Feats/Martial

Martial feats are a style of feat that allows a character to expand upon their martial capability through proficiencies, maneuvers, or some other feat that increases the utility of a character in combat and does not directly lead to more damage output of a character. Martial feats may be taken as normal feats, though are usually granted as bonus feats through martial classes.

Armor Proficiency (Martial)
Benefit: You gain proficiency in simple armor. If you already have simple armor proficiency you may instead select light martial or heavy martial armor and you gain proficiency in that type of armor. If you have proficiency in light martial armor you may select a single exotic light armor; or if you have proficiency in heavy martial armor you may select a single exotic heavy armor, you gain proficiency in the selected armor.

Special: You may select this feat more than once, each time gaining a new armor proficiency.

Assassin (Martial)
Prerequisite: Stealth 3 ranks

Benefit: Stealth check penalties for moving quickly are halved, moving at full speed, and reaching concealment after creating a distraction. At 5 ranks of Stealth you reduce the Stealth penalty from sniping by 10. At 10 ranks of Stealth If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

Axe Defense (Martial)
Benefit: You have learned to deflect blows when using an axe. You gain a +2 dodge bonus to AC anytime you make a full attack with a weapon with the axe keyword. In addition you gain a +1 dodge bonus to AC anytime you take the total defense action while wielding an axe keyword weapon.

Battle High (Martial)
Prerequisite: Stamina

Benefit: Treat your Constitution modifier as 2 higher when determining the number of temporary hit points gained by the Second Wind ability.

Bodyguard (Martial)
Benefit: When an ally, besides yourself, within your threatened area is targeted by an attack you may spend a reaction to use the aid another action on them to improve their AC.

Bullying Blow (Martial)
Prerequisite: Intimidate 1 rank

Benefit: Once per round when you hit a foe with a melee attack you may make an intimidate check to demoralize against that foe as a free action. For every 4 ranks of intimidate you possess after 1 you may use this ability one additional time per round.

Dash (Martial)
Benefit: When wielding weapons no heavier than light category you may treat your movement speed as 10 higher when performing a charge, run, or withdraw action.

Dazzling Display (Martial)
Benefit: You can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Special: You may spend one point of stamina to reduce the action required to use this feat to a move action.

Defender (Martial)
Prerequisite: Bodyguard

Benefit: When using the Bodyguard feat, you may add half your Base Defense Bonus (minimum +1) to the amount of AC bonus you grant with the aid another action. If the ally would still be hit you may, as a reaction, instead take the damage in place of your ally.

Special: You may spend 1 stamina as part of the aid another to improve the bonus from half to all of your base defense bonus.

Defensive Mastery (Martial)
Benefit: You may treat your base attack bonus 5 higher to a maximum of your hit die when calculating Base Defense Bonus.

Evasion (Martial)
Prerequisite: Dex 13, Lightning Reflexes, Base Attack Bonus +8

Benefit:  You can avoid even magical and unusual attacks with great agility. When you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if the character is wearing light armor or no armor and is not at a medium or greater encumbrance. A helpless character does not gain the benefit of evasion.

Extra Stamina (Martial)
Prerequisite: Stamina class feature.

Benefit: Your stamina pool total increases by 2.

Special: A character may take this feat more than once. The effects stack.

Forceful Bull Rush (Martial)
Benefit: You may perform a Bull Rush reposition maneuver at the end of a charge instead of the usual attack granted at the end of a charge. In addition to a successful Bull Rush you push the creature an additional 5 feet + 5 feet per 10 BAB you possess. This may not be utilized with a non-bull rush reposition maneuver.

Frightful Presence (Martial)
Prerequisite: Intimidate 5 ranks

Benefit: If your demoralize attempt succeeds by two degrees of success, the target is frightened for 1d4 rounds and shaken thereafter for the normal shaken duration. If you succeed by three degrees of success the target is instead panicked for 1d4 rounds. Four degrees of success causes the creature to gain the cowering condition for 1d4 rounds. When you reach 10 ranks in Intimidate and only fail by one degree or less on your demoralize attempt the creature is still shaken for 1 round.

Grab (Martial)
Prerequisite: Maneuver Training

Benefit: Your unarmed strikes and natural weapons are treated as having the grapple weapon feature. In addition when maintaining a grapple with a natural weapon or unarmed strike you deal damage equal to your strength modifier (minimum 0); you may still choose to deal damage as normal when maintaining a grapple in addition to this.

Special: You may spend 1 stamina as a reaction to make a grapple combat maneuver after a successful hit with a weapon that has the grappled weapon feature. This combat maneuver uses the same BAB as the attack that triggered it; meaning if the iterative attack was made at BAB -5 then the resulting CMB roll would also be at BAB -5.

Graceful Reach (Martial)
Benefit: You treat any weapon with both the Polearm and Blade, or Polearm and Spear keywords as having the finesse property.

Grapple Shield (Martial)
Prerequisite: Improved Grapple, Base Attack Bonus +4

Benefit: When you are the target of an attack while grappling (from a creature besides the one you are grappling), you may attempt a reposition combat maneuver as a once per round reaction. The creature treats this as moving into hazardous terrain (gaining  +4 bonus to their opposed CMD roll). If you successfully reposition the foe, you move them in between you and the attacker, or the nearest unoccupied square (if the attacker is adjacent to you), and the attack is instead rolled against the grappled creature instead of you. If the creature resists the reposition attempt the grapple immediately ends and the foe is not subject to the incoming attack roll.

Special: You may spend 1 stamina to deny the target the +4 bonus to their opposed CMD roll.

Greater Feint (Martial)
Prerequisite: Improved Feint, Base Attack Bonus +6

Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.

Guardian (Martial)
Benefit: When fighting defensively you may grant a single ally within your reach the dodge bonus from fighting defensively instead of yourself. The ally loses these bonuses if they move out of your reach. In addition once per round as a reaction you may switch places with this ally; if this is done in response to an attack that ally gains a +2 untyped bonus to AC against that attack.

Special: You may spend a stamina at the start of your turn to retain the bonuses from fighting defensively to yourself in addition to granting them to an ally, until the start of your next turn.

Improved Dirty Trick (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +2 bonus to CMB to attempt a dirty trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4+1 rounds, plus 1 round for every 4 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.

Improved Disarm (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +1 bonus to CMB to disarm a foe, plus an additional +1 per 5 base attack bonus you possess. You reduce the bonus against disarm a creature gains from the integrated or attached weapon property by a number of points equal to half your base attack bonus (minimum 0). In addition when you disarm a weapon you may choose to spend a reaction to immediately sheath the weapon on yourself if you do not have a hand free to hold it. You gain half this bonus to CMB to your CMD against disarm attempts (minimum 1)

Improved Evasion (Martial)
Prerequisite: Dex 15, Lightning Reflexes, Evasion, Base Attack Bonus +14

Benefit: This works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, they henceforth take only half damage on a failed save. A helpless character does not gain the benefit of improved evasion. A character still does not gain the benefits of the improved evasion feat in heavy armor, or when in a medium or greater encumbrance, when using this feat.

Improved Feint (Martial)
Benefit: You receive an additional +2 bonus to your bluff checks when attempting to feint. In addition you may make a bluff check to feint as a move action.

Normal: Feinting is a standard action.

Improved Grapple (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +1 bonus to CMB to grapple a foe, plus an additional +1 per 5 base attack bonus you possess. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. You gain half this bonus to CMB to your CMD against grapple attempts (minimum 1)

Improved Indomitable (Martial)
Prerequisite: Wis 15, Iron Will, Indomitable, Base Attack Bonus +14

Benefit: In addition to the effects of Indomitable, when you fail a saving throw against an effect treat it as if you had failed by one degree less; this cannot turn a failed save into a successful save. A helpless character does not gain the benefit of this feat.

Special: A character with the Force of Personality major perk may use their charisma in place of their wisdom to qualify for this feat.

Improved Reposition (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +1 bonus to CMB to reposition a foe, plus an additional +1 per 5 base attack bonus you possess. Whenever you reposition a foe, his movement provokes attacks of opportunity from alles who threaten him. You gain half this bonus to CMB to your CMD against reposition maneuvers (minimum 1)

Improved Roll With It (Martial)
Prerequisite: Mystic Pool or Stamina Pool; Base Attack Bonus +1

Benefit: You may use the reaction reroll of the roll with it stamina ability once per short rest without needing to spend a stamina point. You may use this an additional time between short rests at 6th BAB and every 5 BAB thereafter.

Improved Stalwart (Martial)
Prerequisite: Con 15, Great Fortitude, Stalwart Base Attack Bonus +14

Benefit:  In addition to the effects of the stalwart feat, when you fail a saving throw against an effect treat it as if you had failed by one degree less; this cannot turn a failed save into a successful save. A helpless character does not gain the benefit of this feat.

Improved Sunder (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +1 bonus to CMB to sunder attempts, plus an additional +1 per 5 base attack bonus you possess. When you destroy an item with a sunder combat maneuver the excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. You gain half this bonus to CMB to your CMD against sunder attempts (minimum 1)

Special: When sundering natural weapons or armor you deal additional damage to the creature you’re performing the sunder on equal to your base attack bonus.

Improved Trip (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +4

Benefit: You receive an additional +1 bonus to CMB to trip a creature, plus an additional +1 per 5 base attack bonus you possess. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. You gain half this bonus to CMB to your CMD against trip attempts (minimum 1)

Improvised Climber (Martial)
Benefit: As a full-round action you may use a Bow keyword weapon or Thrown keyword weapon (that is not a Sling keyword weapon) on a wall, cliff, or other vertical surface, doing so counts as a piton in a wall for the purposes of climbing. You may shoot or throw a number of arrows or thrown weapons as part of this ability as you can normally use as part of a full-attack action. Pitons created by arrows in this way are not quite as steady as normal pitons and can only support up to an amount of weight up to a light load normally allowed by your strength score. Creatures attempting to remove these arrows must make a CMB check against your average CMD (an opposed CMD check assuming you had rolled a 10). If you are using a ranged weapon that deals 1.5x strength modifier damage (such as a composite bow or a thrown weapon thrown with two hands), treat your strength modifier as 50% higher for the purposes of determining the light carrying capacity of these improvised pitons.

Special: If you have Exceptional Pull and are in Power Stance when using this feat you may treat your strength as 2 higher for the purposes of determining the maximum carry weight of the arrows and your CMD for pulling the arrows from the wall.

Special: You may spend 1 stamina to use your Dexterity in place of your Strength when determining the maximum carry weight of the arrows and your CMD for pulling the arrows from the wall.

Improvised Coordination (Martial)
Benefit: You no longer take the normal nonproficiency penalty for wielding an improvised melee weapon and treat any improvised weapon as if you were proficient. These still deal damage as normal for an improvised weapon and are treated as improvised weapons for the purposes of any feats or abilities that apply to improvised weapons.

Special: You still suffer a proficiency penalty for weapons you are not proficient in, unless you wield them in an unintended way (such as using a bow as a melee weapon), in which they become improvised weapons and deal damage as normal for an improvised weapon and not as the original weapon would have.

Indomitable (Martial)
Prerequisite: Wis 13, Iron Will, Base Attack Bonus +8

Benefit:  Your mind is like an impenetrable wall, as most attacks against it seem to just slide off. When you make a successful Will save saving throw against an attack, you treat your roll as if it had rolled one degree of success higher. A helpless character does not gain the benefit of this feat.

Special: A character with the Force of Personality major perk may use their charisma in place of their wisdom to qualify for this feat.

Lightning Reload (Martial)
Prerequisite: Dex 15, Rapid Reload, Trigger Mastery, Base Attack Bonus +6

Benefit: While wielding a trigger weapon you no longer require two hands or a free hand to reload a trigger weapon, as long as you are capable of taking the action required to reload it.

Special: You may spend 1 stamina as part of reloading to not provoke attacks of opportunity for reloading.

Lightspeed Dash (Martial)
Prerequisite: Stamina or Mystic Pool; Dash, Base Attack Bonus +10

Benefit: As a reaction as part of moving (such as a move, withdraw, or charge action), you may spend 1 stamina; doing so allows you to teleport instead of the normal movement. This does not grant additional movement and instead allows your movement to ignore threatened squares, difficult terrain, or other obstacles. You must still have line of sight of your destination square, and you must have been capable of reaching the square normally (such as a wall blocking movement or being unable to move vertically without a fly speed, but a creature occupying a square would not hinder your movement).

Maneuver Training (Martial)
Benefit: You do not provoke an attack of opportunity when performing a combat maneuver. In addition you receive a +1 bonus CMB and a +2 to CMD for all combat maneuvers.

Mobile Reload (Martial)
Benefit: When reloading a weapon as a move, or standard action you may move up to half your speed as part of reloading. If reloading a weapon as a full-round action you may move up to your movement speed as part of reloading. The movement, and the reloading, provoke attacks of opportunity as normal.

Special: You may choose to increase the time required to reload a weapon to a move, standard, or full-round.

Special: If you possess the rapid reload feat you may move up to your full speed as part of reloading as a move or standard action rather than half using this feat; if reloading as a full-round you may instead move up to double your movement speed as part of reloading.

Special: You may spend 1 stamina as part of reloading to treat your movement speed as 50% higher for the purposes of determining movement from this feat.

Mounted Archery (Martial)
Prerequisite: Ride 1 rank.

Benefit: You have been trained in the art of ranged combat on a mount. You reduce the penalty to attack when a mount double-moves to -2, and the penalty when it is running (quadruple movement) to -4.

Special: You may reduce these penalties by an additional 1 for every 10 ranks in Ride you possess (minimum 0).

Nimble Strike (Martial)
Prerequisites: Acrobatics 5 ranks

Benefit: If you succeed in using acrobatics to move through threatened squares, you gain a +4 bonus on the next attack roll you make against that foe before the end of your next turn. You may treat the target’s CMD as 1 lower for this acrobatics check for every 5 ranks of acrobatics you possess.

Special: You may spend 1 stamina when making an acrobatics check to move through threatened squares, to reduce the DC of the acrobatics attempt by 10 when moving at full speed.

Pain Tolerance (Martial)
Prerequisite: Base Attack Bonus +4

Benefit: You are no longer fatigued by nonlethal damage, and reduce the exhausted condition from nonlethal damage to fatigued instead; this fatigue may increase the severity of your fatigued or exhausted condition from other sources as normal. In addition you are now only staggered when nonlethal damage exceeds your maximum hit points, instead of falling unconscious; though you fall unconscious if your current hit points are at half your maximum or lower, and your nonlethal damage equals your maximum hit points.

Special: If you have the Diehard feat you no longer staggered if nonlethal damage equals your maximum hit points, and are only staggered if your current hit points are at half your maximum or lower, and your nonlethal damage equals your maximum hit points.

In addition if you are disabled from diehard as well as staggered from this feat you are still only staggered and do not receive increased penalties from having both. If you possess Unnatural Resolve you are no longer staggered from nonlethal damage, but if you are also disabled from diehard you double the damage you take from performing standard or full-round actions.

Special: You may spend 1 stamina as an reaction when you would fall unconscious from nonlethal damage to remain conscious but staggered for 1 round, before falling unconscious. If you would take additional lethal or nonlethal damage before this round duration expires, you fall unconscious.

Phalanx Brace (Martial)
Benefit: You treat any two-handed weapon with the polearm or spear keyword as if it was a one-handed melee weapon, as long as you wield a shield in your other hand. Fighting in this way imparts an additional -2 penalty as long as the polearm is used as a one-handed melee weapon; this penalty applies to all attacks and combat maneuver bonus rolls, not just those made with the polearm.

Special: You may spend 1 stamina, as a free action on your turn, to reduce the penalty from this feat to 0 until the start of your next turn.

Punishing Kick (Martial)
Prerequisites: Improved Unarmed Strike, Base Attack Bonus +6

Benefit: You may spend 1 stamina to make a punishing kick as part of an unarmed attack. You must declare your intent before making the attack roll, and on a failed attack the ability is wasted. On a successful hit, the attack deals damage as normal and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw (against 1d20 + ½ your MPB + your Wisdom modifier) to avoid the effect. You may only attempt a Punishing Kick once per round.

Quarterstaff Master (Martial)
Benefit: You may wield a quarterstaff as a one-handed weapon without penalty. If wielded as a one-handed weapon it cannot be used as a double weapon.

Quick Draw (Martial)
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

On their turn a character may use a reaction to sheath their weapon, and does not provoke an attack of opportunity for sheathing.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. Without this feat, you can sheath or stow a weapon as a move action which provokes an attack of opportunity.

Rapid Reload (Martial)
Benefit: The time to reload a ranged weapon is reduced by one step (minimum free action). Full-round action becomes a standard action, standard action becomes a move action, and a move action or reaction becomes a free action.

Special: You may spend 1 stamina to reduce the action required to reload by an additional step.

Ricochet Throw (Martial)
Prerequisites: Quick Draw, Dex 13

Benefit: When you make a ranged attack with a non-improvised thrown weapon, the weapon returns to your hand immediately after the attack is resolved.

This ability does not allow bullets, thrown ammunition such as darts or shuriken, or thrown splash weapons to return to you. Improvised thrown weapons don’t return to you unless you have the Throw Anything feat.

Scavenge (Martial)
Prerequisites: Quick Draw

Benefit: You may retrieve an unattended object in your space or an adjacent space (such as a disarmed weapon on the ground, a torch in a sconce, or a flask of alchemist’s fire on a table) as a reaction which does not provoke attacks of opportunity, so long as the object is in the open and readily available. Opening a container to retrieve an item still requires a move action as normal.

Normal: Picking up an item requires a move action and provokes attacks of opportunity.

Shielded Evasion (Martial)
Prerequisite: Lightning Reflexes, Base Attack Bonus +8

Benefit: A character with this feat may use the Raise Shield reaction to apply their shield bonus against incoming touch attacks.

Special: A character with this feat may ignore the dexterity requirement of the evasion feat, but not the improved evasion feat. Additionally when a character with this feat and evasion uses the Raise Shield reaction they gain the benefits of evasion even if they’re in heavy armor or at a medium or greater encumbrance. A character still does not gain the benefits of the improved evasion feat in heavy armor, or when in a medium or greater encumbrance, when using this feat

Shield Wall (Martial)
Benefit: You may as a move action use a Light or Heavy shield to grant you partial cover, or a tower shield to grant total cover, until the beginning of your next turn. When using a shield in this way you choose one edge of your space, that edge is treated as a wall for the purposes of determining if you would apply partial or total cover from incoming ranged attacks and area of effect spells; this does not protect from targeted ranged or melee spells. You cannot use this cover to make a stealth check to hide. You may not make attacks with a shield used in this way.

Special: If you are wielding two light, two heavy, or a light and a heavy shield you may spend a full-round action to instead use both shields as part of this ability to grant total cover on a single edge of your space, rather than partial cover on two different edges of your space.

Special: You may spend 1 stamina to reduce the action of this cost of this feat by 1 step (full round to a standard, standard to a move, move to a reaction).

Smash (Martial)
Benefit: When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness.

Special: The benefits of this feat do not apply to sunder attempts or attacks against constructs, only attacks on inanimate, unattended objects.

Stalwart (Martial)
Prerequisite: Con 13, Great Fortitude, Base Attack Bonus +8

Benefit:  You can shrug off magical and unusual attacks easier than most. When you make a successful Fortitude save saving throw against an attack, you treat your roll as if it had rolled one degree of success higher. A helpless character does not gain the benefit of this feat.

Stunning Fist (Martial)
Prerequisites: Improved Unarmed Strike, Base Attack Bonus +6

Benefit: You may spend 1 stamina to use stunning fist as part of an unarmed attack. You must declare your intent before making the attack roll, and on a failed attack the ability is wasted. On a successful hit the attack deals damage as normal and the creature must make a Fortitude saving throw (against 1d20 + ½ your MPB + your Wisdom modifier). If the defender fails this sawing throw it is stunned for 1 round (until the beginning of your next turn). You may only attempt a Stunning fist once per round.

Suplex (Martial)
Benefit: When dealing damage as part of sustaining a grapple you deal an additional 1d6 damage to the target. You may spend 1 stamina as part of using this ability, if you make a Fortitude Save attack against the target (against 1d20 + ½ your MPB + your Strength modifier), if you succeed they are dazed for 1 round.

Special: You may add any enhancement bonus from an unarmed strike or weapon made to make the grapple attempt to the Save Attack of this ability.

Tackle (Martial)
Prerequisite: Maneuver Training, Base Attack Bonus +1

Benefit: You may use a grapple combat maneuver at the end of a charge, gaining a bonus to your combat maneuver check equal to the bonus to attack rolls gained from the charge.

Special: You may spend 1 stamina as part of the charge to ignore the penalty to your AC and CMD from the charge action.

Third Wind (Martial)
Prerequisite: Stamina, Base Attack Bonus +8

Benefit: You may use your Second Wind ability an additional time between short rests.

Throw Anything (Martial)
Prerequisite: Improvised Coordination.

Benefit: You no longer take a nonproficiency penalty for throwing an improvised ranged weapon. In addition you treat any non-improvised melee weapon you attempt to throw as if it had a 5 foot range increment if it did not have one already, no longer treating it as improvised when thrown.

Special: You may spend 1 stamina as part of throwing a weapon to improve their range increment by 5 feet.

Torch Wielder (Martial)
Benefit: You wield a torch as a light improvised melee weapon that deals an additional 1 point of fire damage if lit. You do not incur the normal penalties for using an improvised weapon.

Special: If you have Improvised Coordination the torch deals damage as a light mace and the fire damage improves from 1 to 1d4.

Toughness (Martial)
Benefit: You gain +3 maximum hit points. You may treat your hit dice as if they had rolled their maximum value at each level.

In addition, you gain a +4 bonus on the following checks and saves: Tenacity checks made to continue swimming; Tenacity checks made to continue running; Tenacity checks made to avoid nonlethal damage from a forced march; Tenacity checks made to hold your breath; Tenacity checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments.

Special: If using max roll for hit points, instead grant +2 hit points for every hit dice.

Special: If using rolled hit points, instead of the flat bonus, roll twice and take the better result on rolled hit points (this bonus is retroactive if taken after 1st).

Diehard (Martial)
Prerequisite: Toughness

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Survival check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some reactions, such as casting a quickened spell) you take 1 point of damage after completing the act; this damage cannot be reduced.

Unbreakable (Martial)
Prerequisite: Diehard

Benefit: You gain an additional +2 maximum hit points per hit die you possess in addition to those granted by toughness. In addition you may add twice your hit die to your constitution for determining when you die from damage.

Unnatural Resolve (Martial)
Prerequisite: Diehard

Benefit: You are no longer staggered while disbabled, you still take 1 damage for performing a standard action while disabled. You take 2 points of damage for performing a full-round action. this damage cannot be reduced.

Titan’s Vengeance (Martial)
Prerequisite: Diehard, Unbreakable, 8 hit die or more.

Benefit: When your negative hit points reach enough to kill you, you do not immediately die; instead you may act for one additional round. You gain a +2 bonus on attack and damage rolls against the creature that would have killed you as well at a 10 foot bonus to your movement speed when running after that creature. At the end of this round you immediately die even if you receive any healing during this time.

Special: If you decide to use this feat, you cannot be saved through spells that allow healing after death or feats like Tenacious Survivor. You may still be revived through resurrection spells.

Tenacious Survivor (Martial)
Prerequisite: Diehard, Unbreakable, 3 hit die or more.

Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

Trigger Mastery (Martial)
Prerequisite: Dex 15, Rapid Reload, Base Attack Bonus +6

Benefit: The time required for you to reload any type of trigger keyword weapon is reduced by 2 steps (minimum a free action). Reloading a trigger weapon still provokes attacks of opportunity even if it is done as a free action. In addition you may add half your base attack bonus (minimum 1) to all damage rolls made with a trigger keyword weapon. This additional damage is reduced by half if you later gain the ability to add an ability score modifier (such as dexterity) to the damage roll in addition to this.

Special: You may spend 1 stamina as part of reloading to not provoke attacks of opportunity for reloading.

Two-Weapon Defense (Martial)
Prerequisite: Base Attack Bonus +6

Benefit: When wielding a double weapon or two weapons you gain a +1 shield bonus to AC (this bonus stacks with the blocking property but does not stack with any other shield bonus). In addition, once per round if a melee attack would hit you, you may spend a reaction in an attempt to parry an attack with a melee weapon. To parry an attack roll an attack at your highest base attack bonus, use this value instead of your Armor Check to determine if an attack would hit or miss you.

Special: You may not use this feat to parry melee touch attacks or spells.

You may use this feat a second time in a round if you have Two-Weapon Fighting.

You may use this feat a third time in a round at a -5 penalty if you have Improved Two-Weapon Fighting.

You may use this feat a fourth time in a round at a -10 penalty if you have Greater Two-Weapon Fighting.

If you are parrying with a shield you may reduce the penalty to attack from this feat by an amount equal to the shield’s shield bonus.

Unusual Grip (Martial)
Prerequisite: Dex 13

Benefit: You have learned to wield weapons in an unusual fashion, gaining the ability to wield a weapon in your mouth, leg, juggled, or some other unorthodox way. You are considered to have an extra hand available to wield a light or one-handed weapon. This ability doesn’t grant the character additional attacks, though it does allow them to use different weapons as part of a full attack. This additional hand cannot assist in wielding a two-handed weapon (though a character, for example, could use this to hold a light or one handed weapon with their mouth to free their actual hands for the purposes of this). Attacks and skills performed with this limb take a -2 penalty due to the less coordinated nature.

Visceral Feint (Martial)
Benefit: You may use intimidate, rather than Bluff, to attempt a feint against a creature.

Special: You may spend 2 stamina to attempt to demoralize the opponent as part of the feint attempt.

Wall Leaper (Martial)
Prerequisite: Athletics 5 ranks

Benefit: As part of jumping or falling, you may make an Athletics check to jump as a reaction. This may only be done if there is a solid surface such as a wall, floor, or other surface adjacent to you (you may treat creatures of your size or larger as solid surfaces, but are subject to attacks of opportunity as normal for movement).

If used as part of falling, if your resulting Athletics check to jump off the wall is greater than DC 15 you may treat your fall as 10 feet shorter (as if it was a deliberate fall). If you are adjacent to another wall after this jump you may spend another reaction to jump again, if this jump also is greater than DC 15 you may treat the fall as an additional 10 feet shorter.

Special: If you possess the Run or Dash feats you may also run along a wall as part of movement (vertical movement costing two squares of movement).

Weapon Proficiency (Martial)
Benefit: You gain proficiency in simple weapons. If you already have simple weapon proficiency you may instead select a single martial or exotic weapon, you gain proficiency in that weapon.

If you select a shield such as a Buckler, Light Shield, Heavy Shield, or Tower Shield you gain both proficiency in the weapon(shield bash) and the shield.

Special: You may select this feat more than once, each time gaining a new weapon proficiency.