I am opening this topic to get feedback on the Melee combat features contained in the advanced beta jegs module made public for experimenting and play-testing recently. You can download it here. (version of may 7th and later)

Please let us know if you've used the module and what you thought of the mentioned content. It contains a number of experimental features, nothing definitive. And of course there
Happy roleplaying!
Note: Certain timers and Attacks of Opportunity will NOT work correctly in testing, but function properly on the live BGTSCC server.
The following content is drawn from both 2nd edition AD&D and 3rd / 3.5 edition and later D&D sources. The combat modes and maneuvers are inspired from D&D novels and Forgotten Realms lore.
There are three types of new content, instantaneous 'twitch' combat strikes, combat modes, and scheduled full time actions. Combat Modes and scheduled actions follow the normal D&D format of letting your character perform the indicated action, or to adopt a mode which will influence particular actions such as attacks (see deadly defense).
Most of the new content consists of instantaneous 'Twitch' feats to make melee combat livelier, and introduce an element of timing and player skill mixed with the character's skills and abilities. Use of the Parry feat for example requires timing to coincide with an enemy window of attacks, so that it will not expire uselessly. When done right you can parry attacks that are part of the later flurries, which the game's automatic parry mode would not cover.
The following feats are intended to be received freely on login for all characters,
- Lunge.
- Pommel Strike.
- Trip.
- Aid Other.
- Taunt.
- Parry.
- Tumble.
Feat # numbers
Hidden: show
-One Hander (2382)
-Deadly Defense (2530)
-Northern Hewing (2529)
-Sembian Fencing (2528)
-Athkathlan Triparte (2527)
-Lunge (2526)
-Pommel Strike (2525)
-Turmish Flourish (2524)
-Chiontar Seagull (2523)
-Battle Howl (2522)
-Blinding Strike (2521)
-Trip (2520)
-Improved Trip (2519)
-Aid Other Defend (2518)
-Aid Other Attack (2517)
-Expose Weakness PROTOTYPE! (2801)
-Backstab (2759)
-Low Blow (2736)
-Flensing Strike (2737)
-Awesome Blow (2738)
-Staggering Blow (2739)
-Arterial Strike (2740)
-Quickstaff (2749)
-Brutal Strike (2754)
-Sudden Willow Strike (2750)
-Deadly Defense (2530)
-Northern Hewing (2529)
-Sembian Fencing (2528)
-Athkathlan Triparte (2527)
-Lunge (2526)
-Pommel Strike (2525)
-Turmish Flourish (2524)
-Chiontar Seagull (2523)
-Battle Howl (2522)
-Blinding Strike (2521)
-Trip (2520)
-Improved Trip (2519)
-Aid Other Defend (2518)
-Aid Other Attack (2517)
-Expose Weakness PROTOTYPE! (2801)
-Backstab (2759)
-Low Blow (2736)
-Flensing Strike (2737)
-Awesome Blow (2738)
-Staggering Blow (2739)
-Arterial Strike (2740)
-Quickstaff (2749)
-Brutal Strike (2754)
-Sudden Willow Strike (2750)
So: what's new?
Taunt
Hidden: show
Type: General [Skill Action]
Prerequisite: Taunt 1
Description: The enemy must make a Will save against a difficulty class equal to 5 + the attacker's taunt skill or suffer -2 to AC and -2 to concentration for five rounds.
Use: Selected
(This feat will make your character properly approach the target. Right now the skill has range and targeting issues when you try to trigger it)
Prerequisite: Taunt 1
Description: The enemy must make a Will save against a difficulty class equal to 5 + the attacker's taunt skill or suffer -2 to AC and -2 to concentration for five rounds.
Use: Selected
(This feat will make your character properly approach the target. Right now the skill has range and targeting issues when you try to trigger it)
Hidden: show
Type: General [Skill Action]
Prerequisite: Parry 1
Description: Nearby enemies are prompt to make a reflex saving throw against your adjusted a DC of 10 + parry ranks - 1/4th of parry ranks. If they fail their attacks for the next 0.5 second will be parried. The duration increases by 0.04 for each 5 parry ranks you have past 5, up to 0.9 second for 50 ranks and more. You can use this skill ability every second, but you will lose all remaining attacks for the round.
Use: Selected
Prerequisite: Parry 1
Description: Nearby enemies are prompt to make a reflex saving throw against your adjusted a DC of 10 + parry ranks - 1/4th of parry ranks. If they fail their attacks for the next 0.5 second will be parried. The duration increases by 0.04 for each 5 parry ranks you have past 5, up to 0.9 second for 50 ranks and more. You can use this skill ability every second, but you will lose all remaining attacks for the round.
Use: Selected
Hidden: show
Type: General [Skill Action]
Prerequisite: Tumble 1
Description: Nearby enemies are prompt to make a reflex saving throw against your adjusted a DC of 10 + tumble ranks - 1/4th of tumble ranks. If they fail their attacks for the next 0.5 second will miss. The duration increases by 0.04 for each 5 tumble ranks you have past 5, up to 0.9 second for 50 ranks and more. You can use this skill ability every second, but you will lose all remaining attacks for the round.
Use: Selected
Prerequisite: Tumble 1
Description: Nearby enemies are prompt to make a reflex saving throw against your adjusted a DC of 10 + tumble ranks - 1/4th of tumble ranks. If they fail their attacks for the next 0.5 second will miss. The duration increases by 0.04 for each 5 tumble ranks you have past 5, up to 0.9 second for 50 ranks and more. You can use this skill ability every second, but you will lose all remaining attacks for the round.
Use: Selected
Hidden: show
Type: General / Fighter [Maneuver]
Prerequisite: None
Description: You Lunge against your last attacked target, causing an attack of oppertunity but renewing your attacks quicker than you otherwise could have. Usable once per turn (60 seconds). Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it near the end of your combat flurry, or sacrifice the remaining attacks.
Use: Selected
Prerequisite: None
Description: You Lunge against your last attacked target, causing an attack of oppertunity but renewing your attacks quicker than you otherwise could have. Usable once per turn (60 seconds). Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it near the end of your combat flurry, or sacrifice the remaining attacks.
Use: Selected
Hidden: show
Type: General / Fighter [Maneuver]
Prerequisite: None
Description: Once every two rounds, instead of attacking with your sword (or similar weapon) you may attack your last attacked target with the pommel. If you hit, it does 1d4 bludgeoning damage. If the target fails a reflex saving throw he is denied his DEX bonus to AC until next round. A creature with Uncanny Dodge or Improved Uncanny dodge only loses half the AC. If the target then fails a fortitude saving throw the he is also dazed. Dazed creatures always lose their full DEX bonus to AC. The DC of the reflex saving throw is 10 + half your total attack bonus. The DC of the fortitude saving throw is 10 + your strength modifier. The fortitude DC increases by one when your hit dice reaches 15, 20, 25 and 30. The pommel strike is made at your highest AB but reduces your attacks by 1. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisite: None
Description: Once every two rounds, instead of attacking with your sword (or similar weapon) you may attack your last attacked target with the pommel. If you hit, it does 1d4 bludgeoning damage. If the target fails a reflex saving throw he is denied his DEX bonus to AC until next round. A creature with Uncanny Dodge or Improved Uncanny dodge only loses half the AC. If the target then fails a fortitude saving throw the he is also dazed. Dazed creatures always lose their full DEX bonus to AC. The DC of the reflex saving throw is 10 + half your total attack bonus. The DC of the fortitude saving throw is 10 + your strength modifier. The fortitude DC increases by one when your hit dice reaches 15, 20, 25 and 30. The pommel strike is made at your highest AB but reduces your attacks by 1. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type: General [Base Action]
Prerequisite: n/a
Description: As a full round action, you can attempt to trip an opponent. On a successful melee touch attach against your target, you make a Dexterity check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a -4 penalty for every size category he is larger than Medium or a +4 bonus for every size category he is smaller than Medium. If you win, you trip the defender. If you lose, the defender may immediately react and make a Dexterity check opposed by your Dexterity or Strength check to try to trip you. Tripped characters are considered stunned, flat-footed and prone, and cannot move, attack, cast a spell or do any other action. Furthermore, melee attackers have a +4 bonus to attack rolls against prone characters and ranged attacks have a -4 penalty to attack rolls against prone characters. A character that is tripped is immune to stunning or tripping for 3 rounds.
Use: Selected
Prerequisite: n/a
Description: As a full round action, you can attempt to trip an opponent. On a successful melee touch attach against your target, you make a Dexterity check opposed by the defender's Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a -4 penalty for every size category he is larger than Medium or a +4 bonus for every size category he is smaller than Medium. If you win, you trip the defender. If you lose, the defender may immediately react and make a Dexterity check opposed by your Dexterity or Strength check to try to trip you. Tripped characters are considered stunned, flat-footed and prone, and cannot move, attack, cast a spell or do any other action. Furthermore, melee attackers have a +4 bonus to attack rolls against prone characters and ranged attacks have a -4 penalty to attack rolls against prone characters. A character that is tripped is immune to stunning or tripping for 3 rounds.
Use: Selected
Hidden: show
Type: General
Prerequisite: Combat Expertise, Intelligence 13
Description: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Use: Selected
Prerequisite: Combat Expertise, Intelligence 13
Description: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Use: Selected
Hidden: show
Type: General [Base Action]
Prerequisite: n/a
Description: In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against the target's AC with a +10 AB bonus, but do not press your attack to actually connect and do injury. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
Use: Selected
Prerequisite: n/a
Description: In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against the target's AC with a +10 AB bonus, but do not press your attack to actually connect and do injury. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: n/a
Specifics: When fighting defensively, you deal an extra 1d4 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield. Combat Expertise or Parry mode must be active.
Use: Selected as a Mode
Prerequisites: n/a
Specifics: When fighting defensively, you deal an extra 1d4 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or whip). This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield. Combat Expertise or Parry mode must be active.
Use: Selected as a Mode
Hidden: show
Type of Feat: General [Style]
Prerequisites: Tumble 6, BaB +6
Specifics: If you are fighting with a one-handed weapon or a light weapon, and carrying nothing in your off hand, the One Hander feat enables a combat style in which you narrow your profile and situationally attempt to dodge, deflect, and dish out attacks. While the style is active you gain +1 dodge AC in combat. If you possess the Feint feat its cooldown will reset freely once in a two turn (minute) period. If you roll a 17 or higher during combat (unrelated to attacks, secretly rolled) you perform a tumble skill check for one of several one handed maneuvers. You may perform an acrobatic dodge (+4 tumble, +2 dodge AC two rounds), a weaving assault (+d4 AB two rounds), insightful footwork (+4 dodge AC one round), a deflecting sweep (+2 deflection AC, +1 for every five parry ranks two rounds), or an off-hand swap (+4 bluff, feint cooldown reset).
Use: Selected as a Mode
Prerequisites: Tumble 6, BaB +6
Specifics: If you are fighting with a one-handed weapon or a light weapon, and carrying nothing in your off hand, the One Hander feat enables a combat style in which you narrow your profile and situationally attempt to dodge, deflect, and dish out attacks. While the style is active you gain +1 dodge AC in combat. If you possess the Feint feat its cooldown will reset freely once in a two turn (minute) period. If you roll a 17 or higher during combat (unrelated to attacks, secretly rolled) you perform a tumble skill check for one of several one handed maneuvers. You may perform an acrobatic dodge (+4 tumble, +2 dodge AC two rounds), a weaving assault (+d4 AB two rounds), insightful footwork (+4 dodge AC one round), a deflecting sweep (+2 deflection AC, +1 for every five parry ranks two rounds), or an off-hand swap (+4 bluff, feint cooldown reset).
Use: Selected as a Mode
Hidden: show
Type: General / Fighter [Style]
Prerequisite: Strength 13
Description: Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow. You limit yourself to one attack per round but do maximum damage with the remaining attack. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 5, or your strenght modifier if it is higher. If you have a negative strenght modifier that penalty is instead added to the original value of 5.
Use: Selected as a mode
Prerequisite: Strength 13
Description: Northlander hewing is a style of combat made famous by the Northern barbarian tribes, who are reknowned for the savage strength they can put behind each blow. You limit yourself to one attack per round but do maximum damage with the remaining attack. Due to the strength you must put behind your blows you suffer an attack bonus and dodge AC penalty of 5, or your strenght modifier if it is higher. If you have a negative strenght modifier that penalty is instead added to the original value of 5.
Use: Selected as a mode
Hidden: show
Type: General / Fighter [Style]
Prerequisite: Dexterity 13
Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.
Use: Selected as a mode
Prerequisite: Dexterity 13
Description: You limit yourself to two attacks per round but your BAB is raised by two for every lost attack. You additionally gain a tumble skill bonus of twice the amount of attacks lost, and a dexterity bonus for every attack lost, owing to your increased attention on positioning. Additionally you do two points of extra damage when you hit.
Use: Selected as a mode
Hidden: show
Type: General / Fighter [Style]
Prerequisite: Dex 13
Description: You limit yourself to three attacks per round, your damage increases by one for every attack lost, and you gain one dodge AC.
Use: Selected as a mode
Prerequisite: Dex 13
Description: You limit yourself to three attacks per round, your damage increases by one for every attack lost, and you gain one dodge AC.
Use: Selected as a mode
Hidden: show
Type: General / Fighter [Style]
Prerequisite: Improved Initiative, BAB +3
Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisite: Improved Initiative, BAB +3
Description: Once every five rounds, while in parry mode, you may make a free attack at your best attack bonus against the opponent you last attacked. You must pass a tumble DC check of 10 + The Sensemotive ranks of your adversary in order to not provoke an attack of oppertunity. The DC of this check is increased by 2 for every nearby enemy attacking you. If the opponents spot skill has five more ranks than his sense motive skill, that skill is used to determine the DC instead. In that case the DC total suffers a -4 penalty however. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type: General / Fighter [Maneuver]
Prerequisite: Dex 14
Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisite: Dex 14
Description: As a full round action, you may make a Tumble check vs the opposed Sense Motive or Spot DC of your opponent. If you succeed, you get a free melee attack against an opponent who loses their DEX bonus to AC. If you fail the check, you are knockeddown and may not attack for one round. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type: General / Fighter [Maneuver]
Prerequisite: BAB +3
Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + 1 for every two ranks in your intimidate skill. If they fail, they suffer -2 to hit for 1d4 rounds.
Use: Selected
Prerequisite: BAB +3
Description: Once per turn, you may let out a battle cry during a charge action. The target of the charge makes a Will save of DC 10 + 1 for every two ranks in your intimidate skill. If they fail, they suffer -2 to hit for 1d4 rounds.
Use: Selected
Hidden: show
Type: Rogue
Prerequisite: BAB +2
Description: You may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save DC 10 + half your rogue class level + one fifth of your hit dice or is blinded for 1d4 rounds. The DC also increases by one for every 5 Rogue levels. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisite: BAB +2
Description: You may make a single attack using your best attack bonus. If you hit, the opponent makes a Fortitude save DC 10 + half your rogue class level + one fifth of your hit dice or is blinded for 1d4 rounds. The DC also increases by one for every 5 Rogue levels. This strike only works once per turn and not on a creature previously hit with Blinding strike within that turn. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: Class / General
Prerequisites: Battlerager 4 or BAB 2 and Power Attack
Specifics: At 4th level a battlerager gains the Reckless Offensive, irregardless of meeting the requirements. On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks. Using this
Prerequisites: Battlerager 4 or BAB 2 and Power Attack
Specifics: At 4th level a battlerager gains the Reckless Offensive, irregardless of meeting the requirements. On your action, before making attack rolls for a round, you may choose to take a -4 penalty to your AC during the round to gain a +2 competence bonus on all melee attacks in the same round. The penalty to AC and bonus on melee attacks apply until your next action. You cannot use Reckless Offensive with ranged attacks. Using this
Hidden: show
Type of Feat: General
Prerequisites: Base Attack Bonus +4, Mobility
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperyunity. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Base Attack Bonus +4, Mobility
Specifics: As a full-round action, you can enter an area occupied by an opponent who is at least one size category larger than you. You can then make a single melee attack at your highest attack bonus against this creature, who is considered flat-footed against the attack. After your attack, you return to the 5-foot square from which you entered the opponent's square. Using this feat does not provoke an attack of opperyunity. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency
Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Weapon Focus Kama, Exotic Weapon Proficiency
Specifics: ing Flensing Strike is a full-round action. Make an attack roll with your kama. If you hit a living, corporeal foe, that creature must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to taking damage normally. The DC is increased by 2 if you are wielding two kamas (creatures wielding more than two kamas gain no additional bonuses). The target adds his natural armor bonus, if any, as a bonus on this saving throw. A target that fails the saving throw is wracked with pain, receiving a -4 penalty on attack rolls, saves, and checks for 1 minute. Constructs, oozes, plants, undead, incorporeal creatures, creatures immune to extra damage from critical hits, and creatures with a special immunity to pain are not susceptible to this feat. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: Power Attack, Knockdown, Strength 25
Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Power Attack, Knockdown, Strength 25
Specifics: As a standard action, the creature can choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC equal to damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: Base Attack Bonus +6, Sneak attack
Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Base Attack Bonus +6, Sneak attack
Specifics: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe's mobility. For 1 round, your target is treated as if it were staggered, even if its nonlethal damage doesn't exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat has no effect on creatures not subject to sneak attack damage. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: Base Attack Bonus +4, Sneak attack
Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Base Attack Bonus +4, Sneak attack
Specifics: If you hit with a sneak attack, you may choose to forgo +ld6 of extra sneak attack damage to deliver a wound that won't stop bleeding. Each wound caused in this manner saps an extra 2 point of damage per round from the victim, until the victim receives healing. Wounds from multiple arterial strikes result in cumulative bleeding loss (two successful arterial strikes cause an extra 4 points of damage per round until healed). You may deliver only one bleeding wound per attack. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General
Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13
Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.
Special: You can use your Stunning Fist feat with quarterstaff attacks. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Stunning Fist, Weapon Focus (quarterstaff), Dex 13, Wis 13
Specifics: Your monastic training allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunning them.
Special: You can use your Stunning Fist feat with quarterstaff attacks. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Hidden: show
Type of Feat: General, Fighter
Prerequisites: Power Attack, Strength 13, Base attack bonus +6
Specifics: If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round. You can use this feat once per round during your attack action.
Special: This feat cannot be used against a creature that is not subject to extra damage from critical hits. A fighter can select Brutal Strike as one of his fighter bonus feats. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected
Prerequisites: Power Attack, Strength 13, Base attack bonus +6
Specifics: If you use your Power Attack feat to increase your damage with a bludgeoning weapon, you can attempt a brutal strike. You must declare your intention before making your attack. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round. You can use this feat once per round during your attack action.
Special: This feat cannot be used against a creature that is not subject to extra damage from critical hits. A fighter can select Brutal Strike as one of his fighter bonus feats. Using this ability interrupts an ongoing attack flurry, to avoid this you have to use it at the end of your combat round, or sacrifice the remaining attacks in your flurry.
Use: Selected