Fanatical followers of the style use herbal and alchemical reagents to harden their nails and teeth, sometimes performing self-mutilating procedures that result in clawlike nails and sharpened teeth. Crane Style : Crane style focuses on defense and agile counterattacks. Practitioners are known for graceful, one-legged stances and folding arm techniques that mimic a crane's enormous wings.
Djinni Style : Adherents to this style call on the spirits of storms to outmaneuver and outwit their opponents. Masters of the style can absorb and deflect electrical attacks while summoning peals of thunder to pummel their enemies. Dragon Style : Dragon style captures the overwhelming power, grace, and ferocity of dragons.
Practitioners use acrobatic footwork and strong attacks to overwhelm foes. The deepest secrets of the style require imbibing alchemical tonics and deep meditations similar to the long sleeps of dragons.
Earth Child Style : A warrior cadre of dwarves and gnomes dedicated to fighting and slaying giants developed this style. Students of the style learn how to enhance their defensive training to become even more elusive when facing giants.
They also spend long hours studying the anatomy of the various giant races to increase the effectiveness of their unarmed strikes. Eventually, masters of this fighting style learn how to bring down even the mightiest creatures by targeting feet, ankles, and knees.
Efreeti Style : The efreeti style focuses on aggression and speed, taking inspiration from beings of living fire. Masters of the style can deflect and control fire, immolate their enemies, and summon forth gouts of elemental flame. Janni Style : This style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. Regardless of variations in technique, all practitioners have a fluid fighting stance that emphasizes rapid, powerful kicks.
The style's constant motion and graceful footwork lead many to mistakenly view practitioners as highly skilled dancers, a misconception that has allowed the technique to be taught in secret, the hidden weapon of the downtrodden and the oppressed. Openly martial versions of this style lose some of the dancelike qualities but retain the style's extraordinary kicking techniques and agility.
Kirin Style : The school of the kirin employs critical observations as weapons against opponents. Practitioners catalogue a foe's weaknesses and seek the perfect moment to strike, ensuring that no movement or effort is ever wasted. Popular among those rare orders that blend monastic training with arcane study, kirin style is sometimes practiced by wizards who seek to hone their bodies along with their minds.
Mantis Style : Based on the hunting techniques of the praying mantis, practitioners of this style fight with their hands turned down to emulate the insect's sharp grasping forelimbs. Mantis style uses precise, accurate strikes to pinpoint an opponent's vital areas, such as eyes, throat, and pressure points.
Marid Style : Marid style emulates the fluid strength of flowing rivers and the cold of the ocean depths. Masters of the style can withstand severe cold, manipulate water to lash at enemies from afar, and freeze their foes in place. Monkey Style : Renowned for its speed and agility, monkey style blends jumping strikes, rolling blows, and ground fighting into a continuous onslaught aimed at disorienting and damaging an opponent through superior mobility.
Panther Style : Students of the panther throw caution to the wind as they weave recklessly among their foes. Those who master the style turn their unrivaled mobility into a weapon, striking their enemies with a series of swift retaliatory strikes. Shaitan Style : Practitioners of this style imbue their fists with the mineral acids of the deep earth.
Their forceful blows conjure forth caustic elements to dissolve and disable their enemies. Snake Style : Snake style emphasizes quick, shifting movements. Its practitioners normally hold their hands flat with the fingers together to mimic the head of a snake. Able to strike when least expected, snake stylists are known for opportunism and blinding speed.
Snapping Turtle Style : The snapping turtle style emphasizes active defense with one hand. Students of the style utilize a variety of locks, grabs, and circular blocks to protect themselves, as well as employing a debilitating clutch.
Tiger Style : This style seeks to emulate the power and fury of the great tiger. Practitioners use their hands like claws, perfecting overpowering double hand strikes and driving attack chains. Teamwork grant significant bonuses but only function under specific circumstances.
In most cases, these feats require an ally with the same feat to have a specific position on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met.
Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats. Inquisitors and cavaliers have special class abilities that allow them to use teamwork feats even when their allies do not have the feats.
Feat Name : At the top of the feat entry, you will find the feat's name followed by parentheses listing any type or types the feat belongs to. A basic description of what the feat does appears under the name of the feat and its types, if any.
Prerequisites : This line lists any minimum ability scores, class features, feats, minimum base attack bonus, minimum number of ranks in one or more skills, or other requirements for a character to take the feat. This entry is absent if a feat has no prerequisites.
A feat may have multiple prerequisites. See the feat descriptions for full details. If a character has the same feat more than once, its benefits do not stack unless indicated in the feat's Special line. Normal : This line indicates what a character without this feat is limited to or restricted from doing.
If not having the feat causes no particular drawback, this entry is absent. Special : This line lists special features of the feat, such as, but not limited to, whether or not you can take the feat more than once, or whether the feat allows members of specific classes to gain additional benefits. You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes.
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. Normal : Applying poison to a weapon or single piece of ammunition is a standard action. You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.
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. Prerequisite : 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.
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. Prerequisites : Point-Blank Shot , proficient with sling or halfling 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.
Prerequisite : Perception 3 ranks. 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. 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.
Special : A monk can gain Binding Throw as a bonus feat starting at 14th level. Benefit : You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage. 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. Special : A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Benefit : You add piercing damage to the damage types you can deal with your unarmed strikes. 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. 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.
Prerequisites : 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 extra points of damage with the attack. 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.
Benefit : As an immediate action, you can double your DR against a single attack, to a maximum of DR 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. When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue. 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.
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.
You can use one of your two weapons to occupy your opponent's defenses while attacking with the other. 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.
Prerequisite : Bluff 5 ranks. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this feat. Prerequisites : 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.
You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. Prerequisite : 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.
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 Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm. 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.
Prerequisite : 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.
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. Prerequisites : 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. Prerequisites : 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.
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. Special : If the massive damage optional rule is being used Core Rulebook , 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.
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. Prerequisite : 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.
Unlike with other teamwork feats, allies that are paralyzed, stunned, unconcious, or cannot otherwise act still count for the purposes of this feat. 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. You can imbue others with your healing energy so that they can use it at the moment of greatest need.
Prerequisites : 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. 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. Whenever you deflect an opponent's attack using Crane Wing or lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, you can make an attack of opportunity against the attacker after the attack misses.
Benefit : You take only a —2 penalty on attack rolls for fighting defensively. 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.
If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect instead treat it as a miss.
You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed. 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. Prerequisites : 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. 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. Even when facing a larger foe, you aren't afraid to take great risks in order to finish the fight. 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. Benefit : You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 or fewer hit points you take 1 point of damage.
Even if you suffer a grievous wound, you can shrug off the damage and continue your relentless assault. Benefit : When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action. Benefit : Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
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. 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.
Benefit : Choose a weapon group from the fighter's weapon training class ability list except natural weapons. 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. You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms.
Benefit : As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm. When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects. Prerequisites : 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. Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore. This bonus damage is multiplied on a critical hit. Prerequisites : 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. Prerequisites : 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.
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. Special : A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.
You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time. 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.
Prerequisites : 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. 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.
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. 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.
Prerequisites : Dodge , Acrobatics 5 ranks. This bonus on trip also lasts until the start of your next turn. By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.
Prerequisite : 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. 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.
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. 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.
You ignore the limitations of your equipment, striking harder despite the damage it does to your 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 confirm the critical hit.
Prerequisites : 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. Benefit : With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Benefit : While using Djinni Style, as a standard action you can spend two Elemental Fist Advanced Player's Guide 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. Wilderness-ready fighter, or the druid; all classes that are suited to. Pioneering, Poisonous Snakes and Lizards. Poisonous Plants. Dangerous Insects and Arachnids. Just paste the urls you'll find below and we'll download file for you! If you have any other trouble downloading pathfinder dm guide pdf post it in comments and our support team or a community member will help you!
Page 45In the Fixing a Broken Game section, in the Gamebreaker Element paragraph, in the third sentence, change 'can make' to 'can either make' and change or risky to or else make it too risky. Page 58In the Starting Character section, in the f irst paragraph, after the end of the last sentence, delete the word the. Page 59In the During the Game section, in the f irst paragraph, in the second sentence, change combat after cobat to combat after combat.
Page 63In the Teaching New Players section, in the f irst paragraph, in the last sentence, change shell playing to shell be playing. In the Beginners Game section, in the second paragraph, in the second sentence, change willing to teaching to willing to teach.
In the last sentence of the paragraph, put a space between is and most. Page 73In the Glass Jaw section, in the f irst paragraph, in the second sentence, change unable defend to unable to defend. Page 74In the Loner section, in the f ifth paragraph, in the f irst sentence, change inter-party to intraparty.
In the Lump section, in the third paragraph, in the third sentence, change lowder and more experienced to louder and more experienced. Page 80In the Cast of Characters section, in the f irst paragraph, in the second sentence, change Populations othef entire to population of entire. Page 83In the Motivation section, in the f ifth sentence, change proves is often to is often.
Page 86In the Building Connections section, in the third paragraph, in the second sentence, change should to be to should be. Page 88In the NPC Boons section, in the fourth paragraph, in the last sentence, change magical boons to unique boons.
I call this your Combat Swipes File. I then held a I call for initiative and the game changes from an RPG to Pathfinder RPG - House of All other players can tell us what anyone else in the story is thinking or doing. It's something you've been doing all along.
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