From: <ama...@us...> - 2012-08-15 06:09:16
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Revision: 17019 http://pcgen.svn.sourceforge.net/pcgen/?rev=17019&view=rev Author: amaitland Date: 2012-08-15 06:09:04 +0000 (Wed, 15 Aug 2012) Log Message: ----------- [Paizo] Pathfinder RPG: Ultimate Combat Work in progress Issue#: NEWSOURCE-130 Modified Paths: -------------- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_inprogress.lst Modified: Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_inprogress.lst =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_inprogress.lst 2012-08-15 01:20:24 UTC (rev 17018) +++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_inprogress.lst 2012-08-15 06:09:04 UTC (rev 17019) @@ -1,1038 +1,1033 @@ -Adder Strike TYPE:Combat -You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes. - PRE:Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike. +Adder Strike SOURCEPAGE:p. TYPE:Combat + DESC:You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes. + PRETEXT:Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike. BENEFIT:As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way. &nl; [Normal] Applying poison to a weapon or single piece of ammunition is a standard action. -Adept Champion -You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers. - PRE:Smite evil class feature, base attack bonus +5. +Adept Champion SOURCEPAGE:p. TYPE:General + DESC:You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers. + PRETEXT:Smite evil class feature, base attack bonus +5. BENEFIT:While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn. -Amateur Gunslinger TYPE:Combat -Although you are not a gunslinger, you have and can use grit. - PRE:You have no levels in a class that has the grit class feature. +Amateur Gunslinger SOURCEPAGE:p. TYPE:Combat + DESC:Although you are not a gunslinger, you have and can use grit. + PRETEXT:You have no levels in a class that has the grit class feature. BENEFIT:You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items. &nl; [Special]If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat. -Arc Slinger TYPE:Combat -You can twirl your sling in a way that maximizes its effectiveness. - PRE:Point-Blank Shot, proficient with sling or half ling sling staff. +Arc Slinger SOURCEPAGE:p. TYPE:Combat + DESC:You can twirl your sling in a way that maximizes its effectiveness. + PRETEXT:Point-Blank Shot, proficient with sling or half ling sling staff. BENEFIT:When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet). -Back to Back (Teamwork) -Your ally's eyes are your own, and yours are his. - PRE:Perception 3 ranks. - BENEFIT:While you are f lanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents f lanking you. +Back to Back SOURCEPAGE:p. TYPE:Teamwork + DESC:Your ally's eyes are your own, and yours are his. + PRETEXT:Perception 3 ranks. + BENEFIT:While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. -Betrayer -You can charm people into lowering their defenses, allowing you to ambush them more effectively. - PRE:Quick Draw, Persuasive, base attack bonus +3. - BENEFIT:When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered f lat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile. +Betrayer SOURCEPAGE:p. TYPE:General + DESC:You can charm people into lowering their defenses, allowing you to ambush them more effectively. + PRETEXT:Quick Draw, Persuasive, base attack bonus +3. + BENEFIT:When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile. -Binding Throw TYPE:Combat -You can strike your enemy and use the blow as an opportunity to grab and hold him. - PRE:Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw. +Binding Throw SOURCEPAGE:p. TYPE:Combat + DESC:You can strike your enemy and use the blow as an opportunity to grab and hold him. + PRETEXT:Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw. BENEFIT:After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent. &nl; [Normal] The grapple combat maneuver is a standard action. &nl; [Special]A monk can gain Binding Throw as a bonus feat starting at 14th level. -Bludgeoner TYPE:Combat -You can knock foes out cold with just about any blunt instrument. +Bludgeoner SOURCEPAGE:p. TYPE:Combat + DESC:You can knock foes out cold with just about any blunt instrument. BENEFIT:You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage. &nl; [Normal] You take a -4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack. &nl; [Special]A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack. -Boar Ferocity TYPE:Combat -Your f lesh-ripping unarmed strikes terrify your victims. - PRE:Improved Unarmed Strike, Boar Style, Intimidate 6 ranks. - BENEFIT:You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's f lesh, you can spend a free action to make an Intimidate check to demoralize that opponent. -Boar Shred TYPE:Combat -The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor. - PRE:Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks. - BENEFIT:You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's f lesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style. -Boar Style (Combat, Style) -Your sharp teeth and nails rip your foes open. - PRE:Improved Unarmed Strike, Intimidate 3 ranks. - BENEFIT:You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear f lesh. When you do, you deal 2d6 bleed damage with the attack. -Body Shield TYPE:Combat -With a sly maneuver, you force a grappled opponent into the path of an incoming attack. - PRE:Dex 13, Improved Grapple, Improved Unarmed Strike, PREATT:6. +Boar Ferocity SOURCEPAGE:p. TYPE:Combat + DESC:Your flesh-ripping unarmed strikes terrify your victims. + PRETEXT:Improved Unarmed Strike, Boar Style, Intimidate 6 ranks. + BENEFIT:You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's flesh, you can spend a free action to make an Intimidate check to demoralize that opponent. +Boar Shred SOURCEPAGE:p. TYPE:Combat + DESC:The wounds you inf lict with your unarmed strikes bleed, giving you renewed vigor. + PRETEXT:Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks. + BENEFIT:You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style. +Boar Style SOURCEPAGE:p. TYPE:Combat.Style + DESC:Your sharp teeth and nails rip your foes open. + PRETEXT:Improved Unarmed Strike, Intimidate 3 ranks. + BENEFIT:You can deal bludgeoning damage or slashing damage with your unarmed strikes-changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 bleed damage with the attack. +Body Shield SOURCEPAGE:p. TYPE:Combat + DESC:With a sly maneuver, you force a grappled opponent into the path of an incoming attack. + PRETEXT:Dex 13, Improved Grapple, Improved Unarmed Strike, PREATT:6 BENEFIT:As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved. Bolstered Resilience -You can dramatically increase your damage reduction in exchange for its temporary loss. - PRE:Damage reduction. + DESC:You can dramatically increase your damage reduction in exchange for its temporary loss. + PRETEXT:Damage reduction. BENEFIT:As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued. -Bonebreaker TYPE:Combat -When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. - PRE:Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks. +Bonebreaker SOURCEPAGE:p. TYPE:Combat + DESC:When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. + PRETEXT:Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks. BENEFIT:When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent. Branded for Retribution -You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks. - PRE:Bane class feature. + DESC:You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks. + PRETEXT:Bane class feature. BENEFIT:As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature. -Break Guard TYPE:Combat -You can use one of your two weapons to occupy your opponent's defenses while attacking with the other. - PRE:Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting. +Break Guard SOURCEPAGE:p. TYPE:Combat + DESC:You can use one of your two weapons to occupy your opponent's defenses while attacking with the other. + PRETEXT:Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting. BENEFIT:While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your other weapon. -Broken Wing Gambit (Combat, Teamwork) -You feign weakness, making yourself a tempting and distracting target. - PRE:Bluff 5 ranks. - BENEFIT:Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens f irst. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. -Cartwheel Dodge -You use your knack for avoiding damage to reposition yourself in combat. - PRE:Evasion class feature, improved evasion class feature, acrobatics 12 ranks. +Broken Wing Gambit SOURCEPAGE:p. TYPE:Combat.Teamwork + DESC:You feign weakness, making yourself a tempting and distracting target. + PRETEXT:Bluff 5 ranks. + BENEFIT:Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. +Cartwheel Dodge SOURCEPAGE:p. TYPE:General + DESC:You use your knack for avoiding damage to reposition yourself in combat. + PRETEXT:Evasion class feature, improved evasion class feature, acrobatics 12 ranks. BENEFIT:When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal. -Cavalry Formation (Combat, Teamwork) -You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. - PRE:Mounted Combat. +Cavalry Formation SOURCEPAGE:p. TYPE:Combat.Teamwork + DESC:You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. + PRETEXT:Mounted Combat. BENEFIT:You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied. -Channeled Revival -You can expend a large portion of your channeling power to reverse death itself. - PRE:Channel energy 6d6 (positive energy). +Channeled Revival SOURCEPAGE:p. TYPE:General + DESC:You can expend a large portion of your channeling power to reverse death itself. + PRETEXT:Channel energy 6d6 (positive energy). BENEFIT:As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251). -Channeling Scourge -Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm. - PRE:Inquisitor channel energy class feature. +Channeling Scourge SOURCEPAGE:p. TYPE:General + DESC:Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm. + PRETEXT:Inquisitor channel energy class feature. BENEFIT:When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC. -Charging Hurler TYPE:Combat -You know how to use your momentum to enhance your thrown weapon attacks. - PRE:Point-Blank Shot. +Charging Hurler SOURCEPAGE:p. TYPE:Combat + DESC:You know how to use your momentum to enhance your thrown weapon attacks. + PRETEXT:Point-Blank Shot. BENEFIT:You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and you must end your movement within 30 feet of that opponent. If you do, you can make a single thrown weapon attack against that opponent, gaining the +2 bonus on the attack roll and taking a -2 penalty to your AC until the start of your next turn. -Chokehold TYPE:Combat -While grappling, you can cut off an opponent's air and blood supply. - PRE:Improved Grapple, Improved Unarmed Strike, PREATT:6 or monk level 5th. +Chokehold SOURCEPAGE:p. TYPE:Combat + DESC:While grappling, you can cut off an opponent's air and blood supply. + PRETEXT:Improved Grapple, Improved Unarmed Strike, PREATT:6 or monk level 5th. BENEFIT:While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a -5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a chokehold. When you maintain the grapple, you also maintain the chokehold. A creature in a chokehold cannot breathe or speak, and thus cannot cast spells that have a verbal component. An opponent you have in a chokehold has to hold his breath or begin suffocating. Any creature that does not breathe, is immune to bleed damage, or is immune to critical hits is immune to the effects of your chokehold. When the grapple is ended, so is the chokehold. -Cleaving Finish TYPE:Combat -When you strike down an opponent, you can continue your swing into another target. - PRE:Str 13, Cleave, Power Attack. +Cleaving Finish SOURCEPAGE:p. TYPE:Combat + DESC:When you strike down an opponent, you can continue your swing into another target. + PRETEXT:Str 13, Cleave, Power Attack. BENEFIT:If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. -Close-Quarters Thrower TYPE:Combat -You are agile enough to avoid melee attacks while throwing weapons or bombs. - PRE:Dex 13, Dodge, Weapon Focus with selected thrown weapon. +Close-Quarters Thrower SOURCEPAGE:p. TYPE:Combat + DESC:You are agile enough to avoid melee attacks while throwing weapons or bombs. + PRETEXT:Dex 13, Dodge, Weapon Focus with selected thrown weapon. BENEFIT:Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. &nl; [Normal] Making a ranged attack provokes attacks of opportunity. -Clustered Shots TYPE:Combat -You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. - PRE:Point-Blank Shot, Precise Shot, base attack bonus +6. +Clustered Shots SOURCEPAGE:p. TYPE:Combat + DESC:You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. + PRETEXT:Point-Blank Shot, Precise Shot, base attack bonus +6. BENEFIT:When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction. &nl; [Special]If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage). -Combat Medic (Teamwork) -You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. - PRE:Heal 5 ranks. +Combat Medic SOURCEPAGE:p. TYPE:Teamwork + DESC:You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind. + PRETEXT:Heal 5 ranks. BENEFIT:Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. -Combat Style Master TYPE:Combat -You shift between combat styles, combining them to increased effect. - PRE:Improved Unarmed Strike, two or more style feats, PREATT:6 or monk level 5th. +Combat Style Master SOURCEPAGE:p. TYPE:Combat + DESC:You shift between combat styles, combining them to increased effect. + PREMULT:1,[PREMULT:3,[PREFEAT:1,Improved Unarmed Strike],[PREFEAT:2,TYPE=Style],[PREATT:6]],[PRECLASS:1,Monk=5] BENEFIT:You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round. &nl; [Normal] It takes a swift action to begin or switch your styles. -Contingent Channeling -You can imbue others with your healing energy so that they can use it at the moment of greatest need. - PRE:True healer class feature, Selective Channeling. +Contingent Channeling SOURCEPAGE:p. TYPE:General + DESC:You can imbue others with your healing energy so that they can use it at the moment of greatest need. + PRETEXT:True healer class feature, Selective Channeling. BENEFIT:You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action. -Coordinated Charge (Combat, Teamwork) -You are an expert at leading your allies into the fray. - PRE:You have at least two other teamwork feats, base attack bonus +10. +Coordinated Charge SOURCEPAGE:p. TYPE:Combat.Teamwork + DESC:You are an expert at leading your allies into the fray. + PRETEXT:You have at least two other teamwork feats, base attack bonus +10. BENEFIT:When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules. -Crane Riposte TYPE:Combat -You use your defensive abilities to make overpowering counterattacks. - PRE:Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, PREATT:8 or monk level 7th. - BENEFIT:You take only a -1 penalty on attack rolls for f ighting defensively. Whenever you use Crane Wing to def lect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is def lected. -Crane Style (Combat, Style) -Your unarmed fighting techniques blend poise with graceful defense. - PRE:Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. - BENEFIT:You take only a -2 penalty on attack rolls for f ighting defensively. While using this style and f ighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. -Crane Wing TYPE:Combat -You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to def lect melee attacks with ease. - PRE:Crane Style, Dodge, Improved Unarmed Strike, PREATT:5 or monk level 5th. - BENEFIT:Once per round while using Crane Style, when you have at least one hand free and are either f ighting defensively or using the total defense action, you can def lect one melee weapon attack that would normally hit you. You expend no action to def lect the attack, but you must be aware of it and not f lat-footed. An attack so def lected deals no damage to you. -Crusader's Fist TYPE:Combat -You pour divine energy into the enemy you strike. - PRE:Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6. +Crane Riposte SOURCEPAGE:p. TYPE:Combat + DESC:You use your defensive abilities to make overpowering counterattacks. + PREMULT:1,[PREMULT:2,[PREFEAT:4,Crane Style,Crane Wing,Dodge,Improved Unarmed Strike],[PREATT:8]],[PRECLASS:1,Monk=7] + BENEFIT:You take only a -1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to def lect an opponent's attack, you can make an attack of opportunity against that opponent after the attack is def lected. +Crane Style SOURCEPAGE:p. TYPE:Combat.Style + DESC:Your unarmed fighting techniques blend poise with graceful defense. + PRETEXT:Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st. + BENEFIT:You take only a -2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class. +Crane Wing SOURCEPAGE:p. TYPE:Combat + DESC:You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to def lect melee attacks with ease. + PREMULT:1,[PREMULT:2,[PREFEAT:3,Crane Style,Dodge,Improved Unarmed Strike],[PREATT:5]],[Monk=5] + BENEFIT:Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can def lect one melee weapon attack that would normally hit you. You expend no action to def lect the attack, but you must be aware of it and not flat-footed. An attack so def lected deals no damage to you. +Crusader's Fist SOURCEPAGE:p. TYPE:Combat + DESC:You pour divine energy into the enemy you strike. + PRETEXT:Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike PREATT:6 BENEFIT:When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature's normal touch attack. This extra damage is not multiplied if you scored a critical hit. -Crusader's Flurry -You learned to use your deity's favored weapon as part of your martial arts form. - PRE:Channel energy class feature, f lurry of blows class feature, Weapon Focus with your deity's favored melee weapon. +Crusader's Flurry SOURCEPAGE:p. TYPE:General + DESC:You learned to use your deity's favored weapon as part of your martial arts form. + PRETEXT:Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon. BENEFIT:You can use your deity's favored weapon as if it were a monk weapon. -Crushing Blow TYPE:Combat -Your focus allows you to smash your enemy's defenses. - PRE:Improved Unarmed Strike, Stunning Fist. +Crushing Blow SOURCEPAGE:p. TYPE:Combat + DESC:Your focus allows you to smash your enemy's defenses. + PRETEXT:Improved Unarmed Strike, Stunning Fist. BENEFIT:You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow. -Deadly Finish TYPE:Combat -Your attacks don't just fell your opponents-they kill them outright. - PRE:Base attack bonus +11. +Deadly Finish SOURCEPAGE:p. TYPE:Combat + DESC:Your attacks don't just fell your opponents-they kill them outright. + PREATT:11 BENEFIT:When you hit with a melee attack and reduce your opponent to -1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 + the damage your attack dealt) or die. -Death from Above TYPE:Combat -You allow gravity to add extra force to your charges. - BENEFIT:Whenever you charge an opponent from higher ground, or from above while f lying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground. -Death or Glory TYPE:Combat -Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight. - PRE:Str 13, Power Attack, PREATT:6. +Death from Above SOURCEPAGE:p. TYPE:Combat + DESC:You allow gravity to add extra force to your charges. + BENEFIT:Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground. +Death or Glory SOURCEPAGE:p. TYPE:Combat + DESC:Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight. + PRETEXT:Str 13, Power Attack, PREATT:6 BENEFIT:Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and critical confirmation roll. You gain an additional +1 on this bonus at base attack bonus +11, +16, and +20 (for a maximum of +7 at base attack +20). After you resolve your attack, the opponent you attack can spend an immediate action to make a single melee attack against you with the same bonuses. &nl; [Special]You can combine the full-round action attack this feat allows with the benefit of Vital Strike, Improved Vital Strike, or Greater Vital Strike. -Deathless Initiate TYPE:Combat -For you, impending death is a call to wrath. - - PRE:Str 13, Con 13, orc or half-orc, Diehard, Endurance, PREATT:6. +Deathless Initiate SOURCEPAGE:p. TYPE:Combat + DESC:For you, impending death is a call to wrath. + PRETEXT:Str 13, Con 13, orc or half-orc, Diehard, Endurance, PREATT:6 BENEFIT:You are not staggered while using the Diehard feat, but if you take a move and a standard action or a fullround action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls. -Deathless Master TYPE:Combat -Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault. - PRE:Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9. +Deathless Master SOURCEPAGE:p. TYPE:Combat + DESC:Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault. + PRETEXT:Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9. BENEFIT:When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action. -Deathless Zealot TYPE:Combat -Only the most serious wounds can stop you. - PRE:Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12. +Deathless Zealot SOURCEPAGE:p. TYPE:Combat + DESC:Only the most serious wounds can stop you. + PRETEXT:Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12. BENEFIT:Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result. -Deceptive Exchange -You trick an adversary into grabbing an object you hand them, even in the midst of combat. - PRE:Int 13, Combat Expertise, Improved Feint. +Deceptive Exchange SOURCEPAGE:p. TYPE:General + DESC:You trick an adversary into grabbing an object you hand them, even in the midst of combat. + PRETEXT:Int 13, Combat Expertise, Improved Feint. BENEFIT:If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object. &nl; [Special]An alchemist who has the delayed bomb alchemist discovery can use this feat to hand an enemy a delayed bomb. Such a delayed bomb detonates at the end of the alchemist's turn. If the bomb is in a creature's square at the end of the alchemist's turn, the bomb deals that creature a direct hit. -Defensive Weapon Training TYPE:Combat -You know how to defend yourself against a certain class of weaponry. - PRE:Int 13, PREATT:5. +Defensive Weapon Training SOURCEPAGE:p. TYPE:Combat + DESC:You know how to defend yourself against a certain class of weaponry. + PRETEXT:Int 13, PREATT:5 BENEFIT:Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a weapon from that group. If you also have the weapon training class feature in the selected group, your dodge bonus from this feat increases to +3. &nl; [Special]You can select this feat more than once. Its effects do not stack. Each time you select this feat, it applies to a different weapon group. -Deft Shootist Deed (Grit) -You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms. - PRE:Grit class feature or Amateur Gunslinger feat, Dodge, Mobility. +Deft Shootist Deed SOURCEPAGE:p. TYPE:Grit + DESC:You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms. + PRETEXT:Grit class feature or Amateur Gunslinger feat, Dodge, Mobility. BENEFIT:As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm. -Destructive Dispel -When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects. - PRE:Ability to cast dispel magic or greater dispel magic, caster level 11th. +Destructive Dispel SOURCEPAGE:p. TYPE:General + DESC:When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects. + PRETEXT:Ability to cast dispel magic or greater dispel magic, caster level 11th. BENEFIT:When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn. -Devastating Strike TYPE:Combat -Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore. - PRE:Vital Strike, PREATT:9. +Devastating Strike SOURCEPAGE:p. TYPE:Combat + DESC:Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore. + PRETEXT:Vital Strike, PREATT:9 BENEFIT:Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This bonus damage is multiplied on a critical hit. -Dimensional Agility -Teleportation does not faze you. - PRE:Ability to use the abundant step class feature or cast dimension door. +Dimensional Agility SOURCEPAGE:p. TYPE:General + DESC:Teleportation does not faze you. + PRETEXT:Ability to use the abundant step class feature or cast dimension door. BENEFIT:After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks when casting teleportation spells. -Dimensional Assault -You have been trained to use magical movement as part of your combat tactics. - PRE:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility. +Dimensional Assault SOURCEPAGE:p. TYPE:General + DESC:You have been trained to use magical movement as part of your combat tactics. + PRETEXT:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility. BENEFIT:As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge. -Dimensional Dervish -You teleport with a mere thought, savaging your opponents as you f lash in and out of reality. - PRE:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, PREATT:6. +Dimensional Dervish SOURCEPAGE:p. TYPE:General + DESC:You teleport with a mere thought, savaging your opponents as you flash in and out of reality. + PRETEXT:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, PREATT:6 BENEFIT:You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport. &nl; [Special]A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation. Dimensional Maneuvers -Your rapid teleportation makes your combat maneuvers more difficult to avoid. - PRE:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9. + DESC:Your rapid teleportation makes your combat maneuvers more difficult to avoid. + PRETEXT:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9. BENEFIT:While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent. -Dimensional Savant -You f lash into and out of reality so quickly it is impossible to tell exactly where you are at any given time. - PRE:Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, PREATT:9. - BENEFIT:While using the Dimensional Dervish feat, you provide f lanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively f lank with yourself and with multiple allies when using this feat. -Discordant Voice -By singing out a precise tone, you cause discordant vibrations to run through allies' weapons. - PRE:Bardic performance class feature, Perform (oratory or sing) 10 ranks. +Dimensional Savant SOURCEPAGE:p. TYPE:General + DESC:You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time. + PRETEXT:Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, PREATT:9 + BENEFIT:While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat. +Discordant Voice SOURCEPAGE:p. TYPE:General + DESC:By singing out a precise tone, you cause discordant vibrations to run through allies' weapons. + PRETEXT:Bardic performance class feature, Perform (oratory or sing) 10 ranks. BENEFIT:Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you. -Disengaging Feint TYPE:Combat -You can feint to disengage from combat. - PRE:Int 13, Combat Expertise, Improved Feint. - BENEFIT:As a standard action, use Bluff to feint against -an opponent. Instead of denying that opponent his -Dexterity bonus to AC, a successful feint allows you to -move up to your speed without provoking an attack of -opportunity from the opponent you feinted for leaving -the square you start in. -Disengaging Flourish TYPE:Combat -Distracting your opponents gives you the opportunity to make a swift retreat. - PRE:Int 13, Combat Expertise, Disengaging Feint, Improved Feint. +Disengaging Feint SOURCEPAGE:p. TYPE:Combat + DESC:You can feint to disengage from combat. + PRETEXT:Int 13, Combat Expertise, Improved Feint. + BENEFIT:As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to your speed without provoking an attack of opportunity from the opponent you feinted for leaving the square you start in. +Disengaging Flourish SOURCEPAGE:p. TYPE:Combat + DESC:Distracting your opponents gives you the opportunity to make a swift retreat. + PRETEXT:Int 13, Combat Expertise, Disengaging Feint, Improved Feint. BENEFIT:As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. This movement does not provoke attacks of opportunity from any opponent you succeeded at feinting against. -Disengaging Shot TYPE:Combat -You make one last attack before beating a hasty retreat. - PRE:Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility. +Disengaging Shot SOURCEPAGE:p. TYPE:Combat + DESC:You make one last attack before beating a hasty retreat. + PRETEXT:Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility. BENEFIT:Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus to AC against this attack. -Disorienting Maneuver -Your erratic movements disorient your opponent. - PRE:Dodge, Acrobatics 5 ranks. +Disorienting Maneuver SOURCEPAGE:p. TYPE:General + DESC:Your erratic movements disorient your opponent. + PRETEXT:Dodge, Acrobatics 5 ranks. BENEFIT:If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn. -Dispel Synergy -By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells. - PRE:Spellcraft 5 ranks. +Dispel Synergy SOURCEPAGE:p. TYPE:General + DESC:By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells. + PRETEXT:Spellcraft 5 ranks. BENEFIT:If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells until the end of your next turn. -Dispelling Critical (Critical) -Your blows attack the physical and arcane forms of your enemies at the same time. - PRE:Arcane Strike, PREATT:11, ability to cast dispel magic. +Dispelling Critical SOURCEPAGE:p. TYPE:Critical + DESC:Your blows attack the physical and arcane forms of your enemies at the same time. + PRETEXT:Arcane Strike, ability to cast dispel magic. PREATT:11 BENEFIT:If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent. -Dispelling Fist -By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy. - PRE:Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th. +Dispelling Fist SOURCEPAGE:p. TYPE:General + DESC:By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy. + PRETEXT:Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th. BENEFIT:If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit. -Disposable Weapon -You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon. - PRE:Base attack bonus +1, proficient with weapon. +Disposable Weapon SOURCEPAGE:p. TYPE:General + DESC:You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon. + PRETEXT:Base attack bonus +1, proficient with weapon. BENEFIT:Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically conf irm the critical hit. -Disruptive Recall -You can disrupt an enemy caster's spells to fuel your own arcane power. - PRE:Spell recall class feature, Spellcraft 5 ranks. +Disruptive Recall SOURCEPAGE:p. TYPE:General + DESC:You can disrupt an enemy caster's spells to fuel your own arcane power. + PRETEXT:Spell recall class feature, Spellcraft 5 ranks. BENEFIT:When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a number of points from your arcane pool equal to the level of the spell you disrupted, up to the maximum level spell you can cast. -Distance Thrower TYPE:Combat -You are accurate with thrown weapons at longer ranges than normal. - PRE:Str 13. +Distance Thrower SOURCEPAGE:p. TYPE:Combat + DESC:You are accurate with thrown weapons at longer ranges than normal. + PRETEXT:Str 13. BENEFIT:With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. -Djinni Spin TYPE:Combat -You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy. - PRE:Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. +Djinni Spin SOURCEPAGE:p. TYPE:Combat + DESC:You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy. + PRETEXT:Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. BENEFIT:While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures adjacent to you take your unarmed strike damage plus the electricity damage from your Elemental Fist and are deafened for 1d4 rounds. A successful Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being deafened. -Djinni Spirit TYPE:Combat -By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder. - PRE:Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, PREATT:11 or monk level 9th. +Djinni Spirit SOURCEPAGE:p. TYPE:Combat + DESC:By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder. + PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=15],[PREFEAT:3,Djinni Style,Elemental Fist,Improved Unarmed Strike],[PREATT:11]],[PRECLASS:1,Monk=9] BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk level, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take electricity damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or be deafened for 1d4 rounds. Those who take damage from your Djinni Spin are deafened, even on a successful saving throw. -Djinni Style (Combat, Style) -Your hands sheathed in an auras of lightning, you move like the wind. - PRE:Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, PREATT:9 or monk level 5th. +Djinni Style SOURCEPAGE:p. TYPE:Combat.Style + DESC:Your hands sheathed in an auras of lightning, you move like the wind. + PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=13,WIS=15],[PREFEAT:2,Elemental Fist,Improved Unarmed Strike],[PREATT:9]],[PRECLASS:1,Monk=5] BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and you gain a bonus on electricity damage rolls equal to your Wisdom bonus. Further, while you are using this style and have remaining Elemental Fist attempts, you also gain a +2 dodge bonus to Armor Class against attacks of opportunity. A condition that makes you lose your Dexterity bonus to AC also makes you lose this dodge bonus. -Domain Strike TYPE:Combat -You unleash a domain power upon your enemy as part of your unarmed strike. - PRE:Domain class feature, Improved Unarmed Strike. +Domain Strike SOURCEPAGE:p. TYPE:Combat + DESC:You unleash a domain power upon your enemy as part of your unarmed strike. + PRETEXT:Domain class feature, Improved Unarmed Strike. BENEFIT:When you gain this feat, choose one domaingranted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity. &nl; [Special]You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power. -Double Bane -You extend your bane effect to two weapons. - PRE:Bane class feature, Two-Weapon Fighting. +Double Bane SOURCEPAGE:p. TYPE:General + DESC:You extend your bane effect to two weapons. + PRETEXT:Bane class feature, Two-Weapon Fighting. BENEFIT:You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature. -Drag Down TYPE:Combat -When you are knocked prone, you are skilled at bringing your opponent down with you. - PRE:Int 13, Combat Expertise, Improved Trip. +Drag Down SOURCEPAGE:p. TYPE:Combat + DESC:When you are knocked prone, you are skilled at bringing your opponent down with you. + PRETEXT:Int 13, Combat Expertise, Improved Trip. BENEFIT:Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action. -Dragon Ferocity TYPE:Combat -You attack with the strength of a dragon, your telling blows striking fear into your enemies. - PRE:Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks. +Dragon Ferocity SOURCEPAGE:p. TYPE:Combat + DESC:You attack with the strength of a dragon, your telling blows striking fear into your enemies. + PRETEXT:Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks. BENEFIT:While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. &nl; [Special]Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player's Guide 158) even if you do not meet that feat's prerequisites. If you do not meet that feat's prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat's normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player's Guide 112). -Dragon Roar TYPE:Combat -The spirit of the dragon wells up inside you and bursts forth in a mighty roar. - PRE:Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks. +Dragon Roar SOURCEPAGE:p. TYPE:Combat + DESC:The spirit of the dragon wells up inside you and bursts forth in a mighty roar. + PRETEXT:Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks. BENEFIT:You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken. &nl; [Special]If you have the Elemental Fist feat (Advanced Player's Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save. -Dragon Style (Combat, Style) -You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. - PRE:Str 15, Improved Unarmed Strike, Acrobatics 3 ranks. +Dragon Style SOURCEPAGE:p. TYPE:Combat.Style + DESC:You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. + PRETEXT:Str 15, Improved Unarmed Strike, Acrobatics 3 ranks. BENEFIT:While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. &nl; [Normal] You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls. -Dramatic Display (Combat, Performance) -Your skill with your weapon is obvious to enemies and onlookers alike. - PRE:Dazzling Display. +Dramatic Display SOURCEPAGE:p. TYPE:Combat.Performance + DESC:Your skill with your weapon is obvious to enemies and onlookers alike. + PRETEXT:Dazzling Display. BENEFIT:When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a +2 bonus on all attack rolls and combat maneuver checks until the end of your next turn. -Earth Child Binder TYPE:Combat -Even the greatest giants fear your technique. - PRE:Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks. +Earth Child Binder SOURCEPAGE:p. TYPE:Combat + DESC:Even the greatest giants fear your technique. + PRETEXT:Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks. BENEFIT:You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way. &nl; [Normal] You can only trip opponents who are one size category larger than you. -Earth Child Style (Combat, Style) -Your martial training makes you a dangerous and elusive target for giants. - PRE:Wis 13, dwarf or gnome, defensive training racial trait, Improved Unarmed Strike, Acrobatics 3 ranks. +Earth Child Style SOURCEPAGE:p. TYPE:Combat.Style + DESC:Your martial training makes you a dangerous and elusive target for giants. + PRETEXT:Wis 13, dwarf or gnome, defensive training racial trait, Improved Unarmed Strike, Acrobatics 3 ranks. BENEFIT:While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls. Earth Child Topple (Combat) -Your mastery of balance and momentum allows you to bring down giants with your bare hands. - PRE:Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks. + DESC:Your mastery of balance and momentum allows you to bring down giants with your bare hands. + PRETEXT:Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks. BENEFIT:You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature. &nl; [Normal] You can trip only those opponents that are one size category larger than you. -Efreeti Stance TYPE:Combat -Calling upon the burning spirits of incarnate f lame, you can manipulate fire to protect yourself and immolate your foes. - PRE:Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, PREATT:11 or monk level 9th. +Efreeti Stance SOURCEPAGE:p. TYPE:Combat + DESC:Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. + PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=15],[PREFEAT:3,Efreeti Style,Elemental Fist,Improved Unarmed Strike],[PREATT:11]],[PRECLASS:1,Monk=9] BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire. -Efre... [truncated message content] |