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Fighter Feats


Agile Shield Grip One ActionFeat 1


UncommonChampionFighter
Source Pathfinder Lost Omens: Knights of Lastwall

Requirements You are wielding a shield with a shield boss or shield spikes in one hand.


You change your grip on the shield, allowing you to combine rapid attacks with your shield boss or shield spikes and your main weapon's Strikes in a series of swift motions. You reduce your shield boss and shield spikes weapon damage die to 1d4. As long as the weapon damage die is 1d4, your shield boss and shield spike Strikes gain the agile weapon trait. You can use Agile Shield Grip again to switch to a normal grip, returning the damage to the usual amount and removing the agile trait.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Combat Assessment One ActionFeat 1


Source Pathfinder Advanced Player's Guide

You make a telegraphed attack to learn about your foe.

Make a melee Strike. On a hit, you can immediately attempt a check to Recall Knowledge about the target. On a critical hit, you gain a +2 circumstance bonus to the check to Recall Knowledge.

The target is temporarily immune to Combat Assessment for 1 day.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Double Slice Two ActionsFeat 1


Source Pathfinder Core Rulebook

Requirements You are wielding two melee weapons, each in a different hand


You lash out at your foe with both weapons.

Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a -2 penalty.

If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Everstand Stance One ActionFeat 1


UncommonChampionFighterStance
Source Pathfinder Lost Omens: Character Guide
Prerequisites You are wielding a shield

Requirements You are wielding a shield.


You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield's boss or spikes by one step, and increase the shield's Hardness by 2 when using the Shield Block reaction.

Stance: Everstand Stance


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Exacting Strike One ActionFeat 1


Source Pathfinder Core Rulebook

You make a controlled attack, fully accounting for your momentum. Make a Strike. The Strike gains the following failure effect.

Failure This attack does not count toward your multiple attack penalty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Point-Blank Shot One ActionFeat 1


Source Pathfinder Core Rulebook

Requirements You are wielding a ranged weapon


You take aim to pick off nearby enemies quickly.

When using a ranged volley weapon while you are in this stance, you don't take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn't have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon's first range increment.

Stance: Point-Blank Shot


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Open

These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Power Attack Two ActionsFeat 1


Source Pathfinder Core Rulebook

You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Reactive Shield ReactionFeat 1


Source Pathfinder Core Rulebook

Trigger An enemy hits you with a melee strike.


You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Snagging Strike One ActionFeat 1


Source Pathfinder Core Rulebook

Requirements You have one hand free, and your target is within reach of that hand


You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach.

Make a Strike while keeping one hand free. If this Strike hits, the target is Flat-Footed until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Sudden Charge Two ActionsFeat 1


Source Pathfinder Core Rulebook

With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Open

These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn.

Aggressive Block Free ActionFeat 2


Source Pathfinder Core Rulebook

Trigger You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.


You push back as you block, knocking your foe away or off balance.

You use your shield to push the triggering creature, either automatically Shoving it 5 feet or causing it to become Flat-Footed until the start of your next turn.

The triggering creature chooses whether to be moved or become flat-footed. If it chooses to be moved, you choose the direction. If the Shove would cause it to hit a solid object, enter a square of difficult terrain, or enter another creature's space, it must become flat-footed instead of being moved.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Assisting Shot One ActionFeat 2


Source Pathfinder Core Rulebook
Prerequisites You are wielding a ranged weapon

Requirements You are wielding a ranged weapon.


With a quick shot, you interfere with a foe in combat. Make a Strike with a ranged weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.

Effect: Assisting Shot

Effect: Assisting Shot (Critical Hit)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Brutish Shove One ActionFeat 2


Source Pathfinder Core Rulebook

Requirements You are wielding a two-handed melee weapon


Throwing your weight behind your attack, you hit your opponent hard enough to make it stumble back.

Make a Strike with a two-handed melee weapon. If you hit a target that is your size or smaller, that creature is Flat-Footed until the end of your current turn, and you can automatically Shove it, with the same benefits as the Shove action (including the critical success effect, if your Strike was a critical hit). If you move to follow the target, your movement doesn't trigger reactions. This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Combat Grab One ActionFeat 2


Source Pathfinder Core Rulebook

Requirements You have one hand free, and your target is within reach of that hand


You swipe at your opponent and grab at them.

Make a melee Strike while keeping one hand free. If the Strike hits, you grab the target using your free hand. The creature remains Grabbed until the end of your next turn or until it Escapes, whichever comes first.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Devoted Guardian Feat 2


UncommonChampionFighter
Source Pathfinder Lost Omens: Knights of Lastwall

Requirements Your last action was to Raise a Shield.


You adopt a wide stance, ready to defend both yourself and your chosen ward. Select one adjacent creature. As long as your shield is raised and the creature remains adjacent to you, the creature gains a +1 circumstance bonus to their AC, or a +2 circumstance bonus if the shield you raised was a tower shield.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Dragging Strike One ActionFeat 2


Source Pathfinder Advanced Player's Guide

You aim your weapon to snag a foe's armor, clothing, or flesh to pull them closer.

Make a melee Strike. If you hit a target that is your size or smaller, that creature is Flat-Footed until the end of your current turn, and you can move it 5 feet toward you. When you move the creature, you can move the same distance in the same direction as it, even if you're adjacent to the target. This movement doesn't trigger reactions.

This Strike has the following failure effect.

Failure The target becomes flat-footed until the end of your current turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Dueling Parry (Fighter) One ActionFeat 2


Source Pathfinder Core Rulebook

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


You can parry attacks against you with your one-handed weapon. You gain a +2 circumstance bonus to AC until the start of your next turn as long as you continue to meet the requirements.

Grants Effect: Dueling Parry


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Intimidating Strike Two ActionsFeat 2


Source Pathfinder Core Rulebook

Your blow not only wounds creatures but also shatters their confidence.

Make a melee Strike. If you hit and deal damage, the target is Frightened 1, or Frightened 2 on a critical hit.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Emotion

This effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

Fear

Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

Fighter

This indicates abilities from the fighter class.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Lunge One ActionFeat 2


Source Pathfinder Core Rulebook

Requirements You are wielding a melee weapon


Extending your body to its limits, you attack an enemy that would normally be beyond your reach. Make a Strike with a melee weapon, increasing your reach by 5 feet for that Strike. If the weapon has the disarm, shove, or trip trait, you can use the corresponding action instead of a Strike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Rebounding Toss Two ActionsFeat 2


Source Pathfinder Advanced Player's Guide

Requirements You are wielding a thrown weapon.


You bounce your weapon off one foe to strike another. Make a ranged Strike with a thrown weapon. If this Strike hits, the weapon rebounds toward an enemy within 10 feet of the original target. Make an additional Strike against this second target.

Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both attacks.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

United Assault One ActionFeat 2


UncommonFighterFlourishRanger
Source Pathfinder Lost Omens: Knights of Lastwall

Through countless battles, you've learned you're stronger when working alongside your allies. Make a Strike. Your Strike gains a circumstance bonus to damage rolls equal to the number of other different creatures that damaged the target since the end of the target's last turn, to a maximum of a +4 circumstance bonus.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Ranger

This indicates abilities from the ranger class.

Barreling Charge Two ActionsFeat 4


Source Pathfinder Advanced Player's Guide
Prerequisites trained in Athletics

You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies' spaces, and make a melee Strike.

Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through their space on a success but ending your movement before entering their space on a failure.

You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Double Shot Two ActionsFeat 4


Source Pathfinder Core Rulebook

Requirements You are wielding a ranged weapon with reload 0


You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a -2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Dual-Handed Assault One ActionFeat 4


Source Pathfinder Core Rulebook

Requirements You are wielding a one-handed melee weapon and have a free hand.


You snap your free hand over to grip your weapon just long enough to add momentum and deliver a more powerful blow to your opponent.

Make a Strike with the required weapon. You quickly switch your grip during the Strike in order to make the attack with two hands.

If the weapon doesn't normally have the two-hand trait, increase its weapon damage die by one step for this attack. If the weapon has the two-hand trait, you gain the benefit of that trait and a circumstance bonus to damage equal to the weapon's number of damage dice.

When the Strike is complete, you resume gripping the weapon with only one hand. This action doesn't end any stance or fighter feat effect that requires you to have one hand free.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Everstand Strike One ActionFeat 4


UncommonChampionFighterPress
Source Pathfinder Lost Omens: Character Guide
Prerequisites Everstand Stance

Requirements You are wielding a shield in two hands.


Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Farabellus Flip ReactionFeat 4


UncommonBarbarianFighterRanger
Source Pathfinder Lost Omens: Pathfinder Society Guide
Prerequisites trained in Acrobatics and medium armor

Trigger An enemy targets you with a melee Strike.


Surprisingly agile even in a breastplate and carrying a full rucksack, Marcos Farabellus developed this evasive maneuver during one of his many adventures.

Flinging your body into a twisting somersault, you gain a +2 circumstance bonus to your AC against the triggering attack. If the attack still hits you, you can Step to an open space that's still within the triggering enemy's reach, turning the impact of the blow into momentum.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Ranger

This indicates abilities from the ranger class.

Inured to Alchemy Feat 4


UncommonAlchemistBarbarianFighter
Source Pathfinder #178: Punks in a Powder Keg
Prerequisites expert in Fortitude saves

Access You're from Alkenstar or the Mana Wastes.


You've developed control over how your body processes alchemical poisons and drugs. Each of your successful saving throws against an alchemical poison, a drug, or an addiction reduces the stage by 2, or by 1 for a virulent alchemical poison, drug, or addiction. Each critical success reduces the stage by 3, or by 2 for a virulent alchemical poison, drug, or addiction.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Alchemist

This indicates abilities from the alchemist class.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Knock Sense One ActionFeat 4


UncommonChampionFighter
Source Pathfinder Lost Omens: Knights of Lastwall

You attack carefully to knock some sense into a creature whose actions aren't their own. Make a Strike against a Confused ally. The Strike is nonlethal and doesn't take a -2 penalty for using a weapon without the nonlethal trait; if you hit and deal damage, your ally automatically succeeds at the flat check to remove the confused condition when taking damage.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Knockdown Two ActionsFeat 4


Source Pathfinder Core Rulebook
Prerequisites trained in Athletics

You make an attack to knock a foe off balance, then follow up immediately with a sweep to topple them.

Make a melee Strike. If it hits and deals damage, you can attempt an Athletics check to Trip the creature you hit. If you're wielding a two-handed melee weapon, you can ignore Trip's requirement that you have a hand free.

Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Parting Shot Two ActionsFeat 4


Source Pathfinder Advanced Player's Guide

Requirements You are wielding a loaded ranged weapon or a ranged weapon with reload 0.


You jump back and fire a quick shot that catches your opponent off guard.

You Step and then make a ranged Strike with the required weapon. Your target is Flat-Footed against the attack.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Powerful Shove Feat 4


Source Pathfinder Core Rulebook
Prerequisites Aggressive Block or Brutish Shove

You can push larger foes around with your attack. You can use Aggressive Block or Brutish Shove against a creature up to two sizes larger than you.

When a creature you Shove has to stop moving because it would hit an object, it takes damage equal to your Strength modifier (minimum 1). This happens regardless of how you Shoved the creature.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Quick Reversal One ActionFeat 4


Source Pathfinder Core Rulebook

Requirements You are flanked by at least two enemies


You turn your foes' flanking against them with a quick reverse. Make a melee Strike against one of the flanking enemies and make a second Strike with the same weapon or unarmed attack against a different enemy that is flanking you. This second Strike has the same multiple attack penalty of the initial attack and doesn't count toward your multiple attack penalty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Shielded Stride Feat 4


Source Pathfinder Core Rulebook

When your shield is up, your enemies' blows can't touch you. When you have your shield raised, you can Stride to move half your Speed without triggering reactions that are triggered by your movement (such as Attacks of Opportunity). You can use Shielded Stride while Flying or Swimming instead of Striding if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Swipe Two ActionsFeat 4


Source Pathfinder Core Rulebook

You make a wide, arcing swing. Make a single melee Strike and compare the attack roll result to the ACs of up to two foes, each of whom must be within your melee reach and adjacent to the other. Roll damage only once and apply it to each creature you hit. A Swipe counts as two attacks for your multiple attack penalty. If you're using a weapon with the sweep trait, its modifier applies to all your Swipe attacks.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Twin Parry One ActionFeat 4


Source Pathfinder Advanced Player's Guide

Requirements You are wielding two melee weapons, one in each hand


You use your two weapons to parry attacks.

You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat's requirement.

Effect: Twin Parry

Effect: Twin Parry (Parry Trait)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Ranger

This indicates abilities from the ranger class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Advanced Weapon Training Feat 6


Source Pathfinder Core Rulebook

You've studied the art of wielding an advanced weapon. Choose a weapon group. You gain proficiency with all advanced weapons in that group as if they were martial weapons of their weapon group.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Advantageous Assault One ActionFeat 6


Source Pathfinder Core Rulebook

When an enemy's movement is compromised, you deliver a more deadly blow.

Make a Strike against a creature that is Grabbed, Prone, or Restrained. You gain a circumstance bonus to damage on this Strike equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. The Strike gains the following failure effect.

Failure You deal damage to the target equal to the number of weapon damage dice, or that number + 2 if you're wielding the weapon in two hands. This damage has the same damage type as the weapon.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Dazing Blow One ActionFeat 6


Source Pathfinder Advanced Player's Guide

Requirements You have a creature Grabbed.


You pummel a held foe, hoping to stagger them. Make a melee Strike against a creature you have grabbed. The weapon damage from this Strike is bludgeoning damage.

If the Strike hits, the creature must attempt a Fortitude save against your class DC; this is an incapacitation effect.


Critical Success The creature is unaffected.

Success The creature is Stunned 1.

Failure The creature is Stunned 2.

Critical Failure The creature is Stunned 3.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Disarming Stance One ActionFeat 6


Source Pathfinder Core Rulebook
Prerequisites trained in Athletics

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


You adopt a fencing stance that improves your control over your weapon.

While you are in this stance, you gain a +1 circumstance bonus to Athletics checks to Disarm and a +2 circumstance bonus to your Reflex DC when defending against checks to Disarm you. In addition, you can attempt to Disarm creatures up to two sizes larger than you.

Stance: Disarming Stance


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Furious Focus Feat 6


Source Pathfinder Core Rulebook
Prerequisites Power Attack

You've learned to maintain your balance even when swinging furiously. When you make a Power Attack with a melee weapon you're wielding in two hands, it counts as one attack toward your multiple attack penalty instead of two.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Guardian's Deflection (Fighter) ReactionFeat 6


Source Pathfinder Core Rulebook

Trigger An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.

Requirements You are wielding a single one-handed melee weapon and have your other hand or hands free.


You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their Armor Class against the triggering attack. This turns the triggering critical hit into a hit, or the triggering hit into a miss.

Effect: Guardian's Deflection


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Pain Tolerance Feat 6


UncommonBarbarianFighter
Source Pathfinder #178: Punks in a Powder Keg
Prerequisites expert in Fortitude saves

Access You're from Alkenstar or the Mana Wastes.


You gain resistance to mental damage equal to half your level and a +1 circumstance bonus to saving throws against effects that would make you clumsy, drained, or enfeebled.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Reflexive Shield Feat 6


Source Pathfinder Core Rulebook

You can use your shield to fend off the worst of area effects and other damage.

When you Raise your Shield, you gain your shield's circumstance bonus to Reflex saves. If you have the Shield Block reaction, damage you take as a result of a Reflex save can trigger that reaction, even if the damage isn't physical damage.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Revealing Stab Two ActionsFeat 6


Source Pathfinder Core Rulebook

Requirements You are wielding a melee weapon that deals piercing damage


You drive your piercing weapon into an imperceptible foe, revealing its location to your allies.

Make a Strike with the required melee weapon. You don't have to attempt a flat check to hit a Concealed creature, and you have to succeed at only a DC 5 flat to target a Hidden creature.

If you hit and deal damage, you can drive the required weapon into a corporeal target, revealing its current position. You Release the weapon, and it becomes lodged in the target.

If the target is concealed, other creatures don't need to succeed at a flat check to hit it. If the target is hidden, other creatures have to succeed at only a DC 5 flat to target it. The creatures need to be able to see your weapon to gain any of these benefits, and the target can't become undetected to anyone who sees your weapon. If the target is Invisible, the weapon remains visible while lodged in it. This benefit lasts until the weapon is removed from the creature. An adjacent creature or the target can remove the weapon with 2 Interact actions.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Ricochet Stance (Fighter) One ActionFeat 6


Source Pathfinder Advanced Player's Guide

You adopt a stance designed to rebound your thrown weapons back toward you. While you are in this stance, any thrown weapons you use as part of a ranged Strike to deal bludgeoning or slashing damage immediately return to your hand, enabling you to use them for additional Strikes.

You must be within the weapon's listed range increment and have a hand free to catch the weapon. If you make a ranged Strike with a thrown weapon outside of its listed range increment, it instead flies back toward you a number of feet equal to its listed range increment and then falls to the ground.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Shatter Defenses One ActionFeat 6


Source Pathfinder Core Rulebook

Requirements A frightened creature is in your melee reach


Your offense exploits your enemy's fear.

Make a melee Strike against a Frightened creature. If you hit and deal damage, the target becomes Flat-Footed until its frightened condition ends.

If the target was already flat-footed to you when you damaged it with this Strike, it can't reduce its frightened value below 1 until the start of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Shield Wall ReactionFeat 6


UncommonChampionFighter
Source Pathfinder Lost Omens: Knights of Lastwall

Trigger Your shield is raised and an adjacent ally Raises a Shield.


You use your shield in tandem with an ally's, forming a barricade. Both you and the triggering creature have Standard Cover as long as you remain adjacent to each other and you both have your shields raised; when this is no longer the case, the effect ends. You and your ally can't use this cover to Hide, as it's obvious you're standing there holding your shields, but you and your ally can use it to Take Cover. Normally, if you and your ally don't move, Shield Wall lasts until the beginning of your next turn, when your shield is no longer raised.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Shield Warden (Champion) Feat 6


Source Pathfinder Core Rulebook
Prerequisites divine ally (shield), tenets of good

You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Shield Warden (Fighter) Feat 6


Source Pathfinder Core Rulebook
Prerequisites shield block

You use your shield to protect your allies as well as yourself. When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Triple Shot Feat 6


Source Pathfinder Core Rulebook
Prerequisites Double Shot

You can quickly fire multiple shots with greater control.

When you use Double Shot, you can make the attacks against the same target. You can add an additional action to Double Shot to make three ranged Strikes instead of two. If you do, the penalty is -4. All attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made all of them.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Blind-Fight Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites master in Perception

Your battle insights make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target Concealed creatures.

You're not Flat-Footed to creatures that are Hidden from you (unless you're flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat to target a hidden creature.

While you're adjacent to an Undetected creature of your level or lower, it is instead only hidden from you.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Investigator

This indicates abilities from the investigator class.

Ranger

This indicates abilities from the ranger class.

Rogue

This indicates abilities from the rogue class.

Disorienting Opening Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites Attack of Opportunity

You use your foes' openings to expose even greater weaknesses. When you hit a creature as part of an Attack of Opportunity, that creature becomes Flat-Footed until the start of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Dueling Riposte ReactionFeat 8


Source Pathfinder Core Rulebook
Prerequisites Dueling Parry

Trigger A creature within your reach critically fails a Strike against you.

Requirements You are benefiting from Dueling Parry.


You riposte against your flailing enemy. Make a melee Strike against or attempt to Disarm the triggering creature.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Felling Strike Two ActionsFeat 8


Source Pathfinder Core Rulebook

Your attack can ground an airborne foe.

Make a Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet. The fall is gradual enough that if it causes the target to hit the ground, the target takes no damage from the fall.

If the attack is a critical hit, the target can't Fly, Leap, levitate, or otherwise leave the ground until the end of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Impassable Wall Stance One ActionFeat 8


UncommonChampionFighterStance
Source Pathfinder Lost Omens: Character Guide
Prerequisites Attack of Opportunity

You refuse to let foes past your guard. As long as you are in this stance, when you critically hit with an Attack of Opportunity triggered by a move action, you disrupt that move action.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Champion

This indicates abilities from the champion class.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Incredible Aim Two ActionsFeat 8


Source Pathfinder Core Rulebook

By spending a moment to focus, you can ensure your attack strikes true.

Make a ranged weapon Strike. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore the target's Concealed condition.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Fighter

This indicates abilities from the fighter class.

Knight's Retaliation ReactionFeat 8


UncommonFighterSwashbuckler
Source Pathfinder Lost Omens: Knights of Lastwall
Prerequisites trained in Athletics

Trigger An undead creature within your reach critically fails a Strike against you.


You knock the enemy's blow aside and twist, unbalancing your foe. You attempt to Disarm, Shove, or Trip the triggering creature.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fighter

This indicates abilities from the fighter class.

Swashbuckler

This indicates abilities from the Swashbuckler class.

Mobile Shot Stance One ActionFeat 8


Source Pathfinder Core Rulebook

Your shots become nimble and deadly. While you're in this stance, your ranged Strikes don't trigger Attacks of Opportunity or other reactions that are triggered by a ranged attack.

If you have Attack of Opportunity, you can use it with a loaded ranged weapon you're wielding. The triggering creature must be within 5 feet of you for you to do so.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Positioning Assault Two ActionsFeat 8


Source Pathfinder Core Rulebook

Requirements You are wielding a two-handed melee weapon and your target is within your reach


With punishing blows, you force your opponent into position. Make a Strike with the required weapon. If you hit, you move the target 5 feet into a space in your reach. This follows the forced movement rules.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Quick Shield Block (Fighter) Feat 8


Source Pathfinder Core Rulebook
Prerequisites shield block, Reactive Shield

You can bring your shield into place with hardly a thought. At the start of each of your turns, you gain an additional reaction that you can use only to Shield Block.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Resounding Bravery Feat 8


Source Pathfinder Advanced Player's Guide
Prerequisites bravery

Even your fears serve as fuel for your fighting spirit.

When you critically succeed at a Will save against a foe's ability, you gain a +1 status bonus to saves and a number of temporary Hit Points equal to half your level for 1 minute. These benefits are doubled if you critically succeed against a fear effect.

Effect: Resounding Bravery

Effect: Resounding Bravery (vs. Fear)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Sudden Leap Two ActionsFeat 8


Source Pathfinder Core Rulebook

(Barbarian) You swing at a foe while mid-leap.

(Fighter) You make an impressive leap and swing while you soar.


Make a Leap, High Jump, or Long Jump and attempt one melee Strike at any point during your jump.

Immediately after the Strike, you fall to the ground if you're in the air, even if you haven't reached the maximum distance of your jump. If the distance you fall is no more than the height of your jump, you take no damage and land upright.

When attempting a High Jump or Long Jump during a Sudden Leap, determine the DC using the Long Jump DCs, and increase your maximum distance to double your Speed.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Agile Grace Feat 10


Source Pathfinder Core Rulebook

Your graceful moves with agile weapons are beyond compare. Your multiple attack penalty with agile weapons and agile unarmed attacks becomes -3 for your second attack and -6 for subsequent attacks (rather than -4 and -8).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Certain Strike One ActionFeat 10


Source Pathfinder Core Rulebook

Even when you don't hit squarely, you can still score a glancing blow. Make a melee Strike. It gains the following failure effect.


Failure Your attack deals any damage it would have dealt on a hit, excluding all damage dice. (This removes damage dice from weapon runes, spells, and special abilities, in addition to weapon damage dice.)


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Combat Reflexes Feat 10


Source Pathfinder Core Rulebook

You are particularly swift at punishing foes who leave you openings. At the start of each of your turns when you regain your actions, you gain an additional reaction that can be used only to make an Attack of Opportunity.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Cut From The Air ReactionFeat 10


Source Pathfinder Advanced Player's Guide

Trigger You are the target of a physical ranged Strike.

Requirements You're aware of the attack, not Flat-Footed against it, and either have a hand free or are wielding a melee weapon.


You can knock aside ranged attacks.

You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you knocked or cut it out of the air.

Effect: Cut from the Air


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Debilitating Shot Two ActionsFeat 10


Source Pathfinder Core Rulebook

Aiming for a weak point, you impede your foe with a precise shot.

Make a ranged weapon Strike. If it hits and deals damage, the target is Slowed 1 until the end of its next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Disarming Twist One ActionFeat 10


Source Pathfinder Core Rulebook
Prerequisites trained in Athletics

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


After your initial attack redirects your foe's defenses, your follow-up wrests their weapon from their grasp.

Make a melee Strike with the required weapon. In addition to its other effects, this Strike gains the success and critical success effects of the Disarm action. The Strike also has the following failure effect.

Failure The target is Flat-Footed until the end of your current turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Disruptive Stance One ActionFeat 10


Source Pathfinder Core Rulebook

The slightest distraction can provoke your wrath, and you're prepared to foil enemies' actions.

As long as you are in this stance, you can use Attack of Opportunity when a creature within your reach uses a concentrate action, in addition to manipulate and move actions.

Furthermore, you disrupt a triggering concentrate or manipulate action if your Strike hits (not only if it's a critical hit).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Fearsome Brute Feat 10


Source Pathfinder Core Rulebook

Fear makes your foes weak and more vulnerable to your attacks.

You gain a circumstance bonus to damage rolls for Strikes against Frightened creatures. The bonus is equal to double the target's frightened value.

If you have master proficiency in Intimidation, increase the bonus to triple the target's frightened value.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Improved Knockdown Feat 10


Source Pathfinder Core Rulebook
Prerequisites Knockdown

You can dash your foe to the ground with a single blow.

When you use Knockdown, instead of making a Strike followed by a Trip, you can attempt a single Strike. If you do and your Strike hits, instead of rolling a check for your Trip attempt, you automatically apply the critical success effect of a Trip.

If you used a two-handed melee weapon for the Strike, you can use the weapon's damage die size instead of the regular die size for the damage from a critical Trip.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Mirror Shield ReactionFeat 10


Source Pathfinder Core Rulebook

Trigger An opponent casting a spell that targets you critically fails a spell attack roll against your AC.

Requirements You have a shield raised


You reflect the spell back against the triggering opponent. Make a ranged attack against the triggering creature using your highest proficiency with a ranged weapon. If you can cast spells, you can make a spell attack roll instead. If you succeed, your opponent takes the effects of a successful spell attack roll for their own spell (or the effects of a critical success if your attack roll was a critical success).


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Overpowering Charge Feat 10


Source Pathfinder Advanced Player's Guide
Prerequisites Barreling Charge

You trample your foes as you charge past them.

When you use Barreling Charge and successfully move through a creature's space, that creature takes bludgeoning damage equal to your Strength modifier. If you critically succeed, the creature takes twice this amount of damage and becomes Flat-Footed until the end of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Twin Riposte ReactionFeat 10


Source Pathfinder Core Rulebook

Trigger A creature within your reach critically fails a Strike against you

Requirements You are benefiting from Twin Parry


A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or use a Disarm action against the triggering opponent.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Ranger

This indicates abilities from the ranger class.

Brutal Finish One ActionFeat 12


Source Pathfinder Core Rulebook

Requirements You are wielding a melee weapon in two hands


Your final blow can make an impact even if it rebounds off a foe's defenses.

Make a Strike with the required weapon. After the Strike, your turn ends. The Strike deals one extra weapon damage die, or two extra weapon damage dice if you're at least 18th level. The Strike also gains the following failure effect.

Failure You deal damage equal to one weapon damage die of the required weapon. Increase this to two dice if you're at least 18th level.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Dueling Dance (Fighter) One ActionFeat 12


Source Pathfinder Core Rulebook
Prerequisites Dueling Parry

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


Using your free hand as pivot and balance, you both attack and defend with your weapon. While you are in this stance, you constantly have the benefits of Dueling Parry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Flinging Shove Feat 12


Source Pathfinder Core Rulebook
Prerequisites Aggressive Block or Brutish Shove

Increase the distance you Shove your opponent with Aggressive Block or Brutish Shove to 10 feet on a success or 20 feet on a critical success.

When you use Aggressive Block, you can choose whether the target is Flat-Footed or Shoved. When you make a Brutish Shove, you also Shove the target 5 feet on a failure.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Improved Dueling Riposte Feat 12


Source Pathfinder Core Rulebook
Prerequisites Dueling Riposte

Your weapon whirls and darts, striking foes whenever the opportunity presents itself.

At the start of each of your turns, you gain an additional reaction that you can use only to make a Dueling Riposte. You can use this extra reaction even if you are not benefiting from Dueling Parry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Incredible Ricochet One ActionFeat 12


Source Pathfinder Core Rulebook
Prerequisites Incredible Aim

After your first shot singles out your opponent's position, you direct another that ricochets around obstacles and strikes unerringly.

Make a ranged weapon Strike against a creature you previously attacked this turn. You ignore the target's Concealed condition and all cover.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Lunging Stance One ActionFeat 12


Source Pathfinder Core Rulebook
Prerequisites attack of opportunity, Lunge

Requirements You are wielding a melee weapon


Your body coiled to strike, you can lash out at distant enemies. While you are in this stance, you can use Attack of Opportunity against a creature that is outside your reach but within the reach you would have with a Lunge. If you do, you increase your range with the Strike by 5 feet.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Paragon's Guard One ActionFeat 12


Source Pathfinder Core Rulebook

Requirements You are wielding a shield


Once you've had a moment to set your stance, you always have your shield ready without a thought.

While you are in this stance, you constantly have your shield raised as if you'd used the Raise a Shield action, as long as you meet that action's requirements.

Stance: Paragon's Guard


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Spring Attack One ActionFeat 12


Source Pathfinder Core Rulebook

Requirements You are adjacent to an enemy


Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Desperate Finisher ReactionFeat 14


Source Pathfinder Core Rulebook

Trigger You complete the last action on your turn, and your turn has not ended yet.

Requirements You meet the requirements to use an action with the press trait.


You throw everything into one last press. Use a single action that you know with the press trait as part of Desperate Finisher. You forgo the ability to use reactions until the start of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Determination One ActionFeat 14


Source Pathfinder Core Rulebook

Frequency once per day


Your training allows you to shrug off your foes' spells and conditions when the need is dire.

Choose a single nonpermanent spell or condition that is affecting you. If you chose a condition, its effect on you ends. If you chose a spell, attempt to counteract the spell (your counteract level is equal to half your level, rounded up, and you attempt a Will save as your counteract check).

This doesn't remove any Hit Point damage normally dealt by the spell or condition, and it doesn't prevent the spell or debilitating effect from affecting other allies or the environment around you.

It can't remove an ongoing affliction or prevent such an affliction from inflicting conditions on you later. It can't remove conditions from the situation (such as prone or flanked). If the effect comes from a creature, hazard, or item of 20th level or higher, Determination can't remove its effect on you


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Fighter

This indicates abilities from the fighter class.

Guiding Finish One ActionFeat 14


Source Pathfinder Core Rulebook

Requirements You are wielding only a single one-handed melee weapon and have your other hand or hands free.


Using your weapon as a lever, you force your opponent to end up right where you want them.

Make a Strike with the required weapon. If the Strike hits, you can move the target up to 10 feet into a space in your reach. You can move the target through your space during this movement. This follows the forced movement rules. Your Strike gains the following failure effect.

Failure You can force the creature to move as you would on a success, but you can move the target only 5 feet.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Guiding Riposte Feat 14


Source Pathfinder Core Rulebook
Prerequisites Dueling Riposte

By shifting your weight and angling your weapon, you guide your opponent to a more favorable position.

When you use Dueling Riposte to Strike and you hit, you can move the target up to 10 feet into a space in your reach. This follows the forced movement rules.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Improved Twin Riposte (Fighter) Feat 14


Source Pathfinder Core Rulebook
Prerequisites Twin Riposte

Your weapons are a blur, blocking and biting at your foes.

At the start of each of your turns, you gain an additional reaction that you can use only to perform a Twin Riposte. You can use this extra reaction even if you are not benefiting from Twin Parry.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance Savant (Fighter) Free ActionFeat 14


Source Pathfinder Core Rulebook

Trigger You roll initiative


When there's imminent danger, you drop into a stance with a mere thought. Use an action that has the stance trait.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Two-Weapon Flurry One ActionFeat 14


Source Pathfinder Core Rulebook

Requirements You are wielding two weapons, each in a different hand


You lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Press

Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. You can't use a press action when it's not your turn, even if you use the Ready activity. Some actions with the press trait also grant an effect on a failure. The effects that are added on a failure don't apply on a critical failure. If your press action succeeds, you can choose to apply the failure effect instead. (For example, you may wish to do this when an attack deals no damage due to resistance.)

Whirlwind Strike Three ActionsFeat 14


Source Pathfinder Core Rulebook

You attack all nearby adversaries. Make a melee Strike against each enemy within your melee reach. Each attack counts toward your multiple attack penalty, but do not increase your penalty until you have made all your attacks.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Barbarian

This indicates abilities from the barbarian class.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Open

These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn.

Graceful Poise One ActionFeat 16


Source Pathfinder Core Rulebook
Prerequisites Double Slice

With the right positioning, your off-hand weapon can strike like a scorpion's stinger.

While you are in this stance, if you make your second Strike from Double Slice with an agile weapon, Double Slice counts as one attack when calculating your multiple attack penalty.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Improved Reflexive Shield Feat 16


Source Pathfinder Core Rulebook
Prerequisites Reflexive Shield

Your shield can help save nearby allies. When you use Shield Block against damage resulting from a Reflex save, adjacent allies who would take damage due to Reflex saves against the same effect also benefit from the damage reduction.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Multishot Stance One ActionFeat 16


Source Pathfinder Core Rulebook
Prerequisites Triple Shot

You lock yourself in a stable position so you can fire swiftly and accurately.

While you are in this stance, your penalty for Double Shot is reduced to -1, or -2 if you add the extra action to make three Strikes. If you move from your position, this stance ends.

Stance: Multishot Stance


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Overwhelming Blow Three ActionsFeat 16


Source Pathfinder Advanced Player's Guide

You throw your weight into a powerful attack that leaves you vulnerable.

Make a melee Strike. This counts as three attacks when calculating your multiple attack penalty. If this Strike hits, you get a critical hit. If you roll a critical hit, your attack also gains the deadly d12 trait.

Whether or not you hit, you become Stunned 1 and are Flat-Footed until the start of your next turn.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Twinned Defense (Fighter) One ActionFeat 16


Source Pathfinder Core Rulebook
Prerequisites Twin Parry

Requirements You are wielding two melee weapons, one in each hand


You're always ready to use your off-hand weapon to interfere with attacks against you. While you are in this stance, you constantly gain the benefits of the Twin Parry action.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Stance

A stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.

Impossible Volley (Fighter) Three ActionsFeat 18


Source Pathfinder Core Rulebook

Requirements You are wielding a ranged weapon with the volley trait and reload 0


You fire a volley at all foes in an area. Make one Strike with a -2 penalty against each enemy within a 10-foot-radius burst centered at or beyond your weapon's volley range. Roll the damage only once for all targets.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Open

These maneuvers work only as the first salvo on your turn. You can use an open only if you haven't used an action with the attack or open trait yet this turn.

Savage Critical Feat 18


Source Pathfinder Core Rulebook

The wounds you inflict are grievous. When you Strike with a weapon or unarmed attack for which you have legendary proficiency, you critically succeed if you roll a 19 on the die as long as that result is a success. This has no effect on a 19 if the result would be a failure.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Smash From The Air Feat 18


Source Pathfinder Advanced Player's Guide
Prerequisites Cut From the Air

Your expertise enables you to knock away spells. You can use Cut From The Air against ranged spell attack rolls.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Boundless Reprisals Feat 20


Source Pathfinder Core Rulebook

With a sixth sense for the flow of combat, you can quickly react to any situation as required. At the start of each enemy's turn, you gain a reaction you can use only during that turn for any reaction from a fighter feat or class feature.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Reflecting Riposte ReactionFeat 20


UncommonFighter
Source Pathfinder #156: The Apocalypse Prophet
Prerequisites Dueling Riposte, Mirror Shield, or Twin Riposte

Trigger An opponent casts a spell and you critically succeed at a saving throw against it.

Requirements You have a shield raised or are benefiting from Dueling Parry or Twin Parry.


You attempt to counteract the triggering spell using powerful magical techniques observed in the Kortos Mounts. Use your attack roll modifier with your shield or parrying weapon for your counteract check. If you counteract the spell, it is reflected upon the caster. If the spell targeted individual creatures, it targets the caster only. If the spell targeted an area centered on a point, the new area is centered on the caster. If the spell was a cone or line, the cone or line emanates from you toward the caster. If the spell has a save DC, it uses your class DC, and if it requires a spell attack roll, use the same attack roll modifier as the counteract check.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Fighter

This indicates abilities from the fighter class.

Sever Space Two ActionsFeat 20


Source Pathfinder #168: King of the Mountain

Requirements You are wielding a weapon that deals slashing damage or have an unarmed Strike that deals slashing damage.


You destroy the space between you and your targets, allowing you to strike with your melee weapons at great range. Make a melee Strike with the required weapon or unarmed attack. The attack gains an 80-foot reach for this Strike.

After the Strike, regardless of whether it succeeded, the world rushes to fill the space you destroyed, bringing you and the target adjacent to each other. You can choose to teleport to the closest space adjacent to the target or to attempt to teleport the target adjacent to you. If you choose the target, they can negate the teleportation if they succeed at a Fortitude save against your class DC.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Conjuration

Effects and magic items with this trait are associated with the conjuration school of magic, typically involving summoning, creation, teleportation, or moving things from place to place.

Fighter

This indicates abilities from the fighter class.

Flourish

Flourish actions are actions that require too much exertion to perform a large number in a row. You can use only 1 action with the flourish trait per turn.

Teleportation

Teleportation effects allow you to instantaneously move from one point in space to another. Teleportation does not usually trigger reactions based on movement.

Ultimate Flexibility Feat 20


Source Pathfinder #150: Broken Promises
Prerequisites improved flexibility

Your experience keeps you on your toes, making you adaptable to even the most dangerous challenges. When you gain a fighter feat using combat flexibility, you gain three fighter feats instead of two.

While the first feat must still be 8th level or lower, the second feat can be up to 14th level, and the third feat can be up to 18th level. You can use the first feat to meet the prerequisites of the second or third feats and the second feat to meet the prerequisites of the third feat. You must meet all feats' prerequisites.

In addition, you can adapt to the battlefield's challenges by spending 1 hour to train. If you do, you can reselect the feats chosen with combat flexibility as if you had made your daily preparations. You can't trade out limited-use abilities that you've already used, such as Determination.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.

Weapon Supremacy Feat 20


Source Pathfinder Core Rulebook

Your skill with weapons lets you attack swiftly at all times. You're permanently Quickened. You can use your extra action only to Strike.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fighter

This indicates abilities from the fighter class.