Feats/Stance

Stance feats are a special type of combat feat, but have a special restriction. At the beginning of your turn you may, as a Reaction, adopt a single stance. A stance lasts until the end of a combat, or until you adopt a new stance, at which point your current stance immediately ends. Many feats use these stance feats as prerequisites but are not stance feats; if a feat has a stance feat as a prerequisite, that stance must be active to gain the benefits of that feat unless stated otherwise.

Blade and Brew Stance (Stance)
Prerequisite: Quick Draw

Benefit: When in Blade and Brew Stance, you may draw alchemical items, potions, scrolls, and wands as a free action instead of a 1 AP action. Once per round, when making a Focused Attack you may also perform one of the following actions for the listed additional AP cost; taking one of these actions does not provoke attacks of opportunity even if it normally would:


 * Drink a Potion (1 AP)
 * Activate a Scroll (2 AP)
 * Apply an Alchemical Item (1 AP)

Effortless Activation (Combat)
Prerequisite: Blade and Brew Stance, Base Attack Bonus +8

Benefit: You may perform the “Drink a Potion” and “Apply an Alchemical Item” actions an additional time per round as part of Blade and Brew Stance for their listed AP costs. At +10 BAB the “Activate a Scroll” action has its AP cost reduced to 1 AP, but can still only be performed once per round.

Blind Warrior Stance (Stance)
Benefit: While in Blind Warrior Stance, when you miss a target because of concealment you may reroll your miss chance percentile roll; this stance does not allow you to reroll a second time if the result is still a miss.

An invisible attacker gets no advantages related to hitting you in melee; you don't lose your Agility bonus to AC, and the attacker doesn't get the usual +2 bonus for being invisible. An invisible attacker still receives bonuses for ranged attacks, and you are still considered Flat-Footed against those attacks. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks. In addition, if you have the Blinded condition, you no longer need to make an Acrobatics check to move more than half your speed in a single movement.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Agility bonus to AC against those attacks. In darkness or poor visibility, you must move at reduced speed to avoid penalties.

Blind Adept (Combat)
Prerequisite: Blind Warrior Stance, Perception 5 ranks

Benefit: While in Blind Warrior Stance, you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%).

Blind Blade (Combat)
Prerequisite: Blind Warrior Stance, Perception 5 ranks

Benefit: While in Blind Warrior Stance, when you are blinded or unable to see (this may be achieved through closing your eyes or wearing a blindfold), you automatically pinpoint creatures within your threatened area.

Blind Arrow
Prerequisite: Blind Warrior Stance, Blind Blade, Perception 10 ranks

Benefit: While in Blind Warrior Stance, when you are blinded or unable to see (this may be achieved through closing your eyes or wearing a blindfold), you are able to automatically pinpoint the location of creatures within 30 feet. In addition, an invisible attacker gets no advantages related to hitting you with a ranged attack; you don't lose your Agility bonus to AC, and the attacker doesn't get the usual +2 bonus for being invisible.

Blind Luck (Combat)
Prerequisite: Blind Warrior Stance, Blind Stalker, Perception 10 ranks

Benefit: While you benefit from concealment and are in Blind Warrior Stance, your opponents’ miss chance against you increases by 10%. If an opponent misses you due to concealment, you can spend a Reaction to move 5 feet. This movement does not provoke attacks of opportunity.

Blind Master (Combat)
Prerequisite: Blind Warrior Stance, Blind Adept, Perception 10 ranks

Benefit: You may spend a Reaction to enter Blind Warrior Stance as part of rolling initiative even if you normally couldn’t. In addition, as long as you are in blind warrior stance you may act in a surprise round even if you were caught unaware, and are not Flat-Footed if you have yet to act in combat.

Blind Stalker (Combat):
Prerequisite: Blind Warrior Stance, Perception 5 ranks

Benefit: While you are in Blind Warrior Stance and have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent. In addition, you cannot be flanked while in blind warrior stance.

Defensive Stance (Stance)
Prerequisite: Base attack bonus +1

Benefit: When in Defensive Stance, you reduce the penalty for fighting defensively by 1 and increase the bonus by 1. At +4 Base Attack Bonus and every 8 thereafter, you may take an additional -1 penalty to attacks to gain an additional +1 dodge bonus to AC on top of the bonus normally provided by fighting defensively. At +10 BAB, you reduce the penalty from fighting defensively by an additional 1. In addition, a character in Defensive Stance increases the dodge bonus provided by the Total Defense action by 1 + 1 per 5 BAB.

Deflect Arrows (Combat)
Prerequisite: Defensive Stance

Benefit: Once per round while in Defensive Stance, when you would normally be hit with an attack from a ranged weapon, you may spend a Reaction attempt to deflect it and negate the hit. To deflect a ranged attack, make a single attack with a melee weapon and use the result in place of your AC to determine if the attack would hit. If the deflection is successful and if you have a hand free, you may choose to spend 1 stamina to catch the projectile and immediately throw it as a ranged attack. Treat the projectile as a thrown weapon that you are proficient in with weapon damage of 1d4, a x2 critical multiplier, and a 20 foot range increment. You may not attempt to deflect spells, melee attacks, or ranged touch attacks.

Special: If you have the Parry feat, while in Defensive Stance you may use Parry against ranged attacks in addition to melee attacks; you still cannot parry ranged touch attacks or spells. This feat does not count against your uses per round of the Parry feat.

Calculated Risk (Martial)
Prerequisite: Defensive Stance, Base Attack Bonus +5

Benefit: Once per short rest, while in Defensive Stance you may take 10 on an AC roll while taking the Total Defense action. At +10 BAB, and every 5 thereafter, you may use this ability an additional time per short rest.

Cautious Defender (Combat)
Prerequisite: Defensive Stance

Benefit: When in Defensive Stance, when you take the Total Defense action you still threaten spaces as normal and, once per round, may take a Reaction to make an attack of opportunity. At +10 BAB, and every 10 thereafter, you may make an additional attack of opportunity per round.

Counterattack (Combat)
Prerequisite: Defensive Stance, Base Attack Bonus +10

Benefit: Once per round when in Defensive Stance, when an opponent misses you with a melee attack it provokes an attack of opportunity from you.

Defensive Caster (Martial)
Prerequisite: Defensive Stance, Concentration 1 Rank

Benefit: When fighting defensively in Defensive Stance, you gain a competence bonus to Concentration skill checks equal to your dodge bonus from fighting defensively, including the increase from Defensive Stance.

Special: This feat also counts as a magic feat for the purposes of abilities that allow a creature to gain a bonus magic feat.

Defensive Conditioning (Combat)
Prerequisite: Defensive Stance, Base Attack Bonus +5

Benefit: When fighting defensively in Defensive Stance, you gain a +1 bonus to all saving throws. While taking the Total Defense action, this bonus increases to +2.

Defensive Redirection (Martial)
Prerequisite: Defensive Stance, Stamina, Base Attack Bonus +6

Benefit: Once per day when fighting defensively or using the Total Defense action in Defensive Stance, you may roll twice and take the better result on an AC roll. At +10 BAB, and every 5 BAB thereafter, you may use this ability an additional time. You must choose to use this ability before the AC roll is made.

Special: If combined with the Roll With It stamina ability, you may roll three times and take the best result.

Ambush Awareness (Combat)
Prerequisite: Defensive Stance, Base Attack Bonus +10

Benefit: You may spend a Reaction to enter a Defensive Stance as part of rolling initiative even if you normally couldn’t. If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round but only to take the Total Defense action.

Special: If you also have the Blind Master and Stance Mastery feats, you may spend one Reaction to enter both Defensive Stance and Blind Warrior Stance as part of rolling initiative. You must continue spending the normal amount of Reactions to maintain both stances at the same time in subsequent rounds.

Duelist Stance (Stance)
Prerequisite: Improved Feint

Benefit: Once per round when in Duelist Stance, you may perform a Feint in place of a single melee attack. In addition, when wielding a weapon with the dueling keyword you gain a +1 bonus to attack and damage rolls against enemies that only you threaten, and a +1 bonus to Bluff checks made to Feint a target or on Metal(Foc) saves against foes attempting to Feint you.

Off Balance (Martial)
Prerequisite: Duelist Stance, Bluff 5 ranks

Benefit: If you successfully feint a creature while in Duelist Stance, that creature takes a -1 penalty on its first attack roll against you before the end of your next turn. This penalty increases by an additional -1 at 10 ranks of Bluff, and for every 5 ranks thereafter.

Special: If you have the Greater Feint feat, the penalty is extended for one additional attack at 10 ranks of Bluff, and for every 5 ranks thereafter.

Duelist Dodge (Martial)
Prerequisite: Duelist Stance, Stamina, Base Attack Bonus +6

Benefit: When in Duelist Stance, you may use the Roll With It stamina ability while wearing light armor.

Duelist Lunge (Combat)
Prerequisite: Duelist Stance

Benefit: When in Duelist Stance, you can choose to take a –2 penalty to your AC until the start of your next turn to increase the reach of your melee attacks by 5 feet until the end of your turn. You must decide to use this ability before any attacks are made.

Special: You may spend 1 stamina when using this feat to retain the benefits until the start of your next turn.

Buckler Duelist (Martial)
Prerequisite: Duelist Stance, Base Attack Bonus +5

Benefit: Once per round, if you are wielding a buckler when in Duelist Stance and do not attack with the buckler during your turn, you may spend a Reaction to roll any AC check twice and take the better result. At +10 BAB, and every 5 thereafter, you may use this ability an additional time per round.

Special: If you have the Parry feat and would otherwise be able to use this feat, you may spend a use of this feat to reroll any parry attempt made with the buckler rather than its normal effect.

Parrying Duelist (Martial)
Prerequisite: Duelist Stance, Base Attack Bonus +6

Benefit: When wielding a weapon with the dueling keyword in Duelist Stance, you gain a +1 shield bonus to AC.

Special: If you possess the Parry feat, you may increase the shield bonus to AC provided to +1 per weapon you are wielding with the dueling keyword; a double weapon with the dueling keyword counts as two weapons for this purpose only if it is wielded in two hands.

Special: If you possess the Parry feat, when using a weapon with the dueling keyword to parry an attack you may reduce any penalties to your parry from additional attempts by 1 point per 5 Bluff ranks you possess (to a minimum penalty of 0).

Gauntlet Duelist (Martial)
Prerequisite: Duelist Stance

Benefit: If you are wielding a dueling weapon in your main hand and nothing in your off-hand when in Duelist Stance, you may treat your off-hand unarmed strikes as dueling weapons for purposes of determining benefits from Duelist Stance or any feats with Duelist Stance as a prerequisite.

Guarding Gauntlet (Martial)
Prerequisite: Duelist Stance, Base Attack Bonus +6

Benefit: If you are wielding nothing in your off-hand when in Duelist Stance, you may add any enhancement bonus to your unarmed strikes (such as from a +1 gauntlet) to your AC as a shield bonus.

Special: If you have the Parry feat, you may treat the enhancement bonus of your unarmed strikes as a shield bonus for the purpose of determining the penalty to hit for a parry with an unarmed strike.

Improved Guarding Gauntlet (Martial)
Prerequisite: Duelist Stance, Guarding Gauntlet, Base Attack Bonus +11

Benefit: Once per round when a foe within reach misses you with an attack while in Duelist Stance, you may spend 1 stamina as a Reaction to attempt a Disarm maneuver against that foe using your unarmed strike. On a success, you may make a single attack with the disarmed weapon against that foe so long as the weapon can be wielded by you in one hand. Your off-hand must be free to use this ability.

Duelist Flurry (Combat)
Prerequisite: Duelist Stance, Base Attack Bonus +1

Benefit: When making a Focused Attack while in Duelist Stance using only a single weapon with the dueling keyword, you can make a bonus attack with that weapon but all of your attack rolls in the Focused Attack are made at a -2 penalty. At +6 BAB, this penalty is reduced to -1; at +11 BAB, this feat does not impose a penalty. You may not use this feat and make an attack with an off-hand weapon on the same turn.

Special: If you have the Parry feat, you may attempt to parry an attack with an off-hand weapon without losing the benefit of this feat.

Power Stance (Stance)
Prerequisite: Base attack bonus +1

Benefit: When in Power Stance, you take a –1 penalty on all attack rolls to gain a +2 bonus on all weapon damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a weapon that adds 1.5 times your Strength modifier or more on damage rolls (such as using a melee or thrown weapon in two hands). This bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

When your Base Attack Bonus reaches +4, and every 4 points thereafter, before making an attack you may choose to increase the attack penalty by an additional –1 to increase the damage bonus by an additional +2 (for example, a character with +20 BAB may choose to take the maximum penalty of -6 for a +12 bonus, or a reduced penalty of -4 to gain a +8 bonus).

Special: This feat may be used with firearm keyword weapons even though some of their attacks target touch AC.

Crushing Swings (Martial)
Prerequisite: Power Stance, Improved Sunder, Base Attack Bonus +6

Benefit: When wielding a two-handed melee weapon, you may ignore the penalty to attack rolls from Power Stance when performing a Sunder maneuver.

Destructive (Martial)
Prerequisite: Power Stance, Smash, Base Attack Bonus +1

Benefit: You may double the damage bonus from power attack when dealing damage to unattended objects. At +5 BAB, you may double your damage bonus from power attack on sunder checks against attended objects if your sunder maneuver succeeds by one degree or more.

Devastating Strike (Combat)
Prerequisite: Power Stance, Base Attack Bonus +6

Benefit: When making a Focused Attack while in Power Stance, you gain a bonus to damage rolls equal to half your Base Attack Bonus. If your attack roll includes a penalty from making additional attacks, calculate the bonus damage by subtracting the penalty from your BAB before dividing by half.

Exceptional Pull (Combat)
Prerequisite: Power Stance, Base Attack Bonus +3

Benefit: When wielding a bow keyword weapon that you are proficient with while in Power Stance, you may treat your Strength as 2 higher for determining if you meet the weapon’s Strength prerequisite (if any) and for damage dealt.

Felling Smash (Martial)
Prerequisite: Power Stance, Maneuver Training, Base Attack Bonus +4

Benefit: Once per round when you make a Focused Attack while in Power Stance, you can spend a Reaction to attempt a Trip maneuver against the target of your attack.

Felling Throw (Martial)
Prerequisite: Power Stance, Maneuver Training, Felling Smash, Base Attack Bonus +4

Benefit: When attempting to trip a target using Felling Smash, you may choose to increase the AP cost of the Focused Attack by 1 to perform a Reposition maneuver on the tripped target as a free action. The Reposition is made using the same dice roll result of the Trip maneuver but applying the appropriate bonuses for a Reposition maneuver with an additional +2 circumstance bonus.

Special: You may apply the enhancement bonus from the weapon used to perform the Trip with Felling Smash to your MSB for this Reposition attempt.

Home-Run Strike (Combat)
Prerequisite: Power Stance, Maneuver Training

Benefit: When making a melee Focused Attack while in Power Stance, you may increase the AP cost by 1. On a hit, you may spend a Reaction to make a Shove Reposition maneuver against that target. The creature moves an additional 10 feet + 5 feet per 5 BAB in addition to the normal distance allowed.

If the target hits a solid object or obstacle (such as a wall) as part of this movement, the movement immediately stops but the target also takes 1d4 damage + 1d4 per 5 feet of movement remaining; this damage is in addition to the normal damage caused by a Shove into an object.

Special: You may apply the enhancement bonus from the weapon used to perform the Focused Attack to your MSB for this Shove attempt.

Smashing Shot (Martial)
Prerequisite: Power Stance, Base Attack Bonus +6

Benefit: When making a Focused Attack with a ranged weapon while in Power Stance, you may make a single Sunder attempt in place of an attack, using your Agility in place of Strength to determine your MSB with that maneuver.

Normal: You may only attempt a Sunder maneuver in place of a melee attack.

Storm of Blades (Combat)
Prerequisite: Power Stance, Base Attack Bonus +5

Benefit: You can swing your weapon with such great force you create a small vortex around yourself damaging your foes. When making a Focused Attack while in Power Stance, you may spend 1 additional AP to deal slashing damage equal to the higher of either your Strength or Agility bonus to creatures who move into your threatened area or start their turn there; this effect lasts until the start of your next turn. At +10 BAB, this damage increases by an amount equal to the lowest penalty that Power Stance applied to your attack roll this round (thus, the base -2 penalty from Power Stance would improve by damage by 2). At +15 BAB, this damage increases by your weapon’s base damage dice to this damage.

Sunder Body and Soul (Combat)
Prerequisite: Power Stance, Base Attack Bonus +3

Benefit: While in Power Stance, as a 3 AP action you may attempt a special Sunder maneuver against a target as if sundering its natural armor. On a success, the Sunder deals half damage to the target as normal and the target takes a -2 penalty on a single saving throw of your choice until it regains hit points through healing or natural rest; for each degree of success, this penalty increases by 1. You may apply this penalty to each of the target’s saves, but must make a separate attempt for each save; if you attempt to Sunder the same save again, apply only the highest penalty.

Precision Stance (Stance)
Benefit: When in Precision Stance, you gain a +1 competence bonus to all attack rolls which improves by an additional +1 for every 10 MPB you possess. In addition, up to 3 points of damage from your attacks is converted to precision damage. At +3 Base Attack Bonus and every 3 thereafter you may convert an additional point of damage per attack.

Battlefield Clarity (Combat)
Prerequisites: Precision Stance, Base Attack Bonus +6

Benefit: When in precision stance, creatures do not gain the normal bonuses from soft cover against your attacks and spells. If the creature would gain enhanced bonuses from cover (such as from a feat or class feature) it instead reduces these bonuses by the normal bonus amount.

Normal: When benefiting from soft cover, creatures normally gain a +2 bonus to AC and a +1 bonus to Reflex saves.

Deadeye (Combat)
Prerequisites: Precision Stance, Strike True, Precise Shot

Benefit: You treat your range increment as 5 foot longer per 10 base attack bonus you possess with ranged attacks while under the benefits of the strike true feat.

Deadly Precision (Combat)
Prerequisites: Precision Stance, Base Attack Bonus +6

Benefit: When in precision stance, you may spend a reaction to roll twice and take the higher result on an attack roll. You may only use deadly precision once per round plus an additional time per round at 12th BAB and every 6 thereafter.

Deadly Strike(Combat)
Prerequisites: Precision Stance, Strike True, Precise Strike

Benefit: While under the benefits of the strike true feat you double the maximum amount of damage you can convert to precision damage from precision stance. In addition the precision damage from Precisie Strike is doubled.

Precise Shot (Combat)
Prerequisites: Precision Stance

Benefit: When in precision stance, you can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Precise Strike (Combat)
Prerequisites: Precision Stance, Base Attack Bonus +2

Benefit: When in precision stance, and you are attacking a target whom you are flanking or are denied their dexterity bonus against your attacks, you may deal an additional point of precision damage plus an additional for every 5 base attack bonus you possess.

Repeated Strikes (Combat)
Prerequisites: Precision Stance, Base Attack Bonus +6

Benefit: When you make a Focused Attack, total the damage from the attack and all attacks before applying damage reduction.

Strike True (Combat)
Prerequisites: Precision Stance

Benefit: While in precision stance, you can focus yourself for 2 AP. When focused, you improved the competence bonus to attack rolls from precision stance by 4 bonus for the next attack you make before before the end of your next turn.

Special: You may spend 1 stamina to instead use this as a reaction.

Threading the Needle (Combat)
Prerequisites: Precision Stance, Battlefield Clarity

Benefit: When in precision stance, you gain a +2 precision damage on damage rolls against opponents that would benefit from soft cover against your attack (even if it gains no bonus from soft cover). This bonus increases for an additional +2 for each instance of soft cover beyond the first which the path of the attack would pass through, to a maximum number of creatures equal 1 per 4 BAB.

Warrior Mage Stance (Stance, Magic)
Prerequisites: BCB 1st

Benefit: Turning one’s magic inwardly you enhance your physical capabilities at the cost of your casting. When in Warrior Mage Stance you lose the ability to cast spells but gain a +1 competence bonus to all attack rolls. At 5th BCB and every 5 thereafter this bonus increases by an additional +1. To enter this stance you must pay 1 spell point, this cost must be paid anytime you enter this stance, even if it was ended and reentered within the same combat.

Empowered Body (Combat, Magic)
Prerequisites: Warrior Mage Stance, BCB 5th

Benefit: When in Warrior Mage Stance, you gain a deflection bonus to AC equal to the bonus to attack rolls from Warrior Mage Stance (minimum 1).

At 10th BCB you gain a Bonus Attack at a -5 penalty when making a Focused Attack; and at 20th BCB you gain another Bonus Attack at a -10 penalty.

Warrior Mage’s Cunning (Combat, Magic)
Prerequisites: Warrior Mage Stance, BCB 2nd

Benefit: When in Warrior Mage Stance, you may spend a reaction to temporarily alleviate the penalty of Warrior Mage stance to cast a single spell without leaving Warrior Mage Stance. Doing so imparts a penalty to the BCB of the spell being equal to the bonus to attack rolls from warrior mage stance.

Warrior Mage’s Footwork (Martial, Magic)
Prerequisites: Warrior Mage Stance, BCB 3rd

Benefit: You may enter Warrior Mage Stance without paying the spell point cost as a reaction after casting a spell with a cost of at least 1 spell point. If the spell was a prepared spell this ability still functions as long as the prepared spell had cost 1 spell point or more to prepare.

Whirlwind Stance (Stance)
Benefit: When in whirlwind stance you gain a +4 dodge bonus against attacks of opportunity you provoke from movement. Additionally if you move more than 5 feet in a turn, you gain a 25% concealment against ranged attacks until the start of your next turn.

Hurricane Strike (Combat)
Prerequisites: Whirlwind Stance, Whirlwind Strike, Base Attack Bonus +6

Benefit: When using Whirlwind Strike, you may increase the AP cost by an additional 1 to designate an additional target to make an attack against as part of the movement granted by Whirlwind Strike. This additional attack is subject to the cumulative penalties from additional attacks made as part of a Focused Attack. You may make off-hand weapon attacks with this additional attack as normal. This attack is subject to the same restrictions as Whirlwind Strike and you do not provoke attacks of opportunity from this additional target (though you still provoke attacks of opportunity from any creatures not targeted by this ability). You cannot target the same creature twice. You may move both before, after, and between these attacks.

At +11 BAB and every 5 thereafter you may designate an additional target as part of Whirlwind Strike to make an additional attack against with the usual cumulative penalties and restrictions as other attacks made as part of this feat.

Rending Winds (Combat):
Prerequisites: Whirlwind Stance, Two-Weapon Fighting, Base Attack Bonus +8

Benefit: When in Whirlwind Stance, once per round when you strike a target with both your main hand and off-hand weapon as part of the same pair of attacks, you may deal an additional 1d10 points of damage plus 1.5x your Strength modifier.

Rushing Winds (Martial):
Prerequisites: Whirlwind Stance

Benefit: When in Whirlwind Stance, you ignore difficult terrain when you charge or run. You can charge through squares that contain allies. In addition, your movement speed improves by 5 feet for every 5 ranks in acrobatics you possess while in Whirlwind Stance.

Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally.

Spin Shot (Combat)
Prerequisites: Whirlwind Stance, Rapid Shot, Base Attack Bonus +4

Benefit: When in Whirlwind stance and wielding a ranged or thrown weapon, you may as a 4 AP action target three creatures. For each creature targeted in this way you may make a single attack against them with a weapon wielded in your main hand, as long as they are within the first range increment of your weapon. At +6 base attack bonus and every 5 base attack bonus thereafter you may target and attack one additional creature as part of this ability. You may not target a single creature more than once as part of this attack.

Special: If you are wielding a ranged or thrown weapon in each hand you may target an additional creature. If you have Two-Weapon Fighting, Improved Two-Weapon Fighting, or Greater Two-Weapon Fighting you may target an additional creature for each of these feats you possess, these attacks must be made with your off-hand.

Whirling Blades (Combat)
Prerequisites: Whirlwind Stance, Two-Weapon Fighting

Benefit: When in whirlwind stance, when you successfully hit a foe with your off-hand weapon you may make one bonus attack at a –2 penalty against one additional enemy within your reach; this cannot be the same target as the initial attack. You may only use this ability once per round.

Whirlwind Strike (Combat)
Prerequisites: Whirlwind Stance

Benefit: When in whirlwind stance you may move as part of attacking. When making a Focused Attack you may increase the AP cost by 1 move up to your speed as part of this action. The attack as well as any off-hand attacks made as part of this Focused Attack can be made at any point during the movement allowing you to continue moving after the attack has resolved if you have distance remaining as part of this movement. Your movement from this feat does not provoke attacks of opportunity from the target of the Focused Attack. You cannot use this ability to attack a foe that is adjacent to you at the start of this ability.

You may spend additional AP as normal to make additional attacks as part of a Focused Attack, but these attacks must be made after the Whirlwind Strike feat has resolved.

Special: If an ability would allow you to attack additional creatures you still provoke attacks from those creatures, and only avoid provoking attacks of opportunity from the primary target of the Focused Attack.

Whirlwind Attack (Combat)
Prerequisites: Whirlwind Stance, Base Attack Bonus +4

Benefit: As a 4 AP action you may begin to wildly attack foes around you. You may make one melee attack against each opponent within reach, you may Shift when performing this attack to bring additional foes within reach, though this does not reduce the AP cost of this Shift. You make a separate attack roll against each opponent and you may not target the same foe more than once with this attack. When performing a whirlwind attack you gain the benefits of your whirlwind stance as if you had moved more than 5 feet that round.

Special: You may not make additional attacks or bonus attacks as part of other feats, spells, or abilities that would grant additional attacks or bonus attacks when using this ability, unless otherwise specified.

Special: If you possess the Whirlwind Step feat you may increase the AP cost of this feat by 1 to allow you to perform a Shift between each attack made as part of this feat and may do so to bring additional foes within reach.

Whirlwind Defense (Martial)
Prerequisites: Whirlwind Stance

Benefit: When taking a total defense action you gain the benefits of whirlwind defense as if you had moved more than 5 feet in a round. If you move more than 5 feet as well as take a total defense action you increase the miss chance from whirlwind stance by 5% plus an additional 5% per 10 base attack bonus you possess.

Whirlwind Step (Combat)
Prerequisites: Whirlwind Stance, Base Attack Bonus +11

Benefit: When making a Focused Attack, and if you have not yet moved this turn, you may Shift before each attack you make for no additional AP cost, including main-hand and off-hand attacks made as part of each attack, up to a maximum of your movement for the turn. Each Shift must end in a square that would allow you to make an attack against a creature.

Improved Whirlwind Stance (Martial)
Prerequisites: Whirlwind Stance, Base Attack Bonus +6

Benefit: When you move more than 5 feet in a turn your concealment from Whirlwind Stance applies against all attacks, not just ranged attacks. In addition once per round you may Shift for 0 AP.

Reckless Stance (Stance)
Benefit: When in reckless stance, you take a -2 penalty to AC and on Physical saves against maneuvers to gain a +2 bonus on attack rolls.

When your base attack bonus reaches +5, and every 5 points thereafter, the penalty increases by an additional  –1 and the bonus to attack rolls increases by +1. You may choose to take all, some, or none of this additional penalty, though this choice must be made before you make an attack roll (so a character at 20 BAB may chose to take a -3 to gain a +3 bonus, rather than the full -5 penalty for a +5 bonus).

Reckless Maneuvers (Martial)
Prerequisite: Reckless Stance

Benefit: When in reckless stance, if you perform a combat maneuver and provoke an attack of opportunity from the creature you’re attempting the maneuver on, you gain a +2 dodge bonus to AC against the attack of opportunity. If you successfully avoid the attack you gain a +2 bonus to MSB on the triggering combat maneuver.

This feat counts as maneuver training for the purposes of meeting the prerequisites of feats that require maneuver training. In addition, if you already possess, or later gain, the maneuver training feat you may choose to provoke an attack of opportunity to gain the benefits of this feat despite no longer provoking with combat maneuvers.

Improved Reckless Maneuvers (Martial)
Prerequisite: Reckless Stance, Reckless Maneuvers, BAB +5

Benefit: The bonus to AC and MSB from reckless maneuvers improves by an additional +2. In addition, you may choose to not apply the penalty to AC from reckless stance to your physical saves against maneuvers, but when doing so you only gain half the bonus to attack rolls from reckless stance.

Wild Swings (Combat)
Prerequisite: Reckless Stance, BAB +2

Benefit: When in reckless stance, you may choose to take an additional -2 penalty to AC to make one bonus attack at no additional AP cost. At +5 BAB and every 5 thereafter you reduce the cumulative attack penalty from this bonus attack by 1 to a minimum of 0; this reduction in penalty does not apply to any off-hand weapon attacks made as part of this bonus attack.

Skirmisher Stance (Stance)
Benefit: When in skirmisher stance whenever a foe within your threatened area moves away from you, you may also Shift as a reaction as long as this movement ends closer to the creature who originally moved away. During your next turn you treat your speed as 5 feet lower for each time you use this ability. You must have at least 5 feet of movement speed remaining for their next turn in order to use this ability.

Aggressive Chase (Combat)
Prerequisites: Skirmisher Stance, No Escape, Base Attack Bonus +4

Benefit: While in Skirmisher Stance, when you spend a reaction to Shift closer to a creature as part of skirmisher stance, you may spend an additional reaction to make a single attack against that creature if your movement would put you within your reach.

Fast Patrol (Combat)
Prerequisites: Skirmisher Stance, Skirmisher’s Patrol, Base Attack Bonus +6

Benefit: You reduce the AP cost of Skirmisher’s Patrol from 4 AP to 3 AP.

Special: If you possess a stamina pool you may spend 1 stamina to instead use Skirmisher’s Patrol as a 2 AP action.

Improved Skirmisher’s Stance (Martial)
Prerequisites: Skirmisher Stance, Base Attack Bonus +3

Benefit: When performing a Shift as a reaction in skirmisher stance you may instead move an additional 5 feet as part of that shift. In addition your speed is no longer reduced the next round for each use of skirmisher stance.

Improved Standstill (Martial)
Prerequisites: Skirmisher Stance, Standstill, Base Attack Bonus +4

Benefit: When making a reposition combat maneuver as part of Standstill, as long as you fail by one degree or less on the creature’s movement is still halted and cannot move for the remainder of their turn. In addition if you successfully make the reposition combat maneuver you may move the creature an additional 5 feet as part of the reposition.

Overwatch Patrol (Combat)
Prerequisites: Skirmisher Stance, Skirmisher’s Patrol, Base Attack Bonus +4

Benefit: You may use a ranged weapon with Skirmisher’s Patrol, creatures moving through the threatened squares granted by Skirmisher’s Patrol provoke attacks of opportunity from you.

Special: If your ranged weapon is able to be reloaded as a free action, you may spend a reaction to reload after making an attack of opportunity made during the patrol.

Skirmisher’s Patrol (Combat)
Prerequisites: Skirmisher Stance

Benefit: When in skirmisher stance, as a 4 AP action you may increase your threatened area by 5 feet, plus an additional 5 feet for every 4 base attack bonus you possess. This increased threatened area is applied after the effects of the reach weapon special feature. Until the beginning of your next turn, you may make attacks of opportunity against any creature in this threatened area that provokes attacks of opportunity. A creature must be within your reach to attack, but you may move to bring the creature that provokes the attack of opportunity within your reach as part of these attacks, provided your total movement before your next turn does not exceed your base speed. Any movement you make provokes attacks of opportunity as normal.

Weapons or creatures that do not threaten nearby squares do not gain a threatened area from this feat and can only benefit if the weapon they are wielding with it would grant them a threatened area.

Special: The Shift granted by skirmisher stance counts against the movement limit of Skirmisher's Patrol, rather than reducing your movement before your next turn; this does not apply if you possesses Improved Skirmisher’s Stance.

Standstill (Martial)
Prerequisites: Skirmisher Stance

Benefit: When in skirmisher stance, when you strike a foe with a readied action, or an attack of opportunity due to moving through your threatened squares, you may spend an additional reaction to make a reposition combat maneuver. If you make a successful combat maneuver check they are subject to a reposition as normal and they cannot move for the remainder of their turn, though may take any other remaining actions for their turn.

Tactical Step (Martial)
Prerequisites: Skirmisher Stance

Benefit: When in skirmisher stance, if a creature Shifts towards you, you may spend a reaction to Shift away from this creature. During your next turn you treat your speed as 5 feet lower for each time you use this ability. You must have at least 5 feet of movement speed remaining for their next turn in order to use this ability.

Special: If you possess Improved Skirmisher Stance may now move an additional 5 feet when you Shift as a reaction as part of this feat; and you no longer subtract 5 feet from your speed.