Supreme Hunter

Sun Zhanglao's page

49 posts. Organized Play character for Clebsch73.


Full Name

Sun Zhanglao

Race

half-orc

Classes/Levels

Brawler (Wild Child) Current: AC 19, HP 9/11, Martial Flexibility uses 1/4, F 5 R 6 W 2, Dodge Feat active, shield on.

Gender

Male

Age

16

Alignment

NG

Deity

Kurgess

About Sun Zhanglao

Pathfinder ID: #105836-16.

Background:
Born and raised by human parents in Quain, Tien Xia. His parents worshiped Sun Wukong. He loves and respects Sun Wukong and feels the deity watches over him through his animal companion, Wu Kong. But when he came of age, Sun was restless and wanted to see the world. He met some Pathfinders on an assignment with the remnants of the Lantern Lodge and decided to travel to see the Inner Sea. On the voyage and once in the Inner Sea, he encountered followers of Kurgess (The Strong Man) in Andoran. He began to compete in races and arena fights, getting a great thrill out of the challenge. He had been shielded from prejudice in Quain but now that he saw how it operated in the Inner Sea, he felt bad for outcasts. He was also appalled at the practice of slavery in the Inner Sea, so he joined the Liberty’s Edge faction of the Pathfinder Society to see if he could liberate some who lived in bondage.

Appearance:
While anyone who looks closely can spot half-orc features such as slightly pointed ears, high cheekbones and forehead ridges, large jaw and ochre skin-tone, Sun’s predominant first impression is that of a strong Tien Xia monk or laborer. He has a large and intricate tattoo of a dragon that coils around his body and grants him good luck. He wears robes over his armor that are common in Tien Xia as well as a conical straw hat to shade his face. He carries a quarterstaff. Most people are too distracted by the sight of his ape animal companion to notice some of his appearance.

Personality:
Most are surprised he is half-orc, as he is cultured, articulate, and respectful. He suffers persecution and abuse, when it comes, with forebearance, but inwardly bristles at the unfairness of treating people differently. He enjoys having a good time, drinks with gusto, and loves to spend time with followers of Kurgess, when he can find them, and followers of Cayden Cailean, Desna, and Shelyn.

_
Sun Zhanglao
Male Half-Orc Brawler (Wild Child) 1
NG Humanoid (Human, Orc)
Init +2 Senses Perception +4

DEFENSE
If wearing shield: AC 18, touch 12, flat-footed 16 (+4 Armor, +2 Shield, +2 Dex)
Without shield: AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
With Dodge feat and shield: AC 19, touch 17, flat-footed 12 (+4 Armor, +2 Shield, +2 Dex, +1 dodge)
With Dodge feat and no shield: AC 17, touch 13, flat-footed 16 (+4 Armor, +2 Shield, +2 Dex, +1 dodge)
hp 11 (1d10+1)
Fortitude +5 Reflex +6 Will +2

OFFENSE
Speed 30 ft.
Melee Unarmed Strike +5 (1d6+5, lethal or nonlethal) or
shortsword +5 (1d6+4/19-20/x2/piercing) or
Morningstar +5 (1d8+4/x2/bludgeoning and piercing) or
spear +5 (1d8+6/x3/2-handed/piercing) or
longspear +5 (1d8+6/x3/2-handed, piercing, reach) or
quarterstaff +5 (1d6+6/x2, bludgeoning, 2-handed) or
cold iron punching dagger +5 (1d4+4/x3, piercing) or
fighting fan +5 (1d4+4/x3, slashing or piercing, distracting +2 to bluff for feint) or
Emei Piercer +5 (1d3+4/19-20/x2, piercing, cannot be disarmed) or
Dan Bong +5 (1d3+4/19-20/x2, bludgeoning, +2 to grapple) or
Wooden Stake +5 (1d4+4, piercing)
Note: Power attack: -1 to hit, +2 to damage (1-handed) or +3 (2-handed)
Ranged Sling +3 (1d4+4/x2, bludgeoning, 50 ft.) or
Javelin +3 (1d6+4/x2, piercing, 30 ft.) or
spear +3 (1d8+6/x3, piercing, 20 ft.) or
wooden stake +3 (1d4+4/x2, piercing, 10 ft.) or
dan bong +3 (1d3+4/19-20/x2, Bludgeoning, 10 ft.)

STATISTICS
Str 18 Dex 14 Con 10 Int 10 Wis 10 Cha 14
Base Atk +1 CMB +5 CMD +17
Feats Dirty Fighting, Improved Unarmed Strike
Traits Quain Martial Artist, Fate's Favorite
Skills Acrobatics +6, Intimidate 8, Linguistics +1, Perception +4, Profession (Athlete) +4
Languages Common, Orc, Tien
SQ Martial Flexibility (4/day), Animal Companion (ape)
Combat Gear Lamellar leather armor, heavy wooden shield, dan bong (2), emei piercer (2), fighting fans (2), cold iron punching dagger, wooden stakes (5), shortsword, javelin (5), sling, sling bullets (20), spear, longspear, quarterstaff, Morningstar.
Other Gear Bedroll, backpack, 5 days trail rations, Monk's Outfit, Hat, Tinder twigs (5), torches (5)
9.95 gp
Gear weights 99 lb
Encumbrance: light: 101 lb; medium: 202 lb; Heavy: 303 lb.
Stagger: 606 lb, drag: 1515 lb.

Half-Orc Race Traits:
Half-Orc Racial Traits
Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Other Racial Traits
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Alternate Racial Traits
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Half-Orc Brawler Favored Class Option
Add 1/4 to the brawler’s effective level to determine her unarmed strike damage.


Brawler Class Features:

Deadly even with nothing in her hands, a brawler eschews using the fighter’s heavy armor and the monk’s mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile, agile, and able to adapt to most enemy attacks, a brawler’s body is a powerful weapon.
Role: Brawlers are maneuverable and well suited for creating flanking situations or dealing with lightly armored enemies, as well as quickly adapting to a rapidly changing battlefield.
Alignment: Any.
Hit Die: d10.
Parent Classes: Fighter and monk.
Starting Wealth: 150 gp
Level BAB Fort Ref Will Damage Special
1st___+1__+2__+2_+0__1d6____Brawler's cunning, martial flexibility, martial training, unarmed strike
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).
Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers.


Wild Child Archetype:
The wild child works with his sworn animal friend to conquer the challenges that lay before them. This kinship could come from being lost in the wilderness and raised by animals or growing up with an exotic pet.

Class Skills: A wild child gains Heal as a class skill.

Animal Companion (Ex)
At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion.
This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Ape
Starting Statistics
Size
Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Hunter’s Tricks
At 5th level, a wild child can expend a use of martial flexibility to use a trick from the ranger skirmisher archetype. Each time he activates this ability, the wild child can use a different hunter trick. He cannot choose any tricks that rely on ranged attacks. Activating this ability is not an action, but using the trick might require the wild child to use an action of a different type.
This ability replaces close weapon mastery.

Maneuver Training (Ex)
Whenever the wild child chooses a new maneuver for this ability, his animal companion also learns a trick to make use of this combat maneuver. For example, if the wild child chooses maneuver training (dirty trick), his animal companion also learns a trick that allows it to use the dirty trick combat maneuver. He cannot choose any tricks that rely on ranged attacks. This bonus trick doesn’t count against the animal companion’s total tricks known and does not take any time or checks to train. Should the wild child gain a new animal companion (such as if the previous one dies), this new animal companion begins with the same number of bonus tricks.
This ability alters maneuver training.

Wild Tricks (Ex)
The wild child has learned a number of tricks to aid his allies and his animal companion, as well as to hinder his opponents.

Link (Ex)
A Wild Child can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

At 5th level and every 6 levels thereafter, the wild child learns one hunter’s trick. He cannot choose any tricks that rely on ranged attacks. The wild child can use these tricks a number of times per day equal to 1/2 his brawler level + his Constitution modifier. This ability otherwise follows the rules of the hunter’s tricks ability, including all action costs.

This ability replaces the bonus combat feats gained at 5th, 11th, and 17th levels.


Feats:
1st level Brawler Bonus: Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

1st level feat: Dirty Fighting (Combat)
You can take advantage of a distracted foe.
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Source: Dirty Tactics Toolbox


Traits:
Quain Martial Artist (regional)
Having grown up in Quain, you were taught under various schools of martial arts, and have used all you have learned to hone your fighting prowess.
Benefit: You gain a +1 trait bonus on damage rolls when using unarmed strikes.
Source: Dragon Empires Primer

Fate’s Favored (Faith)
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Source: Ultimate Campaign


Gorilla, animal companion, Level 1
N Medium animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 14, touch 13, flat-footed 11; (+3 Dex, +1 natural)
hp 9 (2d8)
Fort +5, Ref +6, Will +1

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d4 +1), 2 claws +2 (1d4+1)

STATISTICS
Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +2; CMD 115
Feats Great Fortitude
Skills Acrobatics +7, Climb +9, Perception +5
Tricks: Attack, come, defend, down, flank, guard, heel, sneak
Wu Kong has a backpack with a small tent and 50' hemp rope, weight 32 lb
Light encumbrance (up to 50 lb)

Link (Ex)
A Wild Child can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Feats for use with Martial Flexibility

Defensive Feats:
Artful Dodge (Combat)
You are practiced at avoiding attacks when outnumbered.
Prerequisite(s): Int 13.
Source: Melee Tactics Toolbox
Benefit: If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent.
Special: The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge.
You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite.

Combat Expertise (Combat)
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Source: Core Rulebook
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Source: Core Rulebook
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Charge of the Righteous (Combat)
You charge toward undead and fiends with confidence in your righteous cause.
Source: Inner Sea Gods, p. 209
Prerequisite(s): Base attack bonus +1, any good alignment
Benefit(s): You do not take a penalty to AC while charging undead creatures and evil outsiders.
Normal: When you charge, you take a –2 penalty to AC until the start of your next turn.


Teamwork Feats:
Choir of Blades (Combat, Teamwork)
You can imitate your allies’ exotic martial styles to such an extent that you can gain benefits to your own fighting abilities, even without formal training.
Source: Inner Sea Races
Benefit(s): While you’re adjacent to an ally of a race different that your own who also has this feat, you gain the following benefits. If your ally has a racial bonus on attack rolls against a particular creature type or subtype, you also gain that bonus. If your ally has ancestral arms, weapon familiarity, or any other racial trait that grants weapon proficiencies, you also gain those proficiencies.

Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Source: Advanced Player’s Guide
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Source: Advanced Player’s Guide
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

Distracting Charge (Combat, Teamwork)
Your ally’s charge exposes an opening you can exploit.
Source: Advanced Class Guide
Benefit: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost.

Got Your Back (Combat, Teamwork)
You protect an ally from attacks he doesn’t see coming.
Prerequisite(s): Int 13, Combat Expertise.
Source: Melee Tactics Toolbox
Benefit: If you successfully use the aid another action to give an ally who also has this feat a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat-footed against that opponent until the beginning of your next turn.
Normal: You can use aid another to grant an ally a +2 bonus to AC against the next attack from an adjacent foe.

Intercept Charge (Combat, Teamwork)
You can get in the way of an opponent charging your ally.
Source: Advanced Class Guide
Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Source: Advanced Player’s Guide
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Open Up (Combat, Teamwork)
You pull an opponent’s shield, opening your foe up to an unobstructed attack by an ally.
Prerequisite(s): Int 13, Combat Expertise.
Source: Melee Tactics Toolbox
Benefit: When you successfully use the aid another action to improve the next attack roll against an opponent by an ally who also has this feat, that attack also ignores any Armor Class bonus granted by the opponent’s shield.
This benefit affects only physical shields, not shield bonuses from spells or other sources.
Special: If both you and your ally also have the Harrying Partners teamwork feat, all of your ally’s attacks made before your next turn ignore the opponent’s Armor Class bonus from a shield.

Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Source: Advanced Player’s Guide
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Precise Strike (Combat, Teamwork)
Prerequisites: Dex 13, base attack bonus +1.
Source: Advanced Player’s Guide
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.
Prerequisite: Shield Proficiency.
Source: Advanced Player’s Guide
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally.
If your ally is wielding a buckler or a light shield, your shield bonus increases by +1.
If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2.
You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack.
If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.

Stick Together (Combat, Teamwork)
You stick close to your allies in combat.
Source: Melee Tactics Handbook
Benefit: When an adjacent ally with this feat moves, you can move up to your speed as an immediate action, as long as your movement ends adjacent to that ally. If you do so, you are staggered on your next turn. This movement provokes attacks of opportunity as normal.


Combat Maneuver:
Improved Dirty Trick (Combat)
You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Source: Advanced Player’s Guide
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 13, Combat Expertise.
Source: Core Rulebook
Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Source: Core Rulebook
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.

Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Source: Core Rulebook
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Source: Advanced Player’s Guide
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.

Improved Steal (Combat)
You have a knack for snatching items from your opponents.
Prerequisites: Int 13, Combat Expertise.
Source: Advanced Player’s Guide
Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Source: Core Rulebook
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

Solo Maneuvers (Combat)
You fight best when you’re on your own.
Source: Bastards of Golarion
Benefit(s): Whenever you are the only one threatening an opponent, you gain a +1 bonus on combat maneuvers against that creature and a +1 bonus to CMD against combat maneuvers made by that creature.


Intimidation Feats:
Bullying Blow (Combat, Orc)
With a simple hit, you more easily intimidate an opponent.
Prerequisites: Intimidate 1 rank, orc.
Source: Advanced Race Guide
Benefit: As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
Normal: Intimidating an opponent is a standard action.

Call Out (Combat)
A well-crafted insult forces an opponent to duel you.
Source: People of the River
Benefit(s) As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC.

Enforcer (Combat)
You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Source: Advanced Player’s Guide
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Frightening Ambush (Combat)
You are able to leap from hiding and strike great fear in your opponents.
Prerequisite(s): Intimidate 1 rank.
Source: Dirty Tactics Toolkit
Benefit(s): As a free action, you can attempt an Intimidate check to demoralize a flat-footed opponent you attack.

Intimidating Prowess (Combat)
Your physical might is intimidating to others.
Source: Core Rulebook
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


Shield Feats:
Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency
Source: Core Rulebook
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn (see Equipment).

Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Source: Core Rulebook
Benefit: Increase the AC bonus granted by any shield you are using by 1.


Ranged Attack Feats:
Distance Thrower (Combat)
You are accurate with thrown weapons at longer ranges than normal.
Prerequisite: Str 13.
Source: Ultimate Combat
Benefit: With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Source: Core Rulebook
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Weapon feats:
Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.
Source: Ultimate Combat
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.

Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Source: Core Rulebook
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Source: Core Rulebook
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Martial Weapon Proficiency (Combat)
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Source: Core Rulebook
Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Performance Weapon Mastery (Combat)
You wield all your weapons with the flair of a performer.
Source: Ultimate Combat
Benefit: You treat all weapons you are proficient in as if they had the performance weapon quality.

Throw Anything (Combat)
You are used to throwing things you have on hand.
Source: Core Rulebook
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Weapon Focus (Combat)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Source: Core Rulebook
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.


Melee Feats:
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Source: Core Rulebook
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Source: Core Rulebook
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

Death from Above (Combat)
You allow gravity to add extra force to your charges.
Source: Ultimate Combat
Benefit: Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being on higher ground.

Desperate Battler (Combat)
Source: Inner Sea World Guide, p. 286
Benefit: When no ally is within 10 feet of you and you are not receiving benefits from the aid another action, you gain a +1 morale bonus on melee attack and damage rolls.

Flanking Foil (Combat)
Fighting multiple foes is easy for you.
Source: Ultimate Combat
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is flanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.

Focused Discipline (Combat)
Familiarity with the military traditions of your homeland inspires uncommon valor in you.
Source: Inner Sea World Guide
Benefit: You gain a +2 bonus on all saving throws against fear effects. Whenever a fear effect targets you and fails to affect you (either because of a successful saving throw or because of immunity to fear), you gain a +2 morale bonus on attack rolls, weapon damage rolls, and CMB checks against the creature that attempted to use the fear affect on you for 1 round.

Grudge Fighter (Combat, Orc)
You feel great anger at anyone who dares to attack you, and this fury makes your own attacks that much stronger.
Prerequisites: Orc.
Source: Advanced Race Guide
Benefit: You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Source: Core Rulebook
Benefit: You get a +4 bonus on initiative checks.

Measured Response (Combat)
You believe that a conservative but consistent response guarantees success.
Prerequisite(s): Base attack bonus +1, worshiper of a good deity.
Source: Inner Sea Gods
Benefit(s): When you hit an opponent with a melee or ranged weapon attack, you may choose to deal average damage (rounded down), as if you had rolled exactly the average amount on the damage die or dice. You add your damage bonuses and penalties as normal.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Source: Core Rulebook
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Source: Core Rulebook
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.


Other Feats:
Amateur Swashbuckler (Combat)
Though not a swashbuckler, you have and can use panache.
Prerequisite(s): No levels in a class that has the panache class feature.
Source: Advanced Class Guide
Benefit: You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed.
Choose a 1st-level deed from the swashbuckler’s deeds class feature (you can’t select opportune parry and riposte). Once chosen, this deed can’t be changed.
At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points up to a maximum of your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler’s panache class feature. You can spend these panache points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Equipment Trick (Combat)
You understand how to use equipment in combat.
Prerequisite(s): Base attack bonus +1.
Source: Dirty Tactics Toolkit
Choose a piece of equipment, such as anvil, boots, a cloak, rope, a shield, a heavy blade scabbard, a sunrod, or wondrous item.
Benefit(s): You can use any equipment trick relating to the chosen item as long as you meet the trick’s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.
Boot Tricks
In addition to the feat or skill prerequisites for each of these tricks, you must have the Equipment Trick (boots) feat. A pair of boots refers to any set of footwear that has hard soles. These equipment tricks can be used with either magic or mundane boots.
Cleat Stomp (Improved Unarmed Strike) When you make a successful unarmed strike against an opponent while wearing a pair of boots with cleats, the target takes 1 point of bleed damage. The bleed damage can be stopped by a successful DC 15 Heal skill check or by magical healing. The effects of this trick stack with other sources of bleed damage but not with other bleed damage dealt by this trick.
Rope Tricks
Source: Pathfinder Society Field Guide
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (rope) feat to use rope tricks. Rope tricks can be performed with hemp rope or silk rope, or with similar rope-like items at the GM’s discretion.
Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope’s length.

River Raider (Combat)
You are skilled at creeping up on watercraft without being noticed, then swiftly leaping over the side and into combat.
Source: People of the River
Benefit(s) You gain a +2 bonus on Swim and Stealth checks while swimming in calm or rough water. In addition, if you’re able to act in a surprise round and start it in water, you can take both a move and a standard action. You still can’t take a full-round action during the surprise round.
Normal You can take only a move or a standard action during a surprise round in which you can act.