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 move action. As a full-round action, you may make a focused attack action with a wielded weapon and also perform one of the following actions: drink a potion, activate a scroll or a wand, or apply an alchemical item; doing so does not provoke attacks of opportunity for using the item.

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

Benefit: You may treat the attack made as a part of blade and brew stance as an attack action rather than a focused attack action.

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; that is, 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 do not need to make Acrobatics skill checks to move at full speed while 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 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.

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 an immediate action 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.

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. You may roll a single attack at your highest base attack bonus, if your attack is higher than theirs the ranged attack is treated as a miss. 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.

Special: You may not attempt to deflect spells, but may use this to attempt to deflect a touch attack from a firearm.

If you have two-weapon defense, while in Defensive stance you may use two-weapon defense against ranged attacks, in addition to melee attacks; you still cannot parry ranged touch attacks originating from spells.

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.

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 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 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 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, and this may not be combined with the roll with it stamina ability.

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.

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 your next turn. You must decide to use this ability before any attacks are made.

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

Benefit: When in Duelist stance, if you are wielding a buckler in your offhand you may choose to forgo any attacks made with the buckler as part of a full attack action. 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 plus an additional time per 5 base attack bonus after 1.

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.

Special: If you have the two-weapon defense feat you may increase the shield bonus granted by this feat by 1 when wielding two weapons with the dueling keyword. In addition when parrying an attack with two-weapon defense 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.

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 two-weapon defense 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, whenever a foe within reach misses you with an attack you may spend 1 stamina as an immediate action 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 full-attack action with a single weapon with the dueling keyword, you can make an additional attack at your highest attack bonus. All of your attack rolls take a -2 penalty when using Duelist Flurry. At 6 BAB, this penalty is reduced to -1. At 11 BAB, this penalty is reduced to 0.

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 and combat maneuver checks 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 combat maneuver checks 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.

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

Benefit: When in Power Stance, when you make an attack action you gain a bonus to damage rolls equal to half your base attack bonus. This bonus damage is multiplied on a critical hit.

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, when you make an attack action you can spend a swift action 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 and after successfully tripping a foe using felling smash, you may spend a point of stamina as a reaction to perform a reposition combat maneuver on that target with a +2 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, when you hit a target with an attack action, you may spend a swift action to make a bull rush reposition maneuver against that target. You may not move with the creature, but the creature moves an additional 5 feet plus 5 feet per 10 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 1d6 damage plus an additional 1d6 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 ranged sunder attempt as a focused attack action, using your Dexterity modifier in place of Strength modifier to determine your combat maneuver bonus.

Storm of Blades (Combat)
Prerequisites: Power Stance, Base Attack Bonus +6

Benefit: When in Power Stance, you may swing your weapon with such great force you create a small vortex around yourself damaging your foes. As a focused attack action you make a single melee attack at your highest base attack bonus. Regardless if your attack hits or misses, until the beginning of your next turn creatures who start their turn in your threatened area take damage equal to your strength or dexterity bonus (whichever is greater). When you base attack bonus reaches +11, you also add your base weapon damage. When your base attack bonus reaches +16, you may use this as an attack action.

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

Benefit: 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 your attack exceeds the opponent’s opposed CMD roll 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)
Prerequisites: Dexterity 13

Benefit: When in precision stance attacks you make against creatures in armor treat the creature’s armor bonus as 2 lower for the purposes of determining how much damage they may redirect to their armor.

When your base attack bonus reaches +4, and every 4 points thereafter you treat the creature’s armor as an additional 2 lower for the purposes of determining how much damage they may redirect to their armor.

Denied Sacrifice (Combat)
Prerequisites: Precision Stance, Base Attack Bonus +8

Benefit: When in precision stance, when you confirm a critical hit, and the crit confirmation succeeds by at least two degrees of success the targeted creature may not use the armor sacrifice ability against this attack.

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. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may only use deadly precision once per round.

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

Benefit: While under the benefits of the strike true feat, your precision damage from Precise Strike is doubled, and deals an additional 1 point of precision damage per 4 base attack bonus on a successful critical hit.

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 on your weapon damage rolls against the target per 2 BAB you possess.

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

Benefit: When you take a full-attack action, total the damage from all hits before applying damage reduction.

Strike True (Combat):
Prerequisites: Precision Stance

Benefit: When in precision stance, you can focus yourself as a move action. When focused, you gain a +4 bonus on your next attack roll before the end of your turn.

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

Special: If a creature uses the Armor Sacrifice ability to redirect all damage to their armor, you instead deal a number of points of damage directly to the creature up to a maximum that you would normally prevent redirection for.

Whirlwind Stance (Stance)
Benefit: When in a 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 designate an additional target to make a melee attack against at a -5 penalty; this additional attack is not considered an attack action. 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.

Special: At +11 you may designate an additional target to attack at a -10 penalty. At +16 base attack bonus you may designate an additional target to attack at a -15 penalty. If you are wielding two weapons and possess the Two-Weapon Fighting, Improved Two-Weapon Fighting, or Greater-Two weapon fighting feats you reduce the penalty to the additional attacks made with this feat by 1 for each of these feats you possess.

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 your main hand and off-hand weapon, 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, run, or withdraw. 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 full-round action target three creatures. For each creature targeted in this way you may make a single attack against them at your full base attack bonus, 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 your highest base attack bonus -2 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. As a full-round action, you can move up to your speed and make a single melee or ranged attack without provoking any attacks of opportunity from the target of this attack. This attack is treated as an attack action for the purposes of feats or abilities that require an attack action. You can move both before and after the attack, but you cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Special: If an ability would allow you to attack additional creatures such as Cleave Through; you still provoke attacks from those creatures, and only avoid provoking attacks of opportunity from the primary target of the attack action.

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

Benefit: As a full-round action you may begin to wildly attack foes around you. You may make one melee attack at your highest base attack bonus against each opponent within reach, you may take a 5 foot step when performing this attack to bring additional foes within reach. 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.

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 the full attack action, and if you have not yet moved this turn, you may make a 5 foot step before each attack you make, up to a maximum of your movement for the turn. Each 5 foot step 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 you may perform a withdraw action as a move action, but you may only move up to your speed.

Reckless Stance (Stance)
Benefit: When in reckless stance, you take a -2 penalty to AC 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 CMB 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 CMB from reckless maneuvers improves by an additional +2. In addition, you may choose to ignore the penalty to AC from reckless stance when using the reckless maneuvers feats, but 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 your full base attack bonus -2 when making a full attack.

Skirmisher Stance (Stance)
Benefit: When in skirmisher stance whenever a foe within your threatened area moves away from you, you may also make a 5-foot step as a reaction as long as this movement ends closer to the creature who originally moved away. During your next turn you may not take a 5 foot step, and subtract 5 feet from your total movement for each time you 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 make a 5-foot step 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 may use Skirmisher’s Patrol as a standard action. You may spend a reaction to instead use Skirmisher’s Patrol as a move action. This does not allow you to activate a patrol more than once.

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

Benefit: You may now move up to 10 feet as a reaction when using a skirmisher stance. In addition you no longer subtract 5 feet from your movement, nor are you prevented from taking a 5 foot step.

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.

No Escape (Combat)
Prerequisites: Skirmisher Stance, Base Attack Bonus +2

Benefit: While in skirmisher stance, you may spend one stamina as a reaction when a creature attempts a withdraw action to make a single attack against them at your highest base attack bonus.

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. If your weapon can be reloaded as a swift action you may spend an immediate action to reload your weapon after making an attack of opportunity during the patrol.

Skirmisher’s Patrol (Combat)
Prerequisites: Skirmisher Stance

Benefit: When in skirmisher stance, as a full-round 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.

Special: The 5-foot step granted by skirmisher stance counts against the movement limit of Skirmisher's Patrol, rather than reducing your movement before your next turn.

A character who is wielding a weapon that cannot threaten, such as a bow or other ranged weapon does not gain a threatened area from using this feat.

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 takes a 5 foot step towards you, you may spend a reaction to take a 5 foot step away from this creature. During your next turn you may not take a 5 foot step, and subtract 5 feet from your total movement for each time you use this ability.

Special: If you possess Improved Skirmisher Stance may now move up to 10 feet as a reaction; and you no longer subtract 5 feet from your movement, nor are you prevented from taking a 5 foot step.