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Feats de combate

da Aura
Defesa
BÔNUS ALEATÓRIO

Body Shield - 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.

Just out of Reach - When a foe more than 5 feet away from you
makes a melee attack against you using reach, you gain a +4 dodge
bonus to your AC against the attack.

ESTILOS

Crane Style - 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 AC.

- Crane Wing - When fighting defensively with at least one hand free,
you gain a +4 dodge bonus to AC against melee attacks. If a melee atta-
ck misses you by 4 or less, you lose this dodge bonus until the beginning
of your next turn.
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.

- Crane Riposte - You take only a –1 penalty on attack rolls for fighting
defensively. Whenever you deflect an opponent’s attack using Crane
Wing or lose the dodge bonus from Crane Wing because an attack mis-
sed you by 4 or less, you can make an attack of opportunity against the
attacker after the attack misses.
In addition, when you deflect an attack using Crane Wing while taking the
total defense action, you may make an attack of opportunity against that
opponent (even though you could not normally do so while taking the total
defense action).

Dragon Style - 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.

Outslug Style - Choose one weapon from the close fighter weapon
group. While using this style, when you take a 5-foot step, you gain a
+1 dodge bonus to AC and a +1 bonus on weapon damage rolls with the
chosen weapon until the beginning of your next turn.

- Outslug Sprint - You can move an additional 5 feet when making a


5-foot step.

- Outslug Weave - You don’t take a –2 penalty to your AC when using


the Lunge feat. The bonuses to AC and on weapon damage rolls that
you gain from Outslug Style increase to +2.

Snapping Turtle Style - While using the Snapping Turtle Style feat
with at least one hand free, you gain a +1 shield bonus to AC.

- Snapping Turtle Clutch - The shield bonus the style grants to your
AC applies to your CMD and touch AC. Whenever an opponent misses
you with a melee attack while you are using the Snapping Turtle Style
feat, you can use an immediate action to attempt a grapple combat ma-
neuver against that opponent, but with a –2 penalty.

- Snapping Turtle Shell - The shield bonus the style grants to your AC
increases to +2, and your enemies take a –4 penalty on critical confir-
mation rolls against you.

Archon Style - As a move action, you can protect adjacent allies from
a single opponent that you currently threaten. This grants adjacent allies
a +2 dodge bonus to AC against that opponent’s next melee attack (as
long as that attack comes before the beginning of your next turn), but
causes you to take a –2 penalty to AC against that opponent until your
next turn. The dodge bonus against the designated opponent’s attacks
persists even if your allies move away from you.

- Archon Diversion - The penalty to AC for using Archon Style to grant


nearby allies a bonus to AC against a single opponent decreases to –1.
Once per round, when you have at least one hand free or when wielding
a shield, you can divert one melee weapon attack targeting an adja-
cent ally to yourself. After resolving the attack, the ally you protected
can make an attack of opportunity against the diverted opponent. You
expend no action to divert the attack, but you must be aware of it and
must not be flat-footed. You must choose to divert the attack after the
opponent has declared the melee attack, but before the attack roll is
rolled.

- Archon Diversion - You no longer take a penalty to AC for using Ar-


chon Style to grant nearby allies a bonus to AC, and you can activate
this effect as a swift action or a move action.
Whenever you take damage from an attack you diverted to yourself using
Archon Diversion, each ally threatening the attacking creature can make an
attack of opportunity against that creature.

Shield Staff Style - You attach your buckler or light shield to your
quarterstaff, polearm, or spear, combining them into a weapon known
as a shielded staff. You can wield the shielded staff normally, but attacks
you make with it take a –1 penalty. As long as you wield the shielded
staff with two hands, you gain a +2 shield bonus to your AC (regardless
of the shield or buckler’s enhancement bonus). You can’t make shield
bash attacks with the attached buckler or shield, and detaching the bu-
ckler or shield from the weapon is a move action that provokes attacks
of opportunity.
The weapon and attached shield count as separate objects for the purposes of
abilities or effects that target objects, except for disarm attempts, which treat
the shielded staff as a single object. Anyone not in this style who attempts to
wield the shielded staff treats it as an improvised weapon that deals bludge-
oning damage.

- Shielded Staff Ambush - If you hit a target with a shielded staff, you
can attempt either a bull rush, disarm, sunder, or trip combat maneuver
check as an immediate action. You lose your shield bonus until the start
of your next turn if you attempt this combat maneuver.

- Shielded Staff Master -You add the attached buckler’s or shield’s


enhancement bonus (if any) to the shield bonus you gain from this style.
In addition, you do not take the –1 penalty to attacks made with a shielded
staff. If both your shield and weapon have an enhancement bonus, use the
higher of the two bonuses to determine your shielded staff’s enhancement
bonus to attack and damage rolls.

Perfect Style - Choose one of the following houses of combat styles;


once this decision has been made it cannot be changed. While using this
style, you gain a type of energy resistance based on the house you have
chosen.
Students of iron gain acid resistance 5.
Students of flame gain fire resistance 5.
Students of wind gain electricity resistance 5.
If you have energy resistance from a racial trait or class feature, the energy
resistance gained from this style stacks. Additionally, you gain a ki pool that
you can use to activate abilities of your chosen House of Perfection style. Your
pool contains 1 ki point at 1st level and increases by 1 point every 4 levels
thereafter. If you have a ki pool from another source, you do not gain additio-
nal ki points from this feat.

- Untwisting Iron Strength - While using the Perfect Style, you can
ignore an amount of hardness equal to your character level. Additio-
nally, you gain a +4 bonus on Strength checks to break objects. If you
spend 1 ki point as a swift action, you also gain the benefits of Improved
Sunder for 1 round.
ATAQUE
BÔNUS ALEATÓRIO

Whirlwind Attack - When you use the full-attack action, you can give
up your regular attacks and instead make one melee attack at your hi-
ghest base attack bonus against each opponent within reach. You must
make a separate attack roll against each opponent.

ESTILOS

Boar Style - You can deal bludgeoning damage or slashing dama-


ge with your unarmed strikes—changing damage type is a free action.
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.

- Boar Ferocity - You add piercing damage to the damage types you
can deal with your unarmed strikes. Further, you gain a +2 bonus on In-
timidate checks to demoralize opponents. While using Boar Style, whe-
never you tear an opponent’s flesh, you can spend a free action to make
an Intimidate check to demoralize that opponent.

- Boar Shred - You can make an Intimidate check to demoralize an


opponent as a move action. 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.

Cerberus Style - As a standard action, you can make a single unar-


med strike at your full base attack bonus against a foe within reach. If
you hit, you deal damage normally and can make an additional attack
(using your full base attack bonus) against up to two other foes that
are also within reach. You take a –2 penalty to your Armor Class until
the start of your next turn for each additional attack you make with this
feat.

- Cerberus Snare - Whenever you damage an opponent with Cerberus


Style, that opponent cannot take 5-foot steps until the beginning of your
next turn. Additionally, it is barred from dimensional travel. This effect
functions as dimensional anchor, except that its duration is 1 round.
Spell resistance applies; for the purpose of checks to overcome spell
resistance, your caster level is equal to your character level.

- Cerberus Crush - You can apply the benefits of Vital Strike, Improved
Vital Strike, and Greater Vital Strike to all attacks made using Cerberus
Style.

Jabbing Style - When you hit a target with an unarmed strike and you
have hit that target with an unarmed strike previously that round, you
deal an extra 1d6 points of damage to that target.

- Jabbing Dancer - Each time you hit with an unarmed strike while
using Jabbing Style, you can move 5 feet without provoking an attack
of opportunity as long as you move to a space adjacent to the opponent
you hit with the unarmed strike. If you use this feat, you cannot take a
5-foot step during your next turn.

- Jabbing Master - While using Jabbing Style, the extra damage you
deal when you hit a single target with two unarmed strikes increases to
2d6, and the extra damage when you hit a single target with three or
more unarmed strikes increases to 4d6.

Panther Style - When an opponent makes an attack of opportunity


against you for moving through a threatened square, you can spend a
swift action to make a retaliatory unarmed strike attack against that
opponent. Your attack is resolved after the triggering attack of oppor-
tunity.

- Panther Claw - You can spend a free action, instead of spending a


swift action, to make a retaliatory unarmed strike. You can make a num-
ber of retaliatory unarmed strikes on your turn equal to your Wisdom
modifier

- Panther Parry - Your retaliatory unarmed strikes are resolved before


the triggering attacks. If your retaliatory unarmed strike deals damage
to an opponent, that opponent takes a –2 penalty on attack and damage
rolls with the triggering attack of opportunity.
Pummeling Style - Whenever you use a full-attack action or flurry of
blows to make multiple attacks against a single opponent with unarmed
strikes, total the damage from all hits before applying damage reduc-
tion. This ability works only with unarmed strikes, no matter what other
abilities you might possess.

- Pummeling Bully - When you use Pummeling Style to make an entire


full attack or flurry of blows against a single target, if you hit with any
of your attacks, you can attempt a reposition or trip combat maneuver
check as a free action.

- Pummeling Charge - You can charge and make a full attack or flurry
of blows at the end of your charge as part of the charge action. You can
use Pummeling Charge in this way only if all of your attacks qualify for
using Pummeling Style against a single target.

Snake Style - You gain a +2 bonus on Sense Motive checks, and you
can deal piercing damage with your unarmed strikes. While using the
Snake Style feat, when an opponent targets you with a melee or ranged
attack, you can spend an immediate action to make a Sense Motive che-
ck. You can use the result as your AC or touch AC against that attack.
You must be aware of the attack and not flat-footed.

- Snake Sidewind - You gain a +4 bonus to CMD against trip combat


maneuvers and on Acrobatics checks and saving throws to avoid being
knocked prone. While using the Snake Style feat, whenever you score a
critical threat with your unarmed strike, you can make a Sense Motive
check in place of the attack roll to confirm the critical hit. Whenever you
score a critical hit with your unarmed strike, you can spend an imme-
diate action to take a 5-foot step even if you have otherwise moved this
round.

- Snake Fang - While using the Snake Style feat, when an opponent’s
attack misses you, you can make an unarmed strike against that oppo-
nent as an attack of opportunity. If this attack of opportunity hits, you
can spend an immediate action to make another unarmed strike against
the same opponent.

Street Style - Once per round as a swift action when you hit a target
with an unarmed strike, you can deal an extra 1d6 points of damage and
attempt a bull rush combat maneuver against that target.
You can enter the style stance for street style only while in urban terrain, and
the stance ends immediately if you cease to be in urban terrain.

- Street Sweep - The first time each round that you deal damage with
an unarmed strike to a foe that you bull rushed with Street Style since
the beginning of your last turn, that foe must succeed at a Fortitude
save (DC = 10 + your base attack bonus) or be knocked prone and sta-
ggered for 1 round.

- Street Carnage - The critical multiplier of your unarmed strikes be-


comes ×3, instead of ×2.

Octopus Style - As a move action when using this style, you can
select a number of creatures you are aware of equal to your Dexterity
modifier. You can’t be flanked by the selected creatures until the start of
your next turn.

- Octopus Focus - You gain a cumulative +1 bonus on melee attacks


for each enemy that threatens you, up to a maximum equal to your
Dexterity modifier.
In addition, when you attempt to grapple without two free hands, you take
only a –2 penalty on your combat maneuver check instead of the usual –4.

- Octopus Thrash - When you threaten two enemies who are adjacent
to each other, you can attempt a trip combat maneuver check against
both targets at once in place of a melee attack. You attempt a single
combat maneuver check at a –5 penalty and apply the result to both
targets.
PARA SOCAR CASTER SAFADO
BÔNUS ALEATÓRIO

Disruptive - The DC to cast spells defensively increases by +4 for all


enemies that are within your threatened area. This increase to casting
spells defensively only applies if you are aware of the enemy’s location
and are capable of taking an attack of opportunity. If you can only take
one attack of opportunity per round and have already used that attack,
this increase does not apply.

Spellbreaker - Enemies in your threatened area that fail their checks


to cast spells defensively provoke attacks of opportunity from you.

Sunder Blessing - You can attempt to sunder an ongoing divine spell


effect or divine spell-like ability by succeeding at a combat maneuver
check.
For any effect other than one on a creature, you must succeed at a combat
maneuver check against a CMD of 15 + the effect’s caster level. To sunder an
effect on a creature, you must succeed at a normal sunder combat maneuver
check against the creature’s CMD + 5, ignoring any miss chance caused by a
spell or spell-like ability. On a success, you suppress the effect for 1 round.
If you exceed the CMD by 5 or more, you suppress the effect for 2 rounds. If
you exceed the CMD by 10 or more, the effect is dispelled instead. If you fail
to sunder a spell, you cannot attempt to sunder that effect again for 1 minute.

ESTILOS

Asura Style - When you use a monk weapon or unarmed strike to at-
tack a creature that is casting a divine spell, the target is sickened for
1d4 rounds. A target can attempt a Fortitude save (DC = 10 + half your
character level + your Wisdom modifier) to reduce the duration of the
sickened effect to 1 round.

- Asura Sight - You gain improved uncanny dodge as a rogue of your


character level.

- Asura Spellrend - You can replace one of your attacks at your hi-
ghest base attack bonus each round with a spellrending strike. If your
spellrending strike hits, it deals no damage, but you can attempt to
dispel a harmless divine spell affecting this target as per dispel magic,
with a caster level equal to your character level. If you succeed at your
dispel check, the target is sickened as if you had interrupted the spell
with Asura Style and receives no saving throw to reduce the sickened
duration.

COMBATE AQUÁTICO GLUB GLUB


Dolphin Style - You gain a +1 bonus on melee attack rolls against any
creature adjacent to at least two of its other allies as long as you aren’t
flanking that creature, and your melee attacks ignore any bonus to AC
gained by use of the aid another action.

- Dolphin Dart - As a standard action underwater you can move up to


half your swim speed, make a single melee attack against a creature
within your reach, and then retreat back to your previous position. Your
movement and attack don’t provoke attacks of opportunity, even if your
foe has an ability that allows attacks of opportunity with triggers other
than moving out of a threatened area.

- Dolphin Circle - As a full-round action underwater you can choose


a circular path starting and ending in your current space whose length
is no longer than you could swim with a single move action. You circle
around that path until your next turn, and this movement doesn’t pro-
voke attacks of opportunity. You are considered to be in every space
along the path for the purpose of threatening squares and providing
flanking for other allies (but not yourself), as well as whether you are
in the area of an area effect. Other creatures can attack you (and touch
you with beneficial touch spells) as if you were in every space along the
path. However, you don’t count as being in any of the spaces for the
purpose of other creatures moving through an occupied space. At the
beginning of your next turn, choose any space along the path to stop
circling.

Shark Style - You can deal piercing or bludgeoning damage with your
unarmed strikes. Your piercing unarmed strikes and bite attacks deal an
additional 1d6 points of bleed damage.
- Shark Tear - You gain scent while in water, but only against bleeding
creatures. You also gain a +1 bonus on attack and damage rolls against
bleeding creatures.

- Shark Leap - When you’re underwater with neutral, rising, or swiftly


rising buoyancy, you can perform a terrifying leap to attack opponents
directly above you. This works similarly to the charge action, except you
can move only straight up, and you make a single piercing unarmed
strike or bite attack. If the attack hits, it deals double damage; if the
attack roll’s result is also higher than 11 + the target’s Swim modifier,
the attack knocks the target off-balance until its next turn. Like with a
charge, you can perform a partial version when limited to a single stan-
dard action (such as in the surprise round); in addition to moving half as
far as normal for a partial charge, the attack doubles only the damage
dice (as per Vital Strike) rather than the full damage roll.
BONUS GERAL
BÔNUS ALEATÓRIO

Impaling Critical - Whenever you score a critical hit with the selec-
ted piercing melee weapon, you can impale your opponent on your we-
apon. While your opponent is impaled in this way, each time he starts
his turn, you deal damage equal to your weapon’s damage dice plus
the extra damage dice from your weapon’s properties. As an immediate
action, you can pull your weapon out of your opponent. If your oppo-
nent is ever outside your reach, you must spend a free action to let go
of your weapon or pull it out of him. Your opponent can also spend a
move action to pull your weapon out. When the weapon comes out, your
opponent takes damage as if starting his turn impaled. While you impale
your opponent with your weapon, you cannot use it to attack, and you
must hold on to it.

- Improved Impaling Critical - While you are using Impaling Critical


to impale an opponent, and you are still holding onto that weapon, that
opponent must succeed at a grapple combat maneuver check against
you to pull your weapon out. If you have let go of your weapon, the im-
paled opponent must spend a standard action to remove the weapon.
Until the opponent pulls the weapon out, his speed in all modes is hal-
ved and his maneuverability, if any, is reduced by one step. When the
weapon comes out, instead of dealing the damage normal for Impaling
Critical, you can deal bleed damage equal to your weapon’s damage dice
result once per round at the start of that opponent’s turn.

Clinging Climber - As a move action while climbing, you can cling


to your climbing surface with your legs by succeeding at a Climb check
with the same DC as that of climbing the surface as a move action. If
successful, you can make attacks with a two-handed ranged weapon
and reload ranged weapons until you resume climbing. The GM can rule
that this feat doesn’t work on certain climbing surfaces.

ESTILOS

Azata Style - While using this style, during any round in which you
move at least 15 feet, you gain a +1 dodge bonus to your AC. This bo-
nus lasts until the beginning of your next turn.

- Azata Mischief - Whenever an opponent misses you with an attack of


opportunity provoked by your movement through its threatened squa-
res, you can attempt a trip combat maneuver against that creature at
the end of your turn as a swift action, provided you are still adjacent to
the creature when you end your movement for the round.
This trip attempt does not provoke attacks of opportunity. You gain a bonus
on your combat maneuver check equal to any bonuses to AC you gain against
attacks of opportunity provoked by movement (such as that granted by the
Mobility feat).

- Azata Sprint - Your base speed increases by 10 feet and you ignore
the movement penalties applied by the first 10 feet of difficult terrain
you move through in the round.

Blinded Blade Style - You gain a number of benefits whenever you


are blinded or unable to see (including when you wear a blindfold or
close your eyes). Under such circumstances, you do not take any pe-
nalties on Strength– or Dexterity-based skill checks due to blindness. In
addition, you gain a +4 bonus on hearing- and smell-based Perception
checks and gain the scent special ability with a range of 10 feet; if you
already have scent, the range of your scent ability increases by 10 feet
instead. Having this feat counts as having 10 ranks in Perception for the
purpose of satisfying the prerequisites of the Improved Blind-Fight feat,
as well as any feat that lists Improved Blind-Fight as a prerequisite.

- Blinded Competence - While you are using Blinded Blade Style and
you are blinded or unable to see, you do not need to succeed at Per-
ception checks to pinpoint the location of creatures within reach of your
melee weapon, or your unmodified reach if you are not wielding a me-
lee weapon. This ability functions like blindsense, except creatures you
cannot see do not gain total concealment against you. Having this feat
counts as having 15 ranks in Perception for the purpose of satisfying
the prerequisites of the Greater Blind-Fight feat, as well as any feat that
lists Greater Blind-Fight as a prerequisite.

- Blinded Master - While you are using Blinded Blade Style and you
are blinded or unable to see, your ability to pinpoint creatures’ locations
using Blinded Competence improves to function like blindsight rather
than blindsense, and the range increases to 30 feet. In addition, you
add half your character level to the DCs of Bluff checks to feint you in
combat.

Psychovore Style - When using this style, you can attempt a Sense
Motive check (DC = 15 + CR of target) as a move action against a cre-
ature with an Intelligence score of 3 or higher. If you succeed, you gain
a +1 dodge bonus to your AC against attacks from the target creature
until you are no longer using this style. You can have this bonus against
only one creature at a time: if you succeed at this Sense Motive check
against another creature, you lose the bonus against the first creature.
This bonus increases to +2 when you have 8 ranks in Sense Motive, and
to +3 when you have 13 ranks in Sense Motive.

- Psychovore Strike - You can force that creature to attempt a Will


saving throw (DC = 10 + 1/2 your character level + your Wisdom mo-
difier), in addition to dealing damage normally. A creature who fails its
save is confused for 1d6 rounds. You must declare that you are using
this feat before you make your attack roll (thus, a failed attack roll ruins
the attempt). You can use this ability a number of times per day equal
to 1 + your Wisdom bonus (minimum once per day), and no more than
once per round. This is a mind-affecting effect, and a creature confused
in this way never attacks you.

- Psychovore Master - When you score a critical hit against the crea-
ture you are gaining a dodge bonus to AC against from Psychovore Style
with your unarmed strike, that target also takes 1 point of Intelligence
and Wisdom damage and you gain 2d8 temporary hit points. These tem-
porary hit points last for 1 hour and don’t stack with other temporary hit
points you might gain with this feat.

Monkey Style - You add your Wisdom bonus on Acrobatics checks.


While using this style, you take no penalty on melee attack rolls or to AC
while prone. Further, you can crawl and stand up from lying prone wi-
thout provoking attacks of opportunity, and you can stand up as a swift
action if you succeed at a DC 20 Acrobatics check.
UTILIDADE CMD E CMB
BÔNUS ALEATÓRIO

Bone Crusher - You can attempt to sever limbs using a bludgeoning


weapon.

Sleeper Hold - Wou must declare that you are using this feat before
you make a combat maneuver check to maintain a grapple (thus a failed
check to maintain the grapple ruins the attempt). If you maintain a gra-
pple for a number of consecutive rounds equal to your opponent’s Cons-
titution bonus (minimum 1 round), you can attempt to knock out your
opponent. The victim must succeed at a Fortitude save (DC 10 + 1/2
your character level + your Str modifier) or else it falls unconscious for
1d4 rounds. Each successive round you attempt this, the target takes a
cumulative –1 penalty on its saving throw. When you use this feat, you
take an additional –2 penalty to your AC. Creatures that are immune to
bleed damage, stunning, or critical hits are immune to this ability.

Chokehold - 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.

Dazzling Display - While wielding the weapon in which you have


Weapon Focus, you can perform a bewildering show of prowess as a
full-round action. Make an Intimidate check to demoralize all foes within
30 feet who can see your display.

Brutal Coup de Grace - When you deliver a coup de grace with the
selected weapon and kill the target, enemies within 30 feet of you who
can see or hear you must succeed at a Will saving throw (DC = 10 + 1/2
your character level + your Charisma bonus) or become shaken. This is
a mind-affecting fear effect.

Death From Above - 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. (De-
ath from below é o contrario desse aí)

Deadly Grappler - You have learned to leverage a grappling creatu-


re’s weight against it. While you’re grappled, attacks you make against
the grappler using armor spikes, a light or one-handed weapon, a natu-
ral weapon, or an unarmed strike deal damage as if the strike or wea-
pon were one size category larger than it actually is.

Thorat Slicer - When using a one-handed, light, or natural weapon,


you can deliver a coup de grace to an unconscious, bound, or pinned
target (though not other kinds of helpless targets) as a standard action.

Improved Choking Strike - You do not provoke an attack of oppor-


tunity when performing a choking strike combat maneuver (see below.)
In addition, you receive a +2 bonus on checks made to deliver a choking
strike to a foe. You also receive a +2 bonus to your CMD whenever an
opponent tries to attack you with a choking strike
CHOKING STRIKE COMBAT MANEUVER
A choking strike is shocking and stressful to nearly any foe, making it an ef-
fective strategy in melee combat. A quick strike to the throat stops a target in
its tracks. You can attempt to use a choking strike in place of a melee attack.
If you do not have the Improved Choking Strike feat, or a similar ability, at-
tempting to deliver a choking strike to a foe provokes an attack of opportunity
from the target of your maneuver.
A choking strike is a quick, powerful blow to the throat that momentarily clo-
ses the windpipe. If your attack is successful, your opponent is staggered for
1 round, +1 round for every 5 by which your attack exceeds your opponent’s
CMD.
Attempting a choking strike maneuver on creatures that do not breathe, such
as undead and constructs, is simply a unarmed strike attack and does not
cause the target to become staggered.

Improved Off-Hand Tactics - When performing an off-hand tactics


combat maneuver (see below), you do not provoke attacks of opportu-
nity.
OFF-HAND TACTICS COMBAT MANEUVER
Tradition states that an empty hand on the battlefield is a wasted hand. A
warrior should use his off hand to wield a shield for better protection, another
weapon to improve the likelihood of landing a blow, or hold his weapon with
both hands for more power and a deadlier swing. Strategists buck tradition.
Off-hand tactics are combat maneuvers that require less effort than standard
combat maneuvers and can be performed in melee combat as an off-hand
attack. The normal rules with two-weapon fighting apply. Offhand tactics are
largely improvised, and sometimes are called underhand tactics because such
maneuvers are considered dirty. This opinion has not stopped even paladins
from occasionally using off-hand tactics to even the odds.
During combat, a character with a free hand can attempt to a variety of of-
f-hand tactics that manipulate opponents and control the battlefield. Unless
you have the Improved Off-Hand Tactics feat, off-hand tactics provoke atta-
cks of opportunity.

EAR SLAP: As an off-hand attack, you smack your target in the ear on the
side of the helmet. If your attack is successful, your target is deafened for 1
round, +1 round for every 5 by which your attack exceeds your opponent’s
CMD. You cannot ear slap a creature more than two size categories larger or
smaller than you. Creatures with no discernible anatomy are immune to ear
slap. Targets of a different type than you gain a +4 bonus to their CMD to
resist ear slap.
EYE GOUGE: As an off-hand attack, you rake your opponent’s eyes. If your
attack is successful, your target is blinded for 1 round, +1 round for every 5
by which your attack exceeds your opponent’s CMD.
You cannot eye gouge a creature more than two size categories larger or
smaller than you. Creatures with no discernible anatomy are immune to eye
gouge. Targets of a different type than you gain a +4 bonus to their CMD to
resist eye gouge. Creatures with blindsight are immune to eye gouge.
GRAB AND STAB: As an off-hand attack, you pull your target towards your
waiting blade. If your attack is successful, your next attack against that target
this round gains a +4 circumstance bonus to hit, +1 for every 5 by which your
attack exceeds your opponent’s CMD, and you add 1 ½ times your Strength
bonus to damage on a successful hit.
You cannot grab and stab a creature more than two size categories larger or
smaller than you. Targets with more legs than you or exceptionally stable tar-
gets like dwarves gain a +4 bonus to their CMD against grab and stab.
GRASP: As an off-hand attack, you grab hold of your opponent’s armor, clo-
thes, or body, limiting how and where it can move. If your attack is successful,
your opponent cannot leave your natural reach. You maintain this grasp as an
attack action until either you release your opponent or your target breaks free
from your grasp. Every round your opponent may make a combat maneuver
check as a free action to escape. You and your target continue to act normally
otherwise. You are not considered grappled when grasping.
HEART PUNCH: As an off-hand attack, you aim to stop your opponent’s
heart with a punch in the chest. If your attack is successful, your target is
dazed for 1 round, +1 round for every 5 by which your attack exceeds your
opponent’s CMD.
Creatures immune to critical hits or with no discernible anatomy are immune
to heart punch. Targets of a different type than you gain a +4 bonus to their
CMD to resist heart punch.
SHOVE: As an off-hand attack, you force your target back. If your attack is
successful, you move your opponent back 5 feet, while you remain in your
space. Your opponent cannot make a 5 foot step on its next turn. Targets with
more legs than you or exceptionally stable targets like dwarves gain a +4 bo-
nus to their CMD against shoves.
SMACK: As an off-hand attack, you slap your opponent’s face. If your atta-
ck is successful, your opponent suffers a -1 morale penalty to attack anyone
other than you on its next turn, with an additional -1 penalty for every 5 by
which your attack exceeds your opponent’s CMD. Smack is a mind-affecting
effect.
STRAIGHT ARM: As an off-hand attack, you jostle your opponent’s face,
obscuring its field of vision. If your attack is successful, you gain concealment
against your opponent’s attacks until the beginning of your next turn.

Fast Hands - When making an attack of opportunity, you may per-


form a combat maneuver that requires an attack action.

Improved Sever - You do not provoke an attack of opportunity when


performing a sever combat maneuver (see below). In addition, you re-
ceive a +2 bonus on checks made to sever a foe’s limb. You also receive
a +2 bonus to your CMD whenever an opponent tries to sever your limb.
SEVER COMBAT MANEUVER
You can attempt to sever an arm, foot, hand, or leg at the joint as part of
an attack action in place of a melee attack. Normally you cannot sever other
limbs than those four extremities, but your GM may deem some special limbs
fragile enough to qualify (a wing, for example).
If you do not have the Improved Sever feat, or a similar ability, attempting to
sever an item provokes an attack of opportunity from the target of your ma-
neuver. Declare which limb you are targeting before your combat maneuver
roll. If your attack is successful, you sever the targeted limb. Your opponent
can make a Fortitude save (DC equal to your combat maneuver roll) to ignore
the effect. Although horrific, the mind blocks out the pain of losing a limb.
This attack deals no damage. The penalties for losing limbs are outlined here.

Improved Strangle - You do not provoke an attack of opportunity


when performing a strangle combat maneuver (see below). In addition,
you receive a +2 bonus on checks made to strangle a foe. You also re-
ceive a +2 bonus to your CMD whenever an opponent tries to strangle
you.
STRANGLE COMBAT MANEUVER
As a standard action, you can attempt to strangle a foe, slowly squeezing its
life out. If you do not have the Improved Strangle feat, or a similar ability,
attempting to strangle a foe provokes an attack of opportunity from the target
of your maneuver. Humanoid creatures without two free hands attempting to
strangle a foe take a –4 penalty on the combat maneuver roll.

If successful, both you and the target gain the grappled condition. Although
both creatures have the grappled condition, you can, as the creature that
initiated the strangle, release the strangle as a free action, removing the con-
dition from both you and the target. If you do not release the strangle, you
must continue to make a check each round, as a standard action, to maintain
the hold. If your target does not break the strangle, you get a +5 circums-
tance bonus on strangle checks made against the same target in subsequent
rounds. Unlike a grapple, you cannot perform any other actions while main-
taining a strangle. The effects of strangle function exactly like the rules for
drowning. Attempting a strangle maneuver on creatures that do not breathe,
such as undead and constructs, is treated as a grapple.

Limb Ripper - When you are grappling an opponent, a successful


check allows you to continue grappling the foe, and also allows you to
perform a special sever combat maneuver (see below) as part of the
standard action spent to maintain the grapple. Designate a limb (arm,
foot, hand, leg) like you normally would when severing a limb, then
make a Strength check. This is the save DC for your sever limb attempt.
If your target fails this Fortitude save, you rip off the designated limb.
This ends the grapple. (VEJA O IMPROVED SEVER)

Threats of Violence - When performing the throat threat combat


maneuver (see below), you may substitute your CMB roll with an Inti-
midate skill check opposed by your target’s CMD.
THROAT THREAT COMBAT MANEUVER
When you catch an enemy off-guard, you can take him hostage. Your blade
remains pressed against his throat, a flick of your wrist away from a lethal
cut. In melee combat, you can attempt to throat threat a flat-footed opponent
as a standard action. Because your opponent must be flat-footed, this does
not provoke an attack of opportunity. You cannot be threatened by any other
foes when you initiate the throat threat and you must be wielding a slashing
or piercing melee weapon (typically a dagger but not limited to it). Your target
immediately becomes aware of you when you attempt to throat threat.

If successful, both you and the target gain the grappled condition. Although
both creatures have the grappled condition, you can, as the creature that ini-
tiated the throat threat, release the throat threat as a free action, removing
the condition from both you and the target. If you do not release the throat
threat, you must continue to make a check each round, as a standard action,
to maintain the hold. If your target does not break the throat threat, you get a
+5 circumstance bonus on throat threat checks made against the same target
in subsequent rounds. Your target remains flatfooted against you for as long
as you maintain the throat threat. Unlike a grapple, while you throat threat a
creature you can only perform one other action, a vital strike.

While maintaining a throat threat, you may make a single devastating attack,
known as a vital strike, as an immediate action if your target attempts any
action that you are aware of, or if any of your target’s allies provoke an attack
of opportunity from you or enter your threatened area. A vital strike automa-
tically hits and scores a critical hit against your flat-footed opponent and your
target must make a Fortitude save (DC equal to the damage dealt) or be stun-
ned for one round. Your opponent may make a Stealth skill check to attempt
an action without your noticing, including a move action that gets away from
your throat threat, but you gain a +5 bonus on the opposed Perception check
to notice. Creatures immune to critical hits are immune to throat threat. You
can only throat threat a target your own size or one size category smaller
than you. Creatures of a different type than you get a +5 circumstance bonus
to their Fortitude save to resist being stunned.

Thorat Threat Giant - You may use the throat threat combat ma-
neuver (see below) on opponents one size category larger than you.

ESTILOS

Grabbing Style - When you use this style, you do not take a –4 pe-
nalty on combat maneuver checks to grapple a foe with only one hand.
Additionally, you do not lose your Dexterity bonus to AC while pinning
an opponent.

- Grabbing Drag - If you use the move grapple action, you can move
both yourself and a single target that you’re grappling your full speed
instead of half your speed. After you have done so, you can use a move
action to move yourself and the target of your grapple half your speed
without needing to attempt an additional combat maneuver check. You
cannot use this feat if you are grappling two targets.

- Grabbing Master - When you are grabbing two opponents while


using Grabbing Style, you can use your grapple to move or damage one
or both opponents you are grappling, instead of just one.

Kraken Style - When you succeed at a grapple check while using this
style, your opponent takes an amount of bludgeoning damage equal to
your Wisdom modifier in addition to any damage your grapple deals,
such as when you choose to harm your opponent as part of a successful
check to maintain a grapple. In addition, you gain a +2 bonus on com-
bat maneuver checks to maintain a grapple.

- Kraken Throttle - The damage that you deal with the Kraken Style
feat on a successful grapple combat maneuver check increases to an
amount equal to your Wisdom bonus + 2. You can choke your opponent
when you successfully maintain a grapple instead of choosing to dama-
ge, move, pin, or tie up your opponent. This suffocates your opponent.
The grappled opponent can take a breath during any round in which you
do not maintain the grapple.

- Kraken Wrack - The damage you deal with the Kraken Style feat on
a successful grapple combat maneuver check increases to an amou-
nt equal to your Wisdom modifier + 4. While using this style, you can
crush your opponent when you successfully maintain a grapple instead
of choking, damaging, moving, pinning, or tying up your opponent.
When you do, you deal an amount of damage equal to that of your
unarmed strike or one of your natural attacks to your foe’s armor or an
item held in your foe’s hand. This crushing damage bypasses half of the
hardness of the armor or item.

Kitsune Style - You can attempt to perform a dirty trick in place of an


attack at the end of a charge.

- Kitsune Tricks - You can apply two different conditions with a single
dirty trick combat maneuver check. Removing both conditions imparted
in this way requires only one action.

- Kitsune Vengeance - When a foe provokes an attack of opportunity


from you, you can attempt to perform a dirty trick combat maneuver in
place of making a melee attack.

Kobold Style - You gain a +4 bonus on combat maneuver checks


against enemies denied their Dexterity bonus to AC.

- Kobold Groundling - Prone creatures are denied their Dexterity bo-


nus to AC against your attacks.

- Kobold Flood - You can make a grapple combat maneuver check to


mount a prone Medium or Large foe. If you’re successful, you move
into the target’s square and are considered to be on top of the target.
For the target to stand, it must succeed at a combat maneuver check
to break your grapple.

Tatzlwrym Claw Style - You can choose for your unarmed attacks
to deal slashing damage. If you strike a target that has another creatu-
re grappled or pinned, as a swift action you can immediately attempt a
grapple combat maneuver check against the target’s CMD. If you succe-
ed at the check, you can force the target to release a grappled creature
or switch a pinned creature to being merely grappled.
- Tatzlwrym Grappler - Whenever an opponent attempts to initiate
a grapple against you, you can attempt an Escape Artist check. If the
result is higher than your CMD, you can use the result as your CMD
against that combat maneuver. You must be aware of the attack and
not flat-footed.

- Tatzlwyrm Rake - You can attempt a combat maneuver check to


maintain a grapple without using your arms. You must use at least two
limbs in order to do this, and if you use all your legs, you can’t take any
movement while maintaining the grapple. If your combat maneuver
check succeeds by 10 or more, you are able to make a single unarmed
attack against the target of the grapple as a swift action.

Tiger Style - While using this style, you gain a +2 bonus to your
CMD against bull rush, overrun, and trip maneuvers. You can also deal
slashing damage with your unarmed strikes. Whenever you score a
critical hit with your slashing unarmed strike, your opponent also takes
1d4 points of bleed damage at the start of his next two turns.

- Tiger Claws - While you are using the Tiger Style feat and have both
hands free, you can use a full-round action to make a single unarmed
strike with both hands. Use your highest base attack bonus, rolling
unarmed strike damage for each hand separately and multiplying both
if you score a critical hit.

If you use Power Attack in conjunction with this attack,


increase your Strength bonus on one of the damage rolls
by an additional one-half your Strength bonus.

If you hit, you can attempt a bull rush maneuver with a +2 bonus on
the combat maneuver check. This bull rush attempt provokes no atta-
ck of opportunity from your opponent, but you cannot move with that
opponent if your bull rush is successful.

- Tiger Pouce - You can apply the penalty from Power Attack to your
AC instead of attack rolls. Additionally, once per round as a swift action,
you can move up to half your speed closer to a target you hit with an
unarmed strike or made a successful combat maneuver against on this
turn or your last turn.

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