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Feats de Combate Da Aura
Feats de Combate Da Aura
da Aura
Defesa
BÔNUS ALEATÓRIO
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.
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.
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.
- 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 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.
- 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.
- 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 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.
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 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
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 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.
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.
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.
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 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 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 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.
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.
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.
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.
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.
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.
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 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.
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.
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 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.