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Style Feats

For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.

As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.

Boar Style: A tribe of orcs who disdained the use of weapons originally developed this savage unarmed fighting style. They preferred to slaughter their enemies with their bare hands and teeth. Over the centuries, a variety of races have adopted the Boar Style, most notably goblinoids, ogres, and trolls. The objective of the Boar Style is to attack with as much viciousness and cruelty as possible in order to break enemy morale. Fanatical followers of the style use herbal and alchemical reagents to harden their nails and teeth, sometimes performing self-mutilating procedures that result in clawlike nails and sharpened teeth.

Feat Path: Boar Style, Boar Ferocity, Boar Shred.

Crane Style: Crane style focuses on defense and agile counterattacks. Practitioners are known for graceful, one-legged stances and folding arm techniques that mimic a crane’s enormous wings.

Feat Path: Crane Style, Crane Wing, Crane Riposte.

Djinni Style: Adherents to this style call on the spirits of storms to outmaneuver and outwit their opponents. Masters of the style can absorb and deflect electrical attacks while summoning peals of thunder to pummel their enemies.

Feat Path: Djinni Style, Djinni Spirit, Djinni Spin.

Dragon Style: Dragon style captures the overwhelming power, grace, and ferocity of dragons. Practitioners use acrobatic footwork and strong attacks to overwhelm foes. The deepest secrets of the style require imbibing alchemical tonics and deep meditations similar to the long sleeps of dragons.

Feat Path: Dragon Style, Dragon Ferocity, Dragon Roar.

Earth Child Style: A warrior cadre of dwarves and gnomes dedicated to fighting and slaying giants developed this style. Students of the style learn how to enhance their defensive training to become even more elusive when facing giants . They also spend long hours studying the anatomy of the various giant races to increase the effectiveness of their unarmed strikes. Eventually, masters of this fighting style learn how to bring down even the mightiest creatures by targeting feet, ankles, and knees.

Feat Path: Earth Child Style, Earth Child Topple, Earth Child Binder.

Efreeti Style: The efreeti style focuses on aggression and speed, taking inspiration from beings of living fire. Masters of the style can deflect and control fire, immolate their enemies, and summon forth gouts of elemental flame.

Feat Path: Efreeti Style, Efreeti Stance, Efreeti Touch.

Grabbing Style: A wrestling and grappling style that favors powerful one-handed grabs, fast repositioning of those grabbed, and the ability to move and damage one or two opponents.

Feat Path: Grabbing Style, Grabbing Drag, Grabbing Master.

Jabbing Style: This style favors rapid punches and kicks, typically while the fighter circles her opponent. Many of these jabs land in the same general area or in debilitating areas of the body, delivering more pain and damage with each successive jab.

Feat Path: Jabbing Style, Jabbing Dancer, Jabbing Master.

Janni Style: This style, originating humbly from the folk traditions of disparate peoples, represents several similar unarmed fighting arts practiced around the world. Regardless of variations in technique, all practitioners have a fluid fighting stance that emphasizes rapid, powerful kicks. The style’s constant motion and graceful footwork lead many to mistakenly view practitioners as highly skilled dancers, a misconception that has allowed the technique to be taught in secret, the hidden weapon of the downtrodden and the oppressed. Openly martial versions of this style lose some of the dancelike qualities but retain the style’s extraordinary kicking techniques and agility.

Feat Path: Janni Style, Janni Tempest, Janni Rush.

Kirin Style: The school of the kirin employs critical observations as weapons against opponents. Practitioners catalogue a foe’s weaknesses and seek the perfect moment to strike, ensuring that no movement or effort is ever wasted. Popular among those rare orders that blend monastic training with arcane study, kirin style is sometimes practiced by wizards who seek to hone their bodies along with their minds.

Feat Path: Kirin Style, Kirin Strike, Kirin Path.

Kobold Style: Quick, powerful movements mark this style, which focuses on rushing and upending an opponent, then climbing on top of it to keep the creature prone.

Feat Path: Kobold Style, Kobold Groundling, Kobold Flood.

Mantis Style: Based on the hunting techniques of the praying mantis, practitioners of this style fight with their hands turned down to emulate the insect’s sharp grasping forelimbs. Mantis style uses precise, accurate strikes to pinpoint an opponent’s vital areas, such as eyes, throat, and pressure points.

Feat Path: Mantis Style, Mantis Wisdom, Mantis Torment.

Marid Style: Marid style emulates the fluid strength of flowing rivers and the cold of the ocean depths. Masters of the style can withstand severe cold, manipulate water to lash at enemies from afar, and freeze their foes in place.

Feat Path: Marid Style, Marid Spirit, Marid Coldsnap.

Monkey Style: Renowned for its speed and agility, monkey style blends jumping strikes, rolling blows, and ground fighting into a continuous onslaught aimed at disorienting and damaging an opponent through superior mobility.

Feat Path: Monkey Style, Monkey Moves, Monkey Shine.

Panther Style: Students of the panther throw caution to the wind as they weave recklessly among their foes. Those who master the style turn their unrivaled mobility into a weapon, striking their enemies with a series of swift retaliatory strikes.

Feat Path: Panther Style, Panther Claw, Panther Parry.

Pummeling Style: Seemingly wild and powerful haymaker punches and extended kicks are the hallmark of this style. Deeply rooted in its martial philosophy is the concept that landing one powerful strike in the right area will send an opponent painfully sprawling.

Feat Path: Pummeling Style, Pummeling Bully, Pummeling Charge.

Shaitan Style: Practitioners of this style imbue their fists with the mineral acids of the deep earth. Their forceful blows conjure forth caustic elements to dissolve and disable their enemies.

Feat Path: Shaitan Style, Shaitan Skin, Shaitan Earthblast.

Snake Style: Snake style emphasizes quick, shifting movements. Its practitioners normally hold their hands flat with the fingers together to mimic the head of a snake. Able to strike when least expected, snake stylists are known for opportunism and blinding speed.

Feat Path: Snake Style, Snake Sidewind, Snake Fang.

Snapping Turtle Style: The snapping turtle style emphasizes active defense with one hand. Students of the style utilize a variety of locks, grabs, and circular blocks to protect themselves, as well as employing a debilitating clutch.

Feat Path: Snapping Turtle Style, Snapping Turtle Clutch, Snapping Turtle Shell.

Tiger Style: This style seeks to emulate the power and fury of the great tiger. Practitioners use their hands like claws, perfecting overpowering double hand strikes and driving attack chains.

Feat Path: Tiger Style, Tiger Claws, Tiger Pounce.

Wolf Style: This style seeks to emulate the tenacity and savagery of the vicious wolf. It focuses on tripping or penalizing an opponent's movement.

Feat Path: Wolf Style, Wolf Trip, Wolf Savage.

Feat Descriptions

Style Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Style Feats

Feat Name Category/Type Prerequisites Benefit Source
Archon Style Combat, Style Combat Expertise, Improved Unarmed Strike, BAB +2 or monk 2 Grant adjacent allies +2 dodge bonus to AC against single adjacent opponent's next melee attack (as long as that attack comes before the beginning of your next turn), but you take –2 AC against that opponent until your next turn. BoA
Archon Diversion Combat, Style Archon Style, Combat Expertise, Improved Unarmed Strike, BAB +4 or monk 4 1/round when using Archon Style, if have at least one hand free, divert 1 melee weapon attack that would have struck an adjacent ally and take the hit instead, using your own AC to determine whether the attack hits (see text for more details.) BoA
Archon Justice Combat, Style Archon Diversion, Archon Style, Combat Expertise, Improved Unarmed Strike, BAB +8 or monk 7 Take no penalty to AC when using Archon Style and can spend a swift action instead of a move action to use this ability. Whenever you take damage from using Archon Diversion to divert an opponent's attack toward yourself, any allies threatening your opponent can make an attack of opportunity against the diverted opponent. BoA
Boar Style Combat, Style Improved Unarmed Strike, Intimidate 3 ranks Unarmed strikes deal bludgeoning or slashing damage UC
Boar Ferocity Combat, Style Boar Style, Intimidate 6 ranks, Add piercing damage to unarmed attacks, and demoralize opponents UC
Boar Shred Combat, Style Boar Ferocity, Intimidate 9 ranks Unarmed attacks cause bleed damage UC
Crane Style Combat, Style Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1 Take –2 penalty when fighting defensively UC
Crane Wing Combat, Style Crane Style, base attack bonus +5 or monk level 5 May deflect one attack per round while fighting defensively or using total defense UC
Crane Riposte Combat, Style Crane Wing, base attack bonus +8 or monk level 7 When you deflect an attack, you may make an attack of opportunity UC
Djinni Style Combat, Style Con 13, Wis 15, Elemental Fist, base attack bonus +9 or monk level 5th Gain 1 additional use of Elemental Fist per day and bonus to electricity damage UC
Djinni Spirit Combat, Style Con 15, Djinni Style, base attack bonus +11 or monk level 9th Gain 1 additional use of Elemental Fist per day, and electricity resistance UC
Djinni Spin Combat, Style Wis 17, Djinni Spirit, base attack bonus +13 or monk level 11th Use Elemental Fist to surround yourself with electricity UC
Dragon Style Combat, Style Str 15, Improved Unarmed Strike, Acrobatics 3 ranks Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain UC
Dragon Ferocity Combat, Style Dragon Style, Stunning Fist, Acrobatics 5 ranks Gain bonus on unarmed attacks, and you can cause opponents to be shaken UC
Dragon Roar Combat, Style Dragon Style, Acrobatics 8 ranks Gain +1 use of Stunning Fist per day, and you can emit a concussive roar UC
Earth Child Style Combat, Style Wis 13, Improved Unarmed Strike, Acrobatics 3 ranks, defensive training racial trait, dwarf or gnome Defensive training AC increases to +6 against giants UC
Earth Child Topple Combat, Style Earth Child Style, Improved Trip, Acrobatics 6 ranks You may trip a giant of up to Huge size UC
Earth Child Binder Combat, Style Earth Child Topple, Greater Trip, Stunning Fist, Acrobatics 9 ranks You can trip a giant of any size. You use Stunning Fist after the attack of opportunity against a standing giant has hit UC
Efreeti Style Combat, Style Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, base attack bonus +9 or monk level 5th Gain +1 use of Elemental Fist per day and a bonus on fire damage UC
Efreeti Stance Combat, Style Con 15, Efreeti Style, base attack bonus +11 or monk level 9th Gain +1 use of Elemental Fist per day and fire resistance UC
Efreeti Touch Combat, Style Wis 17, Efreeti Stance, base attack bonus +13 or monk level 11th Can emit a cone of fire that may light opponents on fire UC
Grabbing Style Combat, Style Improved Grapple; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature. You do not take a –4 penalty on combat maneuver checks to grapple with only one hand and you do not lose your Dex bonus to AC while pinning an opponent. ACG
Grabbing Drag Combat, Style Grabbing Style, Improved Grapple; base attack bonus +8, brawler level 4th, or monk level 4th. When using Grabbing Style, if you use the move grapple action, you can move yourself and a single target that you're grappling your full speed instead of 1/2 speed. After you have done so, you can use a move action to move yourself and the target of your grapple 1/2 your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets. ACG
Grabbing Master Combat, Style Grabbing Drag, Grabbing Style, Improved Grapple; base attack bonus +12, brawler level 8th, or monk level 8th. When grabbing two opponents with Grabbing Style, you can use your grapple to move or damage one or both opponents you are grappling, instead of just one. ACG
Jabbing Style Combat, Style Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature. 1/round, when you hit a single target with two unarmed strikes, deal an extra 1d6 damage to that target. That extra damage is added to the damage of your second attack. If you hit a single target with three or more unarmed strikes, you instead deal an extra 2d6 damage, which is added to your final unarmed strike against the target during the round. ACG
Jabbing Dancer Combat, Style Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; base attack bonus +9, brawler level 5th, or monk level 5th. Each time you hit with an unarmed strike using Jabbing Style, you can move 5' without provoking an AoO as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn. ACG
Jabbing Master Combat, Style Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack; base attack bonus +12, brawler level 8th, or monk level 8th. While using Jabbing Style, extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and when you hit a single target with three or more unarmed strikes the damage increases to 4d6. ACG
Janni Style Combat, Style Acrobatics 3 ranks, Perform (dance) 3 ranks, Improved Unarmed Strike Take only a –1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you UC
Janni Tempest Combat, Style Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip UC
Janni Rush Combat, Style Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks Always count as having a running start for jumping, and deal double damage on a jumping charge UC
Kirin Style Combat, Style Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank May make Knowledge check against opponent as swift action to gain bonuses UC
Kirin Strike Combat, Style Int 13, Kirin Style, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks Gain +2 insight bonus to identify a creature UC
Kirin Path Combat, Style Kirin Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion) UC
Mantis Style Combat, Style Stunning Fist, Heal 3 ranks Gain +1 use of Stunning Fist per day, and increase Stunning Fist DC by +2 UC
Mantis Wisdom Combat, Style Mantis Style, Heal 6 ranks Treat half your non-monk levels as monk levels for Stunning Fist effects UC
Mantis Torment Combat, Style Mantis Wisdom, Heal 9 ranks Gain +1 use of Stunning Fist per day, and may dazzle and stagger, then fatigue an opponent UC
Marid Style Combat, Style Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, base attack bonus +9 or Monk level 5th Gain +1 use of Elemental Fist per day, and deal cold damage UC
Marid Spirit Combat, Style Con 15, Marid Style, base attack bonus +11 or monk level 9th Gain +1 use of Elemental Fist per day, and cold resistance UC
Marid Coldsnap Combat, Style Wis 17, Marid Spirit, base attack bonus +13 or monk level 11th Unleash a 30-foot line of frigid water UC
Monkey Style Combat, Style Wis 13, Acrobatics 5 ranks, Climb 5 ranks, Improved Unarmed Strike Add Wisdom bonus on Acrobatics checks, and take no penalty for attacking while prone UC
Monkey Moves Combat, Style Monkey Style, Acrobatics 8 ranks, Climb 8 ranks Add Wisdom bonus on Climb checks, and climb and crawl at half speed UC
Monkey Shine Combat, Style Monkey Moves, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks After successful Stunning Fist, you may enter an adjacent square UC
Panther Style Combat, Style Wis 13, Combat Reflexes, Improved Unarmed Strike Retaliate against opponents that take attacks of opportunity against you UC
Panther Claw Combat, Style Wis 15, Panther Style Retaliate as a free action instead of as a swift action UC
Panther Parry Combat, Style Panther Claw Retaliatory attacks are resolved before the attack UC
Pummeling Style Combat, Style Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature. You can pool all your attack potential in one devastating punch. ACG
Pummeling Bully Combat, Style Improved Reposition, Improved Trip, Improved Unarmed Strike, Pummeling Style; base attack bonus +9, brawler level 5th, or monk level 5th. When you hit with a Pummeling Style attack, you can attempt a reposition or trip combat maneuver check as a free action. ACG
Pummeling Charge Combat, Style Improved Unarmed Strike, Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th. When using Pummeling Style, you can charge and make a Pummeling Style attack at the end of your charge as part of the charge action. ACG
Shaitan Style Combat, Style Con 13, Wis 15, Elemental Fist, base attack bonus +9 or monk level 5th Gain +1 use of Elemental Fist per day, and deal acid damage UC
Shaitan Skin Combat, Style Con 15, Shaitan Style, base attack bonus +11 or monk level 9th Gain +1 use of Elemental Fist per day, and acid resistance UC
Shaitan Earthblast Combat, Style Wis 17, Shaitan Skin, base attack bonus +13 or monk level 11th Unleash a 20-foot column of acid UC
Snake Style Combat, Style Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks UC
Snake Sidewind Combat, Style Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits UC
Snake Fang Combat, Style Combat Reflexes, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks If opponent misses you, make an attack of opportunity as an immediate action UC
Snapping Turtle Style Combat, Style Improved Unarmed Strike, base attack bonus +1 or monk level 1st Gain +1 shield bonus to AC when at least one hand is free UC
Snapping Turtle Clutch Combat, Style Improved Grapple, Snapping Turtle Style, base attack bonus +3 or monk level 3rd Your shield bonus applies to your CMD and touch AC UC
Snapping Turtle Shell Combat, Style Snapping Turtle Clutch, base attack bonus +5 or monk level 5th AC bonus increases by 2, and opponents receive –4 on critical confirmations UC
Tiger Style Combat, Style Improved Unarmed Strike, base attack bonus +3 or monk level 3rd Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage UC
Tiger Claws Combat, Style Tiger Style, base attack bonus +6 or monk level 5th Make a single attack with both hands, and combine the results UC
Tiger Pounce Combat, Style Power Attack, Tiger Claws, base attack bonus +9 or monk level 8th May apply the penalty from Power Attack to AC UC
Wolf Style Combat, Style Wis 13, Improved Unarmed Strike, Knowledge (nature) 3 ranks. Reduce a foe's base speed when you damage it with an attack of opportunity. BOM
Wolf Trip Combat, Style Wis 15, Improved Unarmed Strike, Wolf Style, Knowledge (nature) 6 ranks. Gain a +2 bonus on combat maneuver checks to trip as part of an AoO. When you successfully trip a creature using Wolf Style, as a free action you may choose an available square adjacent to you for the tripped creature to land prone in. BOM
Wolf Savage Combat, Style Wis 17, Improved Unarmed Strike, Wolf Style, Wolf Trip, Knowledge (nature) 9 ranks. You disfigure your foes with your natural weapons or unarmed strikes. BOM