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.
Archon Style: Archon style protects allies from harm, even if it means temporarily sacrificing your safety in the process.
Ascetic Style: You blend arms and martial arts, using weapons with the same ease as unarmed strikes.
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 claw-like nails and sharpened teeth.
Brute Style: Adherents to this style emulate the destructive and overwhelming power of brutish creatures. This forceful style focuses on knocking opponents prone and then crushing them by treading heavily upon them.
Bulette Charge Style: You use the weight of your armor to enhance your movement.
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.
Crashing Wave Style: Someone skilled in this style jostles and pulls her opponents about, inspired by the power of ocean waves churning upon the shore.
Cudgeler Style: This style focuses on dealing only nonlethal damage to incapacitate opponents. Variants are practiced worldwide by bounty hunters, prison guards, and others who aim to subdue rather than kill their quarry.
Deadhand Style: Adherents to this style call to the restless and malevolent spirits of the dead to sow fear and bolster their own courage. Masters of this style learn to drain the life essence of their enemies, reducing them to desiccated husks.
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.
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.
Dwarven Hatred Style: You harness hatred into ferocity.
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.
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.
Elven Battle Style: You wield traditional elven weapons with grace.
Empty Quiver Style: You can fight in melee with your bow, crossbow, or firearm.
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.
Illusive Gnome Style: The chaotic, somewhat random design of your racial weapons makes it easy to combine them with illusions.
Indomitable Mountain Style: A practitioner of this style stands like a mighty mountain, difficult to move and punishing those who try.
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.
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 dance-like qualities but retain the style’s extraordinary kicking techniques and agility.
Kirin Style: The school of the kirin employs critical observations as weapons against opponents. Practitioners catalog 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.
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.
Kyton Style: Adherents to this style model themselves after kytons, and focus pain (and its inherent pleasures) into a strict, orderly discipline through which to channel their ki. They use a spiked chain as an instrument of control and defense.
Linnorm Style: ???
Maddening Style: Adherents to this style channel the sanity-consuming power of the incomprehensible beings that dwell in the dark places between stars, and use these forces to defend against mental attacks and corrupt their opponents’ bodies and minds.
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.
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.
Mobile Bulwark Style: You are able to use tower shields more creatively and effectively.
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.
Orc Fury Style: You inspire great fear in your enemies.
Outslug Style: You dart in and out of combat.
Overwatch Style: You have learned to wait until your ranged attacks have the greatest effect.
Owl Style: You take advantage of basic training in skills that affect movement to enhance those skills through combat ability.
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.
Perfect Style: ???
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.
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.
Shield Gauntlet Style: You use your gauntlet to shield you from harm.
Slipslinger Style: You can fire all manner of slings and sling-like weapons.
Smashing Style: Your hammer blows dent armor, hampering your opponent.
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.
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.
Spear Dancing Style: You can use polearms and spears as double weapons.
Spring-Heeled Style: You cunningly dart across the battlefield from foe to foe, taking advantage of your armor’s flexibility to duck blows.
Startoss Style: Your thrown weapons become more deadly.
Street Style: You can take advantage of urban environments to bash your foes against brick walls, drag them over rough cobblestones, and impale them on fence posts and other sharp-edged objects.
Swift Iron Style: You have learned to move in ways that better accommodate your armor, and can maneuver easily despite its bulk.
Swordplay Style: Your defense relies on perfectly timed attacks.
Tatzlwyrm Claw Style: ???
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.
Upsetting Shield Style: You can strike at weapons to upset enemy attacks.
Vanguard Style: You can bring your shield to bear against dangers that threaten your allies.
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.
Wyvern Fury Style: ???
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.
|Paizo Style Feats|
|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.||PPC: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.)||PPC: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.||PPC:BoA|
|Beastmaster Style||Combat, Style||Cha 13, Handle Animal 1 rank, animal companion||Use Handle Animal to attempt to negate a hit on your adjacent animal companion||PRG:UW|
|Beastmaster Salvation||Combat, Style||Cha 13, Alertness, Beastmaster Style, Handle Animal 5 ranks, Sense Motive 5 ranks||Use your Handle Animal check in place of an adjacent animal companion’s saving throw||PRG:UW|
|Beastmaster Ire||General, Style||Cha 13, Alertness, Beastmaster Salvation, Beastmaster Style, Handle Animal 9 ranks, Sense Motive 5 ranks||+2 on attacks and +4 on damage against a target when you activate Beastmaster Style benefit; bonuses double if an enemy’s attack damaged your animal companion||PRG:UW|
|Boar Style||Combat, Style||Improved Unarmed Strike, Intimidate 3 ranks||Unarmed strikes deal bludgeoning or slashing damage||PRG:UC|
|Boar Ferocity||Combat, Style||Boar Style, Intimidate 6 ranks,||Add piercing damage to unarmed attacks, and demoralize opponents||PRG:UC|
|Boar Shred||Combat, Style||Boar Ferocity, Intimidate 9 ranks||Unarmed attacks cause bleed damage||PRG:UC|
|Brute Style||Combat, Style||Str 15, Int 13, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +6.||While using this style, you can use your Vicious Stomp feat against any opponent within 10 feet of you, as long as it is within your natural reach. If you don’t have the Vicious Stomp feat, you gain no benefit from this feat.||PRG:HA|
|Brute Stomp||Combat||Str 19, Int 13, Brute Style, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +8.||While using Brute Style, when you make a full attack with a prone opponent adjacent to you that includes at least one unarmed strike, you can make an additional unarmed strike at your highest base attack bonus against that prone creature. These additional attacks don’t stack with those granted by Medusa’s Wrath, and this does not allow you to make an additional attack against a creature you tripped during your full attack. Additionally, you can use your Vicious Stomp feat against any opponent within your natural reach regardless of whether it falls prone adjacent to you.||PRG:HA|
|Brute Assault||Combat||Str 23, Int 13, Brute Stomp, Brute Style, Combat Reflexes, Improved Overrun, Improved Trip, Improved Unarmed Strike, Vicious Stomp, base attack bonus +10.||While using Brute Style, when you successfully perform an overrun or trip combat maneuver against an opponent that causes that opponent to fall prone, your opponent takes 1d6 points of Strength damage, and its base speed is halved until the Strength damage is healed. A successful Fortitude save (DC = 10 + your base attack bonus) reduces the Strength damage to 1 point and negates the movement speed reduction.||PRG:HA|
|Crane Style||Combat, Style||Dodge, Improved Unarmed Strike, BAB +2 or monk 1||Take –2 penalty when fighting defensively||PRG:UC|
|Crane Wing||Combat, Style||Crane Style, BAB +5 or monk 5||May deflect one attack per round while fighting defensively or using total defense||PRG:UC|
|Crane Riposte||Combat, Style||Crane Wing, BAB +8 or monk 7||When you deflect an attack, you may make an attack of opportunity||PRG:UC|
|Crashing Wave Style||Combat, Style||Wis 13, Improved Drag, Improved Reposition, Improved Unarmed Strike||Move 5 feet when you drag or reposition an opponent||PRG:UW|
|Crashing Wave Buffet||Combat, Style||Wis 15, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, BAB +6||Disorient an opponent when you drag or reposition it||PRG:UW|
|Crashing Wave Fist||General, Style||Wis 15, Crashing Wave Buffet, Crashing Wave Style, Improved Drag, Improved Reposition, Improved Unarmed Strike, BAB +9||Make an unarmed attack against a foe when you drag or reposition it||PRG:UW|
|Cudgeler Style||Combat, Style||Bludgeoner||When you hit with a charge attack to deal nonlethal damage while using this style, your weapon deals damage as if it were one size category larger than it actually is. If you have the ability to make more than one attack on a charge, this increase applies only to your first attack.||PPC:MTT|
|Cudgeler Sweep||Combat, Style||Bludgeoner, Cudgeler Style, BAB +5 or monk 5||When you hit with a charge attack using the Cudgeler Style feat, you can immediately attempt a single trip combat maneuver check against the target with a +2 competence bonus as a free action. This provokes an attack of opportunity as normal for a trip combat maneuver.||PPC:MTT|
|Cudgeler Takedown||Combat, Style||Bludgeoner, Cudgeler Style, Cudgeler Sweep, BAB +9 or monk 9||When you hit with a charge attack using the Cudgeler Style feat, your weapon deals damage as though it were one size category larger for 1 round or until it leaves your hand. When you successfully trip an opponent with the Cudgeler Sweep feat, your opponent must succeed at a Fortitude save (DC = 10 + your character level + your Strength modifier) or be stunned for 1 round.||PPC:MTT|
|Deadhand Style||Combat, Style||Wis 15, Improved Unarmed Strike, Knowledge (religion) 4 ranks, ki pool class feature, nongood alignment.||While using this style, if you have at least 1 point in your ki pool, you gain a +2 bonus on saves against fear effects, and the DC of Intimidate checks against you increases by 4. As a swift action, you can spend 1 point from your ki pool to empower your unarmed strikes. Creatures hit with your unarmed strikes must succeed at a Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) or become shaken for a number of rounds equal to your Wisdom modifier. This is a mind-affecting fear effect.||PRG:HA|
|Deadhand Initiate||Combat||Wis 19, Deadhand Style, Improved Unarmed Strike, Knowledge (religion) 6 ranks, ki pool class feature, nongood alignment.||While using Deadhand Style, as long as you have at least 1 point in your ki pool, your bonus on saving throws against fear effects increases to +4, and the DC of Intimidate checks attempted against you increases by 8. Additionally, if an enemy targets you with a fear effect, you can spend 1 point from your ki pool as an immediate action to gain a number of temporary hit points equal to twice your Hit Dice.||PRG:HA|
|Deadhand Master||Combat||Wis 23, Deadhand Initiate, Deadhand Style, Improved Unarmed Strike, Knowledge (religion) 14 ranks, ki pool class feature, nongood alignment.||While using Deadhand Style, when you damage a living creature with an unarmed strike, you can spend 2 points from your ki pool as a swift action to inflict 2 temporary negative levels on your enemy with no saving throw. Effects that reduce the ki cost also reduce the number of negative levels you inflict on your foe, but effects that increase the ki cost do not increase the number of negative levels you inflict. As long as the foe is affected by the temporary negative levels, you can’t recover the ki points you spent, effectively reducing the size of your ki pool. The Fortitude save DC to remove the negative levels and prevent them from becoming permanent is equal to 10 + 1/2 your Hit Dice + your Wisdom modifier. Once the negative levels become permanent or the foe removes them, you can recover your spent ki points. If the foe dies before either happens, you can recover the spent ki after 24 hours.||PRG:HA|
|Djinni Style||Combat, Style||Con 13, Wis 15, Elemental Fist, BAB +9 or monk 5||Gain 1 additional use of Elemental Fist per day and bonus to electricity damage||PRG:UC|
|Djinni Spirit||Combat, Style||Con 15, Djinni Style, BAB +11 or monk 9||Gain 1 additional use of Elemental Fist per day, and electricity resistance||PRG:UC|
|Djinni Spin||Combat, Style||Wis 17, Djinni Spirit, BAB +13 or monk 11||Use Elemental Fist to surround yourself with electricity||PRG: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||PRG: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||PRG: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||PRG: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||PRG:UC|
|Earth Child Topple||Combat, Style||Earth Child Style, Improved Trip, Acrobatics 6 ranks||You may trip a giant of up to Huge size||PRG: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||PRG:UC|
|Efreeti Style||Combat, Style||Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, BAB +9 or monk 5||Gain +1 use of Elemental Fist per day and a bonus on fire damage||PRG:UC|
|Efreeti Stance||Combat, Style||Con 15, Efreeti Style, BAB +11 or monk 9||Gain +1 use of Elemental Fist per day and fire resistance||PRG:UC|
|Efreeti Touch||Combat, Style||Wis 17, Efreeti Stance, BAB +13 or monk 11||Can emit a cone of fire that may light opponents on fire||PRG:UC|
|Grabbing Style||Combat, Style||Improved Grapple; BAB +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.||PRG:ACG|
|Grabbing Drag||Combat, Style||Grabbing Style, Improved Grapple; BAB +8, brawler 4, or monk 4.||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.||PRG:ACG|
|Grabbing Master||Combat, Style||Grabbing Drag, Grabbing Style, Improved Grapple; BAB +12, brawler 8, or monk 8||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.||PRG:ACG|
|Indomitable Mountain Style||General, Style||Wis 13, Combat Reflexes, Improved Unarmed Strike, BAB +4||Gain +4 morale bonus to CMD and to the DC of Bluff checks used for feint attempts against you if you don’t move||PRG:UW|
|Indomitable Mountain Peak||Combat, Style||Wis 15, Combat Reflexes, Improved Unarmed Strike, Indomitable Mountain Style, BAB +6||Gain +2 to CMD against combat maneuver checks or Acrobatics checks to avoid provoking your attacks of opportunity when a previous attempt succeeds||PRG:UW|
|Indomitable Mountain Avalanche||Combat, Style||Wis 15, Combat Reflexes, Improved Unarmed Strike, Indomitable Mountain Peak, Indomitable Mountain Style, BAB +9||Make attack of opportunity to push back a foe when a foe fails a combat maneuver against you||PRG:UW|
|Jabbing Style||Combat, Style||Improved Unarmed Strike; BAB +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.||PRG:ACG|
|Jabbing Dancer||Combat, Style||Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; BAB +9, brawler 5, or monk 5||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.||PRG:ACG|
|Jabbing Master||Combat, Style||Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack; BAB +12, brawler 8, or monk 8||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.||PRG: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||PRG: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||PRG: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||PRG: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||PRG: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||PRG: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)||PRG:UC|
|Kitsune Style||Combat, Style||Int 13, Combat Expertise, Improved Dirty Trick||While using this style, you can attempt to perform a dirty trick in place of an attack at the end of a charge.||PPC:DTT|
|Kitsune Tricks||Combat, Style||Int 13; Combat Expertise; Improved Dirty Trick; Kitsune Style; bab +3 or monk 3||While you are using the Kitsune Style feat, you can apply two different conditions with a single dirty trick combat maneuver check. Removing both conditions imparted in this way requires only one action.||PPC:DTT|
|Kitsune Vengeance||Combat, Style||Int 13; Combat Expertise; Improved Dirty Trick; Kitsune Style; Kitsune Tricks; bab +6 or monk 6||While using the Kitsune Style feat, when a foe provokes an attack of opportunity from you, you can attempt to perform a dirty trick combat maneuver in place of making a melee attack.||PPC:DTT|
|Kobold Style||Combat, Style||Combat Expertise, Small size or smaller||You gain a +4 bonus on combat maneuver checks against enemies denied their Dexterity bonus to AC.||PPC:KoG|
|Kobold Groundling||Combat, Style||Combat Expertise, Kobold Style, Small size or smaller||Prone creatures are denied their Dexterity bonus to AC against your attacks.||PPC:KoG|
|Kobold Flood||Combat, Style||Combat Expertise, Kobold Groundling, Kobold Style, Small size or smaller||You can make a grapple combat maneuver check to mount a prone Medium or Large foe.||PPC:KoG|
|Kraken Style||Combat, Style||Wis 13, Improved Grapple, Improved Unarmed Strike, BAB +3 or monk 3||When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple.||PPC:MTT|
|Kraken Throttle||Combat, Style||Wis 13, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB +5 or monk 5||The damage that you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom bonus + 2.||PPC:MTT|
|Kraken Wrack||Combat, Style||Wis 13, Improved Grapple, Improved Unarmed Strike, Kraken Style, BAB +7 or monk 7||The damage you deal with the Kraken Style feat on a successful grapple combat maneuver check increases to an amount equal to your Wisdom modifier + 4. While using this style, you can crush your opponent when you successfully maintain a grapple instead of choking, damaging, moving, pinning, or tying up your opponent.||PPC:MTT|
|Kyton Style||Combat, Style||Wis 13, Exotic Weapon Proficiency (spiked chain), Knowledge (planes) 3 ranks, ki pool class feature.||When using this style, you treat spiked chains as if they had the monk special weapon feature. Additionally, if you have Stunning Fist, you can spend 1 point from your ki pool to make a Stunning Fist attack with your spiked chain instead of an unarmed strike. This still costs a use of Stunning Fist as normal.||PRG:HA|
|Kyton Shield||Combat||Wis 15, Exotic Weapon Proficiency (spiked chain), Kyton Style, base attack bonus +5, Knowledge (planes) 3 ranks, ki pool class feature.||When using Kyton Style, you gain a +1 shield bonus to your Armor Class as long as you are wielding a spiked chain. If the spiked chain is magical, add 1/2 its enhancement bonus to this shield bonus. If the spiked chain has the vicious ability, instead add its full enhancement bonus to the shield bonus.||PRG:HA|
|Kyton Cut||Combat||Wis 17, Exotic Weapon Proficiency (spiked chain), Kyton Shield, Kyton Style, base attack bonus +8 or monk level 6th, Knowledge (planes) 3 ranks, ki pool class feature.||When using Kyton Style, your spiked chain attacks can be brutal, both to yourself and your foe. Before attempting an attack roll with a spiked chain attack, you can choose to make a Kyton Cut. Before making the attack, you take 1d6 points of nonlethal damage. This damage cannot be avoided or reduced in any way. If you are immune to nonlethal damage, you take normal damage instead. If the attack hits, its target takes an additional 1d6 points of nonlethal damage and a –4 penalty on concentration checks for 1 round. The penalty is a pain effect.||PRG:HA|
|Maddening Style||Combat, Style||Wis 15, Cha 11, Improved Unarmed Strike, Stunning Fist, Knowledge (arcana) 4 ranks, ki pool class feature, nongood alignment.||When you damage a living creature with an unarmed strike while using Maddening Style, and you have at least 1 point in your ki pool, that creature suffers a –2 penalty on saving throws against any confusion, madness, and insanity effects (including your Maddening Strike) for 1 round. Additionally, if you reduce a creature to fewer than 0 hit points with a Stunning Fist attack, you can spend 2 points from your ki pool as a free action to obliterate your opponent, reducing their body to fine dust as per disintegrate. A living creature can attempt a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier) to negate this effect.||PRG:HA|
|Maddening Strike||Combat||Wis 17, Cha 13, Improved Unarmed Strike, Maddening Style, Stunning Fist, Knowledge (arcana) 8 ranks, ki pool class feature, nongood alignment.||You gain one additional use of Stunning Fist per day. When using this style, if you have at least 1 point in your ki pool, you increase the DCs of your confusion, madness, and insanity effects (including Maddening Strike) by 1. Additionally, when you successfully stun an opponent with your Stunning Fist attack, your target takes 1 point of Wisdom damage.||PRG:HA|
|Maddening Obliteration||Combat||Wis 19, Cha 15, Improved Unarmed Strike, Maddening Strike, Maddening Style, Stunning Fist, Knowledge (arcana) 10 ranks, ki pool class feature, nongood alignment.||As a swift action, you can spend 1 point from your ki pool to imbue the next unarmed strike you make on this turn with the maddening power of the spaces between the stars. If that attack doesn’t hit, you take 2 points of Wisdom damage. If the attack hits, your opponent takes damage from your unarmed strike + 1d4+1 points of Wisdom damage. A successful Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) reduces this to 2 points of Wisdom damage.||PRG:HA|
|Mantis Style||Combat, Style||Stunning Fist, Heal 3 ranks||Gain +1 use of Stunning Fist per day, and increase Stunning Fist DC by +2||PRG:UC|
|Mantis Wisdom||Combat, Style||Mantis Style, Heal 6 ranks||Treat half your non-monk levels as monk levels for Stunning Fist effects||PRG: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||PRG:UC|
|Marid Style||Combat, Style||Con 13, Wis 15, Elemental Fist, Improved Unarmed Strike, BAB +9 or monk 5||Gain +1 use of Elemental Fist per day, and deal cold damage||PRG:UC|
|Marid Spirit||Combat, Style||Con 15, Marid Style, BAB +11 or monk 9||Gain +1 use of Elemental Fist per day, and cold resistance||PRG:UC|
|Marid Coldsnap||Combat, Style||Wis 17, Marid Spirit, BAB +13 or monk 11||Unleash a 30-foot line of frigid water||PRG: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||PRG: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||PRG: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||PRG:UC|
|Panther Style||Combat, Style||Wis 13, Combat Reflexes, Improved Unarmed Strike||Retaliate against opponents that take attacks of opportunity against you||PRG:UC|
|Panther Claw||Combat, Style||Wis 15, Panther Style||Retaliate as a free action instead of as a swift action||PRG:UC|
|Panther Parry||Combat, Style||Panther Claw||Retaliatory attacks are resolved before the attack||PRG:UC|
|Pummeling Style||Combat, Style||Improved Unarmed Strike; BAB +6, brawler’s flurry class feature, or flurry of blows class feature.||You can pool all your attack potential in one devastating punch.||PRG:ACG|
|Pummeling Bully||Combat, Style||Improved Reposition, Improved Trip, Improved Unarmed Strike, Pummeling Style; BAB +9, brawler 5th, or monk 5th.||When you hit with a Pummeling Style attack, you can attempt a reposition or trip combat maneuver check as a free action.||PRG:ACG|
|Pummeling Charge||Combat, Style||Improved Unarmed Strike, Pummeling Style; BAB +12, brawler 8, or monk 8||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.||PRG:ACG|
|Shaitan Style||Combat, Style||Con 13, Wis 15, Elemental Fist, BAB +9 or monk 5||Gain +1 use of Elemental Fist per day, and deal acid damage||PRG:UC|
|Shaitan Skin||Combat, Style||Con 15, Shaitan Style, BAB +11 or monk 9||Gain +1 use of Elemental Fist per day, and acid resistance||PRG:UC|
|Shaitan Earthblast||Combat, Style||Wis 17, Shaitan Skin, BAB +13 or monk 11||Unleash a 20-foot column of acid||PRG: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||PRG: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||PRG: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||PRG:UC|
|Snapping Turtle Style||Combat, Style||Improved Unarmed Strike, BAB +1 or monk 1||Gain +1 shield bonus to AC when at least one hand is free||PRG:UC|
|Snapping Turtle Clutch||Combat, Style||Improved Grapple, Snapping Turtle Style, BAB +3 or monk 3||Your shield bonus applies to your CMD and touch AC||PRG:UC|
|Snapping Turtle Shell||Combat, Style||Snapping Turtle Clutch, BAB +5 or monk 5||AC bonus increases by 2, and opponents receive –4 on critical confirmations||PRG:UC|
|Tiger Style||Combat, Style||Improved Unarmed Strike, BAB +3 or monk 3||Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage||PRG:UC|
|Tiger Claws||Combat, Style||Tiger Style, BAB +6 or monk 5||Make a single attack with both hands, and combine the results||PRG:UC|
|Tiger Pounce||Combat, Style||Power Attack, Tiger Claws, BAB +9 or monk 8||May apply the penalty from Power Attack to AC||PRG: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.||PPC:BotM|
|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.||PPC:BotM|
|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.||PPC:BotM|
|3pp Style Feats|
|Rogue Genius Games|
|Kakute-Ryu-Ninjutsu Style||Combat, Style||Dex 13, Improved Unarmed Strike, proficiency with 3 style weapons, BAB +1 or monk/ninja 1.||Can deal unarmed damage with style weapon or style weapons deal extra damage||RGG:UOPotN|
|Fists of Fury||Combat, Style||Dex 13, Improved Unarmed Strike, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +3 or monk/ninja 3||Style weapons gain blocking, distracting, grapple, and monk properties; choice of piercing, slashing, or bludgeoning damage||RGG:UOPotN|
|Deadly Embrace||Combat, Style||Str 13, Dex 13, Improved Unarmed Strike, Fists of Fury, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +7 or monk/ninja 7||Perform combat maneuver with style weapon, swift action to deal style damage||RGG:UOPotN|
|Kusari-Ryu-Ninjutsu Style||Combat, Style||Int 13, Combat Expertise, proficiency with 3 style weapons, BAB +3 or monk/ninja 3||Gain shield bonus to AC when wielding style weapons in each hand, or a 2-handed style weapon||RGG:UOPotN|
|Iron Tentacles||Combat, Style||Int 13, Combat Expertise, Improved Trip, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +5 or monk/ninja 5||Style weapons gain disarm and trip properties, swift action to attempt trip||RGG:UOPotN|
|Iron Shackles||Combat, Style||Int 13, Combat Expertise, Improved Trip, Iron Tentacles, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +8 or monk/ninja 8||Swift action to entangle struck opponent||RGG:UOPotN|
3PP Style Feats
The following style feats are also available for games allowing third-party materials:
Kakute-Ryu-Ninjutsu: This fighting style is built around selected weapons that conform fairly closely to the wielder’s hand and are used to add mass to unarmed strikes, or allow unarmed strikes to also deal slashing or piercing damage.