Accurate Attack | Reduce damage bonus to increase attack bonus |
All-out Attack | Reduce defense bonus to increase attack bonus |
Attack Focus (+) | +1 bonus to melee or ranged attack rolls |
Attack Specialization (+) | +2 bonus to attack rolls with a specific attack |
Blind-Fight | re-roll miss chances from concealment |
Chokehold | cause opponent you are grappling to suffocate |
Critical Strike | score critical hits on opponents who are normally immune to crits |
Defensive Attack | Reduce attack bonus to increase Defense bonus |
Defensive Roll (+) | each rank provides DR 2, add ranks as a bonus to REF Save on area attacks |
Dodge Focus (+) | +1 dodge bonus to Defense |
Elusive Target | Double penalties for ranged attacks against you while you are in melee |
Evasion (+) | 2 ranks - Evasion and Improved Evasion |
Fast Overrun | Make multiple overrun attempts in one round |
Favored Environment (+) | +1 attack or dodge bonus each round in a particular environment |
Favored Opponent (+) | +1d6 damage and +1 interaction bonus against one type of opponent |
Grappling Finese | use Dex for grapple checks and retain dodge bonus while grappling |
Improved Aim | Double normal aiming bonuses |
Improved Block (+) | +2 on attack rolls to block |
Improved Critical (+) | Threaten a critical hit on 19-20 with a particular attack |
Imrpoved Defense (+) | +6 dodge bonus from the total defense action or +8 with the second rank |
Improved Disarm (+) | +2 bonus on attack rolls to disarm |
Improved Grab | start a grapple check as a free action after successful melee attack |
Improved Grapple | make grapple checks with only one hand |
Improved Initiative (+) | +4 bonus on intiative checks per rank |
Improved Overrun | +4 bonus on trip checks while overrunning, opponents cannot avoid you |
Improved Pin | -4 penalty on grappling checks against you to escape |
Improved Sunder | +4 bonus on attack rolls to hit an object |
Improved Throw | opponent uses lesser of STR or DEX to defend against Trip attacks |
Improved Trip | +4 bonus on trip checks, opponent does not get to trip you |
Move-By Action | move both before and after a standard action (does not increase move speed) |
Power Attack | Reduce attack bonus to increase damage bonus |
Precise Shot (+) | no penalty for shooting or throwing into melee - second rank ignores penalties for anything other than total cover or total concealment |
Prone Fighting | no penalty for fighting while Prone |
Quick Draw(+) | Draw / Ready / Reload a weapon as a free action - second rank allows to draw and reload as the same free action |
Rage | gain bonus to +4 STR, +2 FORT SAVE, +2 WILL SAVE w/ -2 penalty to Defense |
Ranged Pin | make grapple checks with ranged weapons |
Redirect | Trick opponent into hitting someone else |
Set-up | Transfer benefit of a combat bonus to an ally |
Sneak Attack (+) | +1d6 damage when you suprise attack an opponent - max +10d6 |
Stunning Attack | choose to have unarmed do no damage - instead a DC 10 + damage Fort Save failure by 4 or less is dazed one round, fail by 5-9 stunned one round, 10 or more unconscious |
Takedown Attack (+) | Gain a bonus attack when you take down an opponent |
Throwing Mastery (+) | +1d6 damage with thrown weapons |
Uncanny Dodge (+) | Retain dodge while flat-footed |
Weapon Bind | Follow a successful melee block with a free disarm attempt |
Weapon Break | Follow a successful melee block with a free sunder attempt |