New Stamina benefits


Homebrew and House Rules


So with the release of PF Unchained and the Stamina Pool system, there is a big gap of combat feats in PF outside the core books missing a benefit.

We should pour ideas here on the board to help with this.

I will start first. I have a creature with Awesome Blow and for some reason Awesome Blow was not given a benefit. My idea was 5 Stamina to use Awesome blow as part of a full attack, with only the first attack being the Awesome Blow.

That sound fair or balanced?


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Here is my current list I am working on. Feel free to comment or add to it. Going in alphabetical order.

ALL-CONSUMING SWING
You can spend 5 Stamina points to ignore the damage taken when using this feat.

AMBUSH SENSE
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 Stamina points to keep the AC bonus granted by this feat for 1 round after the surprise round.

AMMO DROP
As long as you have at least 1 stamina point in your stamina pool, you can load a sling as a free action or a double sling as a swift action.

ANCESTRAL ENMITY
Before you make an attack roll, you can spend up to 5 stamina points and receive twice that number as a bonus to damage on that attack against dwarves or gnomes.

ANKLE BITER
Whenever you use your stamina points to increase your attack bonus when using the bite attack granted by this feat, you can apply the same number of stamina points used as extra damage to the attack.

ARCHON DIVERSION (Style)
You can spend 2 stamina points from your stamina pool and choose to declare to protect a chosen ally after the attack roll is made and the results are known.

ARCHON JUSTICE (Style)
You can spend 1 stamina point to use this feat as a free action instead of a swift action.


Dotting for interest...


(Weird, it won't let me edit my earlier post so I don't have to keep posting here)

ARCHON STYLE
You can spend 1 or 2 stamina points. Add that amount as an extra dodge bonus to adjacent allies you protect from the chosen opponent.

AWESOME BLOW
You can spen 5 stamina points to make first attack in a full attack action be made as an awesome blow combat maneuver.

ARMORED ATHLETE
You can spend 2 stamina points to apply effects of this feat to another skill for 1 round. You do not need to meet the prerequisites.

ARTFUL DODGE
You can spend stamina points up to your Intelligence modifier. Add the amount used as an extra dodge bonus to your AC gained from this feat that lasts until your next turn.

AWE-INSPIRING SMASH (Performance)
You can spend stamina points up to your Strength modifier. Add this number as a bonus to your performance combat check made when utilizing this feat.

AWESOME CHARGE
You can spend stamina points up to your Strength modifier. Add this number as a bonus to your awesome blow combat maneuver when using this feat.

AWESOME THROW
When using this feat to make a ranged attack, you can spend up to 5 stamina points and add that number as a bonus to damage on the awesome throw combat maneuver attack.

BANISHING CRITICAL
You can spend 5 stamina points to double the penalty to Will save against the confirmed critical hit (total of -8 penalty to the Will save).


Before Unchained came out I was using The Book of Martial Actions. It functions much like the stamina system. You get a feat that grants you a 'martial pool' equal to 4+BAB and gives you an attack bonus to spend it on. The Martial pool refreshes after combat. After that there are a bunch of feats that grant abilities to spend the martial pool on.

Rather than try to shoehorn an ability in each combat feat in every splatbook and third party product I thought it would be better equate the martial pool to the Stamina Pool and the rest kind of falls into place. Its less exhausting and allows for some abilities that help with saves and versatility. The second book in the series actually separates into distinct styles.


BANNER OF DOOM
You can spend up to 1 or 2 stamina points. You can add the number of stamina points spent as additional penalty to saving throws against fear attacks for as long as the banner is up.

BEAR'S BALANCE
You can spend 5 stamina points to both end the rage and the fear effect that initiated the rage after you ave been raging for at least 1 round.

BEAR HUG
You can spend up to 5 stamina points each turn you maintain the grapple to deal twice that amount of stamina points used as extra damage.

BEARTRAP BITE
You can spend 5 stamina points to clamp with the bite attack even if you fail to confirm the critical hit.

BELIER'S BITE
You can spend 10 stamina points to have the attack deal 1d4 points of Constitution damage.

BETRAYING BLOW
As long as you have at least 1 stamina points, you are not limited by your HD for dealing the extra nonlethal damage. You can spend up to 5 stamina points to gain a bonus to the Bluff check equal to the points you spent.

BLACK POWDER SPECTACLE (Performance)
You can spend 2 stamina points to initiate this feat as a free action.

BLADE BINDER
***This feat may be obsolete as Pathfinder no longer uses the Bind combat option I believe***

BLINDING FLASH
As long as you have 1 stamina point can use as a swift action. Can spend 5 stamina to blind instead of dazzle target for 1 round. (If it already blinds then stamina adds to the DC for save)

BLINDING SNEAK ATTACK
***This feat seems moot as you cannot sneak attack an opponent in magical darkness unless you can see in darkness, which tieflings cannot***

BLOODLETTING
You can spend up to 3 stamina points on the confirmed critical hit to deal the number of points spent as additonal bleed damage.

BLOODY SABERS
You can spend 5 stamina to use this feat when wielding any two slashing weapons, not just bloody sabers.

BLOODY VENGEANCE
You can spend 5 stamina points to study an opponent as a swift action.

BOUNDING HAMMER
As long as you have at least 1 stamina point in your pool, you can catch the hammer as it returns. You can spend up to 6 stamina points, with each point increasing the range by 5 feet.

BREAKER OF BARRIERS
You can spend up to 5 stamina points and ignore extra hardness equal to the amount of stamina points spent. You also gain the amount of stamina points spent as bonus to the Strength or maneuver check.

BRUTAL GRAPPLER
You can spend 2 stamina points to grant this feat to other allies grappling the target that do not have this feat until the start of your next turn.

BULLSEYE SHOT
You can spend 2 stamina points to use this feat as a swift action instead of a move action.

BUSHWHACK
You can spend 2 stamina points to affect creatures with this feat that cannot be caught flat-footed.

BUTTERFLY'S STING
You can spend 5 stamina points to keep your critical hit damage even when passing the critical hit off to an ally.

CALL OUT
You can spend up to 5 stamina and add the number of points spent as a bonus to your Intimidate check.

CANNON MASTER
As long as you have at least 1 stamina point, there is no increase in the misfire range.

CASTERBANE SHOT (Grit)
You can spend up to 5 stamina points to increase the concentration DC by the same amount of stamina points spent.

CHAIRBREAKER
You can spent 5 points of stamina to automatically confirm a critical hit when using this feat.

CHARGE OF THE RIGHTEOUS
You can spend 5 stamina points to bypass any damage reduction with a successful charge attack.

CIRCLING MONGOOSE
You can spend 1 stamina point per 5 ft. step to not provoke an attack of opportunity.

CIRCLING OFFENSE (Teamwork)
You can spend 2 stamina points to overlap this ability with allies that do not have this feat, allowing them to take attacks of opportunity when the opponent misses you due to this feat.

CLAW POUNCE
If you hit with both claw attacks, you can spend 1 or 2 stamina points. Each point spent adds +1d6 damage.

CLEAVE THROUGH
As long as you have at least 1 stamina point you can choose to make the 5 ft. step after any cleave attack, not just the initial attack. You can spend 2 stamina points to move an additional 5 ft. per cleave attack.

CLEAVING SWEEP
You can spend 5 stamina points to move up to your speed before using this feat.

CLINGING CLIMBER
You can spend 2 stamina to perform this feat as a swift action.

COMBAT MEDITATION (Meditation)
You can spend 5 stamina points to use this feat 1 additional time per day.

CONCENTRATED SPLASH
You can use 2 stamina points to deal splash damage to foes adjacent to the target when using this feat.

COOPERATIVE REND (Teamwork)
You can spend 2 stamina points to count allies as if they had the feat for the purpose of you benefiting from this feat.

COORDINATED DISTRACTION (Teamwork)
You can spend 5 stamina points to count all allies as if they possessed the feat.

CORNUGON SHIELD
Spend 1 or 2 stamina points. You gain an extra amount of shield bonus to your AC equal to the number of points spent until the beginning of your next turn.

CORNUGON SMASH
You can spend 5 stamina points to demoralize all opponents within melee reach as a free action after striking a target with Power Attack.

CORNUGON STUN
You can spend 2 stamina points to count one attack with any weapon (not just a monk weapon) as a stun attack.

CORNUGON TRIP
You can spend 1 or 2 stamina points to ignore double the amount of points spent to the ranged attack penalty.

COVERING FIRE (Teamwork)
You can spend 5 stamina points to count all allies that don't have this feat to receive the bonus to AC against the target.

COVERING SHIELD
You can spend up to 5 stamina points to gain as a bonus to the Reflex save the same amount of points spent.

CUDGELER STYLE (Style)
You can spend 2 stamina to count the attack from the charge as if the weapon were two size categories larger.

CUDGELER SWEEP (Style)
You can spend 2 stamina to not provoke an attack of opportunity when tripping with this feat.

CUDGELER TAKEDOWN (Style)
You can 5 stamina to attempt to stun the opponent even if trip attempt fails.


DANGEROUS TAIL
You can spend 2 points of stamina to make the trip maneuver even if critical hit confirmation roll fails.

DARTING RETRIEVAL (Teamwork)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to use this feat even when an ally does not have the feat.

DARTING VIPER
You can spend 2 stamina points to use this feat as a free action.

DEADLY GRAPPLER
You can spend 5 stamina points to count damage as 2 sizes larger for the purpose of this feat until the beginning of your next turn.

DEATH FROM BELOW
Whenever you damage a flying opponent, you can spend 5 stamina points to force the creature to make a Fly check (DC = 10 + your base attack bonus) or begin to fall as if having failed a Fly check by 5 points or more.

DEMON HUNTER
You can spend 2 stamina points to gain a +2 dodge bonus to AC, a +2 bonus to weapon damage, and +2 bonus to saving throws against demons attacks until the beginning of your next turn.

DEMONIC NEMESIS
You can spend 5 stamina points to automatically confirm the critical hit.

DERVISH DANCE
You can spend 2 stamina points to use this feat with another weapon or while holding a shield in the off-hand until the beginning of your next turn.

DESPERATE BATTLER
As long as you have 1 stamina point in your stamina pool, you also gain +1 dodge bonus to AC and a +1 morale bonus to saves.

DESTROY IDENTITY
You can spend 5 stamina points to stun the target for 1 round instead of staggering it.

DESTRUCTIVE PERSUASION
You can spend stamina points up to your Strength modifier. You a bonus to the Strength check to break objects equal to the amount of stamina points used. You also gain double the number of stamina points used as extra damage dealt to the object if you damage it.

DIRECTED DISARM
As long as you have at least 1 stamina point, you do not suffer the -4 penalty to the attack roll if the weapon is not a throwing weapon. You can spend 2 stamina points to ignore the penalty for not having a free hand until the beginning of your next turn.

DIRTY TRICK MASTER
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. You can spend 5 stamina points to inflict the worsened condition even if the opponent is not under the affects of the lesser condition.

DISARM PARTNER (Teamwork)
You can spend 5 stamina points to use this with an ally that lacks this feat.

DISORIENTING BLOW
You can spend 5 stamina points to use this after you know the results of your attack roll.

DIVERT HARM
You can spend 5 stamina points to use this feat even if you have already used your immediate action, but only once per round.

DRAGONSLAYER
You can spend 5 stamina points to also deal critical hit damage.

DRUNKEN BRAWLER
After losing your temporary hit points, you can spend 1 stamina point during combat to keep the alchemical bonus for an additional round. You can continue to use this on subsequent rounds if you continue spending stamina points.

DUELIST OF THE ROARING FALLS
As long as you have at least one 1 stamina point, you can use this feat even while using other weapons during the attack. You can spend up to 3 stamina points. Each point of stamina used reduces the penalty to your attack roll to parry by that amount until the beginning of your next turn.

DUELIST OF THE SHROUDED LAKE
You can spend 2 stamina points to gain the benefits of this feat even while using a shield, an off-hand weapon, armor spikes, unarmed strikes, or natural weapons until the beginning of your next turn.

ELEPHANT STOMP
As long as you have at least 1 stamina, you can continue moving through the opponent, instead of stopping, after making the attack roll.

ENHANCED KI THROW
You can spend up to 5 stamina points. You deal extra damage equal to twice the number of stamina points you expended.

EQUIPMENT TRICK
You can spend 5 stamina points to use an equipment trick with an item other than the one you originally chose for the feat.

EXCEPTIONAL PULL
You can spend stamina points up to your Strength modifier. You can add as many points the the bow's strength rating as you spent stamina points. This lasts until the beginning of your next turn.

EXPLOSIVE ESCAPE
You can spend 5 stamina points when escaping the grapple to knock enemies prone.

EXTEND THE BULWARK (Teamwork)
As long as you have at least 1 point of stamina, you keep half your armor bonus to AC when using this feat. You can spend 2 stamina points to grant an ally with this feat your full armor bonus to their AC for 1 round.

FALLING WATER GAMBIT
You can spend 5 stamina points to make the attack of opportunity even if the foe is not shaken, frightened, or panicked.

FEARSOME BARRICADE
You can spend 1 stamina point to not make the action not count as an attack of opportunity.

FEARSOME FINISH
You can spend up to 4 stamina points. Each point of stamina you spend grants that amount as a bonus to the Intimidate check when attempting to demoralize foes affected by this feat.

FEINTING FLURRY
You can spend 5 stamina points to use this feat and not have to sacrifice the first attack to initiate the effects.

FENCING GRACE
You can spend 2 stamina points to gain the benefits of this feat until the beginning of your next turn for any one-handed piercing weapon.

FERAL COMBAT TRAINING
You can spend 5 stamina points to apply the effects of this feat to all your natural weapons until the beginning of your next turn.

FIGHTING FRENZY (Teamwork)
As long as you have at least 1 stamina point, you do not need to meet the Charisma prerequisites to use this feat. You can spend 2 stamina points to gain the feat's effects even if the raging ally doesn't have this feat.

FIREBRAND
As long as you have at least 1 stamina point, the fire damage dealt by the torch is 1d6 points of fire damage instead of 1 point.

FLAGBEARER
You can spend up to 3 stamina points. Allies within range receive an extra morale bonus to their attack rolls, weapon damage rolls, and saving throws against fear and charm effects equal to the number of stamina points you used. This lasts until the beginning of your next turn.

FLAME WARRIOR
You can spend 1 or 2 stamina points. Each point of stamina used causes the fire to deal an additional 1d6 points of fire damage until the beginning of your next turn.

FLAYING CRITICAL
You can spend 5 stamina points to add an additional -1 penalty to the natural armor loss.

FOCUSED DISCIPLINE
You can spend up to 4 stamina points and increase the number of rounds of the duration of this feat lasts by that amount.

FOOTSLASHER
You can spend 5 stamina points to use this feat on all attacks during a full attack. The effects do not stack.

FRIENDLY FIRE MANEUVERS (Teamwork)
You can spend 5 stamina points to gain the effects of evasion when avoiding an ally's area spell you are caught in. If you already have evasion, it counts as improved evasion. If you already have improved evasion, you count as if you rolled a natural 20 on the Reflex saving throw.

FROST WARRIOR
You can spend 1 or 2 stamina points. Each point used causes the cold to deal an additional 1d6 points of cold damage until the beginning of your next turn.

FURY OF THE TAINTED
As long as you have at least 1 stamina point, you can avoid the Charisma prerequisite for the feat. You can spend 2 stamina points to regain 1 round of rage whenever you succeed at a saving throw against a good spell.

FURY'S FALL
You can spend 5 stamina points to deny the opponent's bonus from Strength and/or Dexterity modifier to their trip attempt against you.

FURY'S SNARE
You can spend 2 stamina points to cause the target to make both the successful Strength, or Escape Artist, check as well as spend a full-round action afterwards to free from themselves from the entanglement.

GIANT-KILLER STANCE
You can spend stamina points up to your Strength modifier. Each point spent increases the duration by 1 round.

GIANT'S CRUSH
You can spend as much stamina points as your Strength modifier. Each point of stamina spent raises the Reflex saving throw DC to avoid being knocked prone by +1.

GIANT'S SMASH
You can spend 2 stamina points to double the hardness you ignore and double the bonus to Strength checks for breaking objects for one attack.

GIANT'S WALLOP
You can spend 5 stamina points to cause the target that fails their saving throw to become stunned instead of dazed.

GORE FIEND
As long as you have at least 1 point of stamina, you can receive the benefits of this feat even when you are not raging.

GOT YOUR BACK (Teamwork)
You can use this without the prerequisite Intelligence as long as you have 1 stamina point. You can spend 2 stamina points to use aid another on a second ally during the same turn.

GREAT REND
You can spend 1 stamina point to deal additional damage equal to your full Strength modifier.

GROUND-GRABBER
You can spend 10 stamina points to cause one of the attacks mentioned in the feat to automatically fail.

GREATER UNCIVILIZED TACTICS
After a successful combat maneuver check, you can spend 5 stamina points to deal 1d4 points of Strength or Dexterity damage.

HAMATULA GRASP
You can spend 1 or 2 points of stamina. Each point you spend adds an additional 1d6 points of damage.

HAMATULA STRIKE
You can spend 2 stamina points to deal also deal damage with the weapon used to impale the opponent whenever you choose to use grapple options other than damaging with your weapon.

HAMATULATSU
As long as you have at least 1 stamina point, you can deal both bludgeoning and piercing damage with your unarmed strikes. If you spend 5 stamina points after confirming a critical hit, you also deal 1d4 points of bleed damage.

HARDER THEY FALL (Teamwork)
You can spend 2 stamina points when you use this feat to prevent the target from making attacks of opportunity on an ally that attempts a bull rush or trip the foe.

HARRYING PARTNERS (Teamwork)
When you use this feat, each stamina point you spend allows you to grant the effects of your aid another attempt to affect an additional ally with this feat.

HELLCAT POUNCE
You can spend 2 stamina points to keep the opponent flat-footed for the second attack.

HEROIC INTERPOSITION
You can spend 5 stamina points to use this feat an additional time per day. Each time you use this combat trick, you must spend 5 stamina points.

HEROIC LEADER
You can spend 2 stamina points to use this feat with allies less than your own Hit Dice (instead of only allies less than 1/2 your Hit Dice) until the beginning of your next turn.

HOLD THE BLADE
You can spend 5 stamina points to ignore the -4 AC penalty when using this feat.

HOLY WATER ASSAULT
? (Any ideas?)

HORN OF THE CRIOSPHINX
You can spend 5 stamina points after a successful charge attack to make a trip attack as a swift action on the opponent.

HORN RIDER
You can spend 1 or 2 stamina points. Your shield bonus increases by the amount of stamina points spent until the beginning of your next turn.

HORN RIDER'S CHARGE
You can spend 5 stamina points to make a melee attack as an immediate action after the creature you're riding charges a foe.

HURTFUL
You can spend 2 stamina points to keep the shaken condition on an opponent even if you fail the attack.

ICONOCLAST
You can spend 1 stamina point to deal double damage against the holy or unholy object you strike.

IMPROVED AWESOME THROW
You can spend stamina points up to your Strength modifier. Each point of stamina you use adds an additional 1d6 points of damage to both the target of the attack and the obstacle they strike if they collide into it.

IMPROVED FEINTING FLURRY
If your first feint attempt fails when using this feat, you can spend 5 stamina points to make a second feint attempt, taking the new result.

IMPROVED FURY OF THE TAINTED
You can spend up to 5 stamina points. Each point of stamina you use increases your spell resistance by +1 until the beginning of your next turn.

IMPROVED PARRY
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to deny the opponent their Dexterity bonus to AC against all attacks you make until the end of your next turn.

IMPROVED UNDERHANDED TEAMWORK (Teamwork)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to force the enemy to make two separate actions to remove the conditions imposed by the dirty trick maneuver.

IMPROVED UNCIVILIZED TACTICS
As long as you have 1 stamina, foes that try to regain the use of their limb provoke an attack of opportunity from you.

INDOMITABLE MOUNT
You can spend up to 5 stamina points. Each point you spend grants an additional +1 bonus to the Ride check.

INTREPID RESCUER
As long as you have 1 stamina point, you can use this feat on any ally, no matter their condition. You can spend 5 stamina points to deny the opponent their attack of opportunity if you successfully hit your foe using this feat.


Dotted for interest.


Dot.


I suggest putting these and future suggestions into a Google Document, and then linking said document into a new thread so that it's the first post. Paizo forum posts are not editable after 1 hour; a gDoc makes better sense for such a long post anyway.


Barachiel Shina wrote:

So with the release of PF Unchained and the Stamina Pool system, there is a big gap of combat feats in PF outside the core books missing a benefit.

We should pour ideas here on the board to help with this.

I will start first. I have a creature with Awesome Blow and for some reason Awesome Blow was not given a benefit. My idea was 5 Stamina to use Awesome blow as part of a full attack, with only the first attack being the Awesome Blow.

That sound fair or balanced?

I was thinking instead of feats unlocks, to bring back the nine swords combat system using this pool.

Dark Archive

Juda de Kerioth wrote:


I was thinking instead of feats unlocks, to bring back the nine swords combat system using this pool.

Dreamscarred Press already did that with their Path of War books.


Thanis Kartaleon wrote:
I suggest putting these and future suggestions into a Google Document, and then linking said document into a new thread so that it's the first post. Paizo forum posts are not editable after 1 hour; a gDoc makes better sense for such a long post anyway.

True. I should have done that. I didn't realize about the loss of editing until I came back and realized I couldn't edit my first post.

My next post will wrap up the entire list of Pathfinder combat feats and I will do it then. I am currently on the feats beginning with "R". (Then I personally need to work on 3.5 feats next since I run a hybrid game)


JAGUAR POUNCE
You can spend 5 stamina points to apply the effects of this feat even against a foe who is not flat-footed.

JUGGLE LOAD
When you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.

Change AMMO DROP to "You can spend 2 stamina points to make an attack of opportunity against an adjacent opponent with your loaded sling as if you had a melee weapon."

JUKE
You can spend 2 stamina points to use this feat as a free action.

JUST OUT OF REACH
You can spend 2 stamina points to gain a +8 dodge bonus to AC against a reach attacks made by foes until the start of your next turn.

KI DIVERSITY
You can spend 5 stamina points to use one of the abilities in the feat you do not possess. If you have all the abilities (from taking the feat multiple times) you can spend 5 stamina points in replacement of the 1 ki point to use the feat.

KNOW WEAKNESS
You can spend 1 or 2 stamina points. Each point spent adds 1 round to the duration of the feat's effects.

KOBOLD FLOOD (Style)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to mount the foe as a swift action.

KOBOLD GROUNDLING (Style)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. As long as you have at least 1 stamina point in your stamina pool, enemies attacking you from a prone position suffer an additional -2 penalty to their attacks.

KOBOLD STYLE (Style)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to gain the bonus against flanked opponents.

KRAKEN STYLE (Style)
You can spend 2 stamina points to double the Wisdom modifier in damage against the grappled foe when you maintain the grapple.

KRAKEN THROTTLE (Style)
You can spend 1 stamina point each round you choke the opponent to decrease their hold breath duration by an additional round.

KRAKEN WRACK (Style)
You can spend 5 stamina points to ignore all hardness of the armor or item that you are crushing until the beginning of your next turn.

LARGE TARGET
When you score a critical hit, you can spend 2 stamina points to also include the additional damage dealt with this feat with the critical hit.

LEAD FROM THE BACK
You can spend 2 stamina points to bark orders as a swift action.

LEAPFROG (Performance)
You can spend up to 4 stamina points. Each point spent grants an additional +1 bonus to the skill checks used.

LEAPING EVASION
You can spend 5 stamina points to not gain the staggered condition after using this feat.

LET THEM COME
As long as you have at least 1 stamina point in your stamina pool, you can use light weapons as if they had the brace feature.

LOB SHOT
You can spend 5 stamina points to treat your target at the normal range increment until the start of your next turn.

MAD MAGIC
You can spend 2 or 4 stamina points to increase the DC of the spell you cast while in a bloodrage by +1 (or by +2 if you spent 4 stamina points).

MASSED CHARGE
You can spend 1 stamina point to gain the effects of this feat on any creature you are mounted on (not just horses) until the beginning of your next turn.

MASTERFUL FLOURISH (Performance)
As long as you have at least 1 stamina point in your stamina pool, you can use any weapon in your weapon training groups as if they were performance weapons.

MEASURED RESPONSE
You can spend 1 or 2 stamina points. Until the beginning of your next turn, any average damage you deal with this feat increases by 1 or 2 points of damage, depending on how many stamina points you spent.

MERCILESS BEATING
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 1 stamina point to keep your flanking bonus to attacks whenever you use this feat.

MERCILESS RUSH
You can spend 2 stamina points to deal your Strength modifier in damage for every 5 points by which you beat the opponent's CMD when you bull rush.

MIGHTY BITE
You can spend 5 stamina points to allow other affects that increase your critical threat range to stack with the effects of this feat until the start of your next turn.

MIRROR MOVE
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. As long as you have at least 1 stamina point in your stamina pool, you can use this feat even if others are threatening the same opponent. You can spend 5 stamina points to gain another use of this feat per day.

MONKEY LUNGE
As long as you have 1 stamina point in your pool, you can use this feat while carrying a medium load until the start of your next turn. You can spend 5 stamina points to use this feat while carrying a heavy load.

MOTIVATING DISPLAY
You can select this feat even if you don’t meet the ability score prerequisite (Charisma 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend up to 5 stamina points. Each point spent grants an additional +1 bonus to the Intimidate check.

MOUNTAIN-SPLITTING STRIKE
You can select this feat even if you don’t meet the ability score prerequisite (Wisdom 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to count the charge attack as if you were two sizes larger.

MOUNTED ONSLAUGHT
You can spend 5 stamina points to reduce the cumulative penalty to your overrun check beyond the first to -2 (instead of -5) until the start of your next turn.

MULTIATTACK
For every 2 stamina points you spend, you can count one set of your secondary natural weapon attacks (such as claws, tail, tentacles) as if they were a primary attack for the purpose of damage bonuses (full Strength modifier instead of 1/2 Strength modifier).

MULTIWEAPON FIGHTING
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.

MUTUAL HATRED
Whenever you score a critical threat against a foe with hatred against you, you can spend up to 4 stamina points. Each point spent grants double the points spent as a bonus to the confirmation roll for a critical hit.

ONSLAUGHT
You can spend 2 stamina points in the surprise round to affect a foe with this feat even if they already acted during the surprise round.

OPEN UP (Teamwork)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to grant ally that you used aid another on an attack of opportunity.

OSTENTATIOUS WEAKNESS
You can spend 2 stamina points when a favored enemy attempts a combat performance check against you to give them a penalty to the combat performance check equal to your favored enemy bonus against them.

OSYLUTH GUILE
You can spend 5 stamina points to affect all opponents with this feat until the beginning of your next turn.

OVERWHELM
You can spend 2 stamina points to use the effects of this feat on an opponent one size larger (instead of two) until the beginning of your next turn.

PATIENT STRIKE
You can spend 10 stamina to ready a full attack action.

PERFECT AWARENESS
You can spend 5 stamina points to use this feat again an additional time for the day.

PERFECT CENTER
You can spend 5 stamina points to Take 20 on a skill or concentration check.

PERFECT STYLE
You can spend up to 5 stamina points and receive double that number towards the energy resistance granted by this feat until the beginning of your next turn.

PERNICIOUS STAB
You can spend 5 points of stamina to sacrifice 1d6 points of sneak attack damage and add 1 to the poison's saving throw DC (instead of sacrificing 2d6 sneak attack damage).

PHALANX FORMATION
As long as have 1 stamina point in your stamina pool, enemies do not provide soft cover to their allies against your reach attacks.

PILE ON
Can spend 2 stamina points to deal full damage instead of half.

PIRANHA STRIKE
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.

PORCUPINE DEFENSE
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to make an attack of opportunity on a foe using a combat maneuver against you even if they normally would not provoke an attack of opportunity.

PRESS TO THE WALL
As long as have 1 stamina point in your stamina pool, you can use this feat even if your allies are threatening the foe.

PUNCH THROUGH
You can spend 2 stamina points to use this feat as a standard action.

QUILLBREAKER DEFENSE
You can spend up to 5 stamina points to reduce the damage taken when you use this feat by an additional amount equal to the number points you spent.

QUIVERING PALM ADEPT
You spend 5 stamina points to use quivering palm an additional time per day.

QUIVERING PALM VERSATILITY
You can spend 5 stamina points to use quivering palm after the attack roll s made and the results are known.

RAGING REGENERATION
You can spend 2 stamina points to take nonlethal damage when subjected to an attack that bypasses your regeneration (thus allowing you to regenerate the damage taken).

RANGED DISARM
You can spend 5 stamina points to reduce all penalties taken by this feat in half.

RANGED TRIP
You can spend 5 stamina points to reduce all penalties taken by this feat in half.

REACH DEFENSE
You can spend points up to your Dexterity modifier. Each stamina point you spend increases the dodge bonus to your AC by the amount of points spent until the beginning of your next turn.

RECKLESS AIM
You can spend 2 stamina points to avoid accidentally hitting an adjacent creature threatening your target when you roll a 1 on the attack.

REDIRECT ATTACK
You can spend 2 stamina points to redirect an additional attack on your turn.

REDIRECTED SHOT
You can spend 2 stamina points to use this feat after the results of the attack roll are revealed.

RELENTLESS SHOT
You can spend 1 stamina point per turn to attack other opponents while keeping the tripped foe threatened with your ranged weapon. As long as you have at least 1 stamina point, the target provokes an attack of opportunity even if moving out of its current square (but is still within range of the feat).

RHINO CHARGE
You can spend 2 stamina points to move double speed on a readied charge.

RIPTIDE ATTACK
You can spend 5 stamina points to initiate a drag combat maneuver as a free action. This does not provoke attacks of opportunity.

RIVER RAIDER
You can spend 2 stamina points to take a full-round action during surprise round in while in the water.

ROLL WITH IT
As long as you have 1 stamina point in your stamina pool, the movement you make when using this feat doesn't provoke attacks of opportunity. You can spend up to 5 stamina points, each point granting an additional +1 bonus to the Acrobatics skill check.

SADDLE SHRIEKER
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.

SAVAGE SURGE
You can spend 1 stamina point to gain a bonus equal to the number of rounds of rage you sacrificed (instead of half the number of rounds sacrificed).

SAVING SHIELD
You can 1 or 2 stamina points to increase shield bonus granted by the same amount when you use this feat.

SECOND WIND
You can spend 5 stamina points to suppress dazed, confused, and stunned conditions until the end of your next turn.

SERPENT LASH
You can spend 2 stamina points to avoid the penalty for using reposition and can place your target anywhere within reach.

SHIELD SNAG
You can spend 2 stamina points to use this feat alongside any other ability that utilizes a shield bash.

SHOCKING BELLOW
You can spend 5 stamina points to affect all opponents within 30 ft. with an Intimidate check made to demoralize.

SHRAPNEL STRIKE
You can spend 2 stamina points to avoid taking damage when using this feat.

SHREWD TACTICIAN
You can spend 5 stamina points to avoid sneak attacks from flanking until the beginning of your next turn.

SHRUG ON
As long as you have 1 stamina point in your pool, you can shrug on as a standard action. You can spend 2 points of stamina to gain an additional +2 armor bonus when using this feat until the beginning of next turn.

SLEEPER HOLD
You can spend up to 5 stamina points to increase the saving throw DC by the same amount.

SLIDING AXE THROW
As long as you have 1 stamina point in your pool, you suffer no penalty to the attack roll. You can spend 2 stamina points to ignore the opponent's shield bonus no matter the condition of opponent.

SLOW TIME (Meditation)
You can spend 1 stamina point to gain an additional round of haste when using this feat beyond the normal time.

SLURK RIDER
You can spend 2 stamina points to activate slurk nodules as a swift action.

SNAPPING FLANK (Teamwork)
You can spend 5 stamina points to grant an ally an attack of opportunity after a successful bite attack is made granted by the feat.

SNAPPING JAWS
When using the Combat Stamina feat to improve your attack roll for the bite attack, you can increase the bite damage by the same amount.

SNOUTGRIP
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use this feat even when the opponent hits you with the bite attack.

SOLO MANEUVERS
You can spend 1 or 2 stamina points. You gain an additional bonus on your CMB and CMD against opponents only you threaten equal to the number of stamina points used until beginning of your next turn.

SPEAR DANCER
You can use this feat with any two-handed reach weapon as long as you have 1 stamina point in your pool. You can spend 5 stamina points to daze the opponent you strike for 1 round if they fail a Fortitude save (DC + your base attack bonus) instead of dazzling them.

SPECTACULAR EXIT (Performance)
You can spend up to 5 stamina points and receive an additional +1 bonus on the Acrobatics check for each stamina point spent.

SPIKED DESTROYER
You can spend 5 stamina points to make attack with your armor spikes even if your bull rush or overrun fails.

SPIRIT OF THE CORPS (Teamwork)
You can spend 2 stamina points to use the feat again on the same spell or effect you used this feat once on before in the same encounter.

SQUASH FLAT
You can spend 5 stamina points to attempt the free trip combat maneuver attempt even if your bull rush fails.

STAGGERING BLOW
You can spend 5 stamina points to use this feat again on same target.

STANCE OF THE XORN
As long as you have 1 stamina point in your pool you can gain the feat's effects even if you lose your Dexterity bonus to AC.

STEADFAST SLAYER
When you make an attack, you can spend 2 stamina points to use this feat with any weapon, not just a two-handed weapon, until the beginning of your next turn.

STEADY ENGAGEMENT
You can spend 2 stamina points to attempt a dirty trick, drag, or reposition combat maneuver as a free action.

STICK TOGETHER (Teamwork)
You can spend 2 stamina points to use this feat without being staggered.

STRANGLER
You can spend up to 5 stamina points to increase the DC to escape the lasso by same amount of stamina points used.

STUNNING FIST ADEPT
As long as you have 1 stamina point in your pool, this feat stacks with other feats that increase stunning fist DCs. You can spend up to 5 stamina points and increase the stunning fist DC by the same amount spent.

STUNNING IRRUPTION
You can spend up to 5 stamina points to increase DC by the same amount spent.

SUN STRIKER
You can spend 5 stamina points to use this feat even if your critical hit confirmation roll fails.

SUPPRESS REGENERATION
You can spend 5 stamina points to allow allies who to make an attack of opportunity with this feat to also deal damage with their attack.

SUPRISING COMBATANT
You can spend up to 5 stamina points to grant an additional +1 bonus to the Bluff check.

SWEEPING DODGE
You can spend 5 stamina points to gain improved evasion and a 50% chance to negate critical hits or sneak attacks on the attack that triggered this feat.

TACTICAL REPOSITION
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend up to 3 stamina points to increase the penalty by the same amount.

TAIL WEAPON
You can spend 5 stamina points to make the tail attack cause a trip combat maneuver attempt on successful hit.

TALDAN DUELIST
You can spend 1 or 2 stamina points to increase the shield bonus and Acrobatics checks by same amount of points spent until the beginning of your next turn.

TANDEM EVASION (Teamwork)
You can spend 5 stamina points to use this feat on any effect requiring a Reflex saving throw.

TECHNOLOGY ADEPT
You can spend 1 or 2 stamina points to increase the DC by the same amount.

THRILLING VENGEANCE (Performance)
If you succeed on the performance combat check when using this feat, you can spend 2 stamina points to regain 1 round of rage.

THROW BACK ARROWS
You can spend 1 stamina point to not provoke an attack of opportunity when using this feat.

THUNDER AND FANG
You can spend 1 or 2 stamina to increase the klar shield bonus by the same amount of points spent that last until the beginning of your next turn.

TO THE LAST
You can spend 1 stamina point to not take the damage when disabled or 2 stamina points to avoid taking damage when making a full-round action.

TOPPLE FOE (Teamwork)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to attempt a trip combat maneuver on a foe as if all your allies with this feat who are threatening the foe was flanking it.

TORCH BEARER
Same exact feat as Firebrand.

TRICK SHOOTER
You can spend up to your Dexterity bonus in stamina points. Each point spent increases the range at which you can perform the combat maneuver by 5 ft.

UNBLINKING FLAME FEINT (Style)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use the feat as a free action.

UNCIVILIZED TACTICS
When an enemy provokes an attack of opportunity from you in melee, you can spend 2 stamina points to use this feat as an attack of opportunity.

UNBLINKING FLAME FIST (Style)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to use this feat when moving, not just when you charge.

UNDERHANDED TEAMWORK (Teamwork)
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to increase duration an additional 1d4 rounds.

UNFAIR GRIP
When using Combat Stamina to improve your attack roll for a grapple combat maneuver, you can increase the penalty the foe receives by the same amount of points spent.

UNFOLDING WIND RUSH (Style)
You can spend 5 stamina points to keep your highest attack when using this feat.

UNFOLDING WIND STRIKE (Style)
You can spend 5 stamina points to imbue ranged weapons with both the returning and seeking qualities until the beginning of your next turn.

UNTWISTING IRON SKIN (Style)
Every 2 stamina points spent increases the damage reduction granted by this feat by 1, up to a maximum of your Strength modifier. This lasts until the start of your next turn.

UNTWISTING IRON STRENGTH (Style)
You can spend up to 5 stamina points. Each point of stamina your spend adds to the amount of hardness you can ignore and allows you to deal double that amount as extra damage.

VENOMOUS SPRAY
You can spend 2 stamina points to use this feat without losing your poison special attack.

VIOLENT DISPLAY
You can spend 5 stamina points to use this feat with any weapon, not just a weapon you have Weapon Focus for.

VISCERAL THREAT
You can spend up to 5 stamina points. Each point spent grants an additional +1 bonus to the Intimidate check to feint.

VOLLEY FIRE (Teamwork)
You can spend 2 stamina points to use this on a target within 30 ft. of an enemy targeted by your allies.

VULPINE POUNCE
You can spend 5 stamina points to initiative a trip maneuver as a swift action after charging and making a full attack.

WARNING SHOT
You can spend 5 stamina points to use this feat with any ranged weapon.

WEAPON VERSATILITY
You can spend 2 stamina points to use this feat with a weapon of which you don't have Weapon Focus for.

WEATHERED WARRIOR
You can spend 1 stamina point to make a ranged attack at a -8 penalty in hurricane force winds.

WHEELING CHARGE
You can spend 2 stamina points to make an additional 90 degree turn during a charge.

WHIP-SLINGER
You can spend 1 stamina point to deal lethal damage with the slings listed in the feat when making an attack roll.

WINGCLIPPER
You can spend 5 stamina points to keep the critical hit damage when using this feat.

WINGS OF THE ANDROSPHINX
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use this feat when an opponent uses a bull rush, grapple, overrun, or reposition combat maneuver against you. You also gain the AC bonus as a bonus to your CMD against such attacks.

WITCHBREAKER
Whenever you are subjected to hexes, spells, spell-like abilities, and supernatural abilities of witches and hags that are mind-affecting, you may spend 5 stamina points to reroll a failed saving throw against such effects.


Finally finished.

I am obviously going to delete the ones from this list that show up in November's "Weapon Master's Handbook" since the author of that book said he is doing more of these, but until then, I will be using the ones I came up with.

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