Feats

Now style and technique feats you just need to take the first feat and when you meet the prerequisites for the next one, you gain the next feat, you have to combine all the feat based prerequisites to the feat.

This should make everyone's lives easier and allow for more creativity.

For example (notice, Stunning fist is now a prerequisite because of Dragon Ferocity) :

Dragon Style (Combat, Style, Scaling) Replaces Dragon Style, Dragon Ferocity, Dragon Roar
Prerequisites: Str 15, Improved Unarmed Strike, Stunning Fist, Acrobatics 3 ranks.
Benefit: 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. When you possess 5 ranks in acrobatics while using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1-1/2 times your Strength bonus on the other attacks. 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. In addition, you to qualify for the Elemental Fist feat even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds. When you possess 8 ranks in acrobatics 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.
Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls.

Blind-Fight (Combat, Scaling) You are skilled at attacking opponents that you cannot clearly perceive.
Replaces: Blind Fighter, Improved Blind Fighter, Greater Blind Fight
Benefit: In melee, every time you miss because of concealment (seeCombat), 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. When you possess 10 ranks in Perception, your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. 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. When you possess 15 ranks in Perception, Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. 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.

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.

Improved Dirty Trick (Combat, Scaling) You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Replaces: Improved Dirty Trick, Greater Dirty Trick
Benefit: You do not provoke an attack of opportunity when performing adirty 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. When you possess a BAB of +6 You receive a +2 further bonus on checks made to attempt a dirty trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.

Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Improved Steal (Combat, Scaling) You have a knack for snatching items from your opponents.
Prerequisites: Int 13, Combat Expertise.
Replaces: Improved Steal, Greater Steal
Benefit: You do not provoke an attack of opportunity when performing asteal 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 yourCombat Maneuver Defense when an opponent tries to steal an item from you. When your BAB reaches +6 you receive a +2 additional bonus on checks made to steal an item from a foe. If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.
Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

Improved Reposition (Combat, Scaling) You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Replaces: Improved Reposition, Greater Reposition
Benefit: You do not provoke an attack of opportunity when performing areposition 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. When your BAB reaches +6 you receive a +2 additional bonus on checks made to reposition a foe. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.


Moonlight Stalker (Combat, Scaling) You are adept at using shadows to conceal your attacks.
Prerequisite: Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks,darkvision or low-light vision racial trait.
Replaces: Moonlight Stalker, Moonlight Stalker Feint, Moonlight Stalker Master
Benefit: While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent. When you possess 6 ranks in Bluff and the Improved Feint feat, once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint. When you possess 9 ranks in Bluff and the Improved Feint feat while you have concealment, your opponents’ miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move 5 feet, this movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Nightmare Fist (Combat, Scaling) You are even more deadly in magical darkness.
Prerequisite: Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.
Replaces: Nightmare Fist, Nightmare Weaver, Nightmare Striker
Benefit: While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or panicked. You also gain a +2 morale bonus on Acrobatics and Intimidate checks. When you possess 2 ranks in Intimidate by spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell’s initial area. When you possess 2 ranks in Intimidate and 5 ranks in Heal and the Stunning Fist feat, while a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning Fist attempts increases by +2. If you hit an opponent with a Stunning Fist attempt, and that opponent fails her saving throw, you can render the target shaken for 1d2 rounds plus 1 round for every 5 by which the opponent failed her save.

Bonebreaker (Combat, Scaling) When your opponent is unable to adequately defend against them, your precise unarmed strikes break bone and tear tissue.
Prerequisite: Dex 13 Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.
Benefit: When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent’s mouth, dealing normal unarmed strike damage and 1d4 points of bleed damage. Until the bleed damage ends, the target is unable to use its mouth to attack, speak clearly, and employ verbal spell components. A creature that is immune to critical hits or that has no discernible mouth is immune to the effects of this feat. When you possess 9 ranks in Heal and the Improved Grapple feat, whenever you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or Dexterity damage to that opponent. When you possess 12 ranks in Heal and the Improved Grapple feat, whenever you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fistattempt at a –5 penalty on the attack roll. If you succeed, you wrench that opponent’s neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent’s Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.

Deathless Initiate (Combat, Scaling) For you, impending death is a call to wrath.
Prerequisites: Str 13, Con 17, orc or half-orc, Diehard, Endurance, base attack bonus +6.
Replaces: Deathless Initiate, Deathless Master, Deathless Zealot
Benefit: You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 or fewer hit points you take 1 point of damage. Further, while using the Diehard feat, you gain a +2 bonus on melee attacks and damage rolls. When your BAB reaches +9 whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result. When your BAB reaches +12 whenever you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.

Final Embrace (Combat, Scaling) Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.
Prerequisite: Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.
Replaces: Final Embrace, Final Embrace Horror, Final Embrace Master Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. When your BAB reaches +6, a creature that takes damage from your constrict attack is also shaken until the start of your next turn. When your BAB reaches +9, double the number of damage dice for your constrict special attack.

Improved Drag (Combat, Scaling) You are skilled at dragging foes around the battlefield.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Replaces: Improved Drag, Greater Drag
Benefit: You do not provoke an attack of opportunity when performing adrag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you. When your BAB reaches +6, You receive a +2 additional bonus on checks made to drag a foe. Whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).

Improved Trip (Combat, Scaling) You are skilled at sending your opponents to the ground.
Replaces: Improved Trip, Greater Trip
Prerequisite: Int 13, Combat Expertise
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. When your base attack bonus reaches +6, the bonus on checks made to trip a foe increases to +4. In addition, whenever you successfully trip an opponent, that opponent now provokes attacks of opportunity.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver. Creatures do not provoke attacks of opportunity from being tripped.

Penetrating Strike (Combat, Scaling) Your attacks are capable of penetrating the defenses of some creatures.
Replaces: Penetrating Strike, Greater Penetrating Strike
Prerequisites: Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.
Benefit: Your attacks with weapons selected with Weapon Focus ignore damage reduction up to 5. This reduction does not apply to damage reduction without a type (such as DR 10/—). When your fighter level reaches 16, your attacks with weapons selected with Weapon Focus ignore damage reduction up to 10, and you may ignore damage reduction up to 5 for damage reduction without a type (such as DR 10/_)

Precise Shot (Combat, Scaling) You are adept at firing ranged attacks into melee.
Replaces: Precise Shot, Improved Precise Shot, Pinpoint Targeting
Prerequisite: Dex 17, Point-Blank Shot
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard – 4 penalty on your attack roll. When your base attack bonus reaches +11, your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. When your base attack bonus reaches +16, you may, as a standard action, make a single ranged attack that ignores the target’s armor, natural armor, or shield bonuses to Armor Class. Magical armor still provides its enhancement bonus. You do not gain the benefit of this feat if you move.
Normal: See the rules on the effects of cover and concealment in the Pathfinder RPG Core Rulebook.

Responsive Duelist (Combat, Scaling) You are skilled at deflecting attacks with your weapons.
Replaces: Responsive Duelist, Defensive Parry, Riposte
Prerequisite: Combat Reflexes, Dex 17, Weapon Finesse, Base Attack Bonus +5
Benefit: When fighting with a weapon that the weapon finesse feat applies, any attack made by a single enemy you have designated provokes an attack of opportunity from you. This special attack of opportunity is called a counter-attack. You may not counter-attack your opponent’s counterattack. Any counter-attack uses one of your attacks of opportunity for the round. When your base attack bonus reaches +8, you may use a counter-attack to parry a single melee attack made against you. Make an attack roll using all applicable modifiers. This roll receives a cumulative –4 penalty for each size category larger the attacker’s weapon is than yours. If your attack roll is greater than your opponent’s attack roll, the attack is negated. Essentially, your attack roll becomes your Armor Class if it is higher than your regular AC. When your base attack bonus reaches +11, after a successful parry, you may immediately attack the enemy whose attack you just parried. This uses one of your attacks of opportunity for the round, but is not considered a counter-attack.

Two-Weapon Fighting (Combat, Scaling) You are skilled at fighting with two weapons at a time.
Replaces: Two-Weapon Fighting, Improved Two- Weapon Fighting, Greater Two-Weapon Fighting
Prerequisite: Dex 17
Benefit: 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. When your base attack bonus reaches +6, you gain the benefits of Improved Two-Weapon Fighting. When your base attack bonus reaches +11, you gain the benefits of Greater Two-Weapon Fighting. See Two-Weapon Fighting in the Pathfinder RPG Core Rulebook.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Vital Strike (Combat, Scaling) You make a single attack that deals significantly more damage than normal.
Replaces: Vital Strike, Improved Vital Strike, Greater Vital Strike
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together, but do not multiply damage bonuses from Strength, weapon abilities (such as flaming), or precision-based damage (such as sneak attack). This bonus damage is not multiplied on a critical hit (although other damage bonuses are multiplied normally). When your base attack bonus reaches +11, the number of times you may roll the weapon’s damage dice for the attack increases to three. When your base attack bonus reaches +16, the number of times you may roll the weapon’s damage dice increases to four. Vital Strike operates ‘when using’ a standard action. Standard actions include Cleave, Great Cleave and Deadly Stroke. They do not include attacks of opportunity, full round attacks, charging, or using feats that require a full round action such as Whirlwind Attack. The sole exception to this is the Spring Attack and Shot on the Run feats. While these have been labeled a full round action, I believe that they are clearly composed of a move action and standard attack action, and thus will work with Vital Strike.

Fighter specific feats have a BaB prereq equal to the fighter level they previously required.

Great Fortitude/Iron Will/Lightning Reflexes – These feats provide a +2 bonus to the appropriate save, and allow 1/day a failed save to be rerolled. The Improved version of these feats increases the number of rerolls to 1 per 4HD per day.

Toughness
Benefit: You gain gain + 1 hit points per Hit Die. (Minimum + 3) At 5th level, this increases to + 2 hit points per Hit Die. At 10th level, this increases to + 3 hit points per Hit Die. At 15th level, this increases to + 4 hit points per Hit Die. At 20th level, this increases to + 5 hit points per Hit Die. The pattern continues.

New Feats

Alternate Weapon Finesse Feats One can make use of any of these feats if one so chooses. They do not stack, and replace the typical ability modifier used. One must be proficient with the weapon employed to make use of the feat and it must be a finesseable weapon
Brutal Throw: Use Str for thrown ranged attacks.
Dazzling Strike Use Cha for melee attacks and CMB.
Insightful Strike Use Wis for melee attacks and CMB.
Reasoned Strike Use Int for melee attacks and CMB.
Weapon Finesse: Use Dex for melee attacks and CMB.
Zen Archery Use Wis for ranged attacks.

Cunning
Prerequisites: Int 13
Benefits: The character that selects this feat gains a number of additional skill ranks equal to their level, this amount increase to two ranks per level at level 5 and an additional skill rank per level every five levels thereafter.

Deadly Agility [Combat] You have learned how to use your agility to greater purpose in battle.
Prerequisites: Weapon Finesse, base attack bonus + 8
Benefit: You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons.

Expert Artisan/Frugal Crafting
Prerequisites : Any Item Creation Feat
Benefits : The cost of creating magic items is reduced to 1/3 its base cost in raw materials. The cost of crafting non-magic items is reduced to 1/4 its base cost in raw materials.  At 10th level, the cost of creating magic items is reduced to 1/4 its' base cost in raw materials.  The cost of crafting non-magic items is reduced to 1/8 its base cost in raw materials.


Improved Familiar This feat allows you to acquire a more powerful familiar, but only when you could normally acquire a familiar.
Prerequisites: Ability to acquire a familiar, compatible alignment, sufficiently high level.
Benefit: When choosing a familiar you may choose from an additional list of creatures. Familiars gained through this feat otherwise use the rules for regular familiars, with the following exceptions. Your familiar is treated as an animal companion for the purposes of Str/Dex, natural armor and HD.

Mercantile Background You come from a long line of money-changers and merchants. You can get a good deal on almost anything you buy or sell.
Prerequisites: Profession (Merchant) 1 rank.
Benefit: When you sell items such as weapons or magic items, you get 75% of the list price instead of 50% and can purchase an item for 75% of the list price instead of 100% when you make a successful DC 25 Profession (Merchant check). You also receive twice the amount of gp to spend as you see fit during character creation. You cannot use this feat during character creation.

Craft Ooze To determine the market price of an ooze, it is equal to the CR of the Ooze squared times 200. For example, a carnivorous crystal CR 12 would be 12+1 squared times 200 which equals 33,800. As always times it by 50% to get the crafting price 16,900.

Companion Figurine
You’ve developed an especially close bond with the creature summoned by your figurine of wondrous power.
PrerequisitesHandle Animal 1 rank, own a figurine of wondrous power.
Benefit: You may select the creature summoned by your figurine of wondrous power as an animal companion or familiar, or as appropriate. The figurine has the standard abilities of a familiar or animal companion of its type, plus additional abilities related to its figurine type (see below). The main advantage of this is that if your familiar or companion is killed in creature form, it merely reverts to statue form and can be used again later.

While the figurine is active, you and the active figurine gain all the normal benefits of having a companion creature; for example, a wizard with a silver raven familiar gains a +3 bonus on Appraise checks, the raven can speak one language, and so on. While the figure is inactive, you gain none of these benefits but are not otherwise hampered by its inert state (as if the creature were out of range but not dead). The usable duration of the companion figurine doubles; for example, an ebony fly is normally usable up to three times per week for up to 12 hours per use, but as a companion creature you may use it up to six times per week for up to 12 hours per use. The figurine is still a magic item and is subject to effects like antimagic field and dispel magic that affect magic items; it uses its caster level or your own, whichever is greater.

Click here for additional Information Figurines of Wondrous Power

Other Rules

Improved Unarmed Strike – This feat allows the person to do the unarmed strike damage as a monk.  If a cleric wields their deities favored weapon it advances as a war priests weapon.

The Multiattack feat has been changed to the following – “Prerequisite: Possesses one or more secondary attacks.” The clause in the druid animal companion ability of the same name is activated for any creature who does not qualify for the feat. Still Spell eliminates the need for Concentration checks made to cast stilled spells while grappled. A spellcaster can cast a Stilled spell when pinned, and gains a +10 bonus on the Concentration check to do so.

Teamwork Feats – You do not require an ally to possess the feat to gain its benefits. However, an ally must still be in position, or performing the qualifying action.

Feats

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