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)
Prerequisites: 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. When making a Focused Attack with a wielded weapon, once per round you may also perform one of the following actions for additional AP; and doing so does not provoke attacks of opportunity for using the item.:


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

Effortless Activation (Combat)
Prerequisites: 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: When in blind warrior stance, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you hit.

An invisible attacker gets no advantages related to hitting you in melee; you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks unless you successfully pinpoint an invisible or hidden attacker, then that attacker gets no advantages related to hitting you with ranged attacks. In addition, you no longer need to make an acrobatics check to move more than half your speed in a single movement due to being blinded.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Blind Adept (Combat)
Prerequisites: 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)
Prerequisites: 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
Prerequisites: 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 Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.

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

Benefit: While you have concealment in blind warrior stance, your opponents’ miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend a reaction to move 5 feet. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Blind Master (Combat)
Prerequisites: 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):
Prerequisites: 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 are immune to flanking while in blind warrior stance.

Defensive Stance (Stance)
Prerequisites: Base attack bonus +1.

Benefit: When in defensive stance you reduce the penalty for fighting defensively by 1 and increase the bonus by 1. Additionally at 4th base attack bonus and every 8 thereafter you may take an additional -1 penalty to attacks for an additional +1 dodge bonus to AC, in addition to that provided by fighting defensively. In addition, a character in defensive stance gains an additional dodge bonus 1 + 1 per 5 base attack bonus they possess whenever they take the total defense action. At 10th level you reduce the penalty from fighting defensively by an additional 1.

Deflect Arrows (Combat)
Prerequisites: 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. To deflect a ranged attack make a single attack with a melee weapon, using the resulting attack in place of your AC to determine if the attack would hit. If successful, and if you have a hand free, you may choose to spend 1 stamina to catch the ammunition and immediately throw it. When attempting to throw the ammunition treat it as a thrown weapon with weapon damage of 1d4, a x2 crit, and a 20 foot range increment. You may not attempt to deflect spells 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 originating from spells. This feat does not count against your uses per round of the Parry feat.

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

Benefit: While in Defensive Stance, once per short rest you may take a 10 on an AC roll while using total defense. At 10th BAB and every 5 thereafter you may use this ability an additional time per short rest.

Cautious Defender (Combat)
Prerequisites: Defensive Stance

Benefit: When in Defensive Stance, when you take the total defense action you still threaten squares as normal and may take a single reaction to make an attack of opportunity against a foe that provokes during the total defense. At +10 base attack bonus a character may use two reactions per total defense for attacks of opportunity.

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

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

Special: You may ignore the once per round limit of this feat if the attack missed due to a use of the Parry feat.

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

Benefit: When in Defensive Stance, you gain a competence bonus to concentration skill checks equal to your dodge bonus from fighting defensively, in addition to the dodge bonus 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)
Prerequisites: Defensive Stance, Base Attack Bonus +5

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

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

Benefit: When in Defensive Stance and fighting defensively or using the total defense action you may once per day per 5 base attack bonus roll twice and take the better result on an AC roll. 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)
Prerequisites: 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 Blind Master and Stance Mastery 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 reaction to maintain both stances at once for subsequent rounds.

Duelist Stance (Stance)
Prerequisites: Improved Feint

Benefit: When in Duelist Stance, you may perform a feint in place of a single melee attack. In addition any weapon you wield with the dueling keyword gains a +1 to hit and damage rolls against enemies that only you threaten. When wielding a weapon with the dueling keyword you gain 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)
Prerequisites: Duelist Stance, Bluff 5 ranks

Benefit: When in Duelist stance, if you successfully feint a creature that creature takes a -1 penalty on attack rolls against you on their next attack before the end of your next turn. This penalty increases by an additional for every 5 ranks you have in bluff after 5.

Special: If you have greater feint this penalty is extended to one additional attack that foe makes for every 5 ranks you have in bluff after 5.

Duelist Dodge (Martial)
Prerequisites: 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)
Prerequisites: Duelist Stance

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

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

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

Benefit: When in Duelist stance, if you are wielding a buckler and do not attack with the buckler during your turn; before the beginning of your next turn you may spend a reaction to roll any AC check twice and take the better result, you may only spend a reaction this way once per round per 5 base attack bonus you possess.

Special: If you have the two-weapon defense feat you may instead reroll any parry attempt with the buckler when using this feat instead of rolling your AC check twice.

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

Benefit: When in Duelist stance, if you are wielding two weapons with the dueling keyword in your main and off hand you gain a +1 shield bonus to AC. If wielding a weapon with the dueling keyword in both main and off-hand this bonus improves to a +2 shield bonus to AC.

Special: If you possess the Parry feat, when parrying an attack with the Parry feat with a weapon with the dueling keyword you may reduce any penalties from that feat to a parry attempt by 1 point per 5 ranks in bluff you possess to a minimum penalty of 0.

Gauntlet Duelist (Martial)
Prerequisites: Duelist Stance

Benefit: When in duelist stance, if you are wielding a dueling weapon in your main hand and nothing in your off hand you may treat your off hand unarmed strikes as dueling weapons for the purposes of benefits from duelist stance or any feats with duelist stance as a prerequisite.

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

Benefit: When in duelist stance, if you are wielding nothing in your off hand, you may add any enhancement bonus your unarmed strikes possess (such as +1 gauntlet) to your AC as a shield bonus.

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

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

Benefit: While in duelist stance, once per round, whenever a foe within reach misses you with an attack you may spend 1 stamina as an reaction to attempt a disarm combat maneuver against that foe with an unarmed strike. If successful, and if the weapon is one you are capable of wielding in one hand you may make a single attack at your highest base attack bonus with that weapon against the target. You must be wielding nothing in your off hand to use this ability.

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

Benefit: When in duelist stance, when making a Focused Attack with a single weapon with the dueling keyword, you can make an additional attack with that weapon but all of your attack rolls take a -2 penalty when using Duelist Flurry, including the original Focused Attack. At +6 BAB, this penalty is reduced to -1. At +11 BAB, this penalty is reduced to 0. This additional attack ignores the cumulative penalties from additional attacks made as part of a Focused Attack.

Special: This feat may not be used in conjunction with off-hand attacks or two-weapon fighting.

Power Stance (Stance)
Prerequisites: 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 unarmed, natural weapon, or weapon damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a melee weapon using two hands, or a weapon that adds 1-1/2 times your Strength modifier or more on damage rolls.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. 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 -4 to gain a +8 bonus, rather than the full -6 penalty for a +12 bonus).

This bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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

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

Benefit: When in Power Stance, when wielding a two-handed melee weapon you may reduce the penalty to attack rolls from power stance to 0 when performing a sunder combat maneuver.

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

Benefit: You may double your 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)
Prerequisites: Power Stance, Base Attack Bonus +6

Benefit: When in Power Stance, when you make a Focused Attack you gain a bonus to damage rolls equal to half your base attack bonus to the Focused Attack.

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

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

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

Benefit: When in Power Stance, one per round, when you make a Focused Attack you can spend a reaction to attempt a trip combat maneuver against that opponent.

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

Benefit: When in Power Stance you may choose to increase the AP cost of the Focused Attack by 1 when using Felling smash to allow you to perform a reposition on the tripped target as a free action. The reposition is made using the same dice result of the Trip Maneuver applying other bonuses as usual for a reposition maneuver with an additional +2 circumstance bonus.

Special: You may use the weapon you used to perform the trip with felling smash to perform this maneuver, meaning your weapon’s enhancement bonus, as well as any bonuses to your attack roll with that weapon, apply to the maneuver.

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

Benefit: When in Power Stance, you may increase the AP cost of making a Focused Attack by 1. When you successfully hit using a melee attack, you may spend a reaction to make a shove reposition maneuver against that target. The creature moves an additional 10 feet plus 5 feet per 5 BAB you possess in addition to the normal movement distance allowed by the reposition.

A creature who hits a solid object or obstacle (such as a wall) as part of this movement immediately stops moving as normal, but takes 1d4 damage plus an additional 1d4 per 5 feet of movement they had remaining as part of this bull rush. This damage is in addition to the damage normally caused by a bull rush into an object.

Special: You may use the weapon you attacked with to perform this maneuver, meaning your weapon’s enhancement bonus, as well as any bonuses to your attack roll with that weapon, apply to the maneuver.

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

Benefit: When in Power Stance, you may make a single Sunder Attempt with a ranged weapon as a Focused Attack, using your Dexterity modifier in place of Strength modifier to determine your MSB with that maneuver.

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

Benefit: When in Power Stance, you may swing your weapon with such great force you create a small vortex around yourself damaging your foes. You may spend 1 additional AP when making a Focused Attack to cause creatures who start their turn in your threatened area to take damage equal to your strength or dexterity bonus (whichever is greater) until the start of your next turn. At +10 BAB you improve this damage by an amount equal to the amount of penalty you took to the Focused Attack attack roll from power stance (thus a -2 from power attack would improve by damage by 2). When your base attack bonus reaches +15, you may add your weapon’s base damage dice to this damage.

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

Benefit: For 3 AP you may attempt a sunder combat maneuver against a creature as if sundering natural armor. On a successful hit you deal half damage as normal and the creature takes a -2 penalty on a single saving throw of your choice. This penalty lasts until the creature is healed or recovers hit points naturally (such as through rest). For every degree of success of this Sunder Maneuver this penalty increases by 1. You may sunder the creature additional times, each time selecting a new save to apply a penalty to.

Precision Stance (Stance)
Benefit: When in precision stance attacks you gain a +1 competence bonus to all attack rolls improving by an additional 1 for every 10 MPB you possess. In addition, you convert up to 3 points of damage from an attack 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. ====

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 additional 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).

Once per round at 10th BCB and every 10 thereafter, when making a Focused Attack you may choose to not increase the cumulative penalty for a single additional attack.

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 additional attacks must be made with your off-hand.

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

Benefit: When in whirlwind stance, when you strike a foe with your off-hand weapon you may make one additional attack at the same cumulative penalty as the off-hand weapon to 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.

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 as part of other feats, spells, or abilities that would grant additional 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 additional 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 additional attack at no additional AP cost. At +5 BAB and every 5 thereafter you reduce the cumulative attack penalty from this additional 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 additional 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.