Feats
Description: You can quickly apply poison to gloved hands, protected feet, or other protected body parts, delivering the poison with your unarmed strikes.
Prerequisites
Description: Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike.
Benefits
As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against exposure to contact poisons you apply in this way.
Normal
Applying poison to a weapon or single piece of ammunition is a standard action.
Description: You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.
Prerequisites
Description: Smite evil class feature, base attack bonus +5.
Benefits
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.
Description: Although you are not a gunslinger, you have and can use grit.
Prerequisites
Description: You have no levels in a class that has the grit class feature.
Benefits
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger's grit class feature (see page 9). You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special
If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
Arc Slinger
Description: You can twirl your sling in a way that maximizes its effectiveness.
Prerequisites
Description: Point-Blank Shot, proficient with sling or halfling sling staff.
Benefits
When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range increment of your sling (50 feet) or sling staff (80 feet).
Back to Back
Description: Your ally's eyes are your own, and yours are his.
Prerequisites
Description: Perception 3 ranks.
Benefits
While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.
Description: You can charm people into lowering their defenses, allowing you to ambush them more effectively.
Prerequisites
Description: Quick Draw, Persuasive, base attack bonus +3.
Benefits
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a –2 penalty on its initiative check for this combat.
Once you attack a creature, its attitude becomes hostile.
Description: You can strike your enemy and use the blow as an opportunity to grab and hold him.
Prerequisites
Description: Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefits
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Normal
The grapple combat maneuver is a standard action.
Special
A monk can gain Binding Throw as a bonus feat starting at 14th level.
Description: You can knock foes out cold with just about any blunt instrument.
Benefits
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal
You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special
A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.
Boar Ferocity
Description: Your flesh-ripping unarmed strikes terrify your victims.
Prerequisites
Description: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.
Benefits
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.
Boar Shred
Description: The wounds you inflict with your unarmed strikes bleed, giving you renewed vigor.
Prerequisites
Description: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.
Benefits
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.
Boar Style
Description: Your sharp teeth and nails rip your foes open.
Prerequisites
Description: Improved Unarmed Strike, Intimidate 3 ranks.
Benefits
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra points of damage with the attack.
Body Shield
Description: With a sly maneuver, you force a grappled opponent into the path of an incoming attack.
Prerequisites
Description: Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.
Benefits
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If you are successful and the attack misses you, that attack targets the creature you used as cover, using the same attack roll. You cannot use this feat against a creature grappling you, and the cover you gain ends after the attack you gained cover against is resolved.
Description: You can dramatically increase your damage reduction in exchange for its temporary loss.
Prerequisites
Description: Damage reduction.
Benefits
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.
Description: When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.
Prerequisites
Description: Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.
Benefits
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent.
Description: You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.
Prerequisites
Description: Bane class feature.
Benefits
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.
Description: You can use one of your two weapons to occupy your opponent's defenses while attacking with the other.