Combat Trick

The following combat tricks are available to fighters who have the associated combat feat.

Agile Maneuvers (Combat): You can spend a number of stamina points equal to your Dexterity bonus while attempting combat maneuver checks. For every 2 stamina points that you spend in this way, you are considered to be one size category larger than your actual size when determining whether you can affect a target creature with your combat maneuver and grants a +1 bonus per stamina point spent.

Arcane Strike (Combat): You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.

Charge Through (Combat): When you attempt and fail to overrun a creature in the path of your charge, you can spend 5 stamina points to finish your charge against that creature instead of losing your charge.

Bleeding Critical (Critical): When you deal bleed damage with this feat, you can spend up to 3 stamina points to increase the amount of bleed damage dealt by double the number of stamina points you spent.

Blind-Fight (Combat): Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature’s concealment until the end of your next turn.

Blinding Critical (Critical): When you confirm a critical hit and attempt to blind an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Catch Off-Guard (Combat): When making an attack with an improvised weapon against an armed opponent, you can spend 5 stamina points. If you do, the target is considered flat-footed during that attack. An opponent who recognizes you and has seen you use Catch Off-Guard in this way is immune to this effect.

Channel Smite (Combat): When making an attack using this feat, you can spend a number of stamina points up to the number of dice in your channel energy. For each stamina point you spend in this way, add an additional 1d6 points of positive or negative energy damage to your Channel Smite attack. This damage is also halved if the target succeeds at its Will save against the Channel Smite attack.

Charge Through (Combat): When you attempt and fail to overrun a creature in the path of your charge, you can spend 5 stamina points to finish your charge against that creature instead of losing your charge.

Cleave (Combat): When using the Cleave, you can spend 4 stamina points to negate the –2 penalty to Armor Class until your next turn.

Clustered Shots (Combat): When using this feat, you can spend up to 2 stamina points for each attack that hit the same target. Increase the damage pooled by this feat by an amount equal to the number of stamina points you spent.

Combat Expertise (Combat): If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.

Combat Reflexes (Combat): When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.

Critical Focus (Combat): If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.

Crossbow Mastery (Combat): As long as you have at least 1 stamina point in your stamina pool, reloading any kind of crossbow no longer provokes attacks of opportunity.

Dazzling Display (Combat): When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.

Deadly Aim (Combat): When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.

Deadly Calm (Combat): When using the Deadly Aim feat, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Deadly Aim penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn.

Deadly Stroke (Combat): You can spend 5 stamina points to make a Deadly Stroke attack against a dazed opponent, or 10 stamina points to make a Deadly Stroke against an opponent you are flanking.

Deafening Critical (Critical): When you confirm a critical hit and attempt to deafen an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Defensive Combat Training (Combat): When targeted with a combat maneuver, you can spend any number of stamina points to gain a bonus to your CMD equal to the number of stamina points you spent.

Deflect Arrows (Combat): You can spend 5 stamina points to deflect an arrow while you’re flat-footed. You must still be aware of the attack. In a round when you have used Deflect Arrow, you can use it again by expending a number of stamina points equal to the number of times you have already used Deflect Arrows this round.

Disruptive (Combat): When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.

Dodge (Combat): When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.

Double Slice (Combat): When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round.

Eldritch Claws (Combat): As long as you have 1 stamina point in your stamina pool, your claws are also considered to be cold iron weapons for the purpose of overcoming damage reduction.

Far Shot (Combat): When making a single ranged attack as a standard action, you can spend 5 stamina points to ignore all range penalties on that attack.

Focused Shot (Combat): You can spend 2 stamina points to make a Focused Shot attack against a target anywhere within your weapon's first range increment.

Furious Focus (Combat): When using the Power Attack feat and wielding a two-handed melee weapon or a one-handed melee weapon with two hands, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Power Attack penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn.

Improved Bull Rush (Combat): When you are the target of a bull rush combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that bull rush attempt.

Improved Critical (Combat): When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.

Improved Dirty Trick (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a dirty trick combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that dirty trick attempt increases by that number.

Improved Disarm (Combat): When you are the target of a disarm combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that disarm attempt increases by that number.

Improved Feint (Combat): You can spend 5 stamina points to feint as a move action.

Improved Grapple (Combat): When you are the target of a grapple combat maneuver to initiate or maintain a grapple, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that grapple attempt increases by that number.

Improved Initiative (Combat): Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.

Improved Overrun (Combat): When you are the target of an overrun combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that overrun attempt increases by that number.

Improved Steal (Combat): When you are the target of a steal combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that steal attempt increases by that number.

Improved Sunder (Combat): When you are the target of a sunder combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that sunder attempt.

Improved Trip (Combat): When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number.

Improved Unarmed Strike (Combat): When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.

Lunge (Combat): When you use this feat, you can spend 2 stamina points to avoid taking the –2 penalty to AC for that use.

Missile Shield (Combat): As long as you have at least 1 stamina point in your stamina pool, you can use this feat with a buckler. You can spend 5 stamina points to deflect an arrow even while you're flat-footed. You must still be aware of the attack.

Mounted Combat (Combat): Once you have already used this feat, you can spend 5 stamina points to use it an additional time during the same round. You can use this trick as many times in a round as you like, as long as you spend 5 stamina points per use.

Mounted Shield (Combat): As long as you have at least 1 stamina point in your stamina pool, you can add your shield's enhancement bonus to your mount's Armor Class.

Mounted Skirmisher (Combat): When your mount moves its speed or less, you can spend 5 stamina points to spur it on 10 additional feet. This is bonus movement, and you can still make a full attack when your mount takes this bonus movement.

Point-Blank Shot (Combat): You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.

Power Attack (Combat): When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Precise Shot (Combat): As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.

Pushing Assault (Combat): You can spend 5 stamina points to gain the effects of this feat and still deal the extra damage from Power Attack.

Rapid Reload (Combat): When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn’t need to be the one you chose when you took this feat.

Rapid Shot (Combat): When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.

Rending Claws (Combat): When you make two claw attacks but hit with only one, you can spend 5 stamina points to deal the precision damage granted by this feat anyway.

Ride-By Attack (Combat): After making a mounted charge attack using this feat, you can spend 5 stamina points to change the direction of your movement instead of continuing to move in a straight line.

Saving Shield (Combat): When you use this feat, you can spend 2 stamina points to increase the shield bonus granted to your ally by an amount equal to the enhancement bonus of the shield you are using.

Shield Focus (Combat): When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.

Shield of Swings (Combat): When using this feat, you can spend 2 stamina points to reduce your damage dealt by half only until the end of your turn, but you gain the +2 shield bonus to AC only from the end of your turn until the start of your next turn.

Shield Training (Combat): When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn.

Shot on the Run (Combat): You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.

Sickening Critical (Critical): When you threaten a critical hit using this feat, before rolling the confirmation roll, you can spend 5 stamina points. If you do and the critical hit is confirmed, the foe is nauseated for 1d4+1 rounds unless it succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, which reduces the effect to the normal sickened condition.

Spring Attack (Combat): You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.

Spirited Charge (Combat): When making a mounted charge, you can spend a number of stamina points up to your Strength bonus. If your charge attack hits, you deal an amount of extra damage equal to the number of stamina points you spent. This additional damage is doubled by this feat (or tripled if you're using a lance).

Staggering Critical (Critical): When you score a critical hit and attempt to stagger an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Step Up (Combat): As long as you have at least 1 stamina point in your stamina pool, on the turn after you use this feat, you can still take a 5-foot step, and you don’t reduce your speed if you take an action to move due to this feat.

Stumbling Bash (Combat): You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.

Stunning Critical (Critical): When you confirm a critical hit and attempt to stun an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Throw Anything (Combat): As long as you have at least 1 stamina point in your stamina pool, when you use a melee weapon that is not a thrown weapon for a ranged improvised weapon attack, you use the weapon's melee critical threat range and multiplier instead of the normal 20/×2 for improvised weapons. You can spend 2 stamina points to increase your range increment for thrown weapon attacks (including ranged improvised weapons) by 10 feet until the beginning of your next turn.

Tiring Critical (Critical): When you threaten a critical hit against a fatigued foe, you can spend 5 stamina points before attempting the confirmation roll. If you confirm the critical hit, the foe becomes exhausted.

Trample (Combat): When you attempt to overrun an opponent while mounted and you don’t succeed at the overrun combat maneuver check, you can spend 2 stamina points and continue to move as if the target of the overrun had moved out of the way.

Trick Riding (Combat): As long as you have 1 stamina point in your stamina pool, you gain the effects of this feat when wearing medium armor.

Trick Shooter (Combat): When you are the target of a ranged combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that combat maneuver attempt increases by that number.

Two-Weapon Defense (Combat): Once per round, you can spend 2 stamina points to double the bonuses granted by this feat until the start of your next turn.

Two-Weapon Fighting (Combat): You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can’t reduce the penalty below 0.

Unseat (Combat): When you use this feat to successfully unseat a foe, you can spend 5 stamina points to make the rider fall prone in an unoccupied space of your choice adjacent to the mount instead of a space directly away from you.

Vital Strike (Combat): After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower.

Warning Shot (Combat): You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.

Weapon Finesse (Combat): You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.

Weapon Focus (Combat): Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Weapon Specialization (Combat): Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don’t have Weapon Specialization. This bonus lasts until the start of your next turn.

Wind Stance (Combat): When using this feat, you can spend 5 stamina points to gain 20% concealment for 1 round against all attacks (not just ranged attacks).

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.