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Index > Feats > Style Feats

Style Feats

Boar Ferocity:

Prerequisites: Improved Unarmed Strike, Boar Style, Intimidate 6 ranks

You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar Style, whenever you tear an opponent's flesh, you can spend a free action to make an Intimidate check to demoralize that opponent.

Boar Shred:

Prerequisites: Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks

You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start of that opponent's turn he takes 1d6 bleed damage. The bleed damage dealt while using Boar Style persist even if you later switch to a different style.

Boar Style:

Prerequisites: Improved Unarmed Strike, Intimidate 3 ranks

You can deal bludgeoning damage or slashing damage with your unarmed strikes - changing damage type is a free action. While using this style, once per round when you hit a single foe with two or more unarmed strikes, you can tear flesh. When you do, you deal 2d6 extra damage with the last successful attack.

Constrictor Crush:

Prerequisites: Combat Expertise, Improved Grapple, Constrictor Style, Constrictor Grab

When using Constrictor Grab against an opponent who you have pinned, you may deal damage equal to d12 + your level.

Constrictor Grab:

Prerequisites: Combat Expertise, Improved Grapple, Constrictor Style

At the start of each of your turns in which you control a grapple, as a free action you may deal damage to your opponent equal to d6 + half your level.

Constrictor Style:

Prerequisites: Combat Expertise, Improved Grapple

When grappling an opponent larger then you, your opponent only gains half the normal size bonuses to his combat maneuver checks.

Crane Riposte:

Prerequisites: Crane Style, Crane Wing, Dodge, Improved Unarmed Strike

You take only a –1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent’s attack, you can make an attack of opportunity against that opponent after the attack is deflected.

Crane Style:

Prerequisites: Dodge, Improved Unarmed Strike

You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Crane Wing :

Prerequisites: Crane Style, Dodge, Improved Unarmed Strike

Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.

Dragon Ferocity:

Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks

While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus.

Dragon Roar:

Prerequisites: Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks

You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being shaken.

Dragon Style:

Prerequisites: Str 15, Improved Unarmed Strike, Acrobatics 3 ranks

While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.

Lemur Rush:

Prerequisites: Improved Unarmed Strike, Lemur Style, Lemur Tempest, Acrobatics 8 ranks

While using Lemur Style, you are always considered to have a running start when jumping. Further, if you jump and make an unarmed strike against the designated opponent, a hit allows you to roll the unarmed strike’s damage dice twice and add the results together before adding modifiers (such as from Strength) or extra dice (such as precision-based damage or dice from weapon abilities). The extra damage dice are not multiplied on a successful critical hit.

Lemur Style:

Prerequisites: Improved Unarmed Strike, Acrobatics 3 ranks

While using this style, you take only a –1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.

Lemur Tempest :

Prerequisites: Improved Unarmed Strike, Lemur Style, Acrobatics 5 ranks

While you are using the Lemur Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or trip that opponent, as long as the combat maneuver is your next attack by the end of your turn. You do not provoke an attack of opportunity from the target of the maneuver.

Mantis Style:

Prerequisites: Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.

You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.

Mantis Torment:

Prerequisites: Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.

You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, your opponent must succeed at a saving throw against your Stunning Fist or become dazzled and staggered with crippling pain until the start of your next turn, and at that point the opponent becomes fatigued.

Mantis Wisdom :

Prerequisites: Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks

Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts

Monkey Moves:

Prerequisites: Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Athletics 8 ranks.

While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by jumping, crawling, or climbing; and you retain your Dexterity bonus to AC while climbing. Further, while using Monkey Style, when you use your unarmed strike to hit an opponent twice or more on your turn, you can spend a swift action to take a 5-foot step even if you have moved this round.

Monkey Shine:

Prerequisites: Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Athletics 11 ranks

While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a square adjacent to you that is within your opponent’s space. This movement does not provoke attacks of opportunity. While you are in your opponent’s space, you gain a +4 dodge bonus to AC and a +4 bonus on melee attack rolls against that opponent. If otherwise unhindered, the opponent can move away from you, but if he does, he provokes an attack of opportunity from you even if his choice of movement does not normally do so.

Monkey Style:

Prerequisites: Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Athletics 5 ranks

You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and stand up from lying prone without provoking attacks of opportunity, and you can stand up as a swift action if you succeed at a DC 20 Acrobatics check.

Owl Stalk:

Prerequisites: Owl Style

When using Owl Style, you may add your wisdom modifier to your Stealth, Perception, and Survival checks.

Owl Strike:

Prerequisites: Owl Style, Owl Stalk, Sneak Attack

When using Owl Style and performing a Sneak Attack, you may add your wisdom modifier to your attack for for the Sneak Attack.

Owl Style:

Prerequisites: Perception 1 Rank

You gain low light vision. If you already have low light vision as a racial ability, your vision increases to darkvision.

Panther Claw:

Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.

While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed strikes on your turn equal to your Wisdom modifier.

Panther Parry:

Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style

While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty on attack and damage rolls with the triggering attack of opportunity.

Panther Style:

Prerequisites: Wis 13, Combat Reflexes, Improved Unarmed Strike

While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.

Snake Fang :

Prerequisites: Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks

While using the Snake Style feat, when an opponent’s attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of opportunity hits, you can spend an immediate action to make another unarmed strike against the same opponent.

Snake Sidewind:

Prerequisites: Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks

You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever you score a critical threat with your unarmed strike, you can make a Sense Motive check in place of the attack roll to confirm the critical hit. Whenever you score a critical hit with your unarmed strike, you can spend an immediate action to take a 5-foot step even if you have otherwise moved this round.

Snake Style:

Prerequisites: Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks

You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you with a melee or ranged attack, you can spend an immediate action to make a Sense Motive check. You can use the result as your AC or touch AC against that attack. You must be aware of the attack and not flat-footed.

Snapping Turtle Clutch:

Prerequisites: Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3

While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you with a melee attack while you are using the Snapping Turtle Style feat, you can use an immediate action to attempt a grapple combat maneuver against that opponent, but with a –2 penalty.

Snapping Turtle Shell:

Prerequisites: Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5

While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical confirmation rolls against you.

Snapping Turtle Style:

Prerequisites: Improved Unarmed Strike, base attack bonus +1

While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC

Tiger Claws:

Prerequisites: Improved Unarmed Strike, Tiger Style, base attack bonus +6

While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your highest base attack bonus, rolling unarmed strike damage for each hand separately and multiplying both if you score a critical hit. If you use Power Attack in conjunction with this attack, can add half your Strength bonus to one of the damage rolls. If you hit, you can attempt a bull rush maneuver with a +2 bonus on the combat maneuver check. This bull rush attempt provokes no attack of opportunity from your opponent, but you cannot move with that opponent if your bull rush is successful.

Tiger Pounce:

Prerequisites: Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9

While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you can move up to half your speed closer to a target you hit with an unarmed strike or made a successful combat maneuver against on this turn or your last turn.

Tiger Style:

Prerequisites: Improved Unarmed Strike, base attack bonus +3

While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever you score a critical hit with your slashing unarmed strike, your opponent also takes 1d4 points of bleed damage at the start of his next two turns.

Wolf Shred:

Prerequisites: Combat Expertise, Wolf Style, Wolf Trip

Prone creatures are denied their Dexterity bonus to AC against your melee attacks.

Wolf Style:

Prerequisites: Combat Expertise

You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC, or whom you are flanking.

Wolf Trip:

Prerequisites: Combat Expertise, Wolf Style

Creatures that gain stability bonuses to their CMD against trip attempts (such as from having the Stability ability or more then 2 legs) do not get that bonus against your trip attempts.

While there is no limit to the number of Styles you may learn, you may only user a single chain of style feats (the Boar feats, the Tiger feats, etc) active at the same time.  Swapping between a style is a swift action.