a 5 foot step toward your opponent and make a full attack with your trident.

Nimble Feet
You can cover more distance in combat than is normally possible.
Prerequisites: Run, Dash, Improved Initative, Lightning Reflexes, Weapon Finesse, 5 or more ranks in Tumble and Jump.
Benefits: When charging with light or no armor and using a Finesse-able weapon, you can travel as though your base speed was 10 feet more during the charge.

Quick Staff
You have mastered the style of fighting with a quarterstaff, and have learned special maneuvers that complement this unique weapon.
Prerequisites: Combat Expertise, Dodge, Two-Weapon Fighting, Weapon Focus (quarterstaff)
Benefits: When you use Combat Expertise to gain a dodge bonus while wielding a quarterstaff, you gain a dodge bonus 2 points higher than the penalty you take on your attack rolls.

Rapier and Dagger
You are proficient with one of the most well-known fencing styles.
Prerequisites: Dex 15+, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse.
Benefit: When making a full attack involving both rapier and dagger, you gain a +1 competence bonus to all your attack rolls during that round.

Shadow Guard
You excel in a martial art designed to inflict anguish and suffering over raw damage.
Prerequisites: Falling Star Strike, Freezing the Lifeblood, Improved Unarmed Strike, Iron Will, Pain Touch, Stunning Fist, 6 or more ranks of Concentration.
Benefit: The DC of all your Stunning Fist, Pain Touch, Falling Star Strike, and Freezing the Lifeblood attacks increases by +2.

Shielded Axe
Prereqs:
Proficiency with dwarven waraxe and handaxe, Shield Proficiency, Two-Weapon Fighting
Benefit: When making a full attack with dwarven waraxe in primary hand and handaxe in off hand, you can still gain the shield bonus from a buckler strapped to you off hand. Additionally, you do not take the -1 penalty to attack rolls when fighting with a buckler strapped on.

Skullcracks
You are efficient at ending the lives of downed foes.
Prerequisites: Cleave, Combat Expertise, Improved Trip, Power Attack, Sunder.
Benefit: If you successfully use Improved Trip on a foe, your extra melee attack against the prone foe gains a +2 bonus to damage.

Spellrazor
Prereqs:
Concentraton 5 ranks, Combat Casting, EWP (gnome quickrazor), Two-Weapon Fighting.
Benefit: As a full-round action, you can make a melee touch attack spell, attack with the spell, and make an off-hand attack with your gnome quickrazor.

Spinning Halberd
You have mastered the style of fighting with a halberd, and can use all parts of the weapon—blade, spike, hook, or bun—to strike devastating blows.
Prerequisites: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (halberd)
Benefits: When making a full attack with your halberd, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at -5 penalty. This attack deals bludgeoning damage equal to 1d6 + half your Strength modifier.

Stonegrind Wrestling
You know of a wrestling style inspired by an encounter between dwarves and an umber hulk.
Prerequisites: Endurance, Great Fortitude, Improved Unarmed Strike, Power Attack
Benefit: You are considered one Size category larger for the purposes of grapple checks.

Storm of Blood
This technique allows you to slaughter opponents with the double-edged fury of a double axe.
Prerequisites: Cleave, Exotic Weapon Proficiency (orc double axe), Power Attack, Two-Weapon Fighting.
Benefit: When making a full attack action with the orc double axe, you may designate one of your attacks to deliver a wound. Such an attack is made at a -4 penalty. Bleeding wounds deal 1 additional damage each round and are cumulative. A creature continues to bleed until a successful Heack check (DC 10) is made to staunch the wound or until the creature is subjected to magical healing.

Talon Swarm
Ths style of fighting is designed to confuse and wear down an opponent rather than directly damage.
Prerequisites: Dodge, Mobility, Skill Focus (Bluff), Quick Draw, 6 or more ranks each of Bluff and Tumble.
Benefit: When feinting in combat, your feint affects your feint's target as well as the target of your Dodge feat. Each must succeed at a Sense Motive check or lose their Dex bonus to Armor Class against your next attack against it. You attacks against either or both must be made on or before your next turn.

Tanglefoot
This style of fighting encourages is geared toward pacifying an opponent.
Prerequisites: Dodge, Combat Reflexes, Combat Expertise, Improved Trip, Weapon Finesse, 6 or more ranks of Tumble and Use Rope, Small size.
Benefit: You are considered one size larger for the purposes of trip attacks, In addition, when you attack to cause subdual damage, you do not suffer a only a -1 penalty to your attack rolls.

Three Mountains
You are a master of fighting with powerful bludgeoning weapons,
Prerequisites: Str 13, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (heavy mace, morningstar, or greatclub)
Benefits: If you strike the same creature twice in the same round with your heavy mace, morningstar or greatclub, it must make a Fortitude saving throw (DC 10 + ½ your character level + your Str modifier) or be nauseated by the pain for 1 round.

Turtle Dart
Prereqs:
Exotic Armor Proficiency (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword)
Benefit: To gain the benefit of this feat, you must be wearing exotic heavy armor and carrying an extreme or tower shield. When using this style, you do not provoke AoOs for moving away from any creature you attack with your short sword in the same round.

Twin Swords
Your can wield two weapons at the same time with more skill than others who would try to do the same.
Prerequisites: Ambidexterity, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Off-Hand Parry, Two-Weapon Fighting, 6 or more ranks of Intimidate.
Benefit: When fighting with two weapons and niehter of which is light, you suffer only a -3 penalty instead of the usual -4.

Yuur'grot
You know how to use a flail to disarm and eliminate opponents quickly.
Prerequisites: Combat Expertise, Improved Disarm, Improved Initiative, Quick Draw, Martial Weapon Proficiency (heavy flail or light flail) or Exotic Weapon Proficiency (dire flail)
Benefit: When using a light, heavy, or dire flail to disarm an opponent, you gain a +4 bonus to your opposed attack roll instead of the usual +2 bonus.