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While magic deals with complex formulae, precise manipulation of components, and intense concentration, martial acumen often relies on seizing opportunities and pushing the body and the will to carve a path to victory on the battlefield. Those who make their way in the world by skill at arms know that the determination to test the limits of endurance often separates the living from the dead and the vanquished from the victorious.
Stamina and combat tricks can help characters better reflect this opportunistic flexibility and the give-and-take of the battlefield. This system allows a character to draw upon an internal reservoir of will and gumption to overturn the assumed limitations of combat, at least for short bursts. With luck and proper timing, a martial character using this system can snatch victory from the jaws of defeat or put a despicable villain to a stunning end.
There are several ways you can implement this system in your game.
Feat Access: The easiest way to introduce stamina and combat tricks into your game is to grant access to the Combat Stamina feat, detailed below. This allows those taking the feat to opt into the system, gain a stamina pool, and use stamina to increase the utility of combat feats and class features they already have or will gain in the future. In general, the Combat Stamina feat is quite strong for martial characters with a variety of combat feats.
Free for Fighters: If your goal is to provide an additional edge to the fighter class, you can allow fighters to gain the Combat Stamina feat as an additional bonus feat at 1st level.
Fighter Bonus Feats Only: If you want to significantly strengthen fighters compared to all other classes and keep this system as a special fighter-only perk, you can restrict the Combat Stamina feat to fighters and limit the feats a character can use with his stamina pool to those gained with the fighter's bonus feats. A multiclass fighter can't use stamina with bonus feats he gained from any other class, even if that class can take fighter-only feats as bonus feats (like the warpriest and the swashbuckler). In this version, if a character really wants the stamina ability of a few key feats, he will need to diversify his martial training by taking a level in fighter.
Free for Everyone: If your goal is to immediately boost all martial characters and the whole group is ready to handle the stamina and combat tricks system, you can grant Combat Stamina as an additional bonus feat for all martial characters, or even for all characters.
When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.
Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool.
Temporary increases to your Constitution score, such as those granted by the core barbarian's rage class feature or bear's endurance, do not increase the number of stamina points in your pool or your pool's maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.
You regain stamina points by resting for short periods of time. You don't have to sleep while resting in this way, but you can't exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.
The following feats are used with the stamina and combat tricks system. The basic feat is Combat Stamina, which grants you a stamina pool and allows you to use the most basic combat trick for this system. The other feats give you options for expanding your stamina pool.
You stop at nothing to drive your attack home.
Prerequisite: Base attack bonus +1.
Benefit: 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.
You can push yourself to higher limits.
Prerequisites: Combat Stamina, base attack bonus +5.
Benefit: Your stamina pool increases by 3 points.
Special: You can select this feat up to three times. Each time you do, your stamina pool grows by 3 points.
Even when suffering from fatigue, you can fight through and overcome incredible opposition.
Prerequisites: Con 13, Combat Stamina, base attack bonus +1.
Benefit: You gain a secondary stamina pool with a number of stamina points equal to your Constitution modifier. You can spend these secondary stamina points only when you have 0 stamina points in your primary stamina pool or when you are fatigued, even though you normally can't spend stamina points while fatigued. You can spend these secondary stamina points as normal, but if the secondary pool drops to 0 points, you become exhausted until you have at least 1 stamina point in your primary pool. Even if you have points in your secondary pool, you are still fatigued as long as you have 0 points in your primary pool. Your secondary pool refreshes only after a full night's rest.
Nearly every combat feat has a combat trick associated with it. Some very basic feats, such as weapon and proficiency feats, do not; nor do feats that expand upon the stamina and combat tricks system. The following combat tricks are for the combat feats found in the Pathfinder RPG Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and Advanced Class Guide.
Adder Strike (Combat): You can spend 2 stamina points to apply poison to a manufactured weapon as a swift action.
Agile Maneuvers (Combat): You can spend a number of stamina points equal to your Dexterity bonus while attempting combat maneuver checks. For every 2 stamina points that you spend in this way, you are considered to be one size category larger than your actual size when determining whether you can affect a target creature with your combat maneuver and when calculating your size bonus for that check.
Amateur Gunslinger (Combat): Choose a second 1st-level gunslinger deed. You can spend grit to use this deed, or you can spend 5 stamina points to use either of your deeds in place of grit. If you gain levels in a class that grants the grit class feature, you retain the ability to spend 5 stamina points in place of grit when using any of your 1st-level deeds, and this becomes a combat trick of the Extra Grit feat (even though that feat is not a combat feat).
Amateur Swashbuckler (Combat): Choose a second 1st-level swashbuckler deed. You can spend panache to use this deed, or you can spend 5 stamina points to use either of your deeds in place of panache. If you gain levels in a class that grants the panache class feature, you retain the ability to spend 5 stamina points in place of panache when using any of your 1st-level deeds, and this becomes a combat trick of the Extra Panache feat (even though that feat is not a combat feat).
Anticipate Dodge (Combat): You can spend 1 stamina point to increase the maximum bonus from Anticipate Dodge by 2 (this is still limited by the creature's dodge bonus, however).
Arc Slinger (Combat): You can spend 1 stamina point when making a sling or sling staff attack to gain the benefits of Point-Blank Shot within the first two range increments of the sling or staff.
Arcane Armor Mastery (Combat): When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Mastery as a free action, or spend a number of stamina points equal to the spell's level (minimum 1) to ignore your armor's arcane spell failure chance entirely for that casting.
Arcane Armor Training (Combat): When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Training as a free action.
Arcane Strike (Combat): You can spend any number of stamina points to increase the duration of this feat's effects by 1 round for each stamina point spent.
Barroom Brawler (Combat): You can spend 5 stamina points to use this feat as a swift action instead of a move action. If you have the martial flexibility class feature, you can spend 5 stamina points to use that class feature as a swift action instead of a move action, or as a free action instead of a swift action.
Bashing Finish (Combat): When you fail to confirm a critical hit with a melee weapon attack, you can spend 5 stamina points to make a shield bash attack against the target anyway. You still can't make the attack if the target is immune to critical hits.
Battle Cry (Combat): You can spend 5 stamina points when an ally under your battle cry's effect decides to reroll a saving throw against a fear effect and end the feat's effect. When you do, that ally continues to be affected by the Battle Cry after she rerolls the saving throw.
Befuddling Strike (Combat): You can spend 5 stamina points to declare that you are using Befuddling Strike after you've hit with an unarmed strike attack roll.
Binding Throw (Combat): You can spend 1 stamina point to gain a +2 bonus on a grapple check made as a swift action with this feat.
Blazing Aura (Combat): When you create an aura of heat with this feat, you can spend 5 stamina points to increase the fire damage dealt to any creature that begins its turn in the aura to 2d6 points of fire damage.
Bleeding Critical (Combat, Critical): When you deal bleed damage with this feat, you can spend up to 3 stamina points to increase the amount of bleed damage dealt by double the number of stamina points you spent.
Blind-Fight (Combat): Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature's concealment until the end of your next turn.
Blinding Critical (Combat, Critical): When you confirm a critical hit and attempt to blind an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent.
Blistering Feint (Combat): When you attempt a feint while you're wielding a weapon that deals fire damage, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to the number of stamina points you spent.
Blood Beak (Combat): You can spend 1 stamina point when you confirm a critical hit with your beak to increase the bleed damage to 1d4 points of bleed damage.
Blooded Arcane Strike (Combat): When you imbue your weapon with Arcane Strike, you can spend 5 stamina points to increase its damage by 1 for the duration of the Arcane Strike effect.
Bloody Assault (Combat): Each round you use this feat, you can spend up to 5 stamina points. If you do, until the end of your next turn, you reduce the penalty on all your attack rolls by an amount equal to the number of stamina points you spent.
Bludgeoner (Combat): When you make an attack with a lethal bludgeoning weapon to deal nonlethal damage, you can spend 2 stamina points to treat the weapon's damage as if the weapon were one size category larger. This does not stack with any other effects that treat the weapon's damage as if the weapon were a larger size.
Blundering Defense (Combat): You can spend 5 stamina points to cause allies within 10 feet who are also in your melee reach to gain the benefits of this feat.
Boar Ferocity (Combat): If your foe is demoralized before you tear its flesh with Boar Style, you can spend 5 stamina points to sicken it for 1 round.
Boar Shred (Combat): You can spend 2 stamina points to demoralize an opponent as a swift action.
Boar Style (Combat, Style): While using this style, you can spend 3 stamina points when you hit a target with only one unarmed strike during a round to tear flesh and deal 2d6 points of damage with the attack. You can still only tear flesh once per round.
Body Shield (Combat): You can spend 5 stamina points to use this feat against a creature grappling you.
Bodyguard (Combat): When you use an attack of opportunity to use an aid another action to improve an adjacent ally's Armor Class, you can spend 1 or 2 stamina points. Increase the bonus to the ally's AC by an amount equal to the number of stamina points you spent.
Bonebreaker (Combat): When you make a successful Stunning Fist attempt against a creature that is dazed or staggered, you can spend 5 stamina points to forgo any other Stunning Fist effects and deal 1d6 points of Strength or Dexterity damage to that opponent instead.
Break Guard (Combat): You can spend 5 stamina points to attack the opponent you disarmed with a free action instead of a swift action.
Broken Wing Gambit (Combat, Teamwork): When an opponent with the +2 bonus on attack rolls granted by this feat attacks you, you can spend 5 stamina points to have that attack provoke an attack of opportunity from you also.
Bull Rush Strike (Combat): When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to bull rush the target anyway. If you do, reroll the confirmation roll to determine if the bull rush attempt exceeds the opponent's CMD. This reroll is only for the bull rush combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits.
Bullying Blow (Combat): You can spend 2 stamina points to gain the effects of this feat on a single attack made as part of a full attack.
Canny Tumble (Combat): Just before you make an attack roll with the +2 circumstance bonus granted by this feat, you can spend up to 5 stamina points. When you do, if your attack hits, you gain a bonus on the damage roll equal to double the number of stamina points spent.
Catch Off-Guard (Combat): When making an attack with an improvised weapon against an armed opponent, you can spend 5 stamina points. If you do, the target is considered flat-footed during that attack. An opponent who recognizes you and has seen you use Catch Off-Guard in this way is immune to this effect.
Cautious Fighter (Combat): When not fighting defensively or using total defense, you can spend 5 stamina points to increase your dodge bonus by 2. This increase lasts until the start of your next turn.
Cavalry Formation (Combat, Teamwork): At the start of your turn, you can spend 2 stamina points to gain the ability to overlap with allied riders who do not have this feat. This ability lasts until the start of your next turn.
Channel Smite (Combat): When making an attack using this feat, you can spend a number of stamina points up to the number of dice in your channel energy. For each stamina point you spend in this way, add an additional 1d6 points of positive or negative energy damage to your Channel Smite attack. This damage is also halved if the target succeeds at its Will save against the Channel Smite attack.
Channeling Force (Combat): When you hit with an attack while using this feat, you can spend 5 stamina points to not have that attack count as one of the three attacks you can make with the force-imbued weapon.
Charge Through (Combat): When you attempt and fail to overrun a creature in the path of your charge, you can spend 5 stamina points to finish your charge against that creature instead of losing your charge.
Charging Hurler (Combat): When using this feat, you can spend 2 stamina points to end your movement within 50 feet of your target instead of 30 feet.
Chokehold (Combat): When you attempt a chokehold, you can spend 2 stamina points to reduce the penalty to –1.
Claw Pounce (Combat): When you charge, you can spend 5 stamina points to make a second attack with one of your claws.
Cleave (Combat): When using the Cleave or Great Cleave feat, you can spend 4 stamina points to negate the –2 penalty to Armor Class until your next turn.
Cleave Through (Combat): When using this feat, once per round when you hit a creature with a follow-up Cleave attack, you can spend 5 stamina points to take a second 5-foot step as a free action. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attacks as long as it meets all the other prerequisites.
Cleaving Finish (Combat): After making a Cleaving Finish attack, if you bring another target below 0 hit points in the same round, you can spend 5 stamina points to make another Cleaving Finish attack.
Close-Quarters Thrower (Combat): When throwing any thrown weapon, you can spend 2 stamina points. If you do, you do not provoke attacks of opportunity for that throw.
Cloven Helm (Combat): When you are threatened with a critical hit, you can spend up to 5 stamina points. You gain an additional bonus to AC against the critical confirmation roll equal to the number of stamina points you spent.
Clustered Shots (Combat): When using this feat, you can spend up to 2 stamina points for each attack that hit the same target. Increase the damage pooled by this feat by an amount equal to the number of stamina points you spent.
Cockatrice Strike (Combat): You can spend 5 stamina points to make a Cockatrice Strike attack against a foe you are flanking.
Combat Expertise (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Combat Patrol (Combat): When moving before or after making an attack of opportunity while using Combat Patrol, you can spend 1 stamina point per 5 feet moved. When you do, that movement does not provoke attacks of opportunity.
Combat Reflexes (Combat): When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Combat Style Master (Combat): When it is not your turn, you can spend 2 stamina points to take the free action to switch your style.
Coordinated Charge (Combat, Teamwork): When an ally with this feat charges a creature, and that creature is farther than your speed but no farther than double your speed, you can spend 5 stamina points to charge that creature. You must still be able to follow all the rules for a charge.
Coordinated Defense (Combat, Teamwork): When you are targeted with a combat maneuver while you are adjacent to an ally who also has this feat, you can spend 1 or 2 stamina points. If you do, your bonus to Combat Maneuver Defense against that combat maneuver attempt increases by an amount equal to the number of stamina points you spent.
Coordinated Maneuvers (Combat, Teamwork): When you attempt a combat maneuver while adjacent to an ally who also has this feat, you can spend 1 stamina point to increase your bonus from this feat on that combat maneuver check by 2.
Coordinated Shot (Combat, Teamwork): When making an attack roll, you can spend 2 stamina points to ignore any cover provided by an ally who also has this feat.
Counter Reflexes (Combat): When an opponent with the Mobility feat moves out of or within your threatened area, you can spend 2 stamina points to gain a +4 bonus on your attack of opportunity.
Counterpunch (Combat): You can spend 5 stamina points to use this feat a second time during the same round.
Covering Defense (Combat): When using the total defense action, you can spend 5 stamina points. If you do, your shield also provides a cover bonus on your ally's Reflex saves.
Crane Riposte (Combat): At the start of a turn when you are fighting defensively, you can spend 2 stamina points to take no penalty on your attack rolls from fighting defensively. This lasts until the start of your turn.
Crane Style (Combat, Style): While using this style and fighting defensively or using the total defense action, when you are targeted with a melee attack, you can spend up to 3 stamina points and take an immediate action to increase your dodge bonus to AC against that attack by an amount equal to the number of stamina points you spent.
Crane Wing (Combat): When fighting defensively with at least one hand free, you can spend 5 stamina points to designate a second opponent for your Crane Wing feat. You also gain a +2 dodge bonus to AC against that opponent's attacks.
Crippling Critical (Combat, Critical): When you confirm a critical hit and attempt to cripple an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent.
Critical Focus (Combat): 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.
Critical Mastery (Combat): When you confirm a critical hit, instead of applying the effects of two critical feats you possess, you can spend 2 stamina points to apply the effect of any one critical feat you don't possess (but for which you qualify).
Critical Versatility (Combat): You can spend 5 stamina points to use this feat a second time per day.
Crossbow Mastery (Combat): As long as you have at least 1 stamina point in your stamina pool, reloading any kind of crossbow no longer provokes attacks of opportunity.
Crusader's Fist (Combat): When you use Crusader's Fist and confirm a critical hit, you can spend 5 stamina points to multiply the extra damage for that critical hit.
Crushing Blow (Combat): When using this feat, you can spend either 2 or 4 stamina points. If you do, the Crushing Blow attack reduces the target's AC by an additional 1 for every 2 stamina points you spent.
Dastardly Finish (Combat): You can spend 10 stamina points to deliver a coup de grace against two helpless, cowering, or stunned targets within your reach as a full-round action. This provokes attacks of opportunity twice—one for each coup de grace.
Dazing Assault (Combat): After hitting an opponent with a melee attack, you can spend 5 stamina points to attempt to daze that opponent as if using this feat.
Dazing Fist (Combat): You can spend 5 stamina points to declare that you are using Dazing Fist after you've hit with an unarmed strike attack.
Dazzling Display (Combat): When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.
Deadly Aim (Combat): When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0.
Deadly Finish (Combat): When you reduce an opponent to 0 hit points, you can spend 2 stamina points to force the creature to succeed at the saving throw for Deadly Finish or die.
Deadly Stroke (Combat): You can spend 5 stamina points to make a Deadly Stroke attack against a dazed opponent, or 10 stamina points to make a Deadly Stroke against an opponent you are flanking.
Deafening Critical (Combat, Critical): When you confirm a critical hit and attempt to deafen an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent.
Death from Above (Combat): When charging an opponent from higher ground or from above while flying, you can spend 4 stamina points to gain a +5 bonus on the damage roll, and also retain the bonuses from charging and being on higher ground.
Death or Glory (Combat): When you make a Death or Glory attack, you can spend 5 stamina points to automatically negate the opponent's immediate-action attack against you after it takes the action but before it rolls the attack.
Deathless Initiate (Combat): When you are at 0 or fewer hit points, you can spend 2 stamina points to avoid taking damage when you take both a move and a standard action or a full-round action.
Deathless Master (Combat): When you are at 0 or fewer hit points, you can spend 2 stamina points as a standard action at the start of your turn to gain 2 temporary hit points. These hit points last for 1 minute.
Deathless Zealot (Combat): Whenever a creature threatens a critical hit against you and neither of its confirmation rolls would succeed, you can spend 5 stamina points to make an attack of opportunity against that creature.
Defensive Combat Training (Combat): When targeted with a combat maneuver, you can spend any number of stamina points to gain a bonus to your CMD equal to the number of stamina points you spent.
Defensive Weapon Training (Combat): You can spend 5 stamina points at the beginning of your turn to switch the weapon group of this feat to any other weapon group on the fighter's weapon training class ability list (except natural weapons). This benefit lasts for 3 rounds.
Deflect Arrows (Combat): You can spend 5 stamina points to deflect an arrow while you're flat-footed. You must still be aware of the attack.
Demoralizing Lash (Combat): When you hit a demoralized foe with a weapon in the flails fighter group, you can spend 2 stamina points to extend the duration of the shaken condition by 1d4 rounds instead of 1 round.
Dented Helm (Combat): After using this feat, you can spend 5 stamina points to become sickened rather than staggered until the end of your next turn. You can't use this ability if you are immune to being sickened.
Desperate Swing (Combat): You can spend 5 stamina points to use this feat an additional time per day. Each time you use this combat trick, you must spend 5 stamina points.
Destroyer's Blessing (Combat): You can spend 2 stamina points to regain 1 round of rage after reducing a foe whose CR is at least half your character level to below 0 hit points, rather than upon successfully sundering a target.
Devastating Strike (Combat): Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can spend 5 stamina points to increase the bonus damage to +4 on each extra weapon damage die. For weapons with more than one damage die, count all of the weapon's base damage dice together as one set.
Disarming Strike (Combat): When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to disarm the target anyway. When you do, reroll the confirmation roll and use it to determine if the disarm attempt exceeds the opponent's CMD. This reroll is used only for the disarm combat maneuver; it can't cause the critical to be confirmed. You still can't make the attempt if the target is immune to critical hits.
Disengaging Feint (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to attempt a Disengaging Feint as a move action instead of a standard action.
Disengaging Flourish (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make a Disengaging Flourish attempt as a move action instead of a standard action.
Disengaging Shot (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. Just before you attempt your free melee attack with Disengaging Shot, you can spend up to 5 stamina points. If you do, increase the attack's damage by 2 points for each stamina point you spent.
Disheartening Display (Combat): When you affect a creature with this feat, you can spend 5 stamina points to gain the ability to affect that creature with this feat a second time during the same 24-hour period.
Disrupting Shot (Combat): When you ready an action to shoot an opponent casting a spell, you can spend up to 3 stamina points. For each stamina point you spend, it increases the range from which you can successfully hit that opponent and gain the benefits of this feat by 10 feet (to a maximum of 60 feet).
Disruptive (Combat): When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat's increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.
Distance Thrower (Combat): When making an attack with a thrown weapon, you can spend 2 stamina points to reduce your penalty on ranged attack rolls due to range by an additional 4.
Distracting Charge (Combat, Teamwork): You can spend 1 stamina point when an ally with this feat charges but misses with the charge attack. When you do, you can still gain the benefit of this feat when you charge.
Djinni Spin (Combat): Instead of spending two uses of Elemental Fist to surround yourself in a whirlwind of electrified air, you can spend one use of Elemental Fist and 2 stamina points.
Djinni Spirit (Combat): When you make an Elemental Fist attack, you can spend up to 5 stamina points to increase the DC of the saving throw of the deafening effect by an amount equal to the number of stamina points you spent.
Djinni Style (Combat, Style): When you make an Elemental Fist attack to deal electricity damage, you can spend up to 5 stamina points. If you do, you deal an amount of additional electricity damage equal to double the number of stamina points you spent.
Dodge (Combat): When you move your speed or farther, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Dodge feat equal to half the number of stamina points you spent.
Domain Strike (Combat): You can spend 2 stamina points to apply the effects of your chosen domain power as a free action instead of a swift action.
Double Slice (Combat): When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round.
Drag Down (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If your retributive trip combat maneuver from Drag Down succeeds by 10 or more, you can spend 5 stamina points to stand up from prone without provoking an attack of opportunity as part of the same immediate action as the trip attempt.
Dragon Ferocity (Combat): When you use this feat to make a foe shaken with a critical hit or a successful Stunning Fist attempt, you can spend 5 stamina points to also sicken that foe for 1d4 rounds.
Dragon Roar (Combat): Instead of spending two uses of Stunning Fist to unleash a concussive roar, you can spend one use of Stunning Fist and 5 stamina points to do so.
Dragon Style (Combat, Style): On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modifier to that attack's damage roll.
Draining Strike (Combat): You can spend 5 stamina points to declare that you are using Draining Strike after you've hit with an unarmed strike attack.
Dramatic Display (Combat, Performance): When using this feat, you can spend 5 stamina points to also gain a +2 dodge bonus to AC until the end of your next turn.
Dreadful Carnage (Combat): When you reduce an enemy to 0 or fewer hit points, you can spend up to 6 stamina points to increase the radius of this feat's effect by 5 feet for each stamina point you spent (to a maximum of 60 feet).
Dueling Cape (Combat, Panache): When you use this feat to entangle a foe, you can spend 5 stamina points in place of spending 1 panache point.
Earth Child Binder (Combat): You can spend 5 stamina points to use Stunning Fist without expending a normal use of Stunning Fist when a creature with the giant subtype provokes an attack of opportunity by standing up.
Earth Child Style (Combat, Style): When you make a successful unarmed strike attack against a creature that has the giant subtype, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent.
Earth Child Topple (Combat): When you trip a creature with the giant subtype, you can spend 3 stamina points to cause the creature to also take 2d6 points of falling damage.
Efreeti Stance (Combat): When making an Elemental Fist attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid catching on fire by an amount equal to the number of stamina points you spent.
Efreeti Style (Combat, Style): When you make an Elemental Fist attack to deal fire damage, you can spend up to 5 stamina points. When you do, you deal an amount of additional fire damage equal to double the number of stamina points you spent.
Efreeti Touch (Combat): Instead of spending two uses of Elemental Fist to unleash a cone of flame, you can spend one use of Elemental Fist and 2 stamina points.
Eldritch Claws (Combat): As long as you have 1 stamina point in your stamina pool, your claws are also considered to be cold iron weapons for the purpose of overcoming damage reduction.
Elemental Fist (Combat): You can spend 5 stamina points to declare the use of Elemental Fist after making a successful attack roll.
Elven Accuracy (Combat): If you miss an attack with a longbow or shortbow due to concealment, you can spend 5 stamina points to automatically succeed at the miss chance reroll from this feat.
Elven Battle Training (Combat): When you are wielding a traditional elven weapon as defined in the feat, you can spend 5 stamina points to make one additional attack of opportunity with that weapon. This stacks with additional attacks of opportunity granted by this feat, Combat Reflexes, and similar abilities.
Enfilading Fire (Combat, Teamwork): Before making a ranged attack roll, you can spend 1 stamina point to gain the benefits of this feat against a target that is flanked by two or more allies, even if those allies don't have this feat.
Enforcer (Combat): When you score a critical hit with a weapon dealing nonlethal damage, you can spend 5 stamina points to frighten the target for 1d4 rounds instead of 1 round.
Exhausting Critical (Combat, Critical): When you threaten a critical hit against an exhausted target and choose to use Exhausting Critical, you can spend up to 5 stamina points. If you do, you gain a +2 bonus on the confirmation roll for each stamina point you spent.
Extreme Prejudice (Combat): When you succeed at a sneak attack against a creature that is not the target of your Seething Hatred feat, you can spend 5 stamina points to treat the creature as if it were the target of your Seething Hatred for that attack.
Faerie's Strike (Combat): When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.
False Opening (Combat): When you use this feat, you can spend 5 stamina points to make an attack of opportunity against an opponent who misses you with the provoked attack (after it loses its Dexterity bonus to AC against you).
Far Shot (Combat): When making a single ranged attack as a standard action, you can spend 5 stamina points to ignore all range penalties on that attack.
Feint Partner (Combat, Teamwork): When feinting an opponent, you can spend 5 stamina points to have that opponent lose its Dexterity bonus to AC against the next attack made by any of your allies. If the next ally to attack that opponent also has this feat, that ally's attacks do not count as the next attack for the purpose of this combat trick, allowing another ally to gain this benefit.
Felling Escape (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make the trip attempt from this feat as a free action instead of a swift action.
Felling SmashCombat: You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make the trip attempt from this feat as a free action instead of a swift action.
Feral Combat Training (Combat): At the start of your turn, you can spend any number of stamina points. Until the beginning of your next turn, for every 2 stamina points you spent this way, you can apply the effects of Feral Combat Training to a single natural weapon attack made with a natural weapon other than the weapon chosen with this feat.
Ferocious Tenacity (Combat): When using this feat, you can spend 2 stamina points in place of 1 round of rage to gain the same effects.
Final Embrace (Combat): You can spend 2 stamina points to grab a creature one size category larger than you.
Final Embrace Horror (Combat): When a creature is damaged by your constrict ability, you can spend 5 stamina points to sicken that creature until the start of your next turn.
Final Embrace Master (Combat): Each time you constrict, you can spend 5 stamina points to triple the damage dice of your constrict ability instead of doubling them.
Fire Hand (Combat): When you hit with a torch attack, you can spend 1 stamina point. If you do, the fire damage dealt with that attack increases to 1d6 points of fire damage.
Flanking Foil (Combat): When using this feat, you can spend 5 stamina points. If you do, your target cannot flank with its allies against you until the start of your next turn.
Focused Shot (Combat): You can spend 2 stamina points to make a Focused Shot attack against a target anywhere within your weapon's first range increment.
Following Step (Combat): When you use this feat to move, you can spend 2 stamina points to increase your movement to 15 feet.
Fortified Armor Training (Combat): When you use this feat to negate a critical hit, you can spend 5 stamina points to give your armor or shield a 50% chance to avoid gaining the broken condition.
Furious Focus (Combat): When using the Power Attack feat and wielding a two-handed melee weapon or a one-handed melee weapon with two hands, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Power Attack penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn.
Gang Up (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend 5 stamina points, you can gain the feat's benefits when you and one other ally are threatening an opponent (instead of two other allies).
Giant Killer (Combat): As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against humanoids with the giant subtype increases to +4.
Gloom Strike (Combat): As long as you have at least 1 stamina point in your stamina pool, you gain the bonus for this feat when you are in dim light or darkness, even if the creature you are attacking is not.
Gnome Weapon Focus (Combat): When you make a successful attack with a gnome weapon against an opponent that is at least one size category larger than you, you can spend up to 5 stamina points. If you do, you gain a bonus on the damage roll equal to double the number of stamina points you spent.
Goblin Cleaver (Combat): As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against goblinoids increases to +4.
Goblin Gunslinger (Combat): When wielding a firearm that deals fire damage, when you threaten but fail to confirm a critical hit, you can spend 5 stamina points to regain 1 grit point. You still can't gain a grit point if the target is immune to critical hits.
Gorgon's Fist (Combat): You can spend 5 stamina points to make a Gorgon's Fist attack as one of the individual attacks made during a full attack.
Gory Finish (Combat): You can spend 5 stamina points when confirming a critical on a Gory Finish attack to attempt an Intimidate check to demoralize all foes within 30 feet of you who can see your attack.
Grabbing Drag (Combat): After using the move grapple action and moving your full speed, you can spend 5 stamina points to move your full speed again (instead of half your speed) without the need to attempt another grapple check.
Grabbing Master (Combat): When you are grappling only one opponent while using Grabbing Style, you can spend 5 stamina points to continue to threaten the area within your reach with your free hand until the beginning of your next turn.
Grabbing Style (Combat, Style): When you make a grapple attempt with two hands while using this style, you can spend 1 stamina point to gain a +2 bonus on the grapple combat maneuver check.
Grasping Strike (Combat): When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.
Great Cleave (Combat): Once per round when you miss a foe with an attack gained from Cleave, you can spend 5 stamina points to make another Cleave attack anyway.
Great Hatred (Combat): When you hit an opponent of a subtype subject to your hatred racial trait, you can spend up to 5 stamina points to deal an amount of extra damage equal to double the number of stamina points you spent.
Greater Blind-Fight (Combat): When you attack a creature subject to the blink spell, you can spend 5 stamina points. If you do, your Greater Blind-Fight feat works against that creature until the beginning of your next turn, either treating the blink miss chance as 20% and allowing a reroll or ignoring the blink miss chance if you have a way to see or strike ethereal creatures.
Greater Bull Rush (Combat): When you bull rush an opponent, you can spend 5 stamina points to have the opponent's movement from the bull rush provoke an attack of opportunity from you as well.
Greater Dirty Trick (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully complete a dirty trick combat maneuver, you can spend 5 stamina points to make the condition you inflicted with that maneuver require a full-round action to remove (instead of a standard action).
Greater Disarm (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully disarm a foe, you can spend 5 stamina points to select where the weapon lands by choosing a square within 15 feet of the disarmed foe. If you choose a square in your space and have at least one hand free, you can grab the weapon as part of the disarm attempt.
Greater Drag (Combat): When you succeed at a drag combat maneuver check, you can spend 5 stamina points to gain up to 10 feet of movement for your drag. You can use this movement in place of your normal movement, but only to drag an opponent.
Greater Feint (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you have at least 1 point in your stamina pool, you can feint as a swift action, but the feint causes the opponent to become flat-footed only for your next attack rather than for all attacks until the beginning of your next turn.
Greater Grapple (Combat): After you take a move action to successfully maintain a grapple, you can spend 5 stamina points before the end of your turn to maintain that grapple as a swift action. This allows you to make up to three grapple checks to maintain a grapple during a round, but you still can't maintain a grapple until the round after you initiate it.
Greater Overrun (Combat): If you succeed at a combat maneuver check to overrun an opponent, but do not exceed your opponent's CMD by 5 or more, you can spend 2 stamina points to knock the target prone anyway.
Greater Penetrating Strike (Combat): When you use a weapon with which you have Weapon Focus to damage a creature that has damage reduction, you can spend 5 stamina points to allow all your allies within 30 feet to ignore 10 points of that creature's damage reduction for 1 round. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—). This effect does not stack with Greater Penetrating Strike's normal effect, but it does allow you to apply the effect to all your other weapons for the duration.
Greater Rending Fury (Combat): When you rend an opponent, you can spend 2 stamina points to deal 1d6+2 points of bleed damage to your opponent instead of 1d6 points of bleed damage.
Greater Reposition (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting to reposition a foe, you can spend 5 stamina points to increase your melee reach by 5 feet for the purpose of determining where you can move the foe.
Greater Shield Focus (Combat): When an attack is made against you while you are using a shield, you can spend up to 4 stamina points. For that attack, your shield bonus increases by an amount equal to the number of stamina points you spent. This increase does not stack with any gained from the Shield Focus combat trick.
Greater Shield Specialization (Combat): You can spend 5 stamina points to use your selected shield to negate a critical hit a second time each day.
Greater Snap Shot (Combat): When you make an attack of opportunity using a ranged weapon, you can spend 3 stamina points to gain your bonus from Greater Snap Shot on the attack roll.
Greater Steal (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting a steal combat maneuver with a whip, you can spend 2 stamina points to negate the –4 penalty on the check.
Greater Sunder (Combat): When you succeed at a sunder combat maneuver check, you can spend a number of stamina points up to your Strength bonus to deal an amount of extra damage to the target equal to double the number of stamina points you spent. The damage type is the same as that of the weapon you used to attempt the maneuver.
Greater Trip (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points after you successfully trip an opponent to deal 1d6 points of falling damage to the target.
Greater Two-Weapon Fighting (Combat): If you hit with the third attack granted by this feat and your base attack bonus is 16 or higher, you can spend 2 stamina points to make another attack with your off hand at a –15 penalty.
Greater Vital Strike (Combat): When using the Vital Strike combat trick, you can spend 4 stamina points instead of 2 to reroll four damage dice.
Greater Weapon Focus (Combat): Once per round, you can spend 2 stamina points to gain your Greater Weapon Focus bonus on attack rolls with another weapon. This bonus lasts until the start of your next turn.
Greater Weapon of the Chosen (Combat): When making an attack as part of a full attack with the weapon designated by your Weapon of the Chosen feat, you can spend 5 stamina points to gain the benefits of this feat on that attack.
Greater Weapon Specialization (Combat): Once per round, you can spend 2 stamina points to gain your Greater Weapon Specialization bonus on damage rolls with another weapon. This bonus lasts until the start of your next turn.
Greater Whip Mastery (Combat): When you initiate a grapple with a whip, you can spend 5 stamina points to attempt a second grapple check as a swift action to either move or damage the creature you are grappling. This is not a check to maintain the grapple.
Grudge Fighter (Combat): When you hit a creature that attacked you in the current combat, you can spend up to 2 stamina points to deal an amount of extra damage to it equal to double the number of stamina points you spent.
Gruesome Slaughter (Combat): When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.
Hammer the Gap (Combat): When you use this feat, you can spend 5 stamina points to increase the amount of extra damage dealt by 1 point per consecutive hit you make.
Hard-Headed (Combat): When targeted by a spell or a special ability that could cause you to become staggered or stunned, you can spend up to 2 stamina points before attempting the save to gain a bonus on the saving throw equal to the number of stamina points you spent.
Haunted Gnome (Combat): You can spend 5 stamina points to use haunted fey aspect an additional time in a day.
Haunted Gnome Assault (Combat): When you hit an opponent with a charge attack or confirm a critical hit, you can spend 2 stamina points to make the target of the attack shaken for 1 round without discharging haunted fey aspect.
Haunted Gnome Shroud (Combat): When an opponent misses you due to the miss chance from Haunted Gnome Shroud, you can spend 5 stamina points to impose a –2 penalty on all that opponent's attack rolls against you until that opponent deals damage to you. This ability doesn't stack with itself.
Hero's Display (Combat, Performance): When using this feat, you can spend up to 6 stamina points to increase the radius of the demoralizing effect by 5 feet per stamina point you spent (to a maximum of 60 feet).
Hex Strike (Combat): You can spend 5 stamina points to apply the effects of your chosen hex as a free action instead of a swift action.
Horse Master (Combat): You can spend 5 stamina points to grant your mount a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.
Impact Critical Shot (Combat, Critical): When you confirm a critical hit and use this feat to either bull rush or trip the target, you can spend 5 stamina points to perform the other combat maneuver as well. Use the confirmation roll for the combat maneuver check of both maneuvers.
Impaling Critical (Combat, Critical): When you impale a foe with this feat, you can spend 5 stamina points to make the weapon require a standard action to remove (rather than a move action).
Improved Awesome Blow (Combat): When a creature attempts an awesome blow combat maneuver against you, you can spend up to 3 stamina points to increase your Combat Maneuver Defense against that combat maneuver by an amount equal to the number of stamina points you spent. This bonus stacks with the bonus granted by Improved Awesome Blow.
Improved Blind-Fight (Combat): When attacking a foe with total concealment, you can spend 5 stamina points to treat that foe as having normal concealment (20% miss chance instead of 50%).
Improved Bull Rush (Combat): When you are the target of a bull rush combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that bull rush attempt.
Improved Charging Hurler (Combat): When using Charging Hurler against a target within 30 feet, you can spend up to 2 stamina points. When you do, the bonus on your damage roll for that attack increases by double the number of stamina points you spent.
Improved Cleaving Finish (Combat): Once per round when you confirm a critical hit, you can spend 5 stamina points to treat that attack as if you reduced the target to 0 or fewer hit points for the purpose of using the Cleaving Finish feat.
Improved Critical (Combat): 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 Devastating Strike (Combat): Whenever you use the Devastating Strike combat trick, increase the bonus damage to +6 on each of the extra sets of weapon damage dice. For weapons with more than one damage die, count all the weapon's base damage dice together as one set.
Improved Dirty Trick (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a dirty trick combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that dirty trick attempt increases by that number.
Improved Disarm (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a disarm combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that disarm attempt increases by that number.
Improved Drag (Combat): When you are the target of a drag combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that drag attempt increases by that number.
Improved Feint (Combat): You can select this feat even if you don't meet the Ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to feint as a move action.
Improved Feint Partner (Combat, Teamwork): When you feint, you can spend 5 stamina points for each additional ally to grant an attack of opportunity to any number of additional allies—not just those with this feat.
Improved Grapple (Combat): When you are the target of a grapple combat maneuver to initiate or maintain a grapple, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that grapple attempt increases by that number.
Improved Impaling Critical (Combat, Critical): When using this feat to impale a foe, you can spend 5 stamina points to immobilize the foe in its current space (instead of halving its movement) for as long as you maintain your grip and the foe is impaled. If you let go of the weapon, the foe can move, but its movement is still halved.
Improved Initiative (Combat): Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Improved Ki Throw (Combat): When using this feat to throw a target into another creature's space, you can spend up to 6 stamina points to reduce the penalty on the bull rush attempt against the secondary target by an amount equal to the number of stamina points you spent.
Improved Low Blow (Combat): You can spend 5 stamina points to reroll a second critical hit confirmation roll in the same day.
Improved Overrun (Combat): When you are the target of an overrun combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that overrun attempt increases by that number.
Improved Precise Shot (Combat): When you use the ability of the Precise Shot combat trick, the bonuses increase to +4.
Improved Rending Fury (Combat): As long as you have at least 1 stamina point in your stamina pool, the extra damage from this feat is multiplied on a critical hit.
Improved Reposition (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a reposition combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that reposition attempt increases by that number.
Improved Second Chance (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use Second Chance to reroll any attack after the first in a full attack at the same bonus. If you use Second Chance more than once in the same full attack, the penalties stack.
Improved Shield Bash (Combat): When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn.
Improved Sidestep (Combat): As long as you have at least 1 stamina point in your stamina pool, you can use the Improved Sidestep feat as a free action that you can take during your opponent's turn.
Improved Snap Shot (Combat): At the end of your turn, you can spend 5 stamina points to threaten an additional 15 feet with Snap Shot (instead of an additional 10 feet) until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first.
Improved Steal (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a steal combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that steal attempt increases by that number.
Improved Sunder (Combat): When you are the target of a sunder combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that sunder attempt.
Improved Surprise Follow-Through (Combat): When you hit a foe that's denied its Dexterity bonus via this feat and you use the Surprise Follow-Through combat trick to deal extra damage, the amount of extra damage dealt increases to 1d6 points.
Improved Swap Places (Combat, Teamwork): When you attempt a bull rush when using this feat, you can spend 2 stamina points to gain the ability to move the target of that combat maneuver more than 5 feet if necessary to create space for your ally (you must still roll high enough on the bull rush attempt to move the target an extra distance, as normal).
Improved Trip (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number.
Improved Two-Weapon Feint (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to increase the duration for which the opponent is denied its Dexterity bonus until the start of your next turn.
Improved Two-Weapon Fighting (Combat): 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.
Improved Unarmed Strike (Combat): When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.
Improved Vital Strike (Combat): When using the Vital Strike combat trick, you can spend 3 stamina points instead of 2 to reroll three damage dice.
Improvised Weapon Mastery (Combat): When making an improvised weapon attack, you can spend 2 stamina points to increase the damage of the attack by an additional step (to a maximum of 1d10, or 2d8 if the improvised weapon is two-handed).
Improved Weapon of the Chosen (Combat): When using this feat, at the end of its normal duration you can spend 2 stamina points to extend the duration until the end of your next turn.
Improved Whip MasteryCombat: At the start of your turn, you can spend 5 stamina points to increase the radius of the area you threaten while wielding a whip by an additional 5 feet until you make an attack against an opponent in the expanded reach or the beginning of your next turn, whichever comes first.
In Harm's Way (Combat): When using this feat's benefit, you can spend up to 5 stamina points to reduce the damage from the intercepted attack by an amount equal to double the number of stamina points you spent this way. This does not alter other effects from that attack (such as bleed, poison, etc.), even if the damage is reduced to 0.
Inner Flame (Combat): When you fail a saving throw against an effect that has the fire or light descriptor, you can spend 5 stamina points to reroll the saving throw. You must take the second result, even if it is worse.
Intercept Charge (Combat, Teamwork): When using this feat, you can spend 5 stamina points to not have your movement count toward your movement on your next turn.
Intimidating Prowess (Combat): When attempting an Intimidate check, you can spend 2 stamina points for each size category smaller you are than a given target to ignore the size difference penalty against that target.
Jabbing Dancer (Combat): After you use Jabbing Style to move 5 feet without provoking attacks of opportunity, if you have at least 1 stamina point in your stamina pool, you can still take a 5-foot step on your next turn.
Jabbing Master (Combat): When you threaten a critical hit with an unarmed strike while using Jabbing Style, you can spend 5 stamina points to double your extra damage from Jabbing Master against that target. You can use this ability only once per target per round.
Jabbing Style (Combat, Style): When you gain the extra damage from this style after hitting a single target with two or more unarmed strikes, you can spend 2 stamina points to increase the extra unarmed strike damage by 1d6 points.
Janni Rush (Combat): You can spend 5 stamina points to multiply the extra damage dice from this feat on a critical hit.
Janni Style (Combat, Style): When you charge while using this style, you can spend 2 stamina points to take no penalty to AC for charging and move an additional 10 feet as part of the charge.
Janni Tempest (Combat): When you hit an opponent with an unarmed strike while using Janni Style, you can spend 2 stamina points to increase this feat's bonus by 2. You can also spend 2 stamina points to apply the feat's bonus on checks to a drag or reposition combat maneuver instead of a bull rush or trip.
Jawbreaker (Combat): When you hit with a Jawbreaker attack, you can spend 5 stamina points to increase the bleed damage to 1d6 points, increase the DC of the Heal check to end the bleed to 20, and require the user of a spell or ability that cures hit point damage to succeed at a DC 15 caster level check to end the bleed effect.
Ki Throw (Combat): You can spend 5 stamina points to throw a creature one size category larger than you.
Kick Up (Combat): You can spend 2 stamina points to kick up an unattended object in an adjacent space occupied by an enemy.
Killing Flourish (Combat): When you confirm a critical hit, you can spend 5 stamina points and take a swift action to attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack.
Kirin Path (Combat): When using Kirin Style, you can spend 5 stamina points instead of using an attack of opportunity to move a distance equal to 5 feet × your Intelligence modifier.
Kirin Strike (Combat): As long as you have at least 1 stamina point in your stamina pool, when you hit a creature you have identified with Kirin Style, you add your Intelligence modifier to melee and ranged attack damage rolls against that creature for the next 24 hours. You still can take a swift action to add twice your Intelligence modifier to damage rolls, but that damage doesn't stack with the damage from this combat trick.
Kirin Style (Combat, Style): When you attempt a Knowledge check to identify a creature, you can spend up to 2 stamina points to gain a bonus on that check equal to double the number of stamina points you spent.
Kobold Ambusher (Combat): When you use the run or charge action and wish to remain hidden, you can spend 2 stamina points to decrease the penalty for doing so to –5.
Kobold Sniper (Combat): When you are sniping, you can spend 5 stamina points to decrease the penalty on Stealth checks to stay hidden to –5 until the start of your next turn.
Landing Roll (Combat): When using this feat, you can spend 5 stamina points to stand up as part of your immediate action after you move. Standing up provokes attacks of opportunity.
Lightning Stance (Combat): When you take a single move action and move no less than your speed, you can spend 5 stamina points to benefit from a 50% miss chance until the start of your next turn.
Lookout (Combat, Teamwork): As long as you have at least 1 stamina point in your stamina pool, you gain the benefit of this feat as long as you are within 10 feet of an ally who has this feat.
Low Profile (Combat): When targeted by a ranged attack, you can spend a number of stamina points up to your Dexterity bonus. For each stamina point you spend in this way, your dodge bonus to AC against that attack increases by 1.
Lucky Strike (Combat): You can spend 5 stamina points instead of a use of adaptable luck to reroll the damage from a single attack.
Lunge (Combat): When you use this feat, you can spend 2 stamina points to avoid taking the –2 penalty to AC for that use.
Mantis Style (Combat, Style): While using this style, you can spend 5 stamina points to use Stunning Fist without expending a use of Stunning Fist for the day.
Mantis Torment (Combat): Instead of expending two uses of Stunning Fist to make the Mantis Torment unarmed strike, you can choose to spend either 5 stamina points or one use of Stunning Fist and 2 stamina points.
Mantis Wisdom (Combat): You can spend 2 stamina points and take a standard action to remove any Stunning Fist effect you have applied to a creature without making a touch attack. You can use this ability no matter where the affected creature is located.
Manyshot (Combat): When using this feat, you can spend 5 stamina points to fire two arrows with your final iterative attack during the full attack.
Marid Coldsnap (Combat): Instead of spending two uses of Elemental Fist to unleash a line of frigid water, you can spend one use of Elemental Fist and 2 stamina points.
Marid Spirit (Combat): When a creature takes cold damage from your Elemental Fist attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid becoming entangled by an amount equal to the number of stamina points you spent.
Marid Style (Combat, Style): When you make an Elemental Fist attack to deal cold damage, you can spend up to 5 stamina points to deal an amount of additional cold damage equal to double the number of stamina points you spent.
Martial Mastery (Combat): At the start of your turn, you can spend 5 stamina points to apply the feats to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn.
Martial Versatility (Combat): At the start of your turn, you can spend 2 stamina points to apply the selected feat to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn.
Master Combat Performer (Combat): When you attempt a performance combat check, you can spend up to 5 stamina points to gain a bonus on the check equal to the number of stamina points you spent.
Master Siege EngineerCombat: You can spend 5 stamina points to reduce the number of actions it takes to aim and load a siege engine by one for 1 round (minimum one action). You must be the crew lead of that siege engine.
Masterful Display (Combat, Performance): When choosing the effects of any two performance feats you possess, you can spend 2 stamina points to gain the bonus from both feats on your performance combat check.
Medusa's Wrath (Combat): While using this feat, you can spend 10 stamina points to make the bonus attacks against a foe that you are flanking, instead of only a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Merciless Butchery (Combat): You can spend 10 stamina points when you use this feat to increase your weapon's critical multiplier by 1 (×2 becomes ×3, and ×3 becomes ×4) for your coup de grace.
Missile Shield (Combat): As long as you have at least 1 stamina point in your stamina pool, you can use this feat with a buckler. You can spend 5 stamina points to deflect an arrow even while you're flat-footed. You must still be aware of the attack.
Mobility (Combat): Your dodge bonus to AC from the Dodge feat combat trick is doubled against attacks of opportunity provoked by movement. If you don't have the Dodge feat, you can still use its combat trick.
Mocking Dance (Combat, Performance): When using this feat, you can spend 5 stamina points to move up to half your speed (instead of only 5 feet) without provoking attacks of opportunity.
Monastic Legacy (Combat): At the start of your turn, you can spend 5 stamina points to use your full character level to determine your effective monk level for your unarmed strike damage. This increase lasts until the start of your next turn.
Monkey Moves (Combat): At the start of your turn, you can spend 5 stamina points to gain a climb speed equal to your land speed until the start of your next turn.
Monkey Shine (Combat): After you have used this feat to enter an opponent's space, if that opponent moves away from you, you can spend stamina points to move along with the opponent. You must spend 2 stamina points per 5 feet you move. The opponent's movement doesn't provoke attacks of opportunity from you if you move with the opponent, nor do you provoke attacks of opportunity when moving in this way.
Monkey Style (Combat, Style): When using this style, you can spend 2 stamina points to stand up as a swift action without having to succeed at a DC 20 Acrobatics check.
Moonlight Stalker (Combat): When you have total concealment from an opponent, you can spend 2 stamina points to increase your bonuses on attack and damage rolls from this feat to +4.
Moonlight Stalker Feint (Combat): When you attempt a Bluff check to feint against an opponent from whom you have concealment, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to double the number of stamina points you spent.
Moonlight Stalker Master (Combat): When an opponent makes an attack against you while you have concealment, you can spend 5 stamina points to increase that attack's miss chance by an additional 20%.
Mounted Archery (Combat): When making an attack using a ranged weapon while mounted, you can spend 1 or 2 stamina points to reduce the penalties on the attack roll by double the number of stamina points you spent.
Mounted Combat (Combat): Once you have already used this feat, you can spend 5 stamina points to use it an additional time during the same round. You can use this trick as many times in a round as you like, as long as you spend 5 stamina points per use.
Mounted Shield (Combat): As long as you have at least 1 stamina point in your stamina pool, you can add your shield's enhancement bonus to your mount's Armor Class.
Mounted Skirmisher (Combat): When your mount moves its speed or less, you can spend 5 stamina points to spur it on 10 additional feet. This is bonus movement, and you can still make a full attack when your mount takes this bonus movement.
Murderer's Circle (Combat, Performance): You can spend 2 stamina points to use this feat after dealing maximum damage to or successfully feinting against a creature. You must still be adjacent to the creature.
Neckbreaker (Combat): When using this feat, you can spend 10 stamina points to deal 1d6 points of Constitution damage instead of 2d6 points of Strength or Dexterity damage.
Net Adept (Combat): You can spend 2 stamina points to fold a net as a standard action.
Net and Trident (Combat): When you use a light or one-handed melee weapon to attack an opponent entangled by your net, you can spend up to 5 stamina points when you hit the opponent to gain a bonus on the damage roll equal to double the number of stamina points you spent.
Net Maneuvering (Combat): As long as you have at least 1 stamina point in your stamina pool, you can also use a net to drag or reposition an opponent.
Net Trickery (Combat): As long as you have at least 1 stamina point in your stamina pool, you can dazzle or sicken the opponent with a dirty trick combat maneuver instead of blinding it.
Nightmare Fist (Combat): When fighting in an area of magical darkness, you can spend up to 5 stamina points to increase the bonus granted by this feat on one damage roll by double the number of stamina points you spent.
Nightmare Striker (Combat): When you hit an opponent with a Stunning Fist attack and that opponent fails its saving throw, you can spend 5 stamina points to make the opponent frightened for 1d4 rounds instead of shaken.
Nightmare Weaver (Combat): When you cast darkness as a standard action, you can spend 5 stamina points to also attempt Intimidate checks to demoralize all foes in the spell's initial area.
Nimble Striker (Combat): When you use the Cleave or Lunge feats or when you charge, you can spend 5 stamina points to gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn.
Opening Volley (Combat): When you deal damage with a ranged attack, you can spend 2 stamina points to gain a +4 circumstance bonus on the next two melee attack rolls you make against that opponent until the end of your next turn, instead of on only the next melee attack.
Orc Hewer (Combat): As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks against humanoids with the orc subtype increases to +4.
Orc Weapon Expertise (Combat): When wielding a weapon with "orc" in its name that you are proficient with, you can spend 5 stamina points to gain one of the benefits for this feat that you don't already have for 1 minute.
Outflank (Combat, Teamwork): 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.
Pack Attack (Combat, Teamwork): When you are adjacent to an ally that also has this feat, you can spend 2 stamina points to take a 5-foot step as a free action instead of an immediate action. You can still use this feat's ability only once per round.
Paired Opportunists (Combat, Teamwork): As long as an ally that also has this feat is within your melee reach, you can spend 2 stamina points to gain this feat's benefits until the end of your next turn.
Panther Claw (Combat): When making a retaliatory strike, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent.
Panther Parry (Combat): When your retaliatory strike damages an opponent, you can spend 5 stamina points to increase the penalty the target takes on attack and damage rolls to –4.
Panther Style (Combat, Style): Whenever you provoke an attack of opportunity, you can spend 5 stamina points to make a retaliatory strike as a swift action.
Paralyzing Strike (Combat): You can spend 5 stamina points to declare that you are using this feat after you've hit with an unarmed strike roll.
Parting Shot (Combat): You can spend 2 stamina points to use this feat's benefit a second time during a single encounter. You can use this combat trick only once per encounter, so you still can't make more than two Parting Shot attacks total in one encounter.
Passing Trick (Combat): You can spend 5 stamina points to attempt a Bluff check as a free action instead of a swift action when using this feat.
Penetrating Strike (Combat): Whenever you deal damage to a creature with damage reduction using the selected weapons, you can spend 5 stamina points to allow all your allies (other than yourself) within 30 feet of the creature to ignore 5 points of the creature's damage reduction for 1 round. This has no effect on creatures with damage reduction without a type (such as DR 10/—). This effect does not stack with Penetrating Strike's normal effect, but it does allow you to apply the effect to all your other weapons for the duration.
Perfect Strike (Combat): You can spend 5 stamina points to use Perfect Strike a second time during the same round.
Performance Weapon Mastery (Combat): As long as you have at least 1 stamina point in your stamina pool, you treat all weapons—not just the ones you are proficient with—as if they had the performance weapon quality.
Performing Combatant (Combat): When using this feat, you can spend up to 5 stamina points to gain a bonus on your performance combat check equal to the number of stamina points you spent.
Pin Down (Combat): When using this feat, you can spend 5 stamina points to gain its benefits and still deal damage with the attack of opportunity.
Pinning Knockout (Combat): When using an unarmed strike or a light or one-handed weapon to deal nonlethal damage to a pinned opponent with this feat, you can spend 5 stamina points to triple the damage instead of doubling it.
Pinning Rend (Combat): When you deal bleed damage with this feat, you can spend up to 5 stamina points to increase the bleed damage by an amount equal to the number of stamina points you spent.
Pinpoint Poisoner (Combat): When throwing blowgun darts as shuriken with this feat while you're within 10 feet of your target, you can spend 5 stamina points to make your attack roll against the target's touch AC instead.
Pinpoint Targeting (Combat): When you use this feat, you can spend stamina points to retain the ability to move. If you spend 2 stamina points, you can take a 5-foot step after you make the attack. If you instead spend 5 stamina points, you can move up to half your speed as a move action.
Point-Blank Master (Combat): When firing any type of ranged weapon, throwing a weapon, or making a ranged touch attack, you can spend 2 stamina points to avoid provoking an attack of opportunity.
Point-Blank Shot (Combat): You can spend up to 6 stamina points to increase this feat's range by 5 feet for each stamina point you spent.
Power Attack (Combat): 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.
Precise Shot (Combat): As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent's next attack. This bonus lasts until the start of your next turn.
Precise Strike (Combat, Teamwork): When dealing precision damage with this feat, you can spend 2 stamina points to increase that precision damage to 2d6.
Prone Shooter (Combat): As long as you have at least 1 stamina point in your stamina pool, you gain the bonuses from this feat even if you haven't been prone since the end of your last turn.
Prone Slinger (Combat): As long as you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls made while prone and using a sling.
Pummeling Bully (Combat): When you hit with a Pummeling Style attack, you can spend 2 stamina points to make a bull rush attempt as a free action instead of a reposition attempt.
Pummeling Charge (Combat): When you make a Pummeling Charge attack, you can spend 5 stamina points to make a single extra attack at your highest bonus.
Pummeling Style (Combat, Style): While using this style, you can spend 5 stamina points to pool all of your attacks as a standard action, instead of a full-round action.
Punishing Kick (Combat): You can spend 5 stamina points to declare you are using this feat after you make a successful unarmed strike attack.
Pushing Assault (Combat): You can spend 5 stamina points to gain the effects of this feat and still deal the extra damage from Power Attack.
Quarterstaff Master (Combat): When you use this feat to wield a quarterstaff as a one-handed weapon, you can spend 5 stamina points to retain the ability to use it as a double weapon and still keep a hand free. This effect lasts until the beginning of your next turn.
Quick Bull Rush (Combat): You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a bull rush combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to bull rush.
Quick Dirty Trick (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a dirty trick combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus for a dirty trick.
Quick Drag (Combat): You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a drag combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to drag.
Quick Draw (Combat): As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.
Quick Reposition (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a reposition combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to reposition.
Quick Steal (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a steal combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to steal.
Rapid Grappler (Combat): You can spend 2 stamina points to gain a +2 bonus on a grapple check made as a swift action with this feat.
Rapid Reload (Combat): When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn't need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.
Rapid Shot (Combat): When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.
Ray Shield (Combat): You can spend 2 stamina points to gain the effect of this feat while preventing the spell or effect from affecting your shield.
Rebounding Leap (Combat): When attempting an Acrobatics check to jump as part of your leaping lance class feature, you can spend up to 5 stamina points to gain a bonus on that check equal to the number of stamina points you spent.
Rebuffing Reduction (Combat): When you succeed at a bull rush combat maneuver check with this feat, you can spend 2 stamina points to move up to 5 feet with the target.
Rending Claws (Combat): When you make two claw attacks but hit with only one, you can spend 5 stamina points to deal the precision damage granted by this feat anyway.
Rending Fury (Combat): When you make a rend attack, you can spend up to 5 stamina points to deal an amount of additional damage equal to double the number of stamina points you spent.
Repositioning Strike (Combat): When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to reposition the target anyway. If you do, reroll the confirmation roll and use it to determine if the reposition attempt exceeds the opponent's CMD. This reroll is used only for the reposition combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits.
Revelation Strike (Combat): After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen revelationas a free action instead of a swift action. If the chosen revelation has unlimited daily uses, this combat trick costs 5 stamina points instead.
Reverse-Feint (Combat): You can spend 2 stamina points to make the attack granted by this feat as a free action rather than an immediate action. You can still make the attack only once per use of this feat.
Ride-By Attack (Combat): After making a mounted charge attack using this feat, you can spend 5 stamina points to change the direction of your movement instead of continuing to move in a straight line.
Risky Striker (Combat): When using this feat, you can spend 5 stamina points to gain the bonus on damage rolls against creatures one or more size categories larger than you. This benefit ends when you stop using this feat or after 1 minute, whichever comes first.
Riving Strike (Combat): When you use this feat, you can spend up to 3 stamina points to increase the duration of the effect by 1 round for each stamina point spent.
Sap Adept (Combat): When you use this feat, you can spend a number of stamina points equal to the number of sneak attack dice you roll to increase the amount of nonlethal damage dealt by double the number of stamina points you spent.
Sap Master (Combat): You can spend 10 stamina points to use this feat on one attack against an opponent you are flanking, instead of one that is flat-footed.
Savage Display (Combat, Performance): When using this feat, you can spend 2 stamina points to gain a +2d6 bonus on damage rolls (instead of +1d6).
Saving Shield (Combat): When you use this feat, you can spend 2 stamina points to increase the shield bonus granted to your ally by an amount equal to the enhancement bonus of the shield you are using.
School Strike (Combat): After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen arcane school power as a free action instead of a swift action.
Scorching Weapons (Combat): When you use this feat to make one or more metallic weapons red hot for 1 round, you can spend 2 stamina points to increase the additional fire damage to 2 points, and have that damage stack with other effects that add fire damage to a weapon (such as the flaming weapon special ability).
Scorpion Style (Combat): When you hit with an unarmed attack using this feat and the target successfully saves against the effect, you can spend 2 stamina points to reduce the target's movement speed by half for 1 round.
Sea Hunter (Combat): When you successfully knock a target off balance while using this feat, you can spend up to 5 stamina points to apply a penalty on the target's Swim checks to recover its balance from the effect equal to the number of stamina points you spent.
Second Chance (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. After you use Second Chance, you can spend 5 stamina points to still make an attack at your second-highest attack bonus after rerolling your first attack.
Seething Hatred (Combat): You can spend 5 stamina points to change your favored enemy type to any other favored enemy on the Ranger Favored Enemies table (Core Rulebook 64). This change lasts until the start of your next turn.
Seize Advantage (Combat): When you make a riposte using this feat, you can spend up to 5 stamina points to increase the damage of the riposte by double the number of stamina points you spent.
Seize the Moment (Combat, Teamwork): When an ally with this feat threatens a critical hit but fails to confirm it, you can spend 5 stamina points to make your attack of opportunity anyway.
Shadow Strike (Combat): You can spend 5 stamina points when you hit a creature with total concealment to deal precision damage to that creature.
Shaitan Earthblast (Combat): Instead of spending two uses of Elemental Fist to unleash a column of acid, you can spend one use of Elemental Fist and 2 stamina points.
Shaitan Skin (Combat): When you make an Elemental Fist attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid being staggered by an amount equal to the number of stamina points you spent.
Shaitan Style (Combat, Style): When you make an Elemental Fist attack to deal acid damage, you can spend up to 5 stamina points. When you do, you deal an amount of additional acid damage equal to double the number of stamina points you spent.
Sharpclaw (Combat): You can spend 2 stamina points to increase the damage die of your claw attacks to 1d6 until the start of your next turn.
Shatter Defenses (Combat): When you hit an opponent that has been made flat-footed to your attacks by this feat, you can spend 5 stamina points to make that opponent flat-footed to the attacks of one ally who is within 30 feet of that creature until the start of your next turn.
Shatterspell (Combat): When you have depleted all uses of this feat for a day, you can spend 5 stamina points to use this feat one additional time that day.
Shield Focus (Combat): When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield's bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.
Shield Master (Combat): Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield's enhancement bonus as a bonus on the saving throw.
Shield of Swings (Combat): When using this feat, you can spend 2 stamina points to reduce your damage dealt by half only until the end of your turn, but you gain the +2 shield bonus to AC only from the end of your turn until the start of your next turn.
Shield Slam (Combat): Instead of attempting a free bull rush when using the Shield Slam feat, you can spend 2 stamina points to attempt a disarm, reposition, trip, or sunder combat maneuver. This combat maneuver attempt does not provoke an attack of opportunity from the target.
Shield Specialization (Combat): When you are the target of a combat maneuver, you can spend 2 stamina points to add your shield's enhancement bonus to your CMD for that combat maneuver.
Shield Wall (Combat, Teamwork): You can spend 2 stamina points to increase the bonus you grant to your ally with this feat by 1 until the end of your next turn.
Shot on the Run (Combat): You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.
Sickening Critical (Combat, Critical): When you threaten a critical hit using this feat, before rolling the confirmation roll, you can spend 5 stamina points. If you do and the critical hit is confirmed, the foe is nauseated for 1d4+1 rounds unless it succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, which reduces the effect to the normal sickened condition.
Sidestep (Combat): When this feat lets you move, you can spend 2 stamina points to move 10 feet instead of 5. You must still remain in your opponent's threatened area. You still lose your 5-foot step or 5 feet of movement—the movement lost doesn't increase to 10 feet.
Siege Commander (Combat): As long as you have at least 1 stamina point in your stamina pool, when you lead a siege engine assembly crew, even those among the crew who are not trained in Craft (siege engine) can take 10 on the check to assemble the siege engine.
Siege Engineer (Combat): As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons.
Siege Gunner (Combat): As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons you are proficient with.
Silent Kill (Combat): When you use this feat, you can spend a number of stamina points up to your Dexterity bonus and gain a bonus on the Stealth check equal to the number of stamina points you spent.
Slashing Grace (Combat): You can spend 2 stamina points to select another light or one-handed slashing weapon. That weapon counts as a chosen weapon for Slashing Grace until the start of your next turn.
Slayer's Feint (Combat): When attempting a feint using Acrobatics, you can spend a number of stamina points up to your Dexterity bonus. If you do, you gain a bonus on that feint attempt equal to the number of stamina points you spent.
Sling Flail (Combat): You can spend 2 stamina points to increase the damage dealt by the melee attacks you make with a loaded sling as if your sling were one size category larger than its actual size. For example, a Small sling would deal 1d4 points of damage, while a Medium one would deal 1d6. This benefit lasts until the start of your next turn, and doesn't stack with other effects that treat the sling as a larger size category unless they increase the sling's actual size.
Smash (Combat): When attempting a sunder combat maneuver or making an attack against a construct that has a hardness, you can spend 5 stamina points to ignore the first 10 points of the target's hardness.
Snake Fang (Combat): When you miss with an attack of opportunity you made due to Snake Fang, you can spend 5 stamina points to reroll the attack roll. You can use this combat trick only once per attack of opportunity.
Snake Sidewind (Combat): When you threaten a critical hit with your unarmed strike while using Snake Style and choose to attempt a Sense Motive check in place of the confirmation roll, you can spend up to 5 stamina points to gain a bonus on the Sense Motive check equal to the number of stamina points you spent.
Snake Style (Combat, Style): When targeted by a melee or ranged attack, you can spend 5 stamina points to attempt the Sense Motive check by using one of your attacks of opportunity for the round instead of taking an immediate action.
Snap Shot (Combat): At the end of your turn, you can spend 2 stamina points to increase the range at which you threaten squares with ranged weapons to 10 feet until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first.
Snapping Turtle Clutch (Combat): When you attempt a grapple combat maneuver as an immediate action as a result of this feat, you can spend 2 stamina points to negate the –2 penalty on that combat maneuver check.
Snapping Turtle Shell (Combat): While using Snapping Turtle Style, you can spend up to 5 stamina points to cause an enemy to take an additional penalty on one critical confirmation roll against you equal to the number of stamina points you spent.
Snapping Turtle Style (Combat, Style): When using this style, as long as you have at least 1 stamina point in your stamina pool, your shield bonus to AC increases by 1.
Snatch Arrows (Combat): When you snatch a thrown weapon, as long as you have at least 1 stamina point in your stamina pool, you can make a thrown ranged attack with it against any target, not just the original attacker.
Sorcerous Strike (Combat): After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen bloodline power as a free action instead of a swift action.
Spellbreaker (Combat): When you hit a caster with an attack of opportunity it provoked by failing to cast defensively, you can spend 5 stamina points to daze the caster until the end of its next turn. If the caster succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, it is staggered instead.
Spinning Throw (Combat): If you succeed at the bull rush check, you can spend 2 stamina points to push the opponent 5 additional feet, or 4 stamina points to push the target 10 additional feet.
Spirited Charge (Combat): When making a mounted charge, you can spend a number of stamina points up to your Strength bonus. If your charge attack hits, you deal an amount of extra damage equal to the number of stamina points you spent. This additional damage is doubled by this feat (or tripled if you're using a lance).
Spit Venom (Combat): When you spit poison, you can spend up to 5 stamina points. For each stamina point spent, you can increase the range of the attack by 5 feet.
Spring Attack (Combat): You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.
Stabbing Shot (Combat): When using this feat, you can spend 2 stamina points to negate the –2 penalty on all attacks for 1 round.
Stage Combatant (Combat): If you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls with a weapon with which you have Weapon Focus when you attempt to make an attack that deals no damage.
Staggering Critical (Combat, Critical): When you score a critical hit and attempt to stagger an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent.
Staggering Fist (Combat): You can spend 5 stamina points to declare that you are using this feat after you've hit with an unarmed strike.
Stand Still (Combat): When you succeed at a combat maneuver check to stop a creature's movement with this feat, you can spend 5 stamina points. If you do, on that creature's next turn, its movement speed is halved and it can't take a 5-foot step.
Step Up (Combat): As long as you have at least 1 stamina point in your stamina pool, on the turn after you use this feat, you can still take a 5-foot step, and you don't reduce your speed if you take an action to move due to this feat.
Step Up and Strike (Combat): You can spend 5 stamina points to make this feat's attack without having that attack count as one of your attacks of opportunity for the round.
Strangler (Combat): As long as you have at least 1 stamina point in your stamina pool, you can automatically deal your sneak attack damage to a creature you are grappling when you successfully maintain the grapple, instead of taking a swift action to deal damage.
Strike Back (Combat): When you ready an action to attack someone outside of your melee reach, you can spend 5 stamina points to take a 5-foot step, but you must move closer to the attacking creature. You can take this 5-foot step even if your readied action includes a 5-foot step.
Stunning Assault (Combat): You can spend 2 stamina points to end the effects of this feat at the end of your turn instead of the start of your next turn.
Stunning Critical (Combat, Critical): When you confirm a critical hit and attempt to stun an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat's saving throw by an amount equal to the number of stamina points you spent.
Stunning Fist (Combat): You can spend 5 stamina points to declare that you are using Stunning Fist after you've hit with an unarmed strike.
Stunning Pin (Combat): You can spend 5 stamina points to use Stunning Pin as a free action instead of a swift action.
Sundering Strike (Combat): When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to sunder the target's weapon anyway. When you do, reroll the confirmation roll and use it to determine if the sunder attempt exceeds the opponent's CMD. This reroll is used only for the sunder combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits.
Surprise Follow-Through (Combat): When you hit a foe that has been denied its Dexterity bonus by this feat, you can spend 2 stamina points to deal an extra 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit.
Surprise Strike (Combat): After you have used this feat once, you can spend 5 stamina points to use it additional times per day, at a cost of 5 stamina points per use.
Swap Places (Combat, Teamwork): When using this feat, you can spend 2 stamina points. If you do, your movement during the swap doesn't provoke attacks of opportunity.
Swift Aid (Combat): As long as you have at least 1 stamina point in your stamina pool, you can use this feat to aid another as a move action.
Sword and Pistol (Combat): When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, as long as you have 1 stamina point in your stamina pool, you gain a +1 bonus on all attack rolls made with the crossbow or firearm.
Sympathetic Rage (Combat): When an ally within 30 feet is raging, you can spend 5 stamina points to enter a sympathetic rage even if you aren't adjacent to that ally. Until the rage ends, you only need to stay within 30 feet of a raging ally to maintain your sympathetic rage.
Tail Terror (Combat): At the start of your turn, you can spend 5 stamina points to treat your tail slap as a primary natural attack until the beginning of your next turn. The tail slap is treated as a primary attack even if used along with weapon attacks as part of a full attack.
Tandem Trip (Combat, Teamwork): When attempting to trip a target that is threatened by one of your allies, you can spend 2 stamina points to gain this feat's benefit even if the threatening ally doesn't have this feat.
Tangle Feet (Combat): When you make an opponent lose its balance with this feat, you can spend 2 stamina points to increase the DC of its Acrobatics check to avoid falling prone to 20.
Target of Opportunity (Combat, Teamwork): You can spend 5 stamina points to make the attack granted by this feat as an attack of opportunity instead of an immediate action. You can use this combat trick only once per round.
Taskmaster (Combat): When using this feat, you can spend 5 stamina points to affect a creature with up to 5 more Hit Dice than you possess.
Team Up (Combat): When you and at least two of your allies are adjacent to an opponent, you can spend 2 stamina points to attempt to aid another as a swift action.
Teleport Tactician (Combat): When you hit a target with an attack of opportunity granted by this feat, you can spend 2 stamina points to daze the target for 1 round. The target can attempt a Fortitude save with a DC equal to 10 + your base attack bonus to negate this effect.
Terrorizing Display (Combat): When you use this feat, you can spend 5 stamina points to affect allies within 60 feet instead of 30 feet.
Throw Anything (Combat): As long as you have at least 1 stamina point in your stamina pool, when you use a melee weapon that is not a thrown weapon for a ranged improvised weapon attack, you use the weapon's melee critical threat range and multiplier instead of the normal 20/×2 for improvised weapons. You can spend 2 stamina points to increase your range increment for thrown weapon attacks (including ranged improvised weapons) by 10 feet until the beginning of your next turn.
Tiger Claws (Combat): If your bull rush attempt from this feat succeeds, you can spend 2 stamina points to move with your opponent normally.
Tiger Pounce (Combat): When using Tiger Style, you can spend 2 stamina points and take a swift action to move closer to an enemy you've hit with an unarmed strike or made a successful combat maneuver against at any point during this combat, instead of one you hit on this or your last turn.
Tiger Style (Combat, Style): When you score a critical hit with your slashing unarmed strike, you can spend 2 stamina points to make the bleed damage last until the target is healed either with a Heal check or magical healing (instead of lasting only 2 turns).
Tiring Critical (Combat, Critical): When you threaten a critical hit against a fatigued foe, you can spend 5 stamina points before attempting the confirmation roll. If you confirm the critical hit, the foe becomes exhausted.
Touch of Serenity (Combat): You can spend 5 stamina points to declare you are using this feat after you hit with an attack roll. The target can still attempt the saving throw to resist Touch of Serenity's effects.
Trample (Combat): When you attempt to overrun an opponent while mounted and you don't succeed at the overrun combat maneuver check, you can spend 2 stamina points and continue to move as if the target of the overrun had moved out of the way.
Tree Hanger (Combat): When you jump upward to use your tail to hang from an object, you can spend up to 5 stamina points. You gain a bonus on the Acrobatics check equal to the number of stamina points you spent.
Trick Riding (Combat): As long as you have 1 stamina point in your stamina pool, you gain the effects of this feat when wearing medium armor.
Tripping Staff (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool.
Tripping Strike (Combat): When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to trip the target anyway. When you do, reroll the confirmation roll and use it to determine if the trip attempt exceeds the opponent's CMD. This reroll is used only for the trip combat maneuver; it can't cause the critical hit to be confirmed. You still can't make the attempt if the target is immune to critical hits.
Tripping Twirl (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool.
Twin Thunders (Combat): You can spend 2 stamina points to gain the benefits of this feat against a creature at least one size category larger than you that does not have the giant subtype. You gain this benefit until the start of your next turn.
Twin Thunders Flurry (Combat): You can spend 2 stamina points to attempt a trip combat maneuver against a Huge creature that does not have the giant subtype.
Twin Thunders Master (Combat): When you use the Twin Thunders feat to deal extra damage to an opponent, you can spend 2 stamina points to make that opponent shaken for 1d4 rounds.
Twinned Feint (Combat): After succeeding at the first feint while using this feat, you can spend 2 stamina points to attempt a second feint against any foe within your reach, even if it's not adjacent to the first foe.
Two-Handed Thrower (Combat): When you throw a one-handed thrown weapon with two hands or throw a two-handed thrown weapon, you can spend 2 stamina points to add twice your Strength bonus to that attack's damage instead of 1-1/2 times your Strength bonus.
Two-Weapon Defense (Combat): Once per round, you can spend 2 stamina points to double the bonuses granted by this feat until the start of your next turn.
Two-Weapon Feint (Combat): You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When using Two-Weapon Fighting to make a melee attack, you can spend 5 stamina points to forgo any one of your melee attacks (not just your first primary-hand attack) to attempt a Bluff check to feint an opponent. This feint attempt occurs before all of your attacks, even if you give up a later attack.
Two-Weapon Fighting (Combat): 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.
Two-Weapon Rend (Combat): You can spend 5 stamina points to use this feat's benefit a second time in a single round.
Uncanny Defense (Combat): When fighting defensively or taking the total defense action, if you attempt a Reflex saving throw or are the target of a combat maneuver, you can spend a number of stamina points up to your Dexterity bonus to gain a bonus on the Reflex save or to your CMD equal to the number of stamina points you spent.
Under and Over (Combat): When using this feat, you can spend a number of stamina points up to your Dexterity bonus to increase the bonus on the trip attempt by 2 for each stamina point spent.
Underfoot (Combat): You can spend 2 stamina points to use the benefit of this feat against opponents of your size until the end of your turn.
Undersized Mount (Combat): While you have at least 1 stamina point in your stamina pool, the DCs of your Ride checks to leap with a mount of your size, and to perform a fast mount or dismount with such a mount, decrease by 5.
Unseat (Combat): When you use this feat to successfully unseat a foe, you can spend 5 stamina points to make the rider fall prone in an unoccupied space of your choice adjacent to the mount instead of a space directly away from you.
Vast Hatred (Combat): You can spend 5 stamina points to designate a creature type (and subtype, if appropriate) from the Ranger Favored Enemies table (Core Rulebook 64). Your attack bonus from the hatred racial trait also applies to creatures of the selected type (and subtype, if appropriate) until the start of your next turn.
Vicious Stomp (Combat): When an opponent provokes an unarmed strike attack of opportunity from you by falling prone, you can spend 2 stamina points to deal an additional 1d6 points of damage with that unarmed strike.
Vital Strike (Combat): After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon's damage dice. (For weapons with more than one damage die, count all the weapon's base damage dice together as one.) You must take the second result, even if it's lower.
Wave Strike (Combat): You can spend 2 stamina points to use this feat on your second or subsequent turns in a combat. You can use this combat trick only once per combat, though you can use it in addition to using the feat on your first turn.
Weapon Finesse (Combat): You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.
Weapon Focus (Combat): 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.
Weapon of the Chosen (Combat): When using this feat, you can spend 5 stamina points to designate a weapon other than your deity's favored weapon. You gain this feat's benefits with that weapon until the start of your next turn.
Weapon Specialization (Combat): 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.
Whip Mastery (Combat): When using a whip to deal nonlethal damage, as long as you have at least 1 stamina point in your stamina pool, the whip deals 1d8 points of nonlethal damage (1d6 for a Small whip). At the start of your turn, you can spend 2 stamina points to increase the damage die of the whip as if it were one size category larger for your next attack, regardless of whether you are dealing lethal or nonlethal damage. For nonlethal attacks, these two increases stack. This effect doesn't stack with other effects that treat the weapon as a larger size category unless they increase the actual size.
Whirlwind Attack (Combat): When using this feat, you can spend stamina points to still take bonus or extra attacks granted by other feats, spells, or abilities. You must spend 5 stamina points per extra attack you take in this way. This combat trick allows you to make extra attacks to which you have access—it doesn't by itself grant extra attacks.
Wind Stance (Combat): When using this feat, you can spend 5 stamina points to gain 20% concealment for 1 round against all attacks (not just ranged attacks).
Winter's Strike (Combat): When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.
Wounded Paw Gambit (Combat, Teamwork): When you make a ranged attack granted by this feat, you can spend 5 stamina points to make that ranged attack as an attack of opportunity instead of as an immediate action. You can still use this feat to make an extra attack only once per round.