Takiro's page

No posts. Alias of caps.


Gender

- INACTIVE -

About Takiro

__________________________________________________________________

Takiro
Samurai (Sword Saint)/Slayer 5/6
LN Medium humanoid (human, orc)
Init +3; Senses Perc +15, SM +15, low-light vision

--------------------
Defense
--------------------
AC 25, touch 15, flat-footed 12 (10 + 3 Dex + 8 Armor + 2 Deflection + 2 Natural)
HP 81/81 ( 6/5 X Samurai/Slayer + 11 Con)
Fort +14, Ref +13, Will +7

--------------------
Offense
--------------------

Base Atk +11; CMB +19; CMD 34
Speed 20 ft.
Space 5 ft.; Reach 5 ft.

Combat Stamina 12/12

--------------------
Melee
--------------------
[1d20+22-3-2+4+2+3+2 wakizashi, power attack, twf, outflank, studied target, divine favor, heroism, challenge, sneak attack] for [1d6+12+6+2+3+4+2d6 slashing, magic]
[1d20+22-3-2+4+2+3+2 wakizashi, power attack, twf, outflank, studied target, divine favor, heroism, challenge, sneak attack] for [1d6+8+3+2+3+4+2d6 slashing, magic]
[1d20+17-3-2+4+2+3+2 wakizashi, power attack, twf, outflank, studied target, divine favor, heroism, challenge, sneak attack] for [1d6+12+6+2+3+4+2d6 slashing, magic]
[1d20+17-3-2+4+2+3+2 wakizashi, power attack, twf, outflank, studied target, divine favor, heroism, challenge, sneak attack] for [1d6+8+3+2+3+4+2d6 slashing, magic]
[1d20+12-3-2+4+2+3+2 wakizashi, power attack, twf, outflank, studied target, divine favor, heroism, challenge, sneak attack] for [1d6+12+6+2+3+4+2d6 slashing, magic]
15-20/x2, deadly (+4 coup de grace DC)
+6 on critical hit confirmation rolls (critical focus, weapon expertise)

--------------------
Ranged
--------------------
[dice=+8str, mwk. composite longbow, studied target, divine favor, heroism]1d20+17+2+3+2[/dice] for [dice=piercing]1d8+8+2+3[/dice]
x3, 110ft. range, 40/40 arrows

--------------------
Special Attacks
--------------------
[1d20+22-3+4+2+3+2 wakizashi (2h), power attack, outflank, studied target, divine favor, heroism, challenge, sneak attack, Iajitsu strike] for [1d6+16+9+2+3+4+2d6+3d6 slashing, magic]
15-20/x2, deadly (+4 coup de grace DC)
+8 on critical hit confirmation rolls (critical focus, weapon expertise, brutal slash)
+DC10 will save or be shaken for 1d4+1 round

--------------------
Statistics
--------------------
Str 26
Dex 16
Con 12
Int 12
Wis 10
Cha 7

--------------------
Feats
--------------------
1: Power Attack
3: Combat Stamina
Samurai: Quick Draw (Wakizashi only)
5: Outflank
Slayer: Two-Weapon Fighting
7: Combat Rhythm
Slayer: Weapon Focus: Wakizashi
9: Critical Focus
Slayer: Improved Critical: Wakizashi
Slayer: Improved Two-Weapon Fighting
11: Weapon Specialization: Wakizashi

--------------------
Traits
--------------------
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

--------------------
Languages
--------------------
Common
Orc
Draconic

--------------------
SQ
--------------------
Challenge (2/2): +4 damage, DR 2/-- vs. the target of the challenge and -2 AC vs. everyone else
Iajitsu Strike: once per-day-per-challenge, attack with a sheathed wakizashi as a full-round action for +3d6 damage; -4 AC until the next turn
Resolve (3/3): regain 1 whenever defeating the target of a challenge; used to activate the below
- Determined: standard action to remove the fatigued, shaken, or sickened condition
- Resolute: immediate action before rolling to roll twice on a Fort or Will save and take the better result
- Unstoppable: at 0hp or less, immediate action to remain conscious and staggered until receiving additional damage
Studied Target: move action (or immediate action w/sneak attack) to gain +2 bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, attack, and damage rolls vs. a single opponent
Sneak Attack: 2d6

--------------------
Skills
--------------------
Acrobatics +7 (1 ranks + 3 class + 3 Dex - 3 ACP)
- [dice=Takiro, Acrobatics, ACP]1d20 + 7 - 3[/dice]
- [1d20 + 7 - 3 Takiro, Acrobatics, ACP]
Appraise +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Appraise]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Appraise]
Bluff -2 (0 ranks + 0 class - 2 Cha)
- [dice=Takiro, Bluff]1d20 - 2[/dice]
- [1d20 - 2 Takiro, Bluff]
Climb +12 (1 ranks + 3 class + 8 Str - 3 ACP)
- [dice=Takiro, Climb, ACP]1d20 + 12 - 3[/dice]
- [1d20 + 12 - 3 Takiro, Climb, ACP]
Diplomacy +12 (11 ranks + 3 class - 2 Cha)
- [dice=Takiro, Diplomacy]1d20 + 12[/dice]
- [1d20 + 12 Takiro, Diplomacy]
Disable Device +3 (0 ranks + 0 class + 3 Dex - 3 ACP)
- [dice=Takiro, Disable Device, ACP]1d20 + 3 - 3[/dice]
- [1d20 + 3 - 3 Takiro, Disable Device, ACP]
Disguise -2 (0 ranks + 0 class - 2 Cha)
- [dice=Takiro, Disguise]1d20 - 2[/dice]
- [1d20 - 2 Takiro, Disguise]
Escape Artist +3 (0 ranks + 0 class + 3 Dex - 3 ACP)
- [dice=Takiro, Escape Artist, ACP]1d20 + 3 - 3[/dice]
- [1d20 + 3 - 3 Takiro, Escape Artist, ACP]
Fly +3 (0 ranks + 0 class + 3 Dex - 3 ACP)
- [dice=Takiro, Fly, ACP]1d20 + 3 - 3[/dice]
- [1d20 + 3 - 3 Takiro, Fly, ACP]
Handle Animal +0 (0 ranks + 0 class - 2 Cha)
- [dice=Takiro, Handle Animal]1d20 + 0[/dice]
- [1d20 + 0 Takiro, Handle Animal]
Heal +0 (0 ranks + 0 class + 0 Wis)
- [dice=Takiro, Heal]1d20 + 0[/dice]
- [1d20 + 0 Takiro, Heal]
Intimidate +14 (11 ranks + 3 class - 2 Cha + 2 Race)
- [dice=Takiro, Intimidate]1d20 + 14[/dice]
- [1d20 + 14 Takiro, Intimidate]
Knowledge (Arcana) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Arcana)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Arcana)]
Knowledge (Dungeoneering) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Dungeoneering)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Dungeoneering)]
Knowledge (Engineering) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Engineering)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Engineering)]
Knowledge (Geography) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Geography)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Geography)]
Knowledge (History) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (History)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (History)]
Knowledge (Local) +5 (1 ranks + 3 class + 1 Int)
- [dice=Takiro, Knowledge (Local)]1d20 + 5[/dice]
- [1d20 + 5 Takiro, Knowledge (Local)]
Knowledge (Nature) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Nature)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Nature)]
Knowledge (Nobility) +5 (1 ranks + 3 class + 1 Int)
- [dice=Takiro, Knowledge (Nobility)]1d20 + 5[/dice]
- [1d20 + 5 Takiro, Knowledge (Nobility)]
Knowledge (Nobility, Tian-1ia) +7 (1 ranks + 3 class + 1 Int + 2 Order of the Warrior)
- [dice=Takiro, Knowledge (Nobility)]1d20 + 7[/dice]
- [1d20 + 7 Takiro, Knowledge (Nobility)]
Knowledge (Religion) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Religion)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Religion)]
Knowledge (Planes) +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Knowledge (Planes)]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Knowledge (Planes)]
Linguistics +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Linguistics]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Linguistics]
Perception +15 (11 ranks + 3 class + 0 Wis + 1 race)
- [dice=Takiro, Perception]1d20 + 15[/dice]
- [1d20 + 15 Takiro, Perception]
Ride +3 (0 ranks + 0 class + 3 Dex - 3 ACP)
- [dice=Takiro, Ride, ACP]1d20 + 3 - 3[/dice]
- [1d20 + 3 - 3 Takiro, Ride, ACP]
Sense Motive +15 (11 ranks + 3 class + 0 Wis + 1 race)
- [dice=Takiro, Sense Motive]1d20 + 15[/dice]
- [1d20 + 14 Takiro, Sense Motive]
Sleight of Hand +3 (0 ranks + 0 class + 3 Dex - 3 ACP)
- [dice=Takiro, Sleight of Hand, ACP]1d20 + 3 - 3[/dice]
- [1d20 + 3 Takiro, Sleight of Hand, ACP]
Spellcraft +1 (0 ranks + 0 class + 1 Int)
- [dice=Takiro, Spellcraft]1d20 + 1[/dice]
- [1d20 + 1 Takiro, Spellcraft]
Stealth +13 (7 ranks + 3 class + 3 Dex - 3 ACP)
- [dice=Takiro, Stealth, ACP]1d20 + 13 - 3[/dice]
- [1d20 + 13 - 3 Takiro, Stealth, ACP]
Survival +0 (0 ranks + 0 class + 0 Wis)
- [dice=Takiro, Survival]1d20 + 0[/dice]
- [1d20 + 0 Takiro, Survival]
Tracking +3 (0 ranks + 0 class + 0 Wis + 3 Track)
- [dice=Takiro, Survival]1d20 + 3[/dice]
- [1d20 + 3 Takiro, Survival]
Swim +6 (1 ranks + 0 class + 8 Str - 3 ACP)
- [dice=Takiro, Swim, ACP]1d20 + 9 - 3[/dice]
- [1d20 + 9 - 3 Takiro, Swim, ACP]
Use Magic Device +15 (11 ranks + 3 class - 2 Cha + 1 trait + 1 competence + 1 ioun stone)
- [dice=Takiro, Use Magic Device]1d20 + 15[/dice]
- [1d20 + 15 Takiro, Use Magic Device]

--------------------
Combat Gear
--------------------
8335 +2 wakizashi
8335 +2 wakizashi
4400 +2 armor
8k +2 ring of protection
8k +2 amulet of natural armor

--------------------
Magic Gear
--------------------
36k +6 belt of giant strength
4k +2 cloak of resistance
200 pink and green cracked ioun stone (+1 UMD)
750 wand of CLW
900 wand of Divine favor, CL6 (10 charges)
600 wand of Shield, CL2 (10 charges)
2250 wand of heroism, CL5 (10 charges)

--------------------
Other Gear
--------------------
82k gp starting gold
230 gp remaining

--------------------

Bot Me!:


--------------------

--------------------
Roleplay/Background
--------------------
How did Takiro become a Samurai/Slayer?

What does Takiro look like?

How does Takiro behave?

Why is Takiro on this adventure?

Which nation did Takiro grow up in? How did this nation influence them?

What does Takiro love?

What does Takiro hate?

Which other Pathfinders (PCs) does Takiro rely on for teamwork, survival and butt-kicking? Does Takiro have a bro? a mentor? a father figure? maybe a rival?

How does the race of Takiro influence their views? Is Takiro a stereotype of a Half-Orc? How are they different from most Half-Orc characters?

What is Takiro afraid of? Does Takiro have any phobias or worries?

What is the most treasured possession of Takiro?

What are at least 5 background and concept elements for Takiro?

What are at least two goals for Takiro?

What is at least one secret about Takiro?

What are at least three people that are tied to Takiro?

What are at least three memories, mannerisms, or quirks that Takiro has?

--------------------
Full Text
--------------------

Half-Orc:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Vigilant Gaze: Half-orcs trained as bodyguards in foreign courts develop a keen eye for trouble, but their night vision, unnecessary in well-lit courts, dwindles. Half-orcs with this racial trait gain low-light vision and have a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces darkvision.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
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.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Favored Class Bonus (Slayer): +6/6 of a new Slayer Talent - used to select Rogue Talent: combat training (improved critical)

Class - Samurai:

Weapon and Armor Proficiency: Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex): Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Iaijutsu Strike (Ex): A sword saint can perform a lightning-quick iaijutsu strike against the target of his challenge to inflict devastating wounds while drawing his sword. After the sword saint has challenged a foe but before he has attacked the target of his challenge, he may choose to use his iaijutsu strike as a full-round action, making an attack roll with his weapon as normal. In order to use this ability, the sword saint’s weapon must be sheathed at the start of his turn. If he successfully hits his opponent with an iaijutsu strike, his attack deals an additional +1d6 points of damage. This bonus damage increases by an additional +1d6 at 3rd level and every two levels thereafter to a maximum of +10d6 damage at 19th level. Any extra damage as a result of a successful iaijutsu strike is not multiplied by a critical hit.
After making an iaijutsu strike, a sword saint takes a –4 penalty to his AC until his next turn, but his weapon is now drawn and he may continually to fight normally. Regardless of whether he hits his opponent with the iaijutsu strike, a sword saint cannot use this ability on the same foe more than once per day.
This ability replaces a samurai’s mount.

Order (Ex): At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.
A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above.

Order of the Warrior
Most samurai swear themselves to the code of the warrior, which emphasizes duty, honor, loyalty, and obedience. This code extends not only to the samurai's lord and master, but also to his comrades and family. Samurai who follow the order of the warrior are among the most trusted and feared warriors in the land.
Edicts: The samurai must protect the life and lands of his lord with his life. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and liege. He must conduct himself with honor and dignity.

Challenge: Whenever an order of the warrior samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the samurai possesses.

Skills: An order of the warrior samurai adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the warrior samurai can make Knowledge (nobility) checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his samurai level (minimum +1) as long as the check involves the nobles or politics of his land.

Resolve (Ex): Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Honor in All Things (Ex): At 2nd level, the order of the warrior samurai draws strength from his sense of honor. Whenever the samurai makes a skill check or saving throw, he can call upon his honor as a free action to grant him a +4 morale bonus on the roll. He can use this ability once per day at 2nd level, plus one additional time per day for every four levels beyond 2nd (maximum of five times per day at 18th level).

Weapon Expertise (Ex): At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels count as fighter levels and stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.

Brutal Slash (Ex): At 3rd level, a sword saint’s iaijutsu strike becomes even more deadly. If a sword saint threatens a critical hit with his iaijutsu strike, he adds a bonus equal to 1/2 his class level to the attack roll to confirm a critical hit. This ability replaces mounted archery.

Terrifying Iaijutsu (Ex): At 5th level, a sword saint’s iaijutsu strike devastates the morale of foes that witness it. When a sword saint successfully hits with an iaijutsu strike, all foes within 30 feet must succeed at a Will save (DC 10 + 1/2 the sword saint’s class level + the sword saint’s Cha modifier) or become shaken for 1d4+1 rounds. This ability replaces banner.

Class - Slayer:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

2xRanger Combat Style (Ex): The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
2xRogue Talent: A slayer can select one of the following rogue talents in place of a slayer talent: combat trick, weapon training

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Feats:

Power Attack: 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. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Combat Trick: 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.

Combat Stamina: You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Combat Trick: When you threaten but fail to confirm a critical hit against a creature you are flanking, you can spend 5 stamina points. If you do, that creature provokes an attack of opportunity from each ally with this feat who is flanking the creature, even though you didn’t confirm the critical hit. You still can’t use this ability against targets immune to critical hits.

Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Combat Trick: 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.

Combat Rhythm: When you deal damage with a melee attack to an opponent you have already damaged this round, you can reduce the total of any voluntary penalties to your melee attack rolls imposed by actions or feats (such as the Power Attack feat) by 1 (to a minimum penalty of 0). This reduction in penalties lasts until the beginning of your next turn and stacks with itself.
Combat Trick: N/A?

Weapon Focus: Wakizashi: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Critical Focus: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Combat Trick: If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.

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

Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Combat Trick: When making an attack of opportunity, you can spend 5 stamina points to also make an attack of opportunity with your off-hand weapon. That second attack takes a –5 penalty.

Weapon Specialization: Wakizashi: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don’t have Weapon Specialization. This bonus lasts until the start of your next turn.

Spells: