Acrobatic Feint You can use your Acrobatics skill instead of your Bluff skill to feint and trick in combat. Your opponent opposes the attempt with Sense Motive or Acrobatics (whichever is better).
Feint wrote:
You can use Bluff to mislead an opponent in combat so he can’t avoid your attacks as effectively. If your Bluff check succeeds, the next attack you make against the target is considered a surprise attack. You can make a Bluff check to feint as a standard action. By taking a –5 penalty on the check, you can attempt to feint as a move action. The target of a surprise attack loses any dodge bonus to Defense against the attack and suffers an additional –2 Defense penalty.
All-Out Attack Reduce your Defense Bonus when you make an attack by -5 and add that amount to your Attack Bonus.
Chokehold If you pin an opponent, you can apply a chokehold, causing your opponent to begin suffocating for as long as you maintain the pin.
Defensive Attack Reduce the Attack Bonus when you make an attack by -5 and add that amount as a dodge bonus to your Defense Bonus.
Elusive Target While you are fighting an opponent in melee combat, others attempting to target you with ranged attacks are at -8 penalty rather than the usual -4 penalty for shooting into melee combat.
Eyes in the Back of the Head You are impossible to sneak up on from your rear flank, possessing an almost preternatural awareness of your surrounding. This is 1 rank of Super-Senses (radius vision).
Radius (Vision) wrote:
You can make Notice checks with Ranged sense against any point around you. Subjects behind you cannot use Stealth to hide from you without some other concealment.
Fighting Style: Boxing
Fighting Style: Wrestling
Grappling Block WHen you successfully block a melee attack while unarmed you can initiate a grapple against your attacker as a free action without an initial attack roll.
Improved Block +2 on attack rolls to block melee attacks.
Improved Grab When you hit with an unarmed attack, you can immediately start a grapple as a free action if your opponent is no larger than you.
Improved Initiative 2 You have a bonus +4 to your initiative checks per rank in this feat.
Improved Pin Opponents suffer a -4 penalty on grappling checks to escape a grapple or pin.
Improved Sunder You have a +4 bonus to attack rolls to hit an object held by another character.
Last Stand You can be a bloody mess, but you still find that one last ounce of strength needed to prevail. You can use extra effort to ignore all penalties from damage conditions during a single round.
Move-by Action You can split your move both before and after a standard action.
Power Attack Reduce the Attack Bonus of an attack by up to -5 and add that amount to the Save DC of the attack.
Skill Mastery (Acrobatics, Climb, Stealth, Swim) You can take 10 even when distracted or under pressure with your mastered skills.
Steadfast You have a +4 bonus per rank in this feat against all attempts to push, rush, trip, or throw you, and also add your rank to knockback modifier to determine how far you're thrown by an attack (1 point of the Immovable power).
Stunning Attack Instead of damaging your target, they must make a Fortitude save of DC10 + Damage Bonus or be stunned.
Takedown Attack 2 If you knock out or disable an opponent with a melee attack, you get one extra attack on a nearby opponent.
Weapon Break You may immediately, as a free action, make an attack against the attacker's weapon when you successfully block an armed melee attack.
Withstand Damage Dodging is for wimps. You stand your ground in the face of an incoming energy blast the size of a mountain and take it like a real man...or woman... or android... When you are the target of an attack, you can take a penalty of up to -5 on your dodge defense bonus and add the same number (up to +5) to your Toughness save bonus. Your Defense Bonus cannot be reduced below +0, and your Toughness bonus cannot more than double.
Wolf's Ears Exceptionally sharp-eared, your auditory Notice checks have a range increment of 100 feet rather than 10 feet. This is 1 rank of Super-Senses (extended hearing).