Combat Feats, Stances

Unless otherwise specified, a stance requires a half-move action to activate (i.e., you can still make a full attack, but cannot make any other movement that round). Once initiated, it lasts until you adopt another stance (as a swift action), or until you move (see below), after which time it can be re-adopted as a half-move action on your next turn. You cannot maintain a stance while dazed, helpless, staggered, stunned, or unconscious.

While in a stance, you cannot willingly move from your current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry you). If you enter a stance while on a moving vehicle you do not control (such as a wagon or ship), you can maintain the stance even if the vehicle moves. However, if you move under your own power as a result of an enemy’s successful use of the Bluff skill or an enchantment spell―or suffer any uncontrolled movement, as by a Bull Rush or telekinesis effect―your stance ends.

Unless noted otherwise in the description, it is not possible to gain the effects of more than one stance at a time unless you also have the Stance Mastery fighter class feature (q.v.).

Special: All [stance] feats are also [combat] feats, although the [combat] descriptor is omitted in the titles.

Assassin’s Stance [Skill, Stance]

Prerequisite: Stealth 1 rank as a class skill.

Benefit: While you are in this stance, you gain sneak attack +1d6 (or your existing sneak attack damage increases by +1d6). For every 5 ranks in Stealth you possess above the 1st, the sneak attack damage granted by this stance increases by +1d6.

Special: You can exceed your normal level-based maximum sneak attack damage using this feat; this is a specific exception to the rule that sneak attack damage can never exceed +1d6 per 2 HD you possess (rounded up).

Synergy: If you have the Vital Strike feat, you can use the Bluff skill in place of Stealth for purposes of this feat; you increase your Vital Strike damage, rather than your sneak attack damage.

Source: Tome of Battle.

Avoid Critical Hit [Skill, Stance]

Prerequisites: Dex 13+, Dodge, base attack bonus +6, Acrobatics 6 ranks.

Benefit: While in this stance, you can attempt to cancel any critical hit made against you as an immediate action. Note the modified attack roll that confirmed that a critical hit has been scored against you, and make an Acrobatics skill check. If your check result equals or exceeds the confirming roll (with modifications) then the critical hit is instead treated as a normal hit.

Source: Dragon magazine, issue 292.

Back to Back [Stance]

Prerequisite: Base attack bonus +1.

Benefit: While in this stance and adjacent to at least one ally, you cannot be flanked (i.e., opponents gain no Aid Another bonuses to attack you).

  • If your base attack bonus is at least +6, neither you nor one adjacent ally are treated as being flanked.

  • If your base attack bonus is at least +11, you do not need an adjacent ally to gain the benefits this feat if you are within 5 ft. of a pillar, wall, etc.

  • If your base attack bonus is +16 or higher, no adjacent allies are treated as being flanked while you are in this stance.

Combat Expertise [Stance]

Prerequisite: Base attack bonus +1.

Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. You gain a +1 dodge bonus to your armor class for 1 round. For every 4 points of your base attack bonus, the bonus to AC increases by +1. You take a penalty on all attack rolls that round equal to the AC bonus gained.

If you choose to give up all of your normal attacks for the round, the bonus to AC is doubled (+2, +2 for every 4 points of BAB).

Base Attack Bonus Attack Penalty Defensive Fighting Total Defense
+1 to +3 -1 +1 +2
+4 to +7 -2 +2 +4
+8 to +11 -3 +3 +6
+12 to +15 -4 +4 +8
+16 to +19 -5 +5 +10
+20 -6 +6 +12

Synergy: If you also have the Vital Strike and Weapon Finesse feats, when in this stance and fighting defensively or using total defense, you apply your Vital Strike damage to any melee attack you make with a finesse weapon. This supersedes the Deadly Defense feat from Complete Scoundrel.

Normal: The attack penalties when fighting defensively are double those shown in the table.

Note: In essence, this feat doubles the effectiveness of fighting defensively, and should logically be renamed Improved Defensive Fighting. The name “Combat Expertise” is retained for the convenience of interaction with 3.5 and Pathfinder rules that reference this feat.

Duck and Cover [Stance]

Benefit: Whenever you are adjacent to at least one ally and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone).

  • If your base attack bonus is +6 or higher and your adjacent ally is wielding a shield, you gain your ally’s shield bonus to AC against ranged attacks.

  • If your base attack bonus is +11 or higher, if your adjacent ally has the Evasion ability, you gain it as well (you do not gain Improved Evasion or Greater Evasion, however).

  • If your base attack bonus is +16 or higher, you are not knocked prone or staggered.

  • Source: This stance supersedes the teamwork feat of the same name from the Advanced Player’s Guide.

    Evade Reach [Stance]

    Prerequisite: Base attack bonus +1, Dodge.

    Benefit: As a swift action, choose one creature within your line of sight. As long as you maintain this stance, that target’s reach is treated as if it were 5 feet shorter with respect to you, to a minimum effective reach of 5 ft.

    You can move and eliminate the target’s threatened area entirely for purposes of your movement, but you must end your movement adjacent to that creature. The other effects of this stance end immediately upon cessation of your movement.

    • If your base attack bonus is +6 or higher, designating the target is a free action, and you can choose whether to reduce the opponent’s effective reach by 10 ft. (to a minimum of 5 ft.) or by 5 ft. (to minimum of 0 ft., meaning that that opponent cannot make attacks of opportunity against you).

    • If your base attack bonus is +11 or higher, the opponent’s effective reach is reduced by 15 ft. (minimum 5 ft.) or by 10 ft. (minimum 0 ft.).

    • If your base attack bonus is +16 or higher, the opponent’s effective reach is reduced by 20 ft. (minimum 5 ft.) or by 15 ft. (minimum 0 ft.).

    Synergy: If your base attack bonus is at least +6 and you also have the Combat Reflexes feat, whenever an opponent with effective reach of 0 ft. against you attempts an attack of opportunity against another character, you can spend one of your own attacks of opportunity to automatically negate the attempt.

    Source: This stance supersedes the Titan Mauler’s variant class feature of the same name, from Ultimate Combat, and also the Elusive Stance feat from Dragon magazine (issue 333), the covering strike maneuver from the Tome of Battle, the Running Circles feat from the Collected Book of Experimental Might (Malhavoc Press), and the Advance feat from the Pathfinder Beta Playtest.

    Exhausting Defense [Stance]

    You coax your opponents into wasting their strength.

    Prerequisite: Base attack bonus +6, Dodge.

    Benefit: Designate one foe per round as the target of this feat. The target must attempt a Fortitude save (DC 10 + half your base attack bonus + your Constitution modifier) each round when attacking you in melee or suffer an amount of nonlethal damage equal to 1d6 + your Constitution modifier. The target suffers this damage a maximum of once per round, no matter how many times you are attacked.

    Synergy: You can use this stance in conjunction with Combat Expertise; this is a specific exception to the non-stacking rule for stances. If you do so for more than 3 consecutive rounds, your opponent must save (DC as above) each round after the third or be fatigued. A fatigued opponent must save each round or become exhausted instead. Any interruption in the combat before the opponent succumbs means that you must start over to use this feat. If you use Combat Expertise against a fatigued or exhausted foe for 1 round, then attack the next round without using Combat Expertise, your opponent is flat-footed for 1 round and you gain an additional +2 circumstance bonus to attack him until your next turn.

    Source: This feat combines the feat of the same name from Dragon magazine, issue 345, and also the Armiger’s “draining defense” class feature from Iron Heroes (Fiery Dragon Productions).

    Flanking, Adaptable [Stance]

    Prerequisites: Base attack bonus +1, Combat Reflexes, Improved Flanking.

    Benefit: Each round, designate a single opponent as the target of this feat. When the chosen target is within your reach, you can provide Aid Another bonuses to allies’ attacks against it as a free action, and you can choose to count as occupying your square or any square you threaten for purposes of determining whether you can provide or receive flanking bonuses with allies.

    • If your base attack bonus is +6 or higher, the designated opponent is always treated as flanked by all opponents adjacent to it, even if they do not spend immediate actions.

    • If your base attack bonus is +11 or higher, the effects of this feat apply to all adjacent opponents.

    • If your base attack bonus is +16 or higher, the effects of this feat apply to all opponents within your reach.

    Source: Player’s Handbook II. This feat also subsumes the Superior Flanking feat from the Collected Book of Experimental Might (Malhavoc Press); the Dedicated Nuisance feat from Dragon magazine, issue 343; the Gang Up feat from the Advanced Player’s Guide; the Polearm Master’s “flexible flanker” variant class feature from the Advanced Player’s Guide; and the Swordsage’s island of blades stance, from the Tome of Battle.

    Giant’s Stance [Stance]

    Prerequisite: Power Attack.

    Benefit: As a swift action, you can adopt a stance allowing you to put extra leverage into your blows. As long as you remain in this stance, you deal damage in melee as if any weapon you wield (or any unarmed attack) was one size greater than actual. You gain no size modifiers; only base damage changes.

    Source: Tome of Battle.

    Hold the Line [Stance]

    Prerequisites: Base attack bonus +1, Dodge.

    Benefit: While in this stance, you get a +1 dodge bonus to Armor Class against charge attacks; this bonus improves by +1 per 4 points of your base attack bonus (maximum +6 at BAB +20). This bonus also applies to your CMB when attempting a Counter Charge maneuver (Chapter 1).

    • If your base attack bonus is +6 or higher, any opponent who misses you with a charge attack provokes an attack of opportunity from you.

    • If your base attack bonus is +11 or higher, you can also make an attack of opportunity against any charging opponent who enters the area you threaten, even if you are not targeted. This attack of opportunity happens immediately before the charge attack is resolved. If you use a weapon with the brace property, this attack deals double damage as if you had set it to receive the charge.

    Special: This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

    Normal: You only get an attack of opportunity against a character that exits a square you threaten.

    Source: Complete Warrior. This feat also subsumes the Sidestep Charge feat from the 3.5 edition System Reference Document (“Psionic Feats”); the Phalanx Fighter’s “ready pike” variant class feature from the Advanced Player’s Guide; and the Resist Charge feat from the Collected Book of Experimental Might (Malhavoc Press).

    Lunge [Stance]

    Prerequisites: Base attack bonus +1.

    Benefit: When you adopt this stance, you increase the reach of your melee attacks by 5 feet by taking a -2 penalty to your AC until your next turn. You can return to a normal stance (using your standard reach) as a free action.

    • If your base attack bonus is +6 or higher, you can activate this feat as a swift action.

    • If your base attack bonus is +11 or higher, you do not suffer the penalty to AC.

    • If your base attack bonus is +16 or higher, you can activate and de-activate this stance as a free action (i.e., it is no longer a stance, but a simple choice you make each time you attack).

    Martial Spirit [Stance]

    Benefit: While you are in this stance, each time you successfully damage an opponent that represents a credible threat with a melee attack, you or an ally within 30 feet (your choice with each hit) heals 2 points of damage (multiplied on a successful crit). This healing represents the vigor, drive, and toughness you inspire.

    Source: Tome of Battle.

    Menacing Stance [Skill, Stance]

    While in this stance, you constantly harry and distract your enemies, causing them to make mistakes.

    Prerequisite: Base attack bonus +1, Staredown.

    Benefit: While adjacent to you, enemies take a –1 morale penalty to attack rolls and Concentration checks. These penalties increase by 1 for every four points of your base attack bonus and 4 ranks of Bluff you possess (to a maximum of –6 at BAB +20 and 20 ranks in Bluff). They overlap with (do not stack with) the penalties imposed by the shaken condition.

    Source: This stance supersedes the Brawler’s variant class feature of the same name, from Ultimate Combat.

    Mystic Phoenix Stance [Stance]

    Prerequisites: BAB +6, able to cast arcane spells, Arcane Boost.

    Benefit: While in this stance, you gain a +2 dodge bonus to AC and to Concentration checks to cast defensively during any round in which you cast a spell or attempt to cast a spell or use a spell-like ability. In addition, when you activate your Arcane Boost ability, the effects of that feat last for as long as you maintain this stance (maximum 1 round per level of the spell expended).

    Source: This feat emulates the Jade Phoenix Mage prestige class feature of the same name, from the Tome of Battle.

    Opportunist, Paired [Stance]

    Prerequisite: Base attack bonus +1.

    Benefit: Whenever you are in this stance and adjacent to at least one ally, enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

    • If your base attack bonus is +6 or higher, the ally need not be adjacent, but merely within your reach.

    • If your base attack bonus is +11 or higher, whenever an ally successfully feints against an opponent, that opponent provokes an attack of opportunity from you.

    • If your base attack bonus is +16 or higher, once per round you can make an attack of opportunity against any opponent who has just been struck for damage in melee.

    Synergy: The rogue’s Opportune Strike ability applies to this feat (rogues with this feat also generally select the Combat Reflexes and Vital Strike feats so as to apply sneak attack damage as well).

    If your base attack bonus is at least +6 and you also have the Pont-Blank Shot feat, when an ally makes a ranged attack and hits an opponent within point-blank range of you, you can make a single ranged attack of opportunity against that opponent as an immediate action. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.

    Source: This stance supersedes the teamwork feat of the same name from the Advanced Player’s Guide, the Ranged Opportunist feat from Ultimate Combat, and the core rogue’s “opportunist” talent.

    Redirection [Stance]

    You can adopt a stance allowing you to use an opponent’s power against him.

    Prerequisites: Base attack bonus +1, Martial Weapon Proficiency (unarmed attacks), Improved Bull Rush or Improved Trip, Power Attack.

    Benefit: As an immediate action, you can attempt a reposition or trip combat maneuver against an opponent who charges you, who attempts a forcing maneuver against you, or who attacks you using the Power Attack feat. This maneuver counts as an attack of opportunity on your part. If successful, the attack is foiled and the attacker is sickened for 1 round, plus an additional round per 4 points of your base attack bonus. A Reflex save (DC = 10 + half your BAB + your Wisdom modifier) applies to halve the duration.

    You gain a +2 circumstance bonus on the combat maneuver check and to the save DC for the redirection if the attacker is charging you or attempting a forcing maneuver against you. If the opponent is using Power Attack, these bonuses are instead equal to the penalty to attacks from the opponent’s Power Attack. If the opponent uses Power Attack on a charge, the bonuses stack (this is a specific exception to the non-stacking rule for like-named bonuses).

    • If your base attack bonus is +6 or higher, you can use this ability in response to one of the listed attack forms against an adjacent ally.

    • If your base attack bonus is +11 or higher, you can use redirection against any opponent that attacks you in melee, even that opponent is not using one of the listed attack forms.

    • If your base attack bonus is +16 or higher, you can use redirection in response to any melee attack against an adjacent ally.

    Synergy: If you have both the Improved Bull Rush and Improved Trip feats, you can make both a reposition and a trip maneuver as part of a single immediate action with this ability.

    Special: This feat allows you to qualify for the Manticore Parry fighter talent (q.v.) as if it were a feat, provided you meet the other prerequisites and your base attack bonus is +11 or higher. This simulates the Elusive Redirection feat from Ultimate Combat.

    Source: This feat supersedes the Flowing Monk’s variant class feature of the same name, from Ultimate Combat.

    Sand Dancer [Stance]

    Prerequisite: Favored terrain (deserts).

    Benefit: If you successfully trip an opponent in any area of ash, dust, loose earth, or sand that is at least 1 inch deep, that opponent must take a full-round action to stand during the round after being tripped. Following that round, the target can get to his feet with a move action (as normal). The opponent still provokes attacks of opportunity while attempting to stand, as normal.

    • If your base attack bonus is at least +6, in an area covered in a layer of at least 1 inch of ash, dust, loose earth, or sand, as an immediate action you can supplement an attack made in that same round with flung or kicked material. A foe damaged by your attack is blinded 1 round (Fortitude negates; DC 10 + half your base attack bonus + your Dex modifier).

    • If your base attack bonus is at least +11, the blinding spray of sand affects either a 5-ft. cone or a 5-ft. burst, at your option

    Special: Equivalent feats for different impeding conditions in other favored terrains might be allowed: Forest Dancer (undergrowth), Mountain Dancer (scree), etc.

    Source: This feat subsumes the feat of the same name, and also the Sandspinner and Sand Snare feats, from Sandstorm.

    Shared Shield [Stance]

    Prerequisites: Base attack bonus +1.

    Benefit: As long as you have at least one attack of opportunity left, when you fight defensively, you can apply that bonus to AC as a shield bonus to the AC of one ally you designate within your reach (you gain no AC bonus yourself, in this case).

    If you are actively using a shield, you can instead simply choose to share the AC bonus gained from your shield with one adjacent ally who does not have a shield (this does not require an action on your part), or share half this bonus with all adjacent allies.

    Synergy:

    • Improvements to fighting defensively (such as Combat Expertise and Elaborate Defense) can also be applied when using this feat to protect one ally; this is a specific exception to general rule of non-stacking of stance effects. If your base attack bonus is +6 or higher, when you fight defensively or use the total defense option, the full AC bonus you receive extends to all allies in adjacent squares as well, as long as you retain at least one unused attack of opportunity. If you use the Combat Expertise feat or the Elaborate Defense talent, you receive the full benefit of the feat or talent, and adjacent allies receive the normal fighting defensively bonus (+1, +1 per 4 points of your BAB) in addition to the shield bonus.

    • You can use this feat in conjunction with the Two-Weapon Defense feat. When this is done with a polearm, the effect is similar to the Polearm Master’s “polearm parry” variant class feature, from the Advanced Player’s Guide.

    Source: Collected Book of Experimental Might (Malhavoc Press). This feat also subsumes the Covering Defense and Saving Shield feats, and Phalanx Fighter’s “shield ally” variant class feature, from the Advanced Player’s Guide, the Cavalier’s “champion” class feature from Robert J. Schwalb’s The Cavalier’s Handbook (Green Ronin Publishing), and the Knight Protector’s “defensive stance” prestige class feature, from Complete Warrior.

    Shield Wall [Stance]

    You are skilled at positioning yourself together with those around you for greater protection.

    Prerequisite: Shield Proficiency.

    Benefit: Whenever you are wielding a shield and are adjacent to an ally who is doing likewise, the AC bonus from your shields increases. If an adjacent ally is wielding a light shield, your shield bonus increases by +1; if your ally is wielding a heavy shield, your shield bonus increases by +2. If your ally is wielding a tower shield, your shield bonus increases by +3; if the ally instead uses the tower shield to gain total cover, you also benefit if an attack targeting you passes through the edge of the shield (see page 153 of the Core Rulebook).

    Source: This feat supersedes the teamwork feat of the same name, from the Advanced Player’s Guide.

    Snake Style [Skill, Stance]

    You watch your foe’s every movement and then punch through its defense.

    Prerequisites: Bluff 1 rank, Combat Reflexes, Exotic Weapon Proficiency (unarmed attacks), Improved Feint.

    Benefit: While in this stance, your baffling defense (see Improved Feint) is always active; roll Bluff once per round and use the results in place of your AC against all attacks. Your CMB in this stance is equal to your Bluff results + your Strength modifier + your size modifier + any bonuses from Improved Maneuvers feats.

    • If you have at least 6 ranks in Bluff, whenever you score a critical threat with an unarmed attack while in this stance, you can make a Bluff check in place of the attack roll to confirm the critical hit. Whenever you confirm a critical hit with your unarmed attack, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round; this step does not end your stance.

    • If you have at least 11 ranks in Bluff, when an opponent’s attack misses you while you are using this stance (i.e., fails to meet your Bluff results), you can make an unarmed attack against that opponent as an attack of opportunity (assuming you have at least one attack of opportunity remaining that round, after the one you used for your AC).

    • If you have at least 16 ranks in Bluff, if you make an unarmed attack of opportunity in response to a miss and you score a hit, you can make another attack of opportunity against the same opponent (assuming you have at least one attack of opportunity left after using the other two with this feat).

    Source: This feat duplicates the Snake Style, Snake Sidewind, and Snake Fang feats, from Ultimate Combat.

    Stance Mastery [Combat]

    You can maintain stances when others cannot.

    Prerequisites: BAB +6; any stance feat or talent.

    Benefit: While in a stance that normally ends if you move, you can move 5 ft. (or take a 5-ft. step) and still maintain the effects of the stance. If you remain immobile, you can instead choose to maintain the effects of two stances simultaneously.

    • If your base attack bonus is +11 or higher, you can move up to 10 feet and still maintain the stance.

    • If your base attack bonus is +16 or higher, you can move up to half your normal speed and still maintain the stance.

    Source: This feat supersedes the Warblade class feature of the same name from the Tome of Battle, and also the Stalwart Defender’s “mobile stance” prestige class feature from the Advanced Player’s Guide and the Master of Many Styles’ “perfect style” variant class feature from Ultimate Combat.

    Steadfast Pike [Stance]

    Prerequisite: Martial Weapon Proficiency (pole-arms or spears).

    Benefit: You gain a +1 circumstance bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm with which you have at least Martial proficiency. The bonus increases by +1 for every four points of your base attack bonus (maximum +6 at BAB +20).

    Synergy: If you also have Exotic proficiency with a polearm or spear with the “brace” property, you deal triple damage against charging opponents, rather than double damage, when set to receive a charge. Alternatively, when set to receive a charge from a mounted opponent, you can brace your weapon and deal double damage to the mount and normal damage to the rider if you hit the mount.

    Source: This feat supersedes the Polearm Master’s variant class feature of the same name, from the Advanced Player’s Guide.

    Steady Stance [Stance]

    Benefit: While in this stance, you gain a +4 circumstance bonus to your Combat Maneuver Defense. This bonus increases by an additional +1 per 4 points of your base attack bonus.

    Vigilant Defender [Stance]

    Prerequisite: Base attack bonus +1.

    Benefit: Each round you are in this stance, select one adjacent ally. Attacks made against that ally provoke attacks of opportunity from you. These attacks of opportunity are made with a morale bonus equal to one-fourth of your base attack bonus (maximum +5 at BAB +20).

    • If your base attack bonus is at least +6, the ally need not be adjacent, as long as he or she is within reach.

    • If your base attack bonus is at least +11, you can defend two adjacent allies.

  • If your base attack bonus is at least +16, you can defend two allies within reach, or on any number of adjacent allies.

  • Synergy: The rogue’s Opportune Strike class feature applies to this feat.

    Source: This feat supersedes the Devoted Defender’s “defensive strike” class feature, from Sword and Fist.

    Wind Stance [Stance]

    Prerequisites: Dex 15, BAB +1, Dodge.

    Benefit: If you move more than 5 feet, you gain a 10% miss chance (treat as due to concealment) against ranged attacks for 1 round. For every 4 points of your base attack bonus, the miss chance increases by 10% (maximum 60% at BAB +20).

    Special: This stance is a specific exception to the general rule of non-mobility for stances; rather, it requires movement in order to operate.

    Source: This feat subsumes the Lightning Stance feat as well, and the Swordsage’s child of shadow stance from the Tome of Battle.

    Combat Feats, Strikes

    Strikes are a special subset of combat feats that add additional effects to your attacks, but generally at the cost of being able to make only one attack that round (some strikes can be applied to multiple attacks, but at a penalty, as noted in the description). Unless otherwise noted, Strikes that require an attack as a standard action can also be used in conjunction with a single attack at the end of a charge, or a single attack made using the Spring Attack feat.

    Immunity: In general, Strikes are ineffective against creatures that are immune to critical hits or that do not have a discernible anatomy, although this latter condition is waived if you have oozes as a favored enemy (see the ranger lore of the same name).

    Saving Throws: Many Strikes allow a saving throw to mitigate the effects. Unless otherwise noted, the save DC is equal to 10 + half your base attack bonus + your Strength modifier. If you have the Weapon Finesse feat and execute a Strike, you can instead choose to set the DC as 10 + half your BAB + your Dexterity modifier. For strikes that activate on a critical and allow a saving throw, add +2 to the save DC for weapons with a x3 critical multiplier, and +4 to the save DC for weapons with a x4 critical multiplier.

    Synergy: The effects of most strikes can be automatically applied to certain other attacks, depending on the prerequisites met:

    • To a single attack of opportunity if you have the Combat Reflexes feat;

    • To a confirmed critical hit if you have the Critical Focus feat;

    • To a pin if you have the Improved Grapple feat;

    • To a sneak attack if you are a rogue with the Opportune Strike class feature.

    Special: Unless you have the Striking Mastery feat (q.v.), the effects of only one strike can be added to any given attack.

    All [Strike] feats are also [Combat] feats, although the [Combat] descriptor is omitted in the titles.

    Sources: Strike feats are meant to organize the various “critical” feats from the Pathfinder core rules, the “assault” feats from the Advanced Player’s Guide, and the “martial strikes” from the Tome of Battle into a more or less unified mechanic.

    Anchoring Blow [Strike]

    Your ties to the Prime Material Plane are stronger than most.

    Prerequisite: Base attack bonus +6.

    Benefit: As a standard action, you can perform an anchoring blow. Any opponent damaged by that attack is also affected as if by a dimensional anchor spell (caster level equals your base attack bonus). There is no saving throw, but spell resistance applies normally.

    You can apply this talent to a full attack action, but this imposes a -5 penalty to all attacks made that round.

    • If your base attack bonus is +11 or higher, you gain the effects of a permanent dimensional anchor on yourself as well as an extraordinary ability. You can lower or reinstate it as a free action. While this ability is active, any creature you grapple is likewise automatically affected.

    • If your base attack bonus is +16 or higher, you can enter a stance that expands your dimensional anchor to an aura to encompass a 20-ft. emanation (as a dimensional lock spell). This effect has all the limitations standard to [Stance] feats.

    Synergy: If you also have the planar tracking class feature (see Ranger), when a creature you are grappling attempts to dimension door, plane shift, teleport, or use any similar transportation effect, you immediately know the intended destination and can choose whether to apply your dimensional anchor effect, lower the effect and allow the effect as intended, or allow the effect and also “piggyback” along, as if you had no weight (for purposes of counting against the weight limit of effects like dimension door). This supersedes the Guardian’s Dimensional Grappler ability from Mythic Adventures.

    Source: Dragon magazine, issue 306. It also supersedes the Aura of Stability power from the Planar Handbook.

    Avalanche of Blows [Strike]

    Prerequisites: BAB +11, Combat Reflexes.

    Benefit: As a full attack action, make a single attack. If this attack hits, you may spend an immediate action to make a second attack against the same opponent, albeit at a –4 penalty. As long as you continue to hit the opponent, you can continue to make additional attacks against that same target, but each additional attack suffers an additional –4 penalty (-8 for the third attack, -12 for the fourth, -16 for the fifth, etc.). Any miss breaks the tempo and ends your chain of attacks.

    Synergy: If you have the rogue’s “surprise attacks” class feature, you can activate the Avalanche of Blows feat whenever you successfully sneak attack an opponent during a surprise round. This supersedes the Hellcat Pounce feat from Cheliax: Empire of Devils.

    Special: If you have the Multiattack feat and it normally applies to your iterative attacks, it reduces the attack penalty of the second attack by 3, so that the second attack is at -1, the third at -5, the fourth at -9, and so on.

    Source: This feat simulates the avalanche of blades strike, from the Tome of Battle.

    Awesome Blow [Strike]

    Prerequisites: Improved Bull Rush, Power Attack; BAB +6 or Str 25.

    Benefit: As a standard action, make one melee attack against a creature at least one size category smaller than you are (or the same size, if you have the Powerful Build trait). If successful, the attack deals normal damage, and if the attack roll results exceed the opponent’s CMD, the victim is thrown 10 feet in a direction of your choice and falls prone. For every 5 points by which your attack roll beats the opponent’s CMD, you can add an additional 5 ft. to the distance thrown. You can only throw the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. An enemy you throw with this feat does not provoke attacks of opportunity for movement while being thrown. If the thrown creature’s trajectory causes it to strike an object, the creature and object take damage as if you had struck them with an unarmed attack.

    You can use this feat as part of a full attack, but all attacks and combat maneuver checks that round suffer a -5 penalty.

    Synergy:

    • If you have the Improved Grapple feat, you can use this ability in conjunction with an unarmed attack against a creature of any size that you would normally be able to grapple. This usage supersedes the Great Throw feat from Oriental Adventures, the Ki Throw feats from the Advanced Player’s Guide, and the various Swordsage “mighty throw” strikes, from the Tome of Battle (the latter particularly if combined with Vital Strike; see below).

    • If you have the Vital Strike feat, if an obstacle prevents the completion of the opponent’s move, add your Vital Strike damage to the creature and impacted object. If the obstacle is another creature, it is also knocked prone if the damage dealt to it in this manner is greater than its CMD.

    Baffling Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. Any opponent damaged by this attack is also hampered for 1 round, taking a circumstance penalty to attack rolls equal to half your base attack bonus (round up). The penalty does not multiply on a successful critical hit, but the duration does.

    • If your base attack bonus is +6 or higher, on a failed save the effects last for 1 round per point of your base attack bonus.

    • If your base attack bonus is +11 or higher, the effects apply to the target’s next attack even on a successful save.

    • If your base attack bonus is +16 or higher, the effects apply until the start of your next turn, even on a successful save.

    You can use this feat in conjunction with a full attack, but doing so imposes a -5 penalty to all your attacks that round. The effects of multiple hits do not stack, but do increase the duration.

    Source: Collected Book of Experimental Might (Malhavoc Press). This feat also supersedes the Rogue’s befuddling strike talent from the Advanced Player’s Guide and the Archer’s “distracting shot” token ability from Iron Heroes (Fiery Dragon Productions).

    Bleeding Strike [Strike]

    Prerequisites: Str 13 and Power Attack or Dex 13 and Weapon Finesse; base attack bonus +6 or sneak attack +1d6.

    Benefit: As a standard action, you can make a single attack with a slashing or piercing weapon that deals an additional 1d6 points of bleed damage per round, in addition to normal damage. You can use this feat in conjunction with a full attack, but this imposes a -5 penalty on all attacks that round and reduces the bleed damage to 1d4.

    The amount of bleed damage increases with your base attack bonus, according to the following table:

    Bleed Damage on a:
    Base Attack Standard Action
    +6 to +10 1d6
    +11 to +15 1d8
    +16 or higher 2d6

    A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a DC 15 Heal check or through any magical healing. Bleed damage from this feat does not stack with itself unless you also have the Striking Mastery feat (q.v.).

    Special: You can use this feat in conjunction with a full attack when using a melee or thrown weapon with the fragile quality (i.e., that breaks on a 1, such as a stone weapon; see Special Materials under “Equipment”). You take no penalty to attacks, but instead give your weapon the broken condition on a successful hit if you activate this feat. You cannot activate this effect with a weapon that is already broken This supersedes the Splintering Weapon feat from Ultimate Combat.

    Synergy: If activate this Strike as part of a sneak attack, instead of rolling for bleed damage, you may instead set it equal to the number of dice of sneak attack damage dealt. This supersedes the Bleeding Attack rogue talent from the core rules.

    Source: This feat now subsumes the Bloody Assault feat from the Advanced Player’s Guide and the Belier’s Bite feat from Cheliax: Empire of Devils.

    Blinding Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, you can make a single attack that inflicts normal damage. If you damage an opponent with a discernible anatomy, the foe must succeed at a Reflex save or be dazzled (suffering a 20% miss chance and -4 to Perception checks, as noted in Chapter 1) for a number of rounds equal to your base attack bonus.

    • If your base attack bonus is +6 or higher, on a failed save the target is blinded instead of dazzled. A successful Reflex save reduces the blinded condition to dazzled.

    • If your base attack bonus is +11 or higher, the feat causes blindness 1 round even on a successful save, followed by the dazzled condition for the remainder of the duration. On a failed save, in addition to temporary blindness in both eyes, one eye is permanently blinded. Thereafter, the victim takes a -2 penalty to ranged attacks and Perception checks due to poor depth perception.

    • If your base attack bonus is at least +16, the blindness in both eyes is permanent.

    Creatures with multiple eyestalks are not blinded. However, creatures with eye-related powers (such as gaze attacks) may be unable to use those attacks until the blindness wears off. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple hits might cause blindness, depending on the referee’s discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.

    Source: Collected Book of Experimental Might (Malhavoc Press); this feat also subsumes the Blinding Critical feat from the Pathfinder core rules and the Blinding Strike feat from The Warrior’s Way (Sinister Adventures, LLC). The dazzling function supersedes the Dazzling Attack feat from Dragon magazine (issue 344), and emulates the Swordsage’s clinging shadow strike and obscuring shadow veil strikes, from the Tome of Battle.

    Bonecrusher Strike [Strike]

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single melee attack. Any opponent with a discernible anatomy damaged by this attack must succeed at a Fortitude save or suffer a -4 penalty to AC for purposes of confirming critical hits against it (only). This penalty lasts until the target’s hit points are restored to their full normal total.

    • If your base attack bonus is +6 or higher, the penalty is equal to your base attack bonus, and the target’s Fortification (if any, regardless of its source) is reduced by 25% until the victim is fully healed.

    • If your base attack bonus is +11 or higher, all critical threats against the target are automatically confirmed until the victim is fully healed, and the target’s Fortification (if any) is reduced by 50% during that time.

    • If your base attack bonus is +16 or higher, in addition to the auto-confirmation of crits against the victim, the target’s Fortification (if any) is negated until the victim is fully healed.

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    Source: Tome of Battle.

    Charge, Heedless [Strike]

    Prerequisite: Base attack bonus +6.

    Benefit: When you make a single attack at the end of a charge, you gain a bonus on attack rolls equal to half your base attack bonus, while suffering a penalty to AC equal to half your BAB. These replace the normal attack roll bonus and AC penalty for charging. The attack bonus also applies to your CMB for Overrun attempts made in conjunction with the charge.

    • If your base attack bonus is +11 or higher, you can charge through friendly creatures and difficult terrain.

    • If your base attack bonus is +16 or higher, the AC penalty is reduced to ¼ your BAB, rather than half.

    Synergy: When using the Power Attack feat in conjunction with a charge, you can convert the attack penalty from that feat into an AC penalty instead.

    Normal: Charging applies a flat +2 bonus to attack rolls and a -2 penalty to AC.

    Source: This feat supersedes the Savage Charge from the Advanced Player’s Guide, and also the “heedless charge” function of the Shock Trooper feat, from Complete Warrior.

    Cold Iron Strike [Strike]

    Benefit: As a standard action, make a single attack that bypasses DR/cold iron.

    • If your base attack bonus is +6 or higher, all your attacks bypass DR/cold iron. In addition, as a standard action you can make a single attack as if your weapon had the bane property against demons, fey, and other creatures susceptible to cold iron.

    • If your base attack bonus is +11 or higher, all your attacks are bane against creatures susceptible to cold iron. As a standard action, you can make a single attack that suppresses any deflection bonus to AC and/or blur, displacement, or invisibility effect on the target for 1 round per point of your base attack bonus (Will save reduces the duration to 1 round).

    • If your base attack bonus is +16 or higher, the BAB +11 [strike] effects always apply, even if the attack does not meet the normal activating conditions.

    Concussive Strike [Strike]

    You strike your opponent’s head, rattling his senses and causing him to lose focus.

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If this attack damages an opponent with a discernible anatomy, that target also takes a penalty to Intelligence, Wisdom, or Charisma (your choice) equal to 1d6 points (Will save for half). The penalty lasts 1 round per point of your base attack bonus. Multiple hits do not stack penalties, but do increase the duration.

    • If your base attack bonus is at least +6, instead of a penalty, the strike deals a like amount of attribute damage.

    • If your base attack bonus is at least +11, the attribute damage increases to 2d6 (all to the same stat or divided between two mental attributes, at your option), or you can inflict 1d6 drain to one metal attribute instead.

    • If your base attack bonus is at least +16, the attribute damage increases to 3d6 (each die assigned to a mental attribute as you see fit), or you can inflict 2d6 total attribute drain instead.

    Source: This feat emulates mind strike maneuver from the Tome of Battle.

    Confusing Blow [Bludgeoning, Strike]

    Prerequisites: Base attack bonus +1, Weapon Focus with a bludgeoning weapon.

    Benefit: As a standard action, make a single attack with a qualifying bludgeoning weapon. If successful, the target must succeed at a Will save or be confused for 1 round.

    • If your base attack bonus is +6 or higher, there is no saving throw against the effect.

    • If your base attack bonus is +11 or higher, the confusion automatically lasts 1 round; on a failed save, the confusion lasts 1 round per point of your base attack bonus.

    • If your base attack bonus is +16 or higher, the confusion is permanent on a failed save; on a successful save it lasts 1 round per point of your base attack bonus.

    Source: This feat supersedes the Head Shot ambush feat from Complete Scoundrel.

    Crippling Strike [Strike]

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If this attack damages an opponent with a discernible anatomy, that target also takes a temporary penalty to Dexterity or Strength equal to 1d6 points (Fort save for half). The penalty lasts 1 round per point of your base attack bonus. Multiple hits do not stack penalties, but do increase the duration.

    • If your base attack bonus is at least +6, instead of a penalty, the strike deals 1d6 attribute damage.

    • If your base attack bonus is at least +11, the attack deals 2d6 attribute damage. Each die can be assigned to Strength or Dexterity as you see fit. Alternatively, your strike can inflict 1d6 attribute drain to either Strength or Dexterity, or 1d6 Constitution damage.

    • If your base attack bonus is at least +16, the attack deals 3d6 attribute damage (each die assigned to Str or Dex as you see fit, and up to 1 die can be applied to Constitution) or 2d6 attribute drain (likewise).

    In all cases, a Fortitude save applies for half.

    Source: This feat supersedes the rogue talent and duelist prestige class feature of the same name, and also the Swashbuckler’s weakening critical and wounding critical class features from Complete Warrior, the Disemboweling Strike ambush feat from Complete Scoundrel, the Wounding Attack feat from the 3.5 edition System Reference Document (“Psionic Feats”), the bone splitting strike and bloodletting strike maneuvers from the Tome of Battle, and the Bonebreaker and Neckbreaker feats from Ultimate Combat.

    Daunting Strike [Skill, Strike]

    Prerequisites: Base attack bonus +1, Bluff 1 rank.

    Benefit: As a standard action, make a single melee attack. Any opponent damaged by this attack must succeed at a Will save (DC 10 + your Bluff skill bonus to demoralize) or be shaken for 1 minute.

    • If your base attack bonus is at least +6 and you have at least 6 ranks in Bluff, if the target fails the save by a margin of 10 or greater (or is already shaken), he or she becomes frightened.

    • If your base attack bonus is +11 or higher and you have at least 11 ranks in Bluff, if the target fails the save by a margin of 15 or more, or fails by a margin of 10 or more if already shaken, or fails at all and is already frightened, he or she becomes panicked.

    • If your base attack bonus is +16 or higher and have at least 16 ranks in Bluff, if the target fails the save by a margin of 20 or more, or by 15 or more if already shaken, or by 10 or more if already frightened, or fails at all and is already panicked, he or she becomes cowering.

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    Synergy:

    • If you have at least 6 ranks in Bluff and also have the Power Attack feat, whenever you damage an opponent with a Power Attack, you may make an immediate Bluff check as a free action to attempt to demoralize your opponent. This happens regardless of whether you meet the normal activating conditions for the Daunting Strike feat. This usage supersedes the Cornugon Smash feat from the Pathfinder Companion: Cheliax, Empire of Devils.

    If you have the Staredown feat, you can activate your Daunting Strike whenever you deal nonlethal damage to a foe using a melee weapon, even if the normal activating conditions are not met. The target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Bluff check, as well as being shaken for a number of rounds equal to the damage dealt. This supersedes the Enforcer feat from the Advanced Player’s Guide and the Merciful Strike feat from Complete Scoundrel.

    If you have the Staredown feat and your base attack bonus is +6 or higher, you can attempt to demoralize all onlookers within 30 ft. as a free action whenever you perform a Daunting Strike. This subsumes the sword saint’s “terrifying iaijutsu” ability from the Pathfinder Player Companion: Dragon Empires Primer and the Avenging Executioner’s “bloody blade” prestige class feature from Complete Scoundrel.

    Source: This feat supersedes the Crusader’s strike of the same name from the Tome of Battle, the Terrifying Attack feat from Drow of the Underdark, the “bravado’s blade” ability from the Advanced Player’s Guide, and the Bandit’s “fearsome strike” variant class feature and the Dragon Ferocity feat, from Ultimate Combat. Used in conjunction with the Critical Focus feat, it supersedes the Rounding Blow feat from the Book of Exalted Deeds.

    Deafening Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If this attack damages an opponent that has a discernible anatomy, that target must succeed at a Fortitude save or be deafened for a number of rounds equal to your base attack bonus. On a successful critical hit, all durations (if applicable) are multiplied by your critical multiplier. You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    • If your base attack bonus is +6 or higher, on a successful save, the deafness lasts only 1 round, but the target is rendered overly sensitive to sound; for 1 minute, he or she takes a -4 penalty on saving throws against sonic attacks and language-dependent effects.

    • If your base attack bonus is at least +11, the deafness lasts until the target has been restored to its normal maximum hit point total.

    • If your base attack bonus is at least +16, the deafness is permanent (this deafness can be cured by heal, regeneration, remove deafness, or a similar ability).

    Source: This subsumes the Deafening Attack ambush feat from Complete Scoundrel, the Ring the Ear feat from Dragon magazine (issue 344), and the Deafening Blow feat from Dragon magazine (issue 345).

    Dispelling Strike [Skill, Strike]

    Prerequisite: Base attack bonus +6, Concentration 6 ranks or fighter 6th level.

    Benefit: As a standard action, make a single melee attack. If you hit, you deal normal damage and the target is affected by a targeted dispel magic (you can use your fighter level in place of your number of ranks in Concentration when attempting the dispel check).

    • If your base attack bonus is +11 or higher and you have at least 11 ranks in Concentration (or 11 levels in Fighter), the effect is per a targeted greater dispel magic instead.

    • If your base attack bonus is +16 or higher and you have at least 16 ranks in Concentration (or 16 levels in Fighter), the target hit is affected as if by a mage’s disjunction spell.

    You can use this strike in conjunction with a full attack, but doing so imposes a -5 penalty to all attacks made that round.

    Special: It is possible to use a dispelling strike as a preemptive action (see Combat rules) to attack a spell passing into or through your threatened area.

    Source: This feat supersedes the Suel Archanomach prestige class feature of the same name, from Complete Arcane, and the Iconoclast’s “dispelling attack” variant class feature, from Ultimate Combat.

    Disruptive Strike [Strike]

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single melee attack. An opponent damaged by this attack must succeed at a Fortitude save or take a penalty to Concentration checks for 1 round equal to your base attack bonus.

    • If your base attack bonus is +6 or higher, on a failed save the target incurs a 20% chance of spell failure when casting any spell (or attempting to use a spell-like ability) for 1d4 rounds + an additional round for every 4 points of your base attack bonus. Unless specified to the contrary, all spell failure penalties (as from armor, etc.) stack. On a successful save, the target takes Concentration penalties as described above.

    • If your base attack bonus is +11 or higher, the spell failure chance is 50%.

    • If your base attack bonus is +16 or higher, the target cannot cast spells or activate spell-like abilities until the start of your next turn.

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round. Creatures immune to critical hits cannot be affected by this strike.

    Source: This feat supersedes the Arcanopath’s “strike of confusion” prestige class feature from Dragon magazine (issue 281), and also the Black Powder Inquisition granted power and the Spellbreaker’s “foil casting” variant class feature, from Ultimate Combat.

    Distracting Strike [Strike]

    You can make a ferocious attack that forces the foe to concentrate on you.

    Prerequisites: Base attack bonus +6, Bluff 6 ranks.

    Benefit: Make a melee attack as a standard action. If you hit, your foe turns his or her attention to you, and one ally who is in position to give you an Aid Another bonus in combat can instead make an attack of opportunity against that foe.

    • If your base attack bonus is at least +11, all allies threatening that opponent and can make an attack of opportunity against it in place of providing an Aid Another bonus.

    • If your base attack bonus is +16 or higher, allies who that have already acted that round and are not threatening the target, but who have retained sufficient movement, can use that movement in order to close in and make an attack of opportunity against the opponent you hit.

    Synergy:

    • If you also have the Improved Feint feat, you can activate the effects of this strike whenever you successfully feint an opponent in melee, even if the other conditions are not met.

    • If also have the Paired Opportunist feat, a single ally threatening the target gains an attack of opportunity even when you attempt this strike and miss the target. This usage supersedes the “assault leader” rogue talent, from the Advanced Player’s Guide.

    Source: This feat supersedes the Distracting Attack variant class feature from the Players Handbook II and the Distract Foe function of the Wolfpack feat from Races of the Wild. Used in conjunction with synergy from the Critical Focus feat, it also subsumes the Outflank and Seize the Moment feats from the Advanced Player’s Guide.

    Dragon Slaying Strike [Strike]

    Even when facing a larger foe, you aren’t afraid to take great risks in order to finish the fight.

    Prerequisites: Str 13, BAB +6, Power Attack.

    Benefit: Against a creature at least one size category larger than you, you can make a single melee attack as a full-round action, gaining an insight bonus on the attack roll, damage, and critical confirmation roll (if applicable) equal to half your base attack bonus.

    Synergy: If you also have the Vital Strike feat and the Mountain Hammer class feature, you can apply both of those effects to the effects of this attack. This is a specific exception to the general rule of non-stacking effects for Strike feats.

    Source: This strike supersedes the Death or Glory feat from Ultimate Combat.

    Eldritch Erosion [Strike]

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If it hits, the target’s spell resistance is reduced by an amount equal to half your base attack bonus (round up) for the remainder of the encounter.

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    Source: This strike supersedes the ambush feat of the same name from Complete Scoundrel, and also the Duskblade’s spell power class feature, from the Player’s Handbook II.

    Empowering Strike [Strike]

    Prerequisite: BAB +6, able to cast arcane spells.

    Benefit: As a standard action, make a single attack. If it hits, one arcane spell you cast before the end of your next turn is automatically empowered, without any increase in casting time or spell level. The spell to be empowered must include the target of the attack as one of its targets or in its area of effect. You need not have the Empower Spell feat to gain the Empowering Strike feat.

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    Source: This feat stands in for the Jade Phoenix Mage’s prestige class feature of the same name, from the Tome of Battle.

    Fell Shot [Ranged, Strike]

    You target the weak points in your foe's armor.

    Prerequisites: Wis 13, BAB +6, Precise Shot.

    Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

    Synergy:

    • If you can cast Conjuration spells and your base attack bonus is at least +11, you can use this feat to fire a phase arrow that travels to the target in a straight path, passing through any non-magical barrier or wall in its way (any magical barrier stops the arrow). This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. This supersedes the Arcane Archer’s phase arrow prestige class feature from the core rules.

    • If you have a base attack bonus of +11 and at least 11 ranks in Sleight of Hand, you can use thrown weapons to make touch attacks, even in conjunction with a full attack. If you do so, your Strength bonus does not apply to damage. This effect does not apply to projectiles; only to weapons that you personally throw. This supersedes the Master Thrower’s “weak spot” prestige class feature, from Complete Warrior.

    Source: 3.5 edition System Reference Document (“Psionic Feats”). In addition to reducing the prerequisites for the Pinpoint Targeting shot from the core rules, this feat also supersedes the Gunslinger’s “deadeye” class feature from the Pathfinder Ultimate Combat playtest, and the Archer’s “armor-piercing shot” token ability from Iron Heroes (Fiery Dragon Productions).

    Finishing Blow [Strike]

    Prerequisites: Base Attack Bonus +6, Vital Strike.

    Benefit: When you successfully execute a Vital Strike against a lightly wounded opponent, that feat deals half again as many dice of bonus damage (e.g., 3d6 instead of 2d6). If the opponent is heavily wounded, double the bonus damage dice from your Vital Strike instead. If the opponent survives, it is immune to further use of this feat by you for the remainder of the encounter.

    Synergy: The effects of this feat also stack with the effects of the Mountain Hammer class feature, so that an 11th level fighter with that talent and the Finishing Blow feat would deal +10d6 damage against a lightly-wounded opponent, and +12d6 damage against a heavily-wounded foe.

    The effects of this feat cannot be activated automatically using synergy from the Critical Focus feat (q.v.).

    Source: This feat simulates the Warblade’s finishing move strike, from the Tome of Battle.

    Ghost Strike [Strike]

    Your deadly strikes against incorporeal foes always find their mark.

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, you can make a single attack against an incorporeal creature using a non-magical weapon. If the attack hits, you deal half damage, as if wielding a magical weapon.

    • If your base attack bonus is +6 or higher, as a standard action, you can make a single melee or ranged attack against an incorporeal creature. The attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. You can use this in conjunction with a full attack, but doing so imposes a -5 penalty on all attack rolls that round.

    • If your base attack bonus is +11 or higher, this ability is always active, even on a normal full attack. As a standard action, you can make a single attack that deals normal damage against a target on the ethereal plane or the Plane of Shadow. Normal miss chances apply if you are unable to see the target, and you cannot use this ability against a target you are unable to perceive.

    • If your base attack bonus is +16 or higher, any armor or shield used by you is also treated as if it had the ghost touch property.

    Synergy: When used in conjunction with Improved Grapple on a pin, this feat supersedes the Tatori monk’s “inescapable grasp” ability from Ultimate Combat.

    Source: 3.5 edition System Reference Document, “Psionic Feats.”

    Hamper Defense [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, you can make a single attack a hampering attack. If this attack hits and deals damage, that opponent suffers a penalty to AC and CMD equal to half your base attack bonus (rounded up) until your next turn (no saving throw).

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all your attacks that round. The effects of multiple hampering attacks do not stack, but successive attacks add 1 round each to the duration.

    Synergy:

    • If also you have Exotic shield proficiency, you can use this strike in conjunction with a shield bash (using Two-Weapon Fighting) at no additional penalty.

    • If you have the Vital Strike feat and your BAB is +16 or higher, when making a Hamper Defense attack against a creature with a +13 or greater natural armor bonus, your Vital Strike damage is equal to 1d6 x half the creature’s natural armor bonus (this is similar to the squamous attackBEM2 spell).

    Source: Collected Book of Experimental Might (Malhavoc Press). This feat also emulates the Crusader’s vanguard strike from the Tome of Battle, the Disruptive Attack feat from the Player’s Handbook II, and the Crushing Blow feat from Ultimate Combat.

    Insightful Strike [Strike]

    Prerequisites: Int, Wis, or Cha 13; BAB +1.

    Benefit: Choose one mental attribute modifier (Intelligence, Wisdom, or Charisma; once this choice is made, you cannot change it). As a standard action, you can make a single attack, adding that attribute modifier as an insight bonus to damage.

    • If your base attack bonus is +6 or higher, you also add the relevant attribute modifier as an insight bonus to the attack roll.

    • Starting at BAB +11, you always gain the relevant attribute modifier as an insight bonus to damage, even on a full attack.

    • If your base attack bonus is +16 or higher, you always gain the relevant attribute modifier as an insight bonus to attacks, CMB, and damage, even on a full attack. If you make a single Insightful Strike as a standard action, add twice the relevant attribute modifier as an insight bonus to damage.

    Synergy: If you have other [Strike] feats that permit saving throws, you may substitute your Int, Wis, or Cha modifier (whichever you chose for Insightful Strike) in place of your Strength modifier, when determining the saving throw DCs.

    Source: This feat has been modified from the strike of the same name, from the Tome of Battle, and supersedes the Swashbuckler’s class feature of the same name, from Complete Warrior. It also supersedes the Combat Insight feat from the 3.5 edition System Reference Document (“Epic Feats”), the Intuitive Attack feat from the Book of Exalted Deeds, the Weapon Trickery feat from the Adventurer’s Handbook: Genius Guide Volume 1 (Super Genius Games), the Focused Shot feat from the Advanced Player’s Guide, and the Guided Hand and Kirin Strike feats from Ultimate Combat. This feat also supersedes the Mysterious Stranger’s “focused aim” variant class feature from Ultimate Combat.

    Killing Stroke [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: You can perform a coup de grâce against a helpless opponent as a standard action.

    • If your base attack bonus is +6 or higher, you can perform a coup de grâce against a stunned opponent as if he or she were helpless.

    • If your base attack bonus is +11 or higher, you can perform a coup de grâce against a cowering or dazed opponent as if he or she were helpless. In addition, when you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 + the damage your attack dealt) or die (this supersedes the Deadly Finish feat, from Ultimate Combat).

    • If your base attack bonus is +16 or higher, you can also perform a coup de grâce against a staggered opponent as if he or she were helpless.

    • If your effective base attack bonus is +21 or higher (see below), you can also perform a coup de grâce against a grappled or flat-footed opponent as if he or she were helpless.

    Special: For every consecutive round in which you spend at least a standard action studying an opponent, you can make a Killing Stroke as if your base attack bonus were 5 points higher than is actually the case. The killing stroke must then be delivered within 1 round per round spent studying the target. In this manner, a 6th level rogue can spend 3 full rounds studying an opponent undetected, then make a killing stroke against that target’s flat-footed condition within the next 3 rounds. This supersedes the assassin’s “death attack” class feature. Note that the save DC (10 + damage dealt, including sneak attack damage) is likely to be more difficult than the death attack DC in the core rules (10 + prestige class level + Int modifier).

    Synergy:

    • If you also have the Critical Focus and Improved Critical feats, you can apply the effects of this feat to a confirmed critical (even if the attack is made as part of a full attack). This use supersedes the Devastating Critical feat, from the 3.5 Edition System Reference Document, “Epic Feats.” It also replicates the Gunslinger’s “death’s shot” class feature, from Ultimate Combat.

    • If you have the Staggering Strike feat, apply the results of that feat to the opponent before referencing whether the Killing Stroke applies (this is a specific exception to the general rule of non-stacking of Strike effects).

    • If you have the Improved Grapple feat (q.v.), each round you maintain a pin against an opponent counts as one round of studying, for purposes of activating this feat. This supersedes the Reaping Mauler’s “devastating grapple” prestige class feature, from Complete Warrior.

    • If you have at least 6 ranks in Bluff as a class skill, whenever you reduce an enemy to 0 or fewer hit points (whether using a Killing Stroke or not), you can also make a Bluff check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you struck are unaffected. This subsumes the Dreadful Carnage feat from the Advanced Player’s Guide, the Mortifying Attack feat from Champions of Ruin, the Gory Finish feat from Ultimate Combat, and the Ghost-Face Killer’s “frightful attack” prestige class feature from Complete Adventurer.

    Normal: A coup de grâce can be performed only against a helpless creature as a full-round action. You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grâce.

    Source: This feat supersedes the Dastardly Finish feat from the Advanced Player’s Guide and the Death Blow feat from Complete Adventurer.

    Knockout Blow [Strike]

    Prerequisites: Str 13, base attack bonus +1, Exotic Weapon Proficiency (unarmed attacks) or Martial Weapon Proficiency (bludgeons), Staggering Strike.

    Benefit: As a full round action, make a single attack. If it hits, you do double damage and your Staggering Strike feat also applies.

    • If your base attack bonus is +6 or greater, you can deal normal, rather than double damage, but also attempt to stun your opponent. On a hit that inflicts damage, the target must succeed at a Fortitude save or be stunned for 1 round (rather than merely staggered by the Staggering Strike feat).

    • If your base attack bonus is +11 or greater, when you elect to deal nonlethal damage on a Knockout Blow, the target is knocked unconscious on a failed save, rather than dazed or stunned (unconsciousness lasts a number of rounds equal to half your base attack bonus). On a successful save, the target is staggered 1 round.

    • If your base attack bonus is +16 or greater, the target is dazed 1 round on a successful save.

    Synergy: If you have the sneak attack ability, when making a nonlethal sneak attack you can double the (nonlethal) sneak attack damage rather than attempting to stun or knock out the target. This supersedes the Sap Master feat from Ultimate Combat.

    When used in conjunction with Improved Grapple (q.v.) on a pin, this feat subsumes the Reaping Mauler’s “sleeper lock” prestige class feature, from Complete Warrior and the Choke Hold feat from Oriental Adventures.

    Special: This feat is a specific exception to the general rule of non-stacking of Strike feat effects.

    Source: This feat supersedes the rogue talent of the same name from the Advanced Player’s Guide, the Monk’s “devastating blow” variant class feature from the Players Handbook II, and the Knockout Punch feat from d20 Modern.

    Maneuvering Strike [Manuever, Strike]

    Prerequisite: Base attack bonus +6.

    Benefit: As a standard attack, make a single melee attack. If the attack hits, you can also initiate any combat maneuver against that opponent as a free action that does not provoke an attack of opportunity. If your base attack bonus is +11 or higher, you can apply two non-contradictory maneuvers simultaneously (e.g., bull rush and trip, but not bull rush and pull).

    You can use this feat as part of a full attack, but doing so imposes a -5 penalty on all attack rolls and CMB checks that round.

    Synergy: If you also have the Ranged Maneuvers feat, you can apply this feat to ranged attacks within point blank range, in addition to melee attacks. This supersedes the Impact Critical Shot feat from Ultimate Combat.

    Note: You can achieve similar results with a number of specific maneuvers via the Improved Maneuvers feats (q.v.).

    Source: This feat supersedes the Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, and Tripping Strike feats from the Advanced Player’s Guide, and also the Elephant Stomp feat from Pathfinder Companion: Sargava, the Lost Colony and the Storm of Flying Strikes feat from Stormwrack. Used in conjunction with the Vital Strike feat, it can be used to emulate the colossus strike maneuver from the Tome of Battle. Used in conjunction with the Check maneuver, it subsumes the overwhelming mountain strike maneuver from the Tome of Battle, and also the Phalanx Fighter’s “stand firm” variant class features from the Advanced Player’s Guide).

    Overhand Chop [Strike, Two-Handed]

    When wielding a two-handed melee weapon, you can deliver a devastating blow.

    Prerequisites: Str 13, base attack bonus +6.

    Benefit: As a standard action, make a single attack with a two-handed melee weapon (or attack with a natural weapon that normally applies 1½ times your Strength modifier to damage). If you hit, roll damage normally but add double your Strength bonus to the damage roll. This multiplier scales with your base attack bonus, according to the following table.

    Base Attack Bonus Strength Bonus Multiplier
    +6 2 x
    +11 2.5 x
    +16 3 x

    Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon or single primary natural weapon.

    Synergy: When used in conjunction with Improved Grapple (q.v.) on a pin, this feat supersedes the Crushing Hug feat from Dragon magazine (issue 313). The effects of this feat cannot be activated automatically using synergy from the Critical Focus feat (q.v.).

    Source: This feat supersedes the variant class feature of the same name from the Advanced Player’s Guide, and also the Power Lunge feat from Sword and Fist.

    Penetrating Shot [Ranged, Strike]

    Prerequisite: Strength 15+, base attack bonus +11, Point-Blank Shot.

    Benefit: When you make a ranged attack with a manufactured weapon, you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a line extending out to your point-blank range. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck.

    Synergy: If you also have the Critical Mastery feat, this ability activates automatically whenever you confirm a critical hit with a projectile weapon.

    Source: Players Handbook II. This feat also subsumes the Crossbowman’s variant class feature of the same name from the Advanced Player’s Guide.

    Penetrating Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If it hits, this attack ignores up to 5 points of damage reduction of any type short of “epic,” or up to 5 points of hardness (for objects).

    • If your base attack bonus is +6 or higher, the attack ignores any amount of hardness or damage reduction possessed by the target.

    • If your base attack bonus is +11 or higher, you can use this feat in conjunction with a full attack action, but doing so imposes a -5 penalty to all attacks you make that round.

    • If your base attack bonus is +16 or higher, all of your attacks gain the benefit of this feat, without any attack penalty for doing so. Alternatively, you can make a single attack as a standard action that penetrates DR/epic.

    Source: This feat supersedes the Crusader’s foehammer strike, from the Tome of Battle (especially when used in conjunction with the Vital Strike feat), and also stands in for the Improved Domain Power feat (Destruction domain, “shattering blow”) from Dragon magazine, issue 342.

    Perfect Strike [Finesse, Strike]

    Prerequisites: BAB +1, Weapon Finesse.

    Benefit: When using a weapon for which you have Weapon Finesse, you can make a single attack as a standard action (or as part of a charge) that deals maximum weapon damage (rather than having to roll for damage). Additional dice of damage, such as from a confirmed critical hit, the sneak attack ability, or a flaming sword, are not automatically maximized except as noted below.

    • If your base attack bonus is at least +6, all sources of damage for the attack are maximized.

    • If your base attack bonus is at least +11, your first attack made in each round always deals maximum weapon damage. You can apply this effect to your iterative attacks as well, but doing so results in a -5 penalty to all attacks made that round.

    • If your base attack bonus is +16 or greater, when using a finessable weapon in one hand (and nothing in the other), all your melee attack damage is always maximized.

    Source: This feat supersedes the Kensai’s variant class feature of the same name from Ultimate Combat, the Weapon Master’s “steady aim” and “mighty blow” weapon style abilities from Iron Heroes (Fiery Dragon Productions), and also the Kensai’s “ki damage” prestige class feature from Oriental Adventures.

    Positioning Attack [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single melee attack. If you hit, you can move 5 feet as a free action without provoking attacks of opportunity. For every 4 points of your base attack bonus, increase the maximum distance by 5 ft. (to a maximum of 30 ft. at BAB +20). The movement must end in a space adjacent to the creature hit.

    You can use this feat in conjunction with a full attack action (moving all at once or between attacks as you see fit), but doing so imposes a -5 penalty to all attacks you make that round.

    Source: Advanced Player’s Guide.

    Punishing Blow

    Prerequisite: Base attack bonus +6.

    Benefit: As a standard action, make a single melee or ranged attack. Any opponent damaged by this attack cannot heal that damage with fast healing or regeneration.

    • If your base attack bonus is +11 or higher, the strike also suppresses the target’s fast healing (if any) altogether for 1 round.

    • If your base attack bonus is +16 or higher, a successful strike can also suppress regeneration for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.

    Synergy: If you also have the Penetrating Strike feat and your base attack bonus is +11 or higher, the target’s damage reduction (if any) is also suppressed for 1 round. Suppressing epic damage reduction in this manner requires a base attack bonus of at least +16.

    Source: This feat mimics the Champion path ability of the same name from Mythic Adventures.

    Rallying Strike [Strike]

    Prerequisite: Base attack bonus +6.

    Benefit: As a standard action, make a single melee attack against a credible threat. If it hits and deals damage, you recover 3d6 damage + 1 hp per point of your base attack bonus (this represents taking heart and bolstering flagging morale, not a magical healing of wounds). If already at full hp, you can gain temporary hp to a maximum amount equal to your Charisma bonus. You can use this ability in conjunction with a full attack, but doing so imposes a -5 penalty to all attack rolls that round and the damage healed is equal to your BAB.

    • If your base attack bonus is +11 or greater, all allies of CR less than or equal to that of the creature struck within 30 ft. regain hp equal to your Charisma bonus (or gain temporary hp, if fully healed). In addition, each affected ally gains a +1 morale bonus on his or her next attack roll, if made prior to the start of your next turn.

    • If your base attack bonus is +16 or greater, allies within 30 ft. regain as many hp as you do, in addition to gaining the morale bonus to attacks.

    Source: This feat emulates the strike of the same name, the crusader’s strike, and the revitalizing strike, from the Tome of Battle. It also supersedes the Savage Skald’s inspiring blow variant class feature, from the Advanced Player’s Guide.

    Second Chance [Strike]

    Even when you miss, you are in a position to turn your misfortune into an advantage.

    Prerequisites: BAB +1, Combat Expertise.

    Benefit: As a standard action, make a single attack or perform a single combat maneuver. You can Take 10 on the attack roll or combat maneuver check. If you miss, you gain a +1 competence bonus to AC against that opponent until the beginning of your next turn.

    • If your base attack bonus is at least +6, instead of taking 10 on the attack roll, you can roll normally, but if the attack misses, you can roll again with a +2 bonus. You must accept the results of the second roll. If the second roll results in a miss, you gain a +2 competence bonus to AC against that opponent until the beginning of your next turn.

    • If your base attack bonus is +11 or greater, if the attack misses, rather than rerolling you can choose to automatically deal half the damage that attack would have dealt if it were a hit (roll damage normally). If you do so, you also gain a +3 competence bonus to AC against that opponent until the beginning of your next turn.

    • If your base attack bonus is at least +16, whenever you miss an opponent (whether using this strike or not), you automatically gain a +4 competence bonus to AC against that opponent until the beginning of your next turn.

    You can use this feat in conjunction with a full attack, but doing so imposes a -5 penalty on all attacks made that round. You can wait until the results of your first attack roll are determined before declaring this use, if desired.

    Source: This feat supersedes the feat chain of the same name from the Advanced Player’s Guide. It also subsumes the Weapon Master’s master’s accuracy, precise strike, and quick recovery weapon expertise abilities from Iron Heroes (Fiery Dragon Productions); the Warblade’s lightning recovery counter from the Tome of Battle; and the Mysterious Stranger’s “clipping shot” variant class feature, from Ultimate Combat.

    Severing Strike [Slashing, Strike]

    Prerequisites: Base attack bonus +1, Improved Weapon Maneuvers, Weapon Focus and Weapon Specialization with same slashing weapon (or weapon training).

    Benefit: As a standard action, make a single melee attack with a qualifying slashing weapon. If this attack successfully damages the target, the target must succeed at a Fortitude save or one of its limbs (hand/foreleg, tentacle, or wing; you choose one within your reach) is rendered useless for 1 round. A useless arm cannot be used to wield a weapon, hold an object, or carry a shield; a creature with only usable wing cannot fly; a quadruped with only one usable foreleg moves at half normal speed; a biped with only one leg has its base land speed reduced to 5 ft.

    • If your base attack bonus is +6 or higher, the limb remains useless until all hp damage currently sustained by the creature has been healed. Alternatively, a successful Heal skill check (DC 10 + half your base attack bonus + your Strength modifier) made on the injured opponent will restore use to the limb; this requires 10 minutes of work and a healer’s kit.

    • If your base attack bonus is +11 or higher, on a failed save, you actually lop off one of the opponent’s extremities (again, you choose which, if more than one could apply), rendering it permanently useless.

    • If your base attack bonus is +16 or higher, on a failed save you can choose to sever the opponent’s head instead (as a successful critical using a vorpal weapon).

    Special: Similar feats could be devised for bludgeoning weapons (“Skull-Smashing Strike”) and piercing weapons.

    Source: Suggested by the “Stroke of Precision” heroic feat, from the 2nd edition Celts Campaign Sourcebook.

    Sickening Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. Any opponent with a discernible anatomy that is damaged by this attack must succeed at a Fortitude save or be sickened for 1 round. The duration multiplies on a confirmed crit.

    • If your base attack bonus is at least +6, the sickened condition lasts 1 minute (or 1 round even on a successful save).

    • If your base attack bonus is at least +11, there is no saving throw against the sickness, and on a failed save the victim is also nauseated 1 round.

    • If your base attack bonus is at least +16, on a failed save the victim is nauseated for 1 minute.

    You can use this feat in conjunction with a full attack action, but doing so imposes a -5 penalty to all attacks you make that round.

    Source: This feat combines the Sickening Critical feat from the Pathfinder core rules with the Brutal Strike feat from the Players Handbook II. It also subsumes the Three Mountains style feat from Complete Warrior, the Foe Hammer feat from Iron Heroes (Fiery Dragon Productions), the Sickening Blow feat from Drow of the Underdark, the Painful Strike feat from Dragon magazine (issue 344), and the Thug’s “brutal beating” variant class feature from the Advanced Player’s Guide.

    Slowing Strike [Strike]

    You are able to maim a target and hinder its movement.

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. If this attack damages an opponent with a discernible anatomy, that target gains the entangled condition (see Introduction). The condition ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing). A successful Fortitude save reduces the duration to 1 minute.

    Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature affected by this attack has its maneuverability reduced by one step.

    • If your base attack bonus is at least +6, all the target’s movement speeds are reduced to 5 ft., rather than by half. An airborne creature must succeed at a Fly check to remain airborne (Chapter 4), and has its maneuverability reduced to poor.

    • If your base attack bonus is +11 or higher, the target is treated as grappled for 1 minute (pinned on a failed save), and is entangled thereafter until healed. An airborne creature with a fly speed of 0 falls to the ground.

    • If your base attack bonus is +16 or higher, the target is treated as pinned for 1 minute (paralyzed on a failed save), and entangled thereafter; the target is also under a dimensional anchor effect until the entanglement ends.

    You can use this feat in conjunction with a full attack, but this imposes a -5 penalty on all attacks that round.

    Synergy: If you also have the Critical Focus feat, you can apply the effects of this feat to any confirmed critical hit, even if none of the normal conditions were met, and the duration lasts until the target recovers all hp damage (a successful Fortitude save reduces the duration to 1 minute). You still cannot add more than one strike effect to a given attack unless you also have the Striking Mastery feat (q.v.).

    Source: This is the Crippling Critical feat from the Advanced Player’s Guide, altered so as to fit the new Strike feats rules and renamed to avoid confusion with the existing Crippling Strike feat. It also subsumes the Scorpion Style feat from the Pathfinder core rules, and to some extend stands in for the entangling blade, stone vise, and (in conjunction with the Vital Strike feat) crushing vice strikes, from the Tome of Battle, and the Wild Shadow’s harrying attack variant class feature from the Advanced Race Guide. It also supersedes the Hamstring feat from Complete Warrior and the Hinder feat from Dragon magazine (issue 344).

    Spellstrike [Strike]

    Benefit: You can deliver spells or spell-like abilities through a weapon. Casting the spell (or activating the spell-like ability) and making a single attack requires a full-round action (spells with casting times longer than 1 round use the full casting time). A successful attack deals normal damage from the weapon and delivers the spell or spell-like ability as well. Saving throws and SR apply normally.

    If a melee Spellstrike attack misses, you may hold the charge. Even if the spell normally affects an area, ray, or multiple targets, it affects only one target when channeled in this way. Saving throws, if any, still apply. Spells that have no effect on a target (e.g., wall of stone) cannot be channeled in this manner. Using a spell or spell-like ability in this way does not provoke an attack of opportunity.

    Synergy: If you have the Battle Touch feat (q.v.), you can use this feat as part of a full attack, applying the effects of the spell to all successful attacks. However, all attacks and combat maneuver checks you make that round suffer a -5 penalty.

    Special: You can channel a spell into your hand, causing the spell affect the next creature you touch (this requires a melee touch attack to discharge the spell, as opposed to a melee attack roll to discharge the spell through a weapon or unarmed attack).

    Source: This feat supersedes the Spellsword’s “channel spell” prestige class feature from Complete Warrior, the Duskblade’s “arcane channeling” class feature from the Players Handbook II, the Daggerspell Mage’s “daggercast” prestige class feature from Complete Adventurer, the Smiting Spell feat from the Players Handbook II, and the Magus’ “spellstrike” class feature from Ultimate Magic. When used in conjunction with the Critical Focus feat, this feat supersedes the Eldritch Knight’s “spell critical” prestige class feature from the core rules, and also the Magus’ “critical strike” arcanum from Ultimate Magic. Used with a sorcerer’s eldritch blast ability, it duplicates the Warlock’s hideous blow invocation, from Complete Arcane.

    Spirited Charge [Skill, Strike]

    Prerequisites: Base attack bonus +1, Handle Animal 1 rank, Mounted Combat.

    Benefit: When making a single attack at the end of a mounted charge, you deal double damage with a melee weapon (or triple damage with a lance). As your horsemanship and combat abilities improve, you gain the ability to perform more devastating charges, as described below.

    • Deadly Charge (Ex): If you have at least 6 ranks in Handle Animal and if your base attack bonus is +6 or greater, once per day you can attempt a deadly charge (declare this before rolling to attack, so a miss ruins the attempt). On a successful hit, you deal triple normal damage (quadruple damage with a lance). This benefit does not stack with the normal effects of the Spirited Charge. For each +3 to your base attack bonus above +6 (i.e., at +9, +12, +15, and +18) you may use this ability an additional time per day.

    • Mighty Charge (Ex): If you have at least 11 ranks in Handle Animal and your base attack bonus is +11 or higher, double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon.

    • Unstoppable Charge (Ex): If you have at least 16 ranks in Handle Animal and your base attack bonus is +16 or higher, your deadly charge deals quadruple damage (quintuple damage with a lance); this supersedes (does not stack with) the lower-level effects of this feat.

    Synergy:

    • If you do not use the Vital Strike feat in conjunction with a spirited charge, you can apply the effects of one other [Strike] feat instead. This is a specific exception to the general rule of non-stacking of Strike feats. Combining a mounted charge with a Staggering Strike emulates the Cavalier’s “supreme charge” class feature from the Advanced Player’s Guide and the Mythic Spirited Charge feat from Mythic Adventures.

    • If you also have the Improved Overrun feat and your base attack bonus is +11 or higher, your mounted charges are not blocked by friendly creatures or difficult terrain. This emulates the roughrider Fighter’s “unavoidable onslaught” variant class feature, from the Advanced Player’s Guide.

    Special: Certain animals and monsters can use this feat by themselves, without a rider. Examples include boars (charging with tusks), falcons (making diving attacks), and centaurs (acting as their own mounts).

    Source: This feat subsumes the Cavalier’s “deadly charge” and “unstoppable charge” prestige class features from Complete Warrior, and the Cavalier’s “mighty charge” class feature from the Advanced Player’s Guide.

    Staggering Strike [Strike]

    Prerequisites: Str 13, base attack bonus +1.

    Benefit: As a standard action, make a single attack. Any opponent with a discernible anatomy that is damaged by this attack must succeed at a Fortitude save or be flat-footed until the start of his next turn.

    • If your base attack bonus is +6 or higher, an opponent who fails the save is staggered 1 round as well.

    • If your base attack bonus is +11 or higher, the opponent is dazed 1 round and staggered 1d4+1 rounds on a failed save, and is staggered 1 round if the saving throw succeeds.

    • If your base attack bonus is +16 or higher, the opponent is stunned instead of dazed.

    You can use this feat in conjunction with a full attack, but this imposes a -5 penalty on all attacks that round. Multiple hits in a single round can increase the condition from staggered to dazed, and from dazed to stunned.

    Synergy: If you also have the Dispelling Strike feat, you can activate the effects of your Staggering Strike feat any time you successfully dispel an opponent’s spells using that feat (this emulates the Destructive Dispel feat from Ultimate Combat). This is a specific exception to the general rule of non-stacking of Strike effects.

    A rogue using this feat in conjunction with a sneak attack increases the duration of the Staggered condition to 1 round per die of sneak attack damage.

    Source: This feat subsumes the Stunning Fist and Gorgon’s Fist feats from the Pathfinder core rules; the Dazing Assault and Stunning Assault feats from the Advanced Player’s Guide; the Staggering Blow feat from Dragon magazine (issue 279); the Staggering Strike feat from Complete Adventurer; the Staggering Critical feat from Drow of the Underdark; and the dazing strike, disrupting blow, hydra slaying strike, white raven hammer, white raven strike, and strike of the broken shield from the Tome of Battle. It also subsumes the Low Blow and Hampering Shot feats from the Collected Book of Experimental Might (Malhavoc Press), the “distracting attack” rogue talent from the Advanced Player’s Guide, and the Gunslinger’s “stunning shot” deed from Ultimate Combat. Because a flat-footed opponent cannot make attacks of opportunity, this feat also subsumes the “slow reactions” rogue talent from the core rules.

    Stemming Strike [Strike]

    Prerequisite: Base attack bonus +1, sneak attack or Vital Strike.

    Benefit: As a standard action, you can make a single attack. Any creature damaged by this attack is inhibited when attempting to channel energy or use an eldritch blast or similar reserve spell-like ability. Subtract your number of sneak attack dice or Vital Strike dice from the target’s number of channeling dice or spell-like ability damage dice. The effects last for a number of rounds equal to your base attack bonus; the target is not necessarily aware of the effect until it attempts to use the relevant ability.

    If the target’s channeling is reduced to 0 dice, the target cannot use that ability at all for the duration. It is not possible to reduce the number of dice to below zero.

    Source: This feat subsumes the rogue’s “stem the flow” talent from Champions of Purity.

    Steely Strike [Strike]

    Your other enemies mean nothing to you as you press your attack.

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, you can make a single attack with a competence bonus to the attack roll equal to your base attack bonus. However, until your next turn, all opponents other than the one you attack gain a circumstance bonus on attack rolls against you equal to half your BAB.

    Synergy: The effects of this feat cannot be activated automatically using synergy from the Critical Focus feat (q.v.). You cannot use this feat if you also have the Adaptability feat.

    Source: This feat supersedes the strike of the same name, from the Tome of Battle.

    Striking Specialist [Combat]

    Prerequisite: Critical Focus.

    Benefit: You gain a +2 competence bonus to the save DCs of any [Strike] feats you use, or effects you trigger by a critical hit (e.g., from weapon properties such as thundering).

    Special: You can gain this feat a second time, increasing the bonus to a maximum of +4.

    Source: Advanced Player’s Guide.

    Susceptible Strike [Strike]

    Prerequisite: Base attack bonus +1.

    Benefit: As a standard action, make a single attack. Any opponent damaged by this attack takes a -1 circumstance penalty to saving throws for 1 round (Intuition negates). For every 4 points of your base attack bonus, the penalty increases by an additional -1 (maximum penalty of -6 at BAB +20).

    • If your base attack bonus is +6 or higher, the effects last for a number of rounds equal to the penalty on a failed Fortitude save, and for 1 round on a successful save.

    • If your base attack bonus is +11 or higher, the effects last 1 round per point of your base attack bonus on a failed save.

    • If your base attack bonus is +16 or higher, on a failed save the effects last until the victim has been fully healed.

    You can use this feat in conjunction with a full attack, but this imposes a -5 penalty on all attacks that round. Multiple hits in a single round do not increase the saving throw penalty, but do extend the duration by 1 round per additional hit after the first.

    Source: This feat supersedes the Aleval School feat, from Drow of the Underdark.

    Thief of Life [Strike]

    Prerequisites: Base attack bonus +6, Heal 1 rank, Knowledge (the planes) 1 rank.

    As a standard action, make a single attack. If the blow reduces the target to below 0 hp, it also applies a death knell effect on the creature struck (the victim dies, and you gain 1d8 temporary hit points and a +2 enhancement bonus to Strength for 10 minutes per HD of the victim).

    • If your base attack bonus is at least +11, whenever your strike kills a credible threat through hit point damage, you gain immunity to fatigue and exhaustion for the same duration.

    • If your base attack bonus is at least +16, whenever your strike kills a credible threat through hit point damage, you devour a small portion of the victim’s soul. You stop aging for 1 year thereafter.

    Source: This feat largely supersedes the prestige class of the same name from Faiths of Eberron.

    Throat Punch [Strike]

    Prerequisite: Sneak attack +1d6 or Martial Weapon Proficiency (unarmed attacks).

    Benefit: As a standard action, make a single unarmed attack (or successful sneak attack within point-blank range). If you deal damage to the opponent, he or she must succeed at a Fortitude save or be mute (unable to speak) for 1 round. A mute creature cannot cast spells with verbal components, use bardic inspiration requiring oratory or song, use breath weapons, or communicate verbally (which prevents the use of feats that require verbal communication).

    On a successful saving throw, the target’ speech is hindered for 1 round; he or she takes a –5 penalty on any skill check requiring speech and has a 50% chance of failure when casting a spell with a verbal component, activating a magic item with a command word, or using a breath weapon.

    • If your base attack bonus is at least +6, on a failed save the target is mute 1 round and speech-hindered 1 minute (on a successful save, its speech is merely hindered for that full duration). Additionally, you can use this feat in conjunction with any single action attack, even if it is not a sneak attack or unarmed strike. You can also use this feat in conjunction with a full attack, but this imposes a -5 penalty on all attacks that round.

    • If your base attack bonus is at least +11, the target is automatically mute for 1 round and hindered 1 minute. On a failed save, it is mute for the full duration.

    • If your base attack bonus is at least +16, on a failed save the target is mute 1 minute, and its speech is permanently hindered thereafter (until receiving a greater restoration or regenerate spell).

    Synergy: When used in conjunction with Improved Grapple (q.v.) on a pin, this feat supersedes the Chokehold feat from Ultimate Combat. In addition to the effects listed above, the target cannot breathe for as long as you maintain the pin.

    Source: This feat supersedes the ambush feat of the same name from Complete Scoundrel, and also the Arcanopath’s “chop of muteness” prestige class feature, from Dragon magazine (issue 281).

    Tiring Strike [Strike]

    Prerequisite: Base attack bonus +6.

    Benefit: As a standard action, make a single attack. Any opponent with a discernible anatomy that is damaged by this attack becomes fatigued. If your opponent is already fatigued (due to damage or some other fatiguing effect) he or she becomes exhausted instead.

    • If your base attack bonus is +11 or higher, your opponent is automatically exhausted instead. This has no effect on exhausted creatures unless your BAB is 16 or higher (see below).

    • If your base attack bonus is +16 or higher, an exhausted opponent affected by this feat must save vs. Fortitude or become disabled.

    You can use this feat in conjunction with a full attack action, but doing so imposes a -5 penalty to all attacks you make that round.

    Unclean Strike [Strike]

    You keep your weapons in a filthy condition, such that anyone injured by them runs the risk of infection.

    Prerequisites: Base attack bonus +1.

    Benefit: As a standard action, you can make a single attack with a piercing or slashing weapon. Any living creature damaged by this attack must succeed at a Fortitude save or contract filth fever (onset 1d3 days, effects 1d3 Dex and 1d3 Con damage per day, cure 2 consecutive saves).

    • If your base attack bonus is +6 or higher, all your edged weapon attacks carry the risk of filth fever; as a standard action, you can make a single attack that carries bubonic plague instead (onset 1 day, effects 1d4 Con and 1 Cha damage/day and fatigued, cure 2 consecutive saves).

    • If your base attack bonus is +11 or above, all your edged weapon attacks carry the risk of bubonic plague, rather than filth fever. As a standard action, you can make a single attack that carries demon fever instead (onset 1 day, effects 1d6 Con damage/day and second save or 1 point is permanent drain; cure 2 consecutive saves).

    • If your base attack bonus is +16 or higher, all your edged weapon attacks carry the risk of demon fever.

    Unstoppable Strike [Strike]

    You can strike your foe with a melee weapon as if making a touch attack.

    Prerequisites: Str 13, base attack bonus +6, Vital Strike or sneak attack.

    Benefit: As a full-round action, you can make a single melee attack as a touch attack. Any attacks of opportunity you make during the same round are normal attacks, not touch attacks.

    Synergy: For obvious reasons the effects of this feat cannot be activated automatically using synergy from the Critical Focus feat (q.v.).

    Source: Advanced Player’s Guide. This feat also duplicates the Deep Impact feat from the 3.5 edition System Reference Document (“Psionic Feats”), and also the emerald razor strike from the Tome of Battle.

    Venomous Strike [Skill, Strike]

    Prerequisites: BAB +1, Craft (Toxicology) 3 ranks.

    Benefit: As a standard action, make a single attack with an envenomed weapon. If the attack deals damage, you receive a circumstance bonus to the saving throw DC of injury poison delivered by the attack equal to +1 per 3 ranks in Craft (Toxicology) you possess.

    • If your base attack bonus is at least +6 and you have at least 6 ranks in Craft (Toxicology), you can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. You do not gain the circumstance bonus to the DC on the second attack, however.

    • If your base attack bonus is at least +11 and you have at least 11 ranks in Craft (Toxicology), you gain a 3rd poison application, with a -5 circumstance penalty to the save DC.

    • If your base attack bonus is +16 or higher and you have at least 16 ranks in Craft (Toxicology), you receive a 4th poison application, with a -10 circumstance penalty to the save DC.

    You can use this feat in conjunction with a full attack action, but doing so imposes a -5 penalty to all attacks you make that round.

    Source: Drow of the Underdark. This feat also subsumes the lasting poison rogue talent from the Advanced Player’s Guide.

    Versatile Strike [Strike]

    Benefit: On a single attack made as a standard action, you can use one special ability (such as a ghoul’s paralysis) you possess that normally applies only to a particular type of attack—unarmed, natural attack, etc.—with another weapon or attack form (e.g., through a sword).

    You can use this feat in conjunction with a full attack action, but doing so imposes a -5 penalty to all attacks you make that round.

    Special: Swallow whole, grab, constrict, and other abilities that are dependent upon the form the attacking weapon cannot be transferred by means of this feat.

    Source: This feat supersedes the Exotic Weapon Master stunt of the same name, from Complete Warrior. Applied to domain powers, it subsumes the Domain Strike feat from Ultimate Combat.

    Vital Strike [Strike]

    You make a single attack that deals significantly more damage than normal.

    Prerequisites: Base attack bonus +6.

    Benefit: In place of your normal array of iterative or multiple attacks, you can make a single attack that deals an additional +2d6 damage. This bonus damage increases to +4d6 if your base attack bonus is +11 or better, and to +6d6 if your base attack bonus is +16 or better. This additional damage applies only to your primary attack, not to any attacks of opportunity you might make that round.

    Synergy:

    • When making a single attack as a standard action, you can use Vital Strike in conjunction with any one other strike feat (unless this is specifically prohibited in the feat description), even if you do not have the Striking Mastery feat. This is a specific exception to the general rule of non-stacking for Strike feats.

    • If you have the Sneak Attack class feature, you can use your sneak attack damage in place of your Vital Strike damage, if it is greater (you cannot use this option in conjunction with the Mountain Hammer fighter talent). In conjunction with the Critical Focus feat, this supersedes the Telling Blow feat from the Players Handbook II; in conjunction with the Improved Grapple feat, it supersedes the Strangler feat from Ultimate Combat; in conjunction with the Combat Reflexes feat, it supersedes the Sneak Attack of Opportunity feat from the 3.5 edition System Reference Document (“Epic Feats”).

    Source: This feat supersedes the Order of the Bow Initiate’s “Ranged Precision” prestige class feature, from Complete Warrior, and also the Psionic Weapon feats from the 3.5 edition System Reference Document (“Psionic Feats”). It also stands in for the Overpowering Attack option for fighters, in the Players Handbook II. Used in conjunction with a charge attack, it supersedes the Powerful Charge feat from the Miniatures Handbook, the Ronin’s “banzai charge” class feature from Complete Warrior, and the Scout’s “skirmisher” variant class feature from the Advanced Player’s Guide.

    Whirlwind Strike [Strike]

    Prerequisites: Power Attack, BAB +1.

    Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an attack of opportunity (at the same bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat, unless you also have the Combat Reflexes feat. You cannot attack an individual foe more than once in a round with this feat.

    You can take a 5-ft. step between each attack when following through. The maximum number of such steps you can take is limited by your allowable movement that round (e.g., 4 steps maximum for a character with 20 ft. of movement). This does not give you the ability to take a 5-ft. step when you would normally be unable to (such as due to difficult terrain).

    When you use this feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

    • If your base attack bonus is +6 or higher, when you use the full attack action, you can instead choose to make one melee attack against each opponent within reach.

    • If your base attack bonus is +11 or higher, you can use this feat as a standard action rather than as a full attack action. You can still use it only once in any given round.

    • If your base attack bonus is +16 or higher, as a full-attack action, you can give up your regular attacks and instead make two melee attacks against each opponent within reach (one normal, one iterative).

    Synergy: If you also have the Critical Focus feat, you can apply the standard (BAB +1) effects of this feat on any confirmed critical hit, even if none of the normal conditions were met. You still cannot add more than one strike effect to a given attack unless you also have the Striking Mastery feat (q.v.).

    Source: This feat subsumes the Pathfinder “Cleave” and “Great Cleave” feats, renamed to avoid confusion with the 3.5 edition Cleave feat, and the Whirlwind Attack feat from the core rules. It also emulates the Warblade’s adamantine hurricane, mithral tornado, and steel wind strike maneuvers from the Tome of Battle, and is likewise similar to the Warblade’s scything blade boost. It supersedes the expanded mastery ability of the Cleave feat from Iron Heroes (Fiery Dragon Productions), the Knight Protector’s and Frenzied Berserker’s Supreme Cleave prestige class feature from Complete Warrior, the Kensai’s ki whirlwind attack prestige class feature from Oriental Adventures and the Mobile Fighter’s “whirlwind blitz” variant class feature from the Advanced Player’s Guide. Used in conjunction with unarmed attacks, it subsumes the Roundabout Kick feat from Complete Warrior.

    Wolfsbane Strike [Strike]

    Benefit: As a standard action, make a single attack that bypasses DR/silver.

    • If your base attack bonus is +6 or higher, all your attacks bypass DR/silver. In addition, as a standard action you can make a single attack as if your weapon had the bane property against creatures with the [shapechanger] subtype/ descriptor. Any target damaged is subject to a true formAPG effect (Fort negates), using your BAB and Str in place of your CL and Cha. This effect can also end a barbarian’s rage on a failed save.

    • If your base attack bonus is +11 or higher, all your attacks are bane against [shapechangers]. The true form effect on a successful Strike lasts for 1 round even on a successful save. A successful Strike also dispels any active Transmutation effects on the target, as if by a greater dispel magic (check equals 1d20 + your base attack bonus + your Strength modifier).

    • If your base attack bonus is +16 or higher, the true form effect lasts until the next full moon on a failed save (it lasts 1 round even on a successful save). While affected, any creature that attempts to assume a different form must succeed at a second Fortitude save or its shape changing abilities spiral out of control; this effect is the same as the Protean Sorcerer’s greater eldritch blast (corporeal instability) ability (q.v.).

    Source: This feat supersedes the Tetori Monk’s “form lock” ability, from Ultimate Combat.