TEXT: ®
  ™
  Melee  
  Tactics 
  Toolbox
  
  Melee Schools of the Inner Sea
  Though there are dozens of highly regarded fighting schools and war colleges within the nations of the Inner Sea, those detailed below are 
  among the most famous for their mastery of melee combat.
  ALDORI ACADEMY
  Located in the city of Restov in the Rostland region of the nation of Brevoy, the Aldori Academy is 
  the premier war college of northeastern Avistan. It was founded by the first Aldori Swordlords—
  pupils taught specific techniques for dueling by Baron Sirian Aldori—and it remains the center 
  of learning and mastery of the Aldori dueling style. The academy emphasizes the art of the duel, 
  promoting the ability to defeat foes in honorable one-on-one combat as the pinnacle of martial 
  prowess. Students are expected to master the Aldori dueling sword (Pathfinder Campaign Setting: 
  The Inner Sea World Guide 290) and are taught to favor the sword above all other weapons.
  CRUSADER WAR COLLEGE
  Based in Castle Overwatch, which protects the Lastwall capital of Vigil, the Crusader War College 
  exists to train those willing to take up arms as crusaders dedicated to the fight against the Hold of 
  Belkzen and any remnant of the forces of the Whispering Tyrant. Because Lastwall’s foes massively 
  outnumber its guardians and crusaders often find themselves cut off from aid, the college trains 
  its students in the tactics of fighting a horde of enemies as a lone defender. It is divided into the 
  Battlemage Academy, Cavalry Academy, Garrison and Siege School, Infantry School, and Scouting 
  School, each of which is run under the auspices of one of Lastwall’s Precentors Martial.
  TEMPERING HALL
  Located within the Ascendant Court district 
  in the city of Absalom, the Tempering Hall is 
  traditionally a training ground for paladins of 
  Iomedae, but in recent years has accepted any 
  student who is willing to dedicate her life to 
  taking up arms against the forces of darkness. 
  Students are woken at dawn and drilled until 
  dusk in the use of heavy weapons and armor, and in coordinating their efforts against 
  a single potent foe. Few trainees other than paladins have the dedication and stamina 
  to endure this regimen for a full 3-year course of study, but even a single season of 
  training in the Tempering Hall is said to improve trainees’ chances when they and 
  their allies face powerful foes.
  THE GRAND COLISEUM
  Within Katapesh sits the massive Grand 
  Coliseum, capable of seating 10,000 spectators. 
  Its most popular spectacle is the game of ruk, 
  a violent sport played between two teams of 10 
  athletes who must throw a sand-filled leather 
  ball the size of a human head through a hoop. 
  Most guilds within the city have ruk teams 
  they fund and promote, and competition between the teams is fierce. Former ruk 
  players often become trainers, offering beginners a chance to learn the basics of ruk in 
  large classes for little cost. Personal instruction is also available, but is more expensive. 
  Such training focuses on team-against-team tactics, adapting to unexpected attacks 
  and magic, and achieving objectives more advanced than simply knocking down a foe.
  
  ON THE COVER
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder 
  Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
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  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
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  Pathfinder Player Companion: Melee Tactics Toolbox © 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., 
  the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of 
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  Authors • Paris Crenshaw, Ron Lundeen, and 
  David Schwartz
  Cover Artist • Milivoj ’Ceran
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  and Vicky Yarova
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  Owen K.C. Stephens
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  Owen K.C. Stephens
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  and Ryan Macklin
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
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  TABLE OF CONTENTS
  For Your Character 
  2
  Introduction 
  4
  Up Close and Personal 
  6
  On the Defensive 
  8
  Mass Melee 
  10
  Unarmed and Dangerous 
  12
  Melee in a Pinch 
  14
  Anatomy of Melee Weapons 
  16
  Melee Weapons 
  18
  Tools and Equipment 
  20
  Magic Armor 
  22
  Magic Weapons 
  24
  Armor and Weapon Special Abilities 
  26
  Wondrous Items 
  28
  Melee Spells 
  30
  Melee Schools of the Inner Sea 
  Inside Front Cover
  Combat Options Overview 
  Inside Back Cover
  Sajan and Jirelle leap to the attack 
  as they take on a calikang at close 
  quarters in this month’s cover by 
  Milivoj �Ceran.
  REFERENCE
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use of 
  this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find 
  the complete rules from these books available for free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ?
  QUESTIONS TO 
  ASK YOUR GM
  Asking your Game Master the 
  following questions can help you 
  get the most out of Pathfinder Player 
  Companion: Melee Tactics Toolbox.
  In this game, will we be using 
  any optional combat rules, such 
  as death from massive damage or 
  performance combatUC?
  If I focus my character around a 
  specific melee weapon, how likely 
  is it that magic weapons found in 
  treasure will be appropriate for me?
  Will we be using any house 
  rules for melee combat?
  DID YOU KNOW? 
  On Golarion, the falcata is a traditional weapon of Taldor; it’s the basis for 
  rondelero, the Taldan fighting style that uses the falcata in conjunction 
  with a buckler. Similarly, the klar and earthbreaker were originally Shoanti 
  weapons, and are the basis of the Thunder and Fang fighting style.
  FOCUS CHARACTERS
  This Pathfinder Player Companion 
  highlights options that are specific 
  to characters of the following classes, 
  as well as elements that can apply to a 
  wide array of characters.
  Bloodrager
  Bloodragers gain useful melee spells, 
  and those who wish to focus on 
  combat without weapons can take 
  advantage of the bloody-knuckled 
  rowdy archetype (page 13).
  Cavaliers
  Cavaliers are masters of mounted 
  combat, but not every fight happens 
  someplace you can bring a steed. 
  New melee combat feats and weapons 
  can give a cavalier an edge that 
  helps offset losing the advantages 
  of fighting from horseback. The 
  castellan archetype (page 9) presents 
  an option for those cavaliers more 
  interested in defending their lord’s 
  holdings than in riding off to war in 
  foreign lands.
  Fighters
  Fighters 
  often 
  focus 
  on 
  melee 
  combat, and even those who prefer 
  to fight at range can spare a few feats 
  to learn some melee combat tricks. 
  As a result, the new feats presented 
  here can all benefit fighter builds, 
  as can the expansion of the fighter 
  weapon groups, the new magic 
  item options, and the new weapons. 
  Further, the drill sergeant fighter 
  archetype (page 11) allows a fighter to 
  share some of his expertise in close-
  quarters fighting with his  allies.
  Rogues
  Rogues’ desire to use sneak attack 
  often drives them into melee combat 
  hoping to flank a foe, making most 
  of the new feats and equipment here 
  useful to a typical rogue. Rogues who 
  wish to be effective in melee when 
  caught without a weapon can also 
  benefit from a new archetype: the 
  makeshift scrapper  (page 15). 
  FOR EVERY CHARACTER
  Certain game elements introduced 
  here transcend the particulars of race 
  or class. The elements detailed in 
  this book work well for any character 
  you want to play in the Pathfinder 
  Roleplaying Game, regardless of the 
  character’s background, focus, or type.
  Feats
  The feats in this book are invaluable 
  aids for characters who are likely to 
  end up in melee combat at any point, 
  and can contribute to virtually any 
  character concept. Whether you’re 
  putting on armor quickly during 
  a midnight raid with Shrug On 
  (page 15) or trying to cast a spell with 
  Grappled Caster (page 15), the options 
  in this book are sure to inspire 
  awesome battles and foolproof tactics.
  New Weapons
  This volume includes several new 
  types of melee weapons, such as the 
  simple club/spear hybrid, the planson; 
  the Weapons Finesse–friendly estoc; 
  and the brutal orc skull ram. 
  New Magic
  The latter half of this book contains a 
  host of new magical gear for those with 
  the coin to buy or the means to create 
  such useful objects. New armor and 
  melee weapon special abilities (pages 
  26–27), wondrous items (pages 28–29), 
  and spells (pages 30–31) give characters 
  a ton of new melee options to play with.
  Tactics
  Even characters who don’t plan to 
  engage in melee combat sometimes 
  find themselves close to a foe, making 
  knowledge of good melee tactics 
  invaluable. Advice on what to do when 
  facing foes alone or with a group, 
  dealing with either one foe or many, 
  and how to handle losing a melee 
  weapon can help any character who 
  finds that a fight has unexpectedly 
  gotten up close and personal.
  Tools and Equipment
  The new items and equipment on 
  pages  20–21 are useful in many 
  situations. In particular, new training 
  tools allow anyone to use daily 
  practice to gain temporary bonuses to 
  combat-related skills and maneuvers 
  with specific weapons.
  Anatomy of Melee Weapons
  A chart on page 16 compares the 
  profiles of a variety of swords that 
  are common in the Inner Sea region 
  to highlight their sizes and shapes. 
  Players interested in the proper terms 
  for their melee weapons can explore 
  the anatomy of axes, maces, and 
  swords with the illustrated guide to 
  the most iconic melee weapons in the 
  game on page 17.
  For Your Character
  2
  1
  2
  3
  
  RULES INDEX
  The following new rules options are located on the 
  indicated pages throughout this book.
  ARCHETYPES 
  CLASS 
  PAGE
  Bloody-knuckled rowdy 
  Bloodrager 
  13
  Castellan 
  Cavalier 
  9
  Drill sergeant 
  Fighter 
  11
  Makeshift scrapper 
  Rogue 
  15
  COMBAT FEATS 
  TYPE 
  PAGE
  Aquatic Combatant 
  Combat 
  14
  Armored Athlete 
  Combat 
  9
  Artful Dodge 
  Combat 
  7
  Circling Mongoose 
  Combat 
  7
  Deadly Grappler 
  Combat 
  14
  Explosive Escape 
  Combat 
  14
  Heroic Leader 
  Combat 
  7
  Juke 
  Combat 
  15
  Just out of Reach 
  Combat 
  9
  Leaping Evasion 
  Combat 
  9
  Mirror Move 
  Combat 
  7
  Phalanx Formation 
  Combat 
  10
  Press to the Wall 
  Combat 
  7
  Redirect Attack 
  Combat 
  7
  Shrug On 
  Combat 
  15
  Steadfast Slayer 
  Combat 
  7
  GENERAL AND METAMAGIC FEATS 
  TYPE 
  PAGE
  Aquatic Spell 
  Metamagic 
  14
  Grappled Caster 
  — 
  15
  One Eye Open 
  — 
  15
  Reactive Arcane Shield 
  — 
  15
  STYLE FEATS 
  TYPE 
  PAGE
  Cudgeler Style 
  Combat, style 
  13
  Cudgeler Sweep 
  Combat, style 
  13
  Cudgeler Takedown 
  Combat, style 
  13
  Kraken Style 
  Combat, style 
  13
  Kraken Throttle 
  Combat, style 
  13
  Kraken Wrack 
  Combat, style 
  13
  TEAMWORK FEATS 
  TYPE 
  PAGE
  Got Your Back 
  Combat, teamwork 
  10
  Harrying Partners 
  Combat, teamwork 
  10
  Open Up 
  Combat, teamwork 
  10
  Stick Together 
  Combat, teamwork 
  11
  OTHER RULES OPTIONS 
   
  PAGE
  Armor special abilities 
   
  26
  Bardic masterpieces 
   
  11
  Fighter weapon groups 
   
  19
  Magic armor 
   
  22
  Magic weapons 
   
  24
  Melee spells 
   
  30
  Melee weaponry 
   
  18
  Tools and equipment 
   
  20
  Weapon special abilities 
   
  26
  Wondrous items 
   
  28
  3
  
  There is a crucial difference between being good in combat 
  and being good in melee combat. Dedicated spellcasters 
  and archers can appreciate the excitement of engaging 
  an enemy and understand the virtues of a well-planned 
  assault, but they often need someone else to force the foe 
  into close combat to prevent such threats from reaching 
  them. Melee combatants deal with enemies face-to-face, 
  staring down the gullets of dangerous beasts or locking 
  gazes with vicious warriors. The following pages offer 
  advice and options for characters who like to keep their 
  enemies within striking distance.
  PREPARING FOR MELEE COMBAT 
  To create a melee-focused character, start with the 
  character’s class, then consider the basic elements of 
  combat: armor class, attacks, damage, and movement. 
  Classes that focus on melee fighting   —the barbarian, 
  cavalier, fighter, monk, paladin, ranger, and rogue—and 
  hybrid classes that draw from one or more of these classes 
  provide excellent foundations for close-range combat.
  A melee combatant’s primary objective must be to attack 
  nearby opponents, preferably without taking unnecessary 
  risks. As such, a combatant’s choice of weapon defines 
  much of her fighting style. For example, reach weapons 
  such as spears and polearms deal damage from a relatively 
  safe distance. At least one light slashing or piercing 
  weapon is helpful since many things in the world can 
  swallow you whole. Armor spikes can discourage grapple 
  maneuvers, locked gauntlets can keep an enemy from 
  disarming you, and shield spikes can provide an option 
  for dealing extra damage without sacrificing defense. 
  However, there’s much more to melee combat than 
  weapon choice. Armor-wearing combatants must balance 
  protection and mobility. A high Strength score is crucial to 
  many melee attack builds, but it’s also possible to build an 
  effective melee combatant by focusing on Dexterity.  
  TYPES OF MELEE 
  One way to approach the tactics of melee combat is by 
  looking at the number of combatants involved on each side. 
  As the numerical advantage shifts from one side to another, 
  your path to victory changes as well. While many characters 
  are designed to excel in a specific kind of combat situation, 
  it’s always useful to consider how they will handle other 
  tactical situations. A little preparation can go a long way 
  when a weapon-focused character is disarmed or a dedicated 
  duelist finds herself surrounded by a horde of lesser foes.
  One against One
  When you’re on your own, you have limited options to heal 
  yourself or prepare because you can’t easily disengage to 
  cast a spell, drink a potion, or swap weapons. Your objective 
  should be to kill or disable your enemy quickly or escape 
  before getting too badly hurt. Use attacks or abilities such 
  Introduction
  4
  
  as Power Attack to deal more damage without opening 
  yourself up to extra attacks. Abilities that sicken, stun, or 
  otherwise weaken opponents are valuable but might not 
  be available until later levels, while abilities that let you 
  disarm or sunder your enemy’s armor, shield, or weapon 
  are accessible earlier in your fighting career.
  One against Many
  Facing more than one opponent without help further 
  restricts your options. The number of actions you can 
  take in a round will be far outnumbered by those of your 
  enemies, who can use them to heal or augment their 
  companions in addition to attacking you. In these situations, 
  maneuverability is your best ally. Hit-and-run tactics 
  using feats such as Spring Attack allow you to maintain 
  some distance, forcing your enemies to come to you and 
  preventing them from gaining the benefit of full-attack 
  actions. Alternatively, if you have a high AC or plentiful hit 
  points, you can simply weather the storm, staying in one 
  spot and taking full-attack actions of your own.
  If you expect to often face many foes, it’s a good idea 
  to take feats that limit the effectiveness of foes flanking 
  you. Whirlwind Attack is valuable but requires multiple 
  feats and a high Dexterity score as prerequisites. A good 
  combination is Great Cleave and Flanking Foil (Pathfinder 
  RPG Ultimate Combat 102), which prevents multiple 
  adjacent enemies you hit from gaining flanking bonuses 
  or the ability to sneak attack you. The –2 penalty to AC 
  for Great Cleave may balance the +2 bonus on attacks for 
  flanking, but denying rogues their sneak attack damage 
  can definitely keep you alive longer. Shrewd Tactician 
  (Pathfinder Campaign Setting: The Inner Sea World Guide 289) 
  eliminates your enemies’ flanking bonuses altogether 
  without any penalty to your AC.
  Many against One
  When facing a single enemy, you and your companions 
  gain the advantages of extra actions, flanking bonuses, 
  and possibly sneak attack damage. If your party contains 
  multiple melee combatants, your front-line fighters can 
  pull back when they need healing while fresh combatants 
  move up and prevent the enemy from escaping or healing. 
  Characters not expert in dealing damage can use options 
  such as aid another when they’re not needed elsewhere.
  Many against Many
  Engaging large forces with your own expands your tactical 
  opportunities. Should you focus on the enemy’s damage-
  dealers, its healers, or those augmenting its members? 
  If you single out specific targets, you can take down one 
  enemy before moving on to the next, like a pack of wolves. 
  You can use this tactic to eliminate certain resources more 
  quickly, but your team also needs to be able move around the 
  battlefield. If the terrain isn’t difficult and such movement 
  doesn’t open you to multiple attacks of opportunity, a fast, 
  focused team can strike more effectively than one that 
  distributes its attacks across the enemy’s forces.
  FEAT TYPES
  The evolution of the Pathfinder rules has resulted in the 
  creation of 17 types of feats. The list below provides a 
  short overview of these different types.
  General: General feats have no special rules beyond 
  those that apply to all feats.
  Achievement: These feats, introduced in Pathfinder 
  Player Companion: Legacy of Fire Player’s Guide, grant 
  benefits to characters who accomplish specific objectives.
  Combat: Combat feats can be selected as fighters’ 
  bonus feats, but other characters can select them as well.
  Critical: Critical feats modify the effects of critical hits.
  Faction: Faction feats, introduced in Pathfinder Campaign 
  Setting: Faction Guide, represent the benefits of associating 
  with specific organizations.
  Grit and Panache: Gunslingers and swashbucklers can 
  select Grit feats (introduced in Pathfinder RPG Ultimate 
  Combat) and Panache feats (introduced in Pathfinder RPG 
  Advanced Class Guide), respectively, as bonus feats to 
  enhance their deeds and modify their grit or panache points. 
  Hero Point: Hero point feats, introduced in Pathfinder 
  RPG Advanced Player’s Guide, modify how you gain and 
  use hero points under that optional rule system.
  Item Creation: Item creation feats enable a character 
  to create certain types of magic items.
  Meditation: Meditation feats, introduced in Pathfinder 
  Player Companion: Faiths & Philosophies, grant benefits 
  after a character has spent time in quiet contemplation. 
  Monks can take meditation feats as bonus feats.
  Metamagic: Metamagic feats allow spellcasters to grant 
  their spells new powers and effects. Spells modified by such 
  feats generally take up a higher-level spell slot than normal.
  Mythic: Mythic feats, introduced in Pathfinder RPG 
  Mythic Adventures, allow characters with mythic paths to 
  perform incredible deeds, enhancing non-mythic versions 
  of feats or granting new benefits.
  Performance: Performance feats, introduced in 
  Pathfinder RPG Ultimate Combat, grant benefits to 
  characters attempting performance combat checks.
  Story: Also known as local, regional, or upbringing feats, 
  story feats’ requirements are tied to a character’s background 
  or development. They can be found in Pathfinder RPG 
  Ultimate Campaign, and some Pathfinder Adventure Path 
  player’s guides and Pathfinder Player Companion books.
  Style: Style feats, introduced in Pathfinder RPG Ultimate 
  Combat, provide benefits representing different martial 
  arts schools and are typically based on the abilities or 
  mannerisms of specific creatures.
  Targeting: Targeting feats, introduced in Pathfinder 
  Player Companion: Ranged Tactics Toolbox, modify 
  attacks and work in conjunction with the called shots 
  optional rules (Pathfinder RPG Ultimate Combat 193).
  Teamwork: Teamwork feats, introduced in Pathfinder 
  RPG Advanced Player’s Guide, provide benefits to 
  characters in specific circumstances. Usually, two or 
  more characters must have the same teamwork feat to 
  use it.
  5
  
  Many warriors believe melee, especially one-on-one 
  combat, is the truest test of physical and mental abilities. 
  Ask them which style of melee combat is best, however, and 
  each will answer differently. Some favor heavy weapons 
  and armor, while others prefer to be light on their feet, and 
  while many swear offense is the best defense, yet others 
  claim a sharp mind is better than a sharp sword.
  GENERAL TACTICS
  It’s important to choose weapons that suit your combat style.
  Light Weapons: A good choice for Dexterity-focused 
  characters, light weapons are crucial for Weapon Finesse 
  and suitable for use in the off hand for two-weapon 
  fighting. Sneaky characters also appreciate light weapons 
  for their low weight and easy concealability. It’s a good idea 
  for all characters to carry a light weapon in case they are 
  grappled or swallowed whole, and many are useful tools in 
  noncombat situations.
  One-Handed Weapons: These versatile weapons deal 
  respectable damage while leaving your off hand free to cast 
  a spell, hold a torch, or interact with the environment. 
  One-handed weapons also allow you to increase your 
  Armor Class by carrying a shield or increase your damage 
  by wielding a weapon with both hands or drawing a 
  second weapon.
  Two-Handed Weapons: Strong characters gain the 
  most from two-handed weapons, adding 1-1/2 times their 
  Strength and Power Attack bonuses on damage rolls. Many 
  two-handed weapons have reach, allowing you to attack past 
  allies or obstacles, or even the odds against larger opponents.
  Variety: Though you may favor a certain kind of weapon, 
  it’s useful to carry a range of them. Having weapons of 
  a variety of types (such as bludgeoning, piercing, and 
  slashing) and materials (such as alchemical silver and cold 
  iron) helps you get around foes’ damage reduction.
  SPECIFIC TACTICS
  While not all characters can master every possible combat 
  style, it’s a good idea to consider multiple ways to engage a 
  foe and deal with the battlefield environment.
  Apply Pressure: Not every opponent wants to engage in 
  melee combat. You can counter attempts to move away from 
  you with feats such as Following StepAPG, Pin DownUC, Stand 
  Still, Step Up, and Step Up and StrikeAPG. When you must 
  move to attack, the Vital Strike feat chain gives your single 
  attack much more stopping power, which can be further 
  enhanced with the Devastating StrikeUC feat chain.
  Fight Smarter: Putting your opponent at a disadvantage 
  can be as punishing as dealing damage, especially for 
  characters with sneak attack or feats devoted to 
  improving their combat 
  maneuvers. Combat 
  Expertise is a 
  useful feat for 
  combatants who 
  qualify for it, either with 
  sufficient Intelligence scores or equivalent class abilities 
  such as brawler’s cunningACG and swashbuckler finesseACG. 
  It is also a prerequisite for many feats that improve feinting 
  and the dirty trickAPG, disarm, repositionAPG, stealAPG, and 
  trip combat maneuvers. You can gain additional bonuses 
  by using weapons with the disarm, distractingUC, or trip 
  special qualities.
  Quick as a Flash: Dexterity improves your Armor Class 
  and Reflex save, but it can also be used for offense. Agile 
  Maneuvers, Slashing GraceACG, and Weapon Finesse allow 
  you to use Dexterity instead of Strength for specific melee 
  attacks. Alternately, Combat Reflexes gives you additional 
  attacks of opportunity. Two-Weapon Fighting, which 
  requires a high Dexterity score, and the many feats that 
  require it allow you to use a second weapon more effectively.
  Up Close and Personal
  6
  
  Strong Arm: A high Strength score is a natural choice 
  for a melee combatant, improving both your attack rolls 
  and damage rolls. When a high Strength score is coupled 
  with Power Attack and Furious FocusAPG, you can deal 
  even more damage, especially with a two-handed weapon. 
  Strength-based combat can also help you control the 
  battlefield with a number of feats that have Power Attack 
  as a prerequisite, and improves the effectiveness of bull 
  rush, dragAPG, overrun, and sunder combat maneuvers.
  CLOSE-COMBAT FEATS
  The following feats can be taken by any character who 
  meets the prerequisites, but are most useful for combatants 
  who expect to face foes in close combat without support 
  from nearby allies.
  Artful Dodge (Combat)
  You are practiced at avoiding attacks when outnumbered.
  Prerequisite: Int 13.
  Benefit: If you are the only character threatening  
  an opponent, you gain a +1 dodge bonus to AC against  
  that opponent.
  Special: The Artful Dodge feat acts as the Dodge feat for 
  the purpose of satisfying prerequisites that require Dodge. 
  You can use Intelligence, rather than Dexterity, for feats 
  with a minimum Dexterity prerequisite.
  Circling Mongoose (Combat)
  You keep your opponent on the defensive as you circle 
  around threateningly.
  Prerequisites: Dex 13, Dodge, Mobility, Spring Attack, 
  base attack bonus +6.
  Benefit: When you are adjacent to a foe, as a full-
  round action, you can take a full-attack action to make 
  melee attacks against the foe, moving 5 feet before each 
  attack. You must move 5 feet before each melee attack you 
  make, and can’t exceed your maximum speed, exceed 
  your maximum number of attacks in a round, or attack 
  any other target until the beginning of your next turn. 
  You must remain adjacent to the foe, and your movement 
  provokes attacks of opportunity as normal unless you 
  succeed at the appropriate Acrobatics checks. If your 
  first attack against the foe hits, you are considered to 
  be flanking the foe on your second attack. Subsequent 
  attacks made as part of the full-attack action continue 
  to be treated as if you were flanking the foe until one 
  of your attacks misses, at which point your attacks are  
  treated normally.
  Normal: A character without this feat is limited to only 
  one 5-foot step during a full attack, taken before, after, or 
  between attacks.
  Heroic Leader (Combat)
  Whether part of a partnership or an army, you stand head 
  and shoulders above your companions.
  Prerequisites: Cha 13; any combat feat; ability to gain an 
  animal companion, cohort, eidolon, familiar, or mount.
  Benefit: Your animal companion, cohort, eidolon, 
  familiar, or mount doesn’t count as threatening your 
  opponent for the purposes of feats that require you to be 
  the only character threatening a target. Allies with Hit 
  Dice equal to or less than 1/2 your own Hit Dice don’t count 
  as threatening opponents for the purposes of such feats.
  Mirror Move (Combat)
  By tracking an opponent’s movements, you can attempt to 
  duplicate his techniques.
  Prerequisites: Int 13, Combat Expertise, base attack 
  bonus +4.
  Benefit: If you are the only character threatening 
  an opponent and that opponent uses a combat feat 
  (including taking an action that benefits from a combat 
  feat, or gaining any bonus to AC, attack rolls, damage 
  rolls, or saving throws from a combat feat), you can take 
  an immediate action to gain the benefit of that feat until 
  the end of your next turn. You must meet all the feat’s 
  prerequisites. If a feat has a daily use limitation, as does 
  Stunning Fist, any uses of that feat while you’re using 
  Mirror Move count toward that feat’s daily limit for you. 
  You can use Mirror Move once per day for every 4 levels 
  you have attained.
  Press to the Wall (Combat)
  You gain an advantage when your opponent can’t  
  easily retreat.
  Prerequisites: Step Up, base attack bonus +3.
  Benefit: If you are the only character threatening an 
  opponent, you can treat solid, immovable objects that 
  occupy a square (such as columns, tree trunks, and walls) 
  and are adjacent to that opponent as allies threatening the 
  opponent when determining whether you flank the foe. 
  Redirect Attack (Combat)
  When you dodge an attack, you can deflect it toward 
  another opponent.
  Prerequisites: Dex 15, Int 15, Dodge.
  Benefit: Once per turn, when an opponent only you 
  threaten fails an attack against you, you can redirect 
  the attack to target another foe. The new target must 
  be adjacent to you and within reach of the opponent 
  that missed you. Attempt a combat maneuver check; if 
  the result exceeds both the Combat Maneuver Defense 
  of the opponent who missed you and the Armor Class 
  of the new target, the attack strikes and deals its  
  normal damage.
  Steadfast Slayer (Combat)
  Like the dragonslayers and giantslayers of legend, you 
  stand alone against creatures far larger than you.
  Benefit: If you are the only character threatening an 
  opponent and you successfully attack the opponent with 
  a two-handed melee weapon, for each size category larger 
  than you that opponent is, you gain a +2 bonus on your 
  melee damage roll.
  7
  
  It’s no use having a weapon and knowing how to use it if an 
  enemy lays you low before you can bring it to bear. Melee 
  combat requires the staying power to survive a foe’s attacks 
  long enough to strike back, often without the benefit of 
  cover or concealment. While many combatants rely on 
  armor and shields to deflect blows, others prefer to evade 
  attacks or use their sheer toughness to ignore wounds that 
  would kill lesser warriors.
  GENERAL TACTICS
  Surviving melee combat is equal parts advance preparation 
  and smart decision-making in battle.
  Choose Your Armor Carefully: Your options for armor 
  are heavily influenced by your class’s armor proficiencies 
  and related class abilities, such as the fighter’s armor 
  training or the monk’s Armor Class bonus. If you have 
  a positive Dexterity modifier, get the most out of it by 
  choosing armor with a maximum Dexterity bonus that’s 
  at least as high. Note that class features can also limit 
  the usefulness of heavy armors; for instance, rogues in 
  medium or heavy armor can’t use evasion, making them 
  more vulnerable to area attacks.
  Heavier armors can also reduce your speed and apply 
  large penalties to some skills. Dwarves and fighters 
  don’t suffer the full brunt of these drawbacks, but other 
  characters can offset them with magic items that increase 
  movement (such as boots of striding and springing) or 
  armor that is less restrictive despite its Armor Class 
  bonus. A mithral breastplate, for example, has all the 
  defensive benefits of a typical breastplate but counts as 
  light armor for the purposes of movement, has a higher 
  maximum Dexterity bonus to Armor Class, and imposes 
  a lower armor check penalty. A low armor check penalty is 
  particularly important if you expect to do a lot of climbing, 
  sneaking, or swimming.
  Use Defensive Combat Options: If you’re easily hitting 
  your opponent, or if survival is more important than 
  dealing damage, you can increase your Armor Class at the 
  expense of your attack bonus by fighting defensively or 
  using the Combat Expertise feat. Using the total defense 
  action prevents you from attacking —including making 
  attacks of opportunity—but you still threaten foes for 
  the purposes of flanking. Alternatively, you can use the 
  aid another action to increase another character’s Armor 
  Class. Such options limit your offensive abilities but can 
  be useful when a fight is more dangerous than expected.
  SPECIFIC TACTICS
  Your choices of class, feats, and skills inf luence whether 
  you work best as a heavily armored front-line fighter or 
  a lightly armored skirmisher.
  Evasive Maneuvers: Often the best defense is to 
  avoid getting hit. Ranks in Acrobatics 
  allow you to avoid attacks of opportunity 
  when you’re moving and increase your 
  Armor Class bonuses from fighting 
  defensively or using total defense. 
  While most acrobatic combatants 
  are only lightly armored, some dwarves 
  and fighters of sufficient level 
  can tumble even in heavy armor. 
  If your movement does provoke 
  attacks of opportunity, the 
  Mobility feat provides an 
  Armor Class bonus against them.
  Run Interference: Specific feats, 
  including 
  BodyguardAPG, 
  Covering 
  DefenseAPG, In Harm’s WayAPG, and 
  Saving ShieldAPG, give you additional 
  options to protect your allies.
  Shields Up: Shields might not seem 
  to offer enough of a defensive advantage 
  to offset losing the useful off-hand and 
  two-handed combat options, but 
  there are a number of feats 
  designed to improve the 
  effectiveness of the humble 
  shield. Consider Fortified 
  Armor TrainingUC, Greater 
  Shield Focus, Greater Shield 
  On the Defensive
  8
  
  SpecializationAPG, Missile ShieldAPG, Mounted ShieldAPG, 
  Ray ShieldAPG, Shield Focus, Shield SpecializationAPG, and 
  Shield WallAPG. A shield can also allow you to flexibly switch 
  between offensive and defensive options by doubling as 
  an off-hand weapon with feats such as Bashing FinishAPG, 
  Improved Shield Bash, Shield Master, and Shield Slam. 
  A dedicated shield user can choose an archetype such 
  as phalanx soldierAPG (fighter), sacred shieldUC (paladin), 
  shielded fighterAPG (fighter), skirnirUC (magus), or tower 
  shield specialistUC (fighter).
  DEFENSIVE FEATS
  The following feats can be taken by any character who 
  meets the prerequisites.
  Armored Athlete (Combat)
  You have experience using a skill while armored.
  Prerequisites: Light armor proficiency, medium armor 
  proficiency, 3 ranks in any Dexterity- or Strength-based skill.
  Benefit: Choose one Dexterity- or Strength-based skill 
  in which you possess at least 3 ranks. When you attempt a 
  check for the chosen skill, your armor check penalty on 
  that check for wearing light or medium armor is reduced 
  by 3 (to a minimum of 0). If you have 10 or more ranks in 
  the skill, the penalty is instead reduced by 6 (to a minimum 
  of 0). If you have armor training 2 and are proficient with 
  heavy armor, this benefit also applies to armor check 
  penalties for wearing heavy armor.
  Special: You can gain this feat multiple times. Each time 
  you take the feat, it applies to a new skill.
  Just out of Reach (Combat)
  The farther an attacker is from you, the more easily you 
  avoid its melee attacks.
  Prerequisites: Dex 13, Dodge, Mobility.
  Benefit: When a foe more than 5 feet away from you 
  makes a melee attack against you using reach, you gain a 
  +4 dodge bonus to your AC against the attack.
  Leaping Evasion (Combat)
  You jump out of the way of dangerous effects.
  Prerequisites: Lightning Reflexes, evasion class feature.
  Benefit: When you succeed at a Reflex save against a spell 
  or effect that affects an area, as an immediate action you can 
  attempt an Acrobatics check to jump out of the effect’s area. 
  You must move to the nearest space you can see outside of 
  the affected area. The DC for this Acrobatics check is equal 
  to the number of feet you must move to escape the area, 
  and you can’t travel farther than your normal movement. If 
  you use this feat, you are staggered on your next turn. This 
  movement doesn’t provoke attacks of opportunity from 
  creatures in the area of the effect you are escaping.
  CASTELLAN (CAVALIER ARCHETYPE)
  A castellan is a cavalier who dedicates himself to the 
  defense of a castle or walled city. Though not as celebrated 
  as the cavaliers who ride forth to take on distant foes, the 
  castellan is no less brave or important, for the castellan 
  and his allies are the last line of defense for those who 
  depend on the fortification for protection.
  Castle Defender: At 1st level, a castellan gains a +1 bonus 
  to Armor Class and an additional +1 bonus on attack rolls 
  when he is on higher ground. He also gains an additional 
  +1 bonus to Armor Class and on Reflex saves when he has 
  cover other than soft cover from other creatures. At 6th 
  level, a castellan gains evasion (as a rogue) when he has 
  cover (but not soft cover) against the source of the attack. 
  At 11th level, these bonuses increase by 1. At 16th  level, 
  he gains improved evasion instead of evasion. Both the 
  evasion and improved evasion abilities work even when 
  the castellan wears medium or heavy armor. This ability 
  replaces mount.
  Castle Lore: At 3rd level, the castellan gains a +2 bonus 
  on initiative checks and Knowledge (engineering), 
  Knowledge (local), Knowledge (nobility), Perception, and 
  Stealth checks when he is in urban terrain, including 
  fortifications. A castellan in an urban environment 
  can always act in a surprise round, though he remains 
  flat-footed until he acts. At 8th level and every 5 
  levels thereafter, the castellan’s bonuses on skill and 
  initiative checks increase by 2. This ability replaces 
  cavalier’s charge.
  Guard Companion: At 4th level, the castellan forms a 
  bond with an animal companion that serves as a guard. 
  While most castellans select birds or canines, the castellan 
  can choose any animal companions available to rangers. 
  This ability functions like the druid nature bond ability, 
  except that the castellan’s effective druid level is equal to 
  his cavalier level – 3 and his animal companion doesn’t 
  gain the share spells special ability. This ability replaces 
  expert trainer.
  Mighty Defense: At 11th level, when the castellan 
  readies an action to make a melee attack against a creature 
  that is not yet adjacent to him, he doubles the threat range 
  of any melee weapons wielded during the attack. This 
  increase doesn’t stack with other effects that increase 
  the threat range of his weapons. In addition, the cavalier 
  can attempt a free dirty trickAPG, disarm, sunder, or trip 
  combat maneuver if his readied attack is successful. 
  This free combat maneuver doesn’t provoke an attack of 
  opportunity. This ability replaces mighty charge.
  Defending Challenge: At 12th level, the castellan takes 
  no penalty to Armor Class when using his challenge 
  ability. This ability replaces demanding challenge.
  Supreme Defense: At 20th level, whenever the castellan 
  readies an action to make a melee attack against a creature 
  that is not yet adjacent to him, his readied attack deals 
  double the normal amount of damage (or triple the damage 
  if using a brace weapon against a charge). In addition, if 
  the cavalier confirms a critical hit on the readied attack, 
  the target is stunned for 1d4 rounds. A successful Will save 
  (DC = 10 + the cavalier’s class level + the cavalier’s Strength 
  modifier) reduces this to being staggered for 1d4 rounds. 
  This ability replaces supreme charge.
  9
  
  Though they may occasionally participate in duels or face 
  off against a single powerful foe, adventurers most often 
  find themselves in skirmishes with multiple combatants 
  on either side. In these situations, you need to be aware not 
  only of yourself and the enemy in front of you, but also of 
  your allies and your enemy’s allies.
  GENERAL TACTICS
  In mass combat, the advantage is held by the side that 
  works together best.
  Flanking: Positioning is key in mass melee—you want 
  to set up flanking opportunities for your allies while 
  avoiding being flanked by your enemies. The bonus on 
  attacks from flanking is a boon to any melee combatant, 
  but especially rewards classes with sneak attacks. Since it’s 
  often difficult to move safely in the crush of combat, take 
  5-foot steps when you can to move out from between enemy 
  flankers or into a favorable position with an ally. Be aware 
  of terrain that hinders or blocks movement, and try to 
  position yourself to use such obstacles to your advantage.
  Formations: Even small groups can benefit from a 
  cohesive formation. A tight formation prevents any single 
  member from being overwhelmed by numerous melee 
  opponents. By staying close, support classes can also 
  heal and strengthen allies more easily. When alchemy 
  and magic enter the mix, however, you may be better off 
  spreading out to lessen the impact of area effects such as 
  bombs, breath weapons, and spells.
  SPECIFIC TACTICS
  Some classes train to fight surrounded by allies. Others 
  excel when surrounded by enemies.
  Hew through Hordes: Some characters don’t mind being 
  surrounded, and feats such as Cleave, Cleaving FinishUC, 
  Great Cleave, Redirect Attack (see page 7), and Whirlwind 
  Attack allow them to shine when outnumbered.
  Teamwork Feats: To gain the full benefit of a teamwork 
  feat (Pathfinder RPG Advanced Player’s Guide 150), you need 
  allies who also have that feat. There might also be other 
  criteria. The cavalier’s tacticianAPG ability allows him to 
  share his teamwork feats with nearby allies, while the 
  inquisitor’s solo tacticsAPG ability allows her to benefit from 
  teamwork feats even when her allies lack them.
  Watch Your Back: Barbarians, gunslingers, and rogues 
  gain the improved uncanny dodge ability, which makes 
  them less concerned about being flanked. Other characters 
  can reduce the effects of flanking with feats such as Back 
  to BackUC, Flanking FoilUC, and Got Your Back (see below).
  Work as a Unit: The Acrobatics skill and feats such as 
  Gang UpAPG and Mobility can make setting up a flanking 
  situation easier, while the feats OutflankAPG and Precise 
  StrikeAPG make your flanking more effective. By taking 
  the BodyguardAPG, Swift AidAPG, or Team UpAPG feat, you 
  Mass Melee
  can aid another character under certain circumstances 
  without using a standard action, allowing you to attack 
  your enemy and aid your ally in the same round.
  MASS MELEE FEATS
  The following feats can be taken by any character who 
  meets the prerequisites. Many are teamwork feats, which 
  were first introduced in the Advanced Player’s Guide.
  Got Your Back (Combat, Teamwork)
  You protect an ally from attacks he doesn’t see coming.
  Prerequisite: Int 13, Combat Expertise.
  Benefit: If you successfully use the aid another action to 
  give an ally who also has this feat a +2 bonus to AC against 
  an opponent’s next attack, the ally is also not considered 
  flanked or flat-footed against that opponent until the 
  beginning of your next turn.
  Normal: You can use aid another to grant an ally a 
  +2 bonus to AC against the next attack from an adjacent foe.
  Harrying Partners (Combat, Teamwork)
  Your movements perfectly synchronize with your ally’s to  
  greater effect.
  Prerequisites: Any teamwork feat, base attack bonus +6.
  Benefit: 
  When 
  you 
  successfully 
  use 
  the 
  aid 
  another action to improve the Armor Class or attack 
  roll of an ally who also has this feat, the benefit 
  from aid another lasts until the beginning of your  
  next turn.
  Normal: The bonus granted by aid another either 
  grants your ally a +2 bonus on her next attack roll against 
  an opponent or grants your ally a +2 bonus to AC against 
  that opponent’s next attack made before the beginning of 
  your next turn.
  Open Up (Combat, Teamwork)
  You pull an opponent’s shield, opening your foe up to an 
  unobstructed attack by an ally.
  Prerequisites: Int 13, Combat Expertise.
  Benefit: When you successfully use the aid another 
  action to improve the next attack roll against an opponent 
  by an ally who also has this feat, that attack also ignores 
  any Armor Class bonus granted by the opponent’s shield. 
  This benefit affects only physical shields, not shield 
  bonuses from spells or other sources.
  Special: If both you and your ally also have the Harrying 
  Partners teamwork feat, all of your ally’s attacks made 
  before your next turn ignore the opponent’s Armor Class 
  bonus from a shield.
  Phalanx Formation (Combat)
  You are trained to use long weapons in tight formations.
  Prerequisite: Base attack bonus +1.
  10
  
  Benefit: When you wield a reach weapon with which you 
  are proficient, allies don’t provide soft cover to opponents 
  you attack with reach.
  Normal: Attacking a target that is beyond another 
  creature, even an ally, can result in the target having soft 
  cover from you.
  Stick Together (Combat, Teamwork)
  You stick close to your allies in combat.
  Benefit: When an adjacent ally with this feat moves, 
  you can move up to your speed as an immediate action, as 
  long as your movement ends adjacent to that ally. If you do 
  so, you are staggered on your next turn. This movement 
  provokes attacks of opportunity as normal.
  BARDIC MASTERPIECE
  Introduced in Pathfinder RPG Ultimate Magic, masterpieces 
  give bards new ways to use their bardic performance 
  ability at the cost of a feat or spell known.
  Battle Song of the People’s Revolt 
  (Percussion, Wind)
  This song for fife and drum is found in many folios filled 
  with music intended to unite the people of Andoran in their 
  secession from Cheliax.
  Prerequisite: Perform (percussion) or Perform (wind) 
  4 ranks.
  Cost: Feat or 2nd-level bard spell known.
  Effect: When you learn this masterpiece, choose a 
  teamwork feat for which you meet the prerequisites. 
  Once the feat is chosen, it can’t be changed. This 
  performance grants the chosen feat to all allies 
  within 30 feet who can see and hear you. 
  Your allies don’t need to meet the 
  prerequisites of this feat. Abilities 
  that extend the duration of a bardic 
  performance, such as Lingering 
  PerformanceAPG, 
  affect 
  this masterpiece.
  Use: 1 bardic performance round per round.
  Action: 1 standard action.
  Special: You can gain this masterpiece multiple times. 
  Each time you take this masterpiece, it grants a different 
  teamwork feat.
  DRILL SERGEANT (FIGHTER ARCHETYPE)
  Drill sergeants excel at training other combatants in 
  fighting techniques.
  Tactician (Ex): At 2nd level, a drill sergeant gains the 
  cavalier’s tactician class feature, treating his fighter level as 
  his cavalier level for the purposes of this ability. This ability 
  replaces bravery.
  Weapon Training (Ex): At 5th level, a drill sergeant 
  gains weapon training with one group of weapons. He 
  doesn’t gain weapon training with other groups at later 
  levels, though his weapon training bonus improves by 
  1 for every 4 levels after 5th level. This ability modifies 
  weapon training 1.
  Greater Tactician (Ex): At 9th level, the drill sergeant 
  gains the cavalier’s greater tactician class feature. This 
  ability replaces weapon training 2.
  Weapon Trainer (Ex): At 13th level, when a drill sergeant 
  wields a weapon he has weapon training in, all allies 
  within 30 feet who can see and hear the drill sergeant gain 
  half his weapon training bonus when they wield 
  any weapon from the same weapon group. 
  This bonus doesn’t stack with any weapon 
  training bonus an ally already possesses. 
  This ability replaces weapon 
  training 3.
  Master Tactician (Ex): 
  At 17th level, the drill 
  sergeant gains the 
  cavalier’s master 
  tactician class feature. 
  This ability replaces 
  weapon training 4.
  11
  
  Combatants can’t always rely on having their weapons at 
  hand, so canny adventurers are ready to fight unarmed 
  when necessary. 
  GENERAL TACTICS
  It’s a good idea to consider what you’ll do if your normal 
  weapon of choice is unavailable.
  Avoid Being Disarmed: The threat of being rendered 
  weaponless gives many heroes pause, but a little simple 
  preparation can help you avoid being disarmed. A locked 
  gauntlet or weapon cordUE keeps your weapon close at hand 
  but limits your ability to switch weapons during combat. 
  Alternatively, feats such as Improved Disarm increase your 
  Combat Maneuver Defense against foes’ disarm attempts.
  Fighting When Disarmed: Disarmed doesn’t mean 
  unarmed. Most medium and heavy armors come with 
  gauntlets that deal lethal damage; however, gauntlet attacks 
  are otherwise considered unarmed attacks, so you’ll provoke 
  attacks of opportunity from your foe if you don’t have 
  Improved Unarmed Strike. If all else fails, examine your 
  immediate area for unattended objects that can be used as 
  improvised weapons. Although you take a  –4  penalty on 
  attack rolls with improvised weapons, attacks with such 
  weapons aren’t considered unarmed attacks and thus may 
  be safer than fighting with a gauntlet or bare fist. Most 
  classes and archetypes specializing in unarmed combat 
  grant Improved Unarmed Strike as a bonus feat.
  Inflicting Nonlethal Damage: If you anticipate a need 
  to subdue an opponent, carry a sap or another weapon 
  designed to deal nonlethal damage. Otherwise, you can 
  use melee weapons that normally deal lethal damage to 
  deal nonlethal damage, but take a –4 penalty on attack rolls 
  when doing so.
  ADVANCED TACTICS
  A little preparation goes a long way when fighting without 
  your preferred weapons.
  Recovering a Weapon: If you are disarmed of your 
  primary weapon, it is often preferable to recover your 
  weapon rather than to fight unarmed. To avoid provoking 
  attacks of opportunity by picking up the weapon at your feet, 
  consider taking a 5-foot step back into a square that isn’t 
  threatened before reaching into the square 
  you just left to retrieve your weapon.
  Invest in Armor Spikes: Having 
  proficiency 
  with 
  martial 
  weapons 
  makes armor spikes superior to gauntlets 
  as secondary weapons. Attacks with armor 
  spikes are not considered unarmed attacks, 
  and are more useful than gauntlets if you are 
  grappled. Armor spikes can also be used as an off-
  hand weapon or to make attacks of opportunity. 
  Advanced Subdual Options: Knocking out an opponent 
  with nonlethal damage doesn’t always require taking an 
  attack roll penalty throughout the entire combat. 
  Once your opponent has taken a significant 
  amount of nonlethal damage, you can switch back 
  to lethal damage, as you are then much more likely 
  to knock out than kill your opponent. 
  STYLE FEATS
  Style feats were introduced in Pathfinder RPG Ultimate 
  Combat. Two new styles are presented below along with the 
  feat paths that make up each style.
  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. 
  Feat Path: Cudgeler Style, Cudgeler Sweep, Cudgeler 
  Takedown.
  Kraken Style: This grappling style mimics the powerful 
  crushing blows of the many-tentacled kraken. This style 
  Unarmed and Dangerous
  12
  
  focuses on pulverizing holds around a creature’s chest, 
  limbs, and throat. 
  Feat Path: Kraken Style, Kraken Throttle, Kraken Wrack.
  Cudgeler Style (Combat, Style)
  You have learned how to rush your foe and deliver an 
  incapacitating blow.
  Prerequisite: BludgeonerUC.
  Benefit: 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.
  Cudgeler Sweep (Combat, Style)
  Your powerful blows can knock down your opponents.
  Prerequisites: BludgeonerUC, Cudgeler Style, base attack 
  bonus +5 or monk level 5th.
  Benefit: 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.
  Cudgeler Takedown (Combat, Style)
  Opponents you batter to the ground stay down.
  Prerequisites: BludgeonerUC, Cudgeler Style, Cudgeler 
  Sweep, base attack bonus +9 or monk level 9th.
  Benefit: 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.
  Kraken Style (Combat, Style)
  You savagely squeeze and twist when grappling.
  Prerequisites: Wis 13, Improved Grapple, Improved 
  Unarmed Strike, base attack bonus +3 or monk level 3rd.
  Benefit: 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.
  Kraken Throttle (Combat, Style)
  You tighten your grip around your target’s throat.
  Prerequisites: Wis 13, Improved Grapple, Improved 
  Unarmed Strike, Kraken Style, base attack bonus +5 or 
  monk level 5th.
  Benefit: 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. 
  While using this style, you can choke your opponent when 
  you successfully maintain a grapple instead of choosing to 
  damage, move, pin, or tie up your opponent. This suffocates 
  your opponent (Pathfinder RPG Core Rulebook  445). The 
  grappled opponent can take a breath during any round in 
  which you do not maintain the grapple.
  Kraken Wrack (Combat, Style)
  You squeeze your opponent tightly enough to crush armor 
  or items between you.
  Prerequisites: Wis 13, Improved Grapple, Improved 
  Unarmed Strike, Kraken Style, base attack bonus +7 or 
  monk level 7th.
  Benefit: 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. 
  When you do, you deal an amount of damage equal to that of 
  your unarmed strike or one of your natural attacks to your 
  foe’s armor or an item held in your foe’s hand. This crushing 
  damage bypasses half of the hardness of the armor or item.
  BLOODY-KNUCKLED ROWDY  
  (BLOODRAGER ARCHETYPE)
  Bloodragers are frequently rough-and-ready, untrained 
  scrappers who learn to exploit any advantage to gain the 
  upper hand in a fight. The bloody-knuckled rowdy focuses 
  on tricks and maneuvers that are quick and effective, 
  duplicating combat styles from professional brawlers, 
  street thugs, and even trapped animals. Rather than 
  focusing on a single style, most bloody-knuckled rowdies 
  dabble in multiple techniques, mixing and matching their 
  array of vicious maneuvers to suit the occasion.
  Bloody Knuckles: The bloody-knuckled rowdy does not 
  gain damage reduction.
  Reduced Spells Known: The bloody-knuckled rowdy 
  focuses more on fighting tactics and less on his natural 
  arcane powers. He receives one fewer spell known at each 
  spell level. This ability modifies bloodrager spellcasting.
  Pugilist (Ex): At 1st level, a bloody-knuckled rowdy gains 
  Improved Unarmed Strike as a bonus feat. This ability 
  replaces fast movement.
  Combat Style Student: At 2nd level, a bloody-knuckled 
  rowdy gains a bonus feat. This bonus feat must be a style 
  feat or a feat with a style feat as a prerequisite. The bloody-
  knuckled rowdy treats his bloodrager levels as monk 
  levels when qualifying for and calculating the effects of 
  style feats and feats that have style feats as prerequisites. 
  At 5th  level, the bloody-knuckled rowdy gains the 
  Combat Style MasterUC feat. He doesn’t need to meet the 
  prerequisites for this feat. This ability replaces uncanny 
  dodge and improved uncanny dodge.
  Hand-to-Hand Training (Ex): At 3rd level, a bloody-
  knuckled rowdy deals unarmed damage as a monk of a 
  level equal to his bloodrager level – 2. 
  13
  
  No matter what you do, you will face at least a few fights 
  that you simply aren’t prepared for. While it’s impossible 
  to expect the unexpected, there are things you can do to 
  improve your odds of survival, whether you’re dumped 
  over the side of a ship in shark-infested waters, woken up 
  by the cries of attacking goblins, or wrapped in the not-so-
  loving embrace of a many-tentacled beast.
  GENERAL TACTICS 
  Dealing with unexpected situations requires the ability to 
  adjust to the impact of the surprise, rather than avoiding 
  it entirely. It’s impossible to prepare for everything, but 
  you can find ways to overcome or lessen the penalties 
  each unexpected disadvantage imposes on you. If a given 
  tactic proves effective in multiple circumstances, it may 
  be worth spending more time developing that option.
  Fighting in the water imposes significant penalties on 
  attacks and can give aquatic opponents powerful advantages 
  (see Table 13–7: Combat Adjustments Underwater on 
  page 433 of the Pathfinder RPG Core Rulebook). Feats such as 
  Athletic that improve your Swim checks can reduce your 
  enemies’ advantages while still providing benefits to skills 
  that apply on land. You should also use piercing melee 
  weapons underwater to deal full damage with your attacks.
  If enemies attack your campsite, your party’s lookout 
  may be the only defender who is armed, awake, and ready. 
  Sleep next to your weapon and a good shield—donning 
  armor takes several rounds, but picking up a shield is 
  only a move action. If you’re caught without a weapon, 
  don’t forget that the gauntlets on most mail and plate 
  armors can still deal lethal damage when used to make 
  unarmed attacks. Having backup options for armor, 
  ranging from spells to bracers of armor, can also prove 
  useful if your armor is sundered and in social settings 
  where wearing armor is inappropriate.
  If you find yourself grappled and are not a strong melee 
  fighter, your options are limited but not eliminated. Keep 
  a light weapon on you at all times so you can at least deal 
  damage if you can’t break free.
  For other surprise situations, look for abilities, spells, 
  and talents that require only swift or immediate actions. 
  While you can’t use them when you are surprised, they 
  provide extra capabilities during your first round of 
  actions to help make up the difference.
  ADVANCED TACTICS
  Some other options are worth mentioning, even though 
  they aren’t available to all characters. Vital Strike is 
  a valuable feat, as it increases your damage when you 
  are limited to one attack action during a round, even 
  if you normally focus on full-attack actions. While 
  most characters take Combat Reflexes for the ability to 
  make multiple attacks of opportunity in a round, it also 
  Melee in a Pinch
  grants the ability to make such attacks when flat-footed. 
  When combined with a reach weapon, Combat Reflexes 
  can help turn the tide in an ambush. For spellcasters, a 
  quickened spell can grant defenses without preventing 
  you from dealing damage or taking other actions. 
  Effects that grant invisibility—even the 1st-level vanish 
  spell (Pathfinder RPG Advanced Player’s Guide 253)—can 
  be extremely valuable in a sudden attack, granting 
  a +2 bonus to your CMD when you are grappled.
  FEATS 
  The following new feats provide options to help characters 
  deal with unexpected situations.
  Aquatic Combatant (Combat)
  You have trained to fight in the water.
  Prerequisite: Swim 1 rank.
  Benefit: You gain a +2 bonus on Swim checks and don’t 
  take penalties on melee attack rolls made underwater. 
  Your slashing melee attacks and unarmed bludgeoning 
  attacks deal full damage underwater.
  Normal: When underwater, most melee attacks take 
  a –2 penalty and deal only half damage.
  Aquatic Spell (Metamagic)  
  You can cast your spells under or into water.
  Benefit: An aquatic spell functions normally when 
  underwater and requires no caster level check to cast, even 
  if it possesses the fire descriptor. In addition, the spell can 
  be cast from the surface into water and still be effective. 
  An aquatic spell uses up a spell slot 1 level higher than the 
  spell’s actual level.
  Deadly Grappler (Combat)
  While you’re grappled, you become even more dangerous.
  Prerequisites: Dex 13, Improved Grapple, Improved 
  Unarmed Strike.
  Benefit: You have learned to leverage a grappling 
  creature’s weight against it. While you’re grappled, attacks 
  you make against the grappler using armor spikes, a light 
  or one-handed weapon, a natural weapon, or an unarmed 
  strike deal damage as if the strike or weapon were one size 
  category larger than it actually is.
  Explosive Escape (Combat)
  When you break a grapple, you can send your assailants 
  flying away from you.
  Prerequisites: Dex 13, Str 13, Improved Grapple, Improved 
  Unarmed Strike.
  Benefit: When you succeed at a combat maneuver check 
  to break a grapple, you can choose to throw back any 
  enemies participating in the grapple who are up to one 
  size category larger than you. Such foes are thrown 5 feet 
  14
  
  directly away from you and take an amount of nonlethal 
  damage equal to that of your unarmed attack.
  Grappled Caster 
  You have trained to cast spells while wrestling an opponent.
  Prerequisite: Combat Casting.
  Benefit: You gain a +4 bonus on concentration checks 
  to cast spells while grappled. This bonus stacks with the 
  bonus granted by Combat Casting.
  Juke (Combat)
  You can avoid a charge, leaving your opponent vulnerable 
  to attacks by you or your allies.
  Prerequisites: Dex 13, Dodge, Mobility, SidestepAPG.
  Benefit: When an opponent charges you, you gain a 
  +4  dodge bonus to your AC. If the charger’s attack roll 
  misses you and his movement ends while he is adjacent 
  to you, you can switch places with the opponent as an 
  immediate action, and he is considered to be flanked 
  by you until the end of your next turn. You can’t use the 
  benefits of Juke if you ready an action to set a weapon with 
  the brace special quality against a charging foe.
  One Eye Open
  Your senses seek out threats even while you sleep.
  Prerequisites: Wis 13, Alertness.
  Benefit: The DCs of your Perception checks don’t 
  change when you are asleep. If you succeed at a Perception 
  check to notice something dangerous while asleep, you 
  can wake up to confront the danger.
  Normal: The DC for any Perception check attempted by 
  a sleeping creature is increased by 10.
  Reactive Arcane Shield
  Your arcane shield responds to threats even if you’re 
  caught off guard.
  Prerequisites: Arcane ShieldAPG, arcane spellcaster, caster 
  level 12th. 
  Benefit: If you are aware of an attack against you that 
  has already been declared and you choose to use the 
  Arcane ShieldAPG feat, the immediate action to activate the 
  feat occurs before the attack roll against you is resolved. In 
  addition, all adjacent allies also gain the feat’s deflection 
  bonus to AC for 1 round.
  Shrug On (Combat)
  You can throw on the most important element of your 
  armor in a flash.
  Prerequisites: Base attack bonus +1, medium armor 
  proficiency. 
  Benefit: As a full-round action, you can shrug yourself 
  into the largest and most protective section of a suit of 
  armor with which you are proficient. The armor does 
  not grant any magical benefits in this state, and its 
  armor check penalty and maximum Dexterity bonus to 
  AC are both 2 worse than normal. When donned using 
  this feat, medium armor grants a +3 armor bonus, and 
  heavy armor grants a +5 armor bonus. 
  Light armor grants no armor bonus when 
  donned using this feat.
  MAKESHIFT SCRAPPER 
  (ROGUE ARCHETYPE)
  Some combatants specialize in the study 
  of certain weapons, but those without 
  formal training often learn to survive a 
  fight by making brilliant use of whatever 
  is lying around.
  Weapon Proficiency: The makeshift 
  scrapper is proficient with only simple 
  weapons.
  Improvised Weapons (Ex): At 1st level, a makeshift 
  scrapper gains Catch Off-Guard and Throw Anything as 
  bonus feats. This ability replaces trapfinding.
  Supernatural Improvisation (Su): At 3rd level, a 
  makeshift scrapper gains the ability to enhance an item, 
  making it a more effective weapon or changing the way 
  it can be used. As a swift action, she can alter a single 
  improvised weapon to either grant it a +1  enhancement 
  bonus on attack rolls and damage rolls or use it to gain 
  a +1 shield bonus to her AC. The makeshift scrapper can 
  use this ability for a number of rounds per day equal to 
  her rogue level. These rounds need not be consecutive, and 
  the makeshift scrapper can change the enhancement each 
  time she activates the ability. The bonus increases by  1 
  every 4 levels thereafter, up to a maximum bonus of +5 at 
  19th level. This ability replaces trap sense.
  Improvised Weapon Mastery (Ex): At 12th level, the 
  makeshift scrapper gains Improvised Weapon Mastery as 
  a bonus feat. This ability replaces the rogue talent gained 
  at 12th level.
  Rogue Talents/Ninja Tricks: The following rogue 
  talents and ninja tricks complement the makeshift 
  scrapper archetype: acrobatic masterUC, expert leaperAPG, 
  fast getawayAPG, ki poolUC, offensive defenseAPG, peerless 
  maneuverAPG, and surprise attack.
  Advanced Talents: The following advanced rogue talents 
  complement the makeshift scrapper archetype: another 
  dayAPG, defensive roll, fast getawayAPG, and opportunist.
  15
  
  Butterfly 
  Sword
  Falcata
  Short 
  Sword
  Temple 
  Sword
  KHopesh
  Seven-Branched 
  Sword
  Scimitar
  Shotel
  Aldori 
  Dueling 
  Sword
  Katana
  Rapier
  LongSword
  nine-ring 
  broadsword
  Rhoka 
  Sword
  Sawtooth 
  Sabre
  Falchion
  Bastard 
  Sword
  Elven  
  Curve  
  Blade
  GreatSword Nodachi
  Urumi
  Anatomy of Melee 
  Weapons
  Though the profile and proper nomenclature for melee 
  weapons has little impact on the rules of the game, they’re 
  useful to know when describing a specific weapon’s 
  appearance. The chart below shows a representative 
  sample of the swords used in the Inner Sea region and their 
  relative lengths, while the opposing page diagrams the 
  various parts of three broad categories of melee weapons: 
  axes, maces, and swords.
  1½ Feet
  2 Feet
  2½ Feet
  3 Feet
  3 Feet
  3¼ Feet
  3½ Feet
  3½ Feet
  3¾ Feet
  4 Feet
  5 Feet
  5½ Feet
  16
  
  Head
  Most often made of metal, or more rarely bone or 
  stone, the head of an axe is the cutting blade.
  Axe
  Axes exist as both weapons and tools. They can be one- or two-handed, can have 
  a single blade or a double blade, and can even be designed for throwing.
  Shoulder
  The point where the 
  head joins the haft.
  Haft
  The handle of an axe, which may be 
  straight or bent for improved cutting 
  power. Typically wood (often reinforced 
  with strips of metal), but can be metal.
  Toe
  The upper point of an axe’s 
  cutting head.
  Beard
  That portion of the head that 
  is below the shoulder.
  Heel
  The lower point of an 
  axe’s cutting head.
  Heavy Mace
  Maces are among the oldest of melee weapons, having evolved 
  from simple clubs and cudgels. In addition to their use as 
  weapons, maces are often used to denote rank or station.
  Handle
  Typically wood wrapped in cloth, 
  leather, or (rarely) fine chain for a 
  more secure grip.
  Shaft
  Generally made of wood, but bone or 
  metal is occasionally used.
  Head
  Generally made of metal, 
  but bone, stone, or wood is 
  occasionally used.
  Spikes
  A mace head can be knobbed, smooth, spiked (as 
  in this example), or studded, or can have flanges.
  Sword
  Swords come in a wide variety of styles, and different cultures 
  may develop specific terminology for the elements of the 
  swords common to their societies. The terminology below is 
  most common in the Inner Sea region, but isn’t universal.
  Pommel
  A weight that helps move the 
  sword’s point of balance closer 
  to the hilt. It can also be used 
  to strike nonlethal blows.
  Hilt
  Everything that isn’t part of the blade 
  is considered to be a sword’s hilt. 
  Some types of swords (such as certain 
  greatswords) have an unsharpened 
  section of blade just beyond the hilt 
  known as the ricasso, which is used as an 
  extension of the hilt.
  Blade
  A length of metal designed to cut, thrust, 
  or do both.
  Grip
  Often made of wood and 
  wrapped in cloth, leather, or 
  fine chain.
  Crossguard
  A length of metal designed to prevent enemy weapons from 
  sliding down the sword’s blade and striking the user’s hands. 
  Some swords have more ornate crossguards, crossguards shaped 
  like round plates, or no crossguards at all.
  Edge
  Designed for cutting and slashing. A blade may have a sharp edge on 
  one side, both sides, or part of both sides, or may have no sharp edge 
  whatsoever if the sword is designed to deal only piercing damage.
  Fuller
  A groove that runs along a sword’s blade. Also called a 
  “blood groove” in the mistaken belief that a fuller creates 
  wounds that bleed more profusely, a fuller’s true purpose 
  is to lighten a sword’s weight, and sometimes to increase 
  its flexibility.
  Point
  Designed for thrusting. Some swords have 
  sharp points, while others are designed to 
  maximize the impact of their points’ thrusts.
  17
  
  The origins of most weapons trace back to the tools of 
  craftspeople, farmers, and hunters. As these tools evolved 
  into weapons, they developed variations that bear little 
  connection to their original purposes.
  GENERAL TACTICS
  Base damage is not the only consideration when choosing 
  a weapon.
  Critical Hits: Some weapons differ only in that one 
  has a wider critical threat range (for example, 19–20/×2) 
  and the other has a higher critical damage multiplier 
  (for example, 20/×3). Though both weapons deal similar 
  amounts of damage in the long run, in practice they 
  excel in different situations. A wide threat range results 
  in more frequent critical hits, which is especially useful 
  when facing multiple weaker opponents or if you have 
  critical feats or abilities that trigger on critical hits. A high 
  multiplier is better when facing fewer, more powerful 
  opponents, as the additional damage is more effective 
  against damage reduction and useful for abilities that 
  trigger when you drop a foe, such as Cleaving FinishUC.
  NEW MELEE WEAPONS
  Ankus: Also known as an elephant goad, this tool 
  consists of a 2- to 3-foot rod ending in a spearhead and 
  a backward-facing hook. Traditionally used to train and 
  direct large animals, the ankus can be used as a weapon 
  in a pinch.
  Crook: This common herder’s tool is a wooden pole 
  with a hooked end. When using a crook, you can ignore 
  the penalty for not having two hands free when making 
  a combat maneuver check to initiate a grapple against a 
  creature you threaten.
  Deer Horn Knife: This flat, metal weapon consists of 
  two joined crescent-shaped blades overlapping to form a 
  hollow center with four projecting points. The blades can 
  differ in length. One side of the center is wrapped to serve 
  as a grip while the other acts as a guard. Deer horn knives 
  are traditionally used in pairs.
  Elven Branched Spear: Behind this long pole weapon’s 
  spearhead, several short branches project from the shaft 
  at irregular intervals, each angled forward and tipped 
  with a smaller leaflike blade. When you make attacks of 
  opportunity provoked by movement, you gain a +2 bonus 
  on attack rolls. You can use the Weapon Finesse feat to 
  apply your Dexterity modifier instead of your Strength 
  modifier on attack rolls with an elven branched spear 
  sized for you, even though it isn’t a light weapon. Elves 
  treat elven branched spears as martial weapons. 
  Estoc: An estoc is a sword about as long as a bastard sword, 
  but designed exclusively for thrusting attacks. Its “blade” is 
  a steel spike with a triangular, square, or hexagonal cross-
  section. Like the bastard sword, an estoc requires special 
  training to use it one handed, but it can also be wielded as a 
  two-handed martial weapon. When you wield an estoc with 
  one hand, treat it as a one-handed weapon; when you wield 
  an estoc with two hands, treat it as a two-handed weapon. 
  If you can use the estoc proficiently with one hand, you can 
  also use the Weapon Finesse feat to apply your Dexterity 
  modifier instead of your Strength modifier on attack rolls 
  when wielding an estoc sized for you with one or two hands, 
  even though it isn’t a light weapon.
  Gandasa: A gandasa is a wide, single-edged dagger 
  on a 2-foot handle and is wielded in combat like an axe. 
  This weapon is also known as an elephant knife because 
  the connection between the blade and the handle is often 
  decorated to resemble a stylized elephant head.
  Gnome Pincher: This odd weapon is a 2-foot rod topped 
  with four blunt claws. Squeezing the handle causes the 
  claws to close. You can use the gnome pincher to attempt 
  a disarm or stealAPG combat maneuver with a +2 bonus. You 
  can transfer an object from the pincher to your free hand 
  as a free action. Gnomes treat pinchers as martial weapons.
  Halfling Rope-Shot: One end of this short rope has a 
  sling bullet wrapped in a monkey’s fist knot, and the other 
  end is tied in a small loop. You wrap the loop around your 
  wrist as a full-round action and swing the weighted end 
  like a flail. If the loop is properly attached to your wrist 
  and you drop the rope-shot or are disarmed, you can 
  recover it as a swift action. Removing the weapon’s loop 
  is a full-round action. You get a +2 bonus on Sleight of 
  Hand checks made to conceal a rope-shot on your body. 
  Halflings treat rope-shots as martial weapons.
  Kumade: Adapted from a garden rake, the kumade 
  consists of a wood or bamboo pole topped with a metal 
  claw. The rake head doubles as a grappling hook. When a 
  kumade is secured to a surface, such as a rafter or window 
  sill, its handle can be climbed as a 5-foot length of rope.
  Kumade, Collapsible: This weapon acts as a kumade, but 
  the handle consists of bamboo sections held together by a 
  taut rope running through the center. Releasing the rope is 
  a standard action that provokes attacks of opportunity and 
  Melee Weapons
  18
  
  causes the weapon to collapse into a bundle that fits into a 
  backpack. Reassembling the collapsible kumade requires 
  a full-round action that provokes attacks of opportunity.
  Machete: This tool is a wide, single-edged blade about 
  2 feet in length. Most often used to hack through dense 
  vegetation, it works equally well as a weapon. A character 
  proficient with a machete gains a +1 circumstance bonus 
  on Survival checks to get along in the wild.
  Manople: This rigid, fingerless gauntlet has three 
  blades projecting from the gauntlet’s hand. The central 
  blade is straight and double edged, while the side blades 
  are curved like the prongs of a sai. You can’t use the hand 
  on which a manople is worn for anything else. A manople 
  takes a full-round action to don, and gives you a +10 bonus 
  to your CMD against disarm attempts.
  Orc Skull Ram: This weapon consists of a wooden log 
  with a shoulder strap to carry some of the weight. The 
  name comes from the orc tradition of making the ram’s 
  head out of a large skull. On a successful critical hit with 
  a skull ram, you can attempt a combat maneuver check to 
  bull rush your opponent as a free action.
  Planson: This 5-foot tapered pole is bound in metal 
  with a narrow metal spike projecting from the top. The 
  FIGHTER WEAPON GROUPS
  The new weapons described in this book belong to the 
  following weapon groups.
  Axes: Collapsible kumade, gandasa, kumade, tongi.
  Blades, Heavy: Ankus, estoc.
  Blades, Light: Deer horn knife, machete, manople.
  Double: Weighted spear.
  Flails: Gnome pincher, halfling rope-shot.
  Hammers: Planson.
  Monk: Deer horn knife.
  Polearms: Crook.
  Spears: Elven branched spear, orc skull ram, planson, 
  weighted spear.
  Thrown: Deer horn knife.
  Simple Weapons
  Two-Handed Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Kumade 
  5 gp 
  1d4 
  1d6 
  ×3 
  — 
  4 lbs. 
  P 
  Grapple
  Kumade, collapsible 
  10 gp 
  1d4 
  1d6 
  ×3 
  — 
  4 lbs. 
  P 
  Grapple
  Weighted spear 
  10 gp 
  1d6/1d4 
  1d8/1d6 
  ×3/×2 
  — 
  8 lbs. 
  B or P 
  Brace, double
  Martial Weapons
  Light Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Machete 
  10 gp 
  1d4 
  1d6 
  19–20/×2  
  — 
  2 lbs. 
  S 
  —
  One-Handed Weapons
  Ankus 
  8 gp 
  1d6 
  1d8 
  ×2 
  — 
  5 lbs. 
  P 
  Disarm, trip
  Gandasa 
  15 gp 
  1d6 
  2d4 
  ×3 
  — 
  4 lbs. 
  S 
  —
  Manople 
  17 gp 
  1d6 
  1d8 
  ×2 
  — 
  4 lbs. 
  P or S 
  Blocking, disarm
  Two-Handed Weapons
  Planson 
  10 gp 
  1d8 
  1d10 
  ×2 
  — 
  10 lbs. 
  B or P 
  Brace
  Exotic Weapons
  Light Melee Weapons 
  Price 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight1 
  Type2 
  Special
  Deer horn knife 
  10 gp 
  1d3 
  1d4 
  ×3 
  20 ft. 
  3 lbs. 
  P 
  Blocking, monk
  Gnome pincher 
  10 gp 
  1d4 
  1d6 
  ×2 
  — 
  2 lbs. 
  B 
  Disarm, see text
  Halfling rope-shot 
  1 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  B 
  Disarm
  One-Handed Weapons
  Estoc 
  50 gp 
  2d3 
  2d4 
  18–20/×2  
  — 
  4 lbs. 
  P 
  —
  Tongi 
  18 gp 
  1d4 
  1d6 
  19–20/×3  
  — 
  4 lbs. 
  P 
  —
  Two-Handed Weapons
  Crook 
  1 gp 
  1d4 
  1d6 
  ×2 
  — 
  5 lbs. 
  B 
  Reach, trip
  Elven branched spear 
  20 gp 
  1d6 
  1d8 
  ×3 
  — 
  10 lbs. 
  P 
  Brace, reach
  Orc skull ram 
  15 gp 
  1d8 
  1d10 
  ×3 
  — 
  20 lbs. 
  B 
  Reach
  1 Weight figures are for Medium weapons. Small weapons weigh half as much, and Large weapons weigh twice as much.
  2 For a weapon that deals two types of damage, the wielder can choose which it deals.
  planson can be used as a club or as a sturdy, if top-heavy, 
  spear to stop a charge.
  Tongi: This rare weapon resembles a battleaxe with 
  wedges cut out of the head, presenting four sharp points 
  that splay from the handle rather than a single convex blade.
  Weighted Spear: This pole has a spear head at one 
  end and a mace head at the other. It can be wielded like 
  a standard spear (though it isn’t balanced for throwing), 
  or it can be used as a double weapon, alternately thrusting 
  and bashing.
  19
  
  Although melee combatants are best known for their 
  gleaming weapons and sturdy fists, savvy warriors also 
  carry tools and equipment to augment their weapons or 
  prepare for the trials of melee combat. The following 
  equipment can be useful for anyone but is designed with 
  melee specialists in mind.
  ACROBAT’S PILLAR
  PRICE 50 GP
  WEIGHT 40 lbs.
  This training contraption consists 
  of a stout, 7-foot-tall wooden 
  pillar with spring-powered wood-
  and-brass arms jutting sideways 
  at different heights. When the 
  springs are wound, the arms wave 
  erratically through the area within 
  10 feet of the pillar. The arms 
  don’t swing with sufficient force to cause damage, but you can 
  practice your acrobatic technique by moving up to and around 
  the pillar while the arms are in motion, attempting to avoid 
  being tagged. The mechanism operates for 10 minutes before 
  winding down. The entire contraption can be dismantled and 
  stowed in a chest the size of a large foot locker for transport.
  Using the pillar to hone your acrobatic techniques requires 
  1 hour of practice and a DC 20 Acrobatics check. If you succeed 
  at the check, you gain a +2 circumstance bonus on Acrobatics 
  checks to avoid attacks of opportunity provoked by moving out 
  of or through an opponent’s threatened area. This bonus lasts 
  for 24 hours or until you fail an Acrobatics check.
  ARMOR TRUSS
  PRICE 30 GP
  WEIGHT 10 lbs.
  This collection of flexible strips of wood, durable shims, and thin 
  cords allows you to prop open the buckles, padding, and plates 
  of armor for easy entry. If you take at least 15 minutes preparing 
  an empty suit of armor with an armor truss, you are considered 
  to have help in putting on the armor and can don the armor 
  in the time it usually takes to don the armor hastily without 
  worsening armor check penalties or decreasing armor bonuses. 
  BOUNTY HUNTER’S KIT
  PRICE 
  varies
  WEIGHT 
  varies
  Common
  105 GP
  15 lbs.
  Superior
  380 GP
  24 lbs.
  This kit provides useful tools for bounty hunters. It includes 
  basic maps showing major landmarks, caltrops, common 
  manacles with an average lock, a net, a sap, and a 10-foot 
  chain. Bounty hunters are notoriously individualistic, so 
  variant kits are common. One such variant is the superior 
  bounty hunter’s kit, which replaces the common manacles 
  with masterwork manacles and the average lock with a good 
  lock, and includes a footprint bookUE, a tanglefoot bag, and 
  masterwork thieves’ tools.
  EXEMPLAR WEAPON SALVE
  PRICE 350 GP
  WEIGHT 1 lb.
  This alchemical salve strengthens the material of a weapon, 
  improves its balance, gives it greater flexibility without 
  sacrificing resilience, and enhances its ability to hold an edge 
  or point and survive an impact. An application turns a typical 
  nonmagical melee weapon into a masterwork weapon. A 
  double weapon requires 2 doses of exemplar weapon salve, 
  and 50 arrows, bolts, or similar ammunition can be enhanced 
  by a single application.
  HANDLE HARNESS
  PRICE 25 GP
  WEIGHT 10 lbs.
  This wood-and-leather harness fits 
  over clothing or armor and provides 
  small handles and footrests across 
  your back and along the sides of 
  your legs and arms. While wearing 
  a handle harness, you automatically 
  succeed at checks to aid an adjacent 
  ally of your size or smaller with 
  Climb or Ride checks, or Acrobatics checks to balance on 
  narrow surfaces or uneven ground. A handle harness’s ungainly 
  construction gives you a –2 penalty on Escape Artist checks.
  MANACLES, QUICKCATCH
  PRICE 180 GP
  WEIGHT 3 lbs.
  These masterwork manacles are designed to swiftly secure 
  a restrained creature. The price includes a quick-release 
  mechanism that, when attached to a belt or pack, allows you to 
  retrieve the quickcatch manacles with one hand as a swift action. 
  Quickcatch manacles include a good lock that locks automatically 
  when the manacles are applied. When you take the tie up 
  action in a grapple, you can lock your opponent in quickcatch 
  manacles instead of using rope. The quickcatch manacles must 
  be sized appropriately for your opponent. Quickcatch manacles 
  can be constructed for creatures of different sizes using the 
  same multipliers as ordinary manacles.
  MELEE CONTINGENCY KIT
  PRICE 150 GP
  WEIGHT 14 lbs.
  This kit contains items necessary for a melee combatant to 
  overcome the most common forms of damage resistance. The 
  kit includes a cold iron morningstar, a silver sickle, two flasks of 
  acid, two flasks of alchemist’s fire, and two flasks of holy water. 
  ROCKSHARD CANISTER
  PRICE 50 GP
  WEIGHT 25 lbs.
  Two separate compartments make up this black glass canister 
  the size of a helmet. The large lower compartment contains 
  hundreds of jagged shards of obsidian. The upper airtight 
  chamber contains a sticky resin that hardens immediately upon 
  contact with air. When you strike the canister with a bludgeoning 
  Tools and Equipment
  20
  
  melee weapon as a standard action, both compartments 
  shatter, causing the obsidian shards to adhere to the weapon. 
  The weapon deals piercing damage rather than bludgeoning 
  damage for 10 minutes, at which point the resin dries and the 
  shards fall off, or until you roll a natural 1 on an attack roll, which 
  causes the shards to break off prematurely. If the weapon is 
  made of a special material, the special properties of its material 
  are suppressed while the obsidian shards adhere to the weapon.
  If you use a rockshard canister to coat an unarmed strike or 
  natural weapon, you take 2d6 points of piercing damage when 
  shattering the canister to apply the shards. For unarmed attacks, 
  this can be avoided by carefully applying thick leather or rope 
  straps to your hands and feet, which requires 5 minutes of 
  work, prior to smashing the canister.
  SHIELD BOSS
  PRICE 
  varies
  WEIGHT 
  varies
  Reinforcing boss
  30 GP
  10 lbs.
  Breakaway boss
  120 GP
  10 lbs.
  Hooked boss
  80 GP
  10 lbs.
  Illuminating boss
  35 GP
  10 lbs.
  Masterwork boss
  +50 GP
  —
  A shield boss is a sturdy steel 
  device that fastens to the front of 
  a shield, providing metal support 
  struts that radiate outward from 
  the center of the shield, reinforcing 
  its structure. A shield boss can be 
  added to a buckler, light steel or 
  wooden shield, or heavy steel or 
  wooden shield. Tower shields are too large for a typical shield 
  boss, though one can be crafted to fit a tower shield for an 
  additional 300 gp. Attaching or removing a shield boss requires 
  10 minutes of work and a successful DC 15 Craft (armor) check; 
  on a failure, the shield boss is not successfully attached or 
  removed and the shield takes 1d6 points of damage that 
  bypasses any hardness. 
  A reinforcing boss provides extra protection to a shield, 
  increasing the shield’s current and maximum hit points by 10. The 
  boss makes the shield 10 pounds heavier and more unwieldy—if 
  the shield imposes a penalty on attack rolls, as do bucklers and 
  tower shields, the penalty increases by 1. Common improvements 
  to the basic reinforcing boss include the following.
  Breakaway Boss: The metal stud at the center of the 
  reinforcing boss holds a compartment large enough to insert 
  a single splash weapon, such as a vial of acid or alchemist’s 
  fire, as a full-round action. On a successful shield bash attack, 
  the weapon vial breaks and deals damage to the target as 
  though it were directly hit by the splash weapon. The shield 
  takes the normal amount of splash damage for being adjacent 
  to the target, but no other creatures adjacent to the target take 
  splash damage from this effect. A new splash weapon must be 
  inserted into the breakaway boss for it to be used again. 
  Hooked Boss: The struts on this reinforcing boss bear large, 
  sturdy hooks, which can be used to snag an opponent’s clothing 
  or armor, causing it to stumble. You can attempt trip combat 
  maneuver checks with this shield. If the combat maneuver 
  check is successful, the opponent does not fall prone, but is 
  considered flat-footed until the beginning of its next turn. 
  Illuminating Boss: The stud at the center of this reinforcing 
  boss contains a covered slot large enough to insert a sunrod. 
  Installing a lit sunrod into an illuminating boss is a full-round 
  action. If you shake the shield firmly as a move action, you 
  can flip a metal flap fitted over the slot to conceal or reveal 
  the sunrod’s glow.  
  Masterwork Boss: Any of the bosses listed above, including 
  the basic reinforcing boss, can be masterwork. A masterwork 
  reinforcing boss increases the shield’s current and maximum 
  hit points by 15 instead of 10 and doesn’t increase the attack 
  roll penalty.
  SUNDERBLOCK
  PRICE 35 GP
  WEIGHT 2 lbs.
  This lumpy, lardlike, alchemical substance is designed to 
  protect armor and weapons from dents and cracks that 
  commonly develop in close-combat equipment. When liberally 
  applied to armor or weapons, the material provides a greasy 
  surface that blunts impacts, causes blades to slide aside, and 
  strengthens the gear it is applied to. A single container holds 
  enough sunderblock to coat a single weapon or suit of armor 
  as a full-round action. The effects aren’t pronounced enough 
  to increase the Armor Class bonus of a suit of armor, but the 
  hardness of armors and weapons coated with sunderblock 
  increases by 5. This bonus lasts for 12 hours, at which point 
  the greasy substance dries and flakes away.
  SUREFOOT TRAINING BLOCKS
  PRICE 50 GP
  WEIGHT 25 lbs.
  This collection of eight heavy wooden or metal cones, 
  cylinders, and spheres fills an ordinary backpack. None of the 
  shapes is precisely regular, and when stacked atop each other, 
  they teeter precariously and easily topple. Acrobats practice 
  by stacking these blocks in unstable configurations and 
  attempting to balance while standing upon them.
  Using surefoot training blocks to improve your balance 
  requires 1 hour of practice and a DC 15 Acrobatics check. If you 
  succeed at the check, you gain a +2 circumstance bonus on 
  Climb checks and on Acrobatics checks to balance on narrow 
  surfaces or uneven ground. This bonus lasts for 24 hours or 
  until you fail a Climb or Acrobatics check.
  WASTER
  PRICE 1 GP
  WEIGHT varies
  A waster is a heavily weighted wooden practice weapon, used 
  as a way to build endurance and expertise with a specific 
  weapon. All wasters are designed to emulate a specific melee 
  weapon (such as a kukri waster or a greatsword waster), and 
  weigh twice as much as the weapons they emulate.
  Using a waster to hone your combat techniques requires 
  1 hour of practice and a DC 15 combat maneuver check. If you 
  succeed at the check, you gain a +2 circumstance bonus to your 
  CMD against combat maneuvers targeting weapons you wield 
  that match the waster your practiced with. This bonus lasts for 
  24 hours.
  21
  
  Whether it’s the heaviest possible plate armor with 
  a tower shield for cover or elegant layers of cloth that 
  appear incapable of granting any protection, the right 
  armor for the situation is crucial to a successful melee  
  combatant’s preparation.
  ADVOCATE’S ARMOR
  PRICE 
  33,160 GP
  SLOT armor
  CL 11th
  WEIGHT 15 lbs.
  AURA moderate enchantment
  The papery layers of this robe 
  barely constitute what would be 
  traditionally called armor, yet act 
  as +3 leather armor. Once per 
  day, when the wearer is struck 
  by a critical hit or sneak attack, 
  he can choose to have his blood 
  splatter across one of the paper 
  layers and form the words of 
  a binding deal between the 
  attacker and the wearer. The 
  wearer can put the opponent 
  under a specific restriction for 24 
  hours, such as “I will not attack elves,” or “I will attack only 
  those who attacked me first.” The terms of the contract must be 
  simple enough for the creature to comprehend and spoken in a 
  language it understands. This acts as a lesser geas spell, except 
  without a limit to how many Hit Dice the target can have. A 
  successful DC 19 Will save negates this effect.
  CONSTRUCTION REQUIREMENTS
  COST 16,660 GP
  Craft Magic Arms and Armor, geas/quest, creator must make a 
  pact with a devil
  ALCHEMIST’S SUIT
  PRICE 
  30,250 GP
  SLOT armor
  CL 5th
  WEIGHT 15 lbs.
  AURA varies
  This bizarre +1 quilted clothUE 
  armor holds eight small vials 
  that can be filled with potions, 
  poisons, or other alchemical 
  substances, 
  plus 
  numerous 
  decoys. If the wearer is struck by 
  a bludgeoning attack or critical 
  hit, is grappled, takes constrict 
  damage, or is swallowed whole, 
  the wearer can choose one 
  vial to break as an immediate 
  action that does not provoke an 
  attack of opportunity. The wearer must choose himself or his 
  attacker as the target of the vial’s contents, which immediately 
  produce their effect. If the wearer is the target, the effect 
  functions at half strength and for half the normal duration 
  (minimum 1 round). For example, a potion of cure moderate 
  wounds broken in this manner cures half as many hit points 
  as normal. If the wearer’s opponent is the target, the wearer 
  must attempt a touch attack against the opponent to apply the 
  effect. If the attack is successful, the opponent is affected as 
  if struck by the vial’s contents. If the vial contains a substance 
  that would harm the opponent only upon ingestion, the  
  opponent can avoid being affected if she succeeds at a DC 15 
  Reflex save.
  CONSTRUCTION REQUIREMENTS
  COST 15,250 GP
  Craft Magic Arms and Armor, shrink item
  ARMIGER’S ARMOR
  PRICE 
  22,500 GP
  SLOT armor
  CL 13th
  WEIGHT 50 lbs.
  AURA strong abjuration
  This +1 adamantine light fortification full plate is crafted 
  from tightly fitted smooth, dull plates trimmed in gold. As 
  adamantine heavy armor, it grants its wearer DR 3/—. When 
  the armor is not worn, a creature can touch the armor and speak 
  a command word to cause the armor to leap up and fit itself to 
  that creature. The armor is considered properly donned when 
  put on in this way. The wearer can speak the command word to 
  have the armor remove itself and, if not restrained, stack itself 
  neatly nearby or arrange itself on an appropriate armor rack, if 
  one is adjacent.
  CONSTRUCTION REQUIREMENTS
  COST 19,500 GP
  Craft Magic Arms and Armor, animate object, limited wish or 
  miracle, creator must be proficient with heavy armor
  ARMOR OF THE SANDS
  PRICE 
  14,160 GP
  SLOT armor
  CL 7th
  WEIGHT 15 lbs.
  AURA moderate transmutation
  This +2 leather armor is 
  made of camel hide and 
  has been worn smooth 
  as if blasted by sand. 
  The wearer is protected 
  from mundane extremes 
  of cold and heat (as the 
  endure elements spell), 
  and can see normally in 
  sandstorms, dust storms, 
  and 
  similar 
  conditions. 
  Once per day as a swift 
  or immediate action, the 
  wearer can briefly turn to sand when hit by an attack but 
  before damage is determined. For the purposes of resolving 
  the damage, the wearer is treated as an incorporeal creature. 
  Only a single attack is affected by each use of this ability.
  CONSTRUCTION REQUIREMENTS
  COST 7,160 GP
  Craft Magic Arms and Armor, stoneskin
  Magic Armor
  22
  
  ELEPHANT SHIELD
  PRICE 
  21,340 GP
  SLOT shield
  CL 6th
  WEIGHT 10 lbs.
  AURA moderate evocation and transmutation
  This 
  +2 
  leather 
  maduUE 
  is 
  designed in the form of a bull 
  elephant’s head, complete with 
  imposing ivory tusks. The shield 
  provides 
  a 
  +3 
  circumstance 
  bonus 
  on 
  combat 
  maneuver 
  checks 
  made 
  to 
  bull 
  rush 
  opponents. If used as a weapon, 
  the elephant shield grants a 
  +1 enhancement bonus on attack rolls and damage rolls and 
  deals damage as if it were one size category larger than it 
  is. Once per day, the bearer of the elephant shield can have 
  the trunk of the shield lash out, allowing the wielder to 
  attempt a grapple combat maneuver check against a foe as 
  a swift action. This combat maneuver doesn’t provoke attacks  
  of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 10,840 GP
  Craft Magic Arms and Armor, beast shape I, force punchUC
  GELUGON ARMOR
  PRICE 
  117,650 GP
  SLOT armor
  CL 13th
  WEIGHT 50 lbs.
  AURA strong abjuration and evocation
  This +4 full plate is fashioned to make the wearer appear 
  to be an ice devil, complete with insectile eyes. Frosty blue 
  energy emanates from the armor’s joints, and the helm’s eyes 
  intermittently surge with diabolical power. The armor has a 
  long, spearlike tail that can be used to make a single primary 
  natural attack per round as a standard action if the wearer 
  makes no other attacks. This tail attack deals 1d10 points of 
  damage plus 2d6 points of cold damage for a Medium wearer. 
  The tail can also be used to make attacks of opportunity that 
  count against the wearer’s maximum number of attacks of 
  opportunity per round.
  CONSTRUCTION REQUIREMENTS
  COST 59,650 GP
  Craft Magic Arms and Armor, resist energy, creator must be 
  lawful evil
  MAMMOTH HIDE
  PRICE 
  8,165 GP
  SLOT armor
  CL 6th
  WEIGHT 30 lbs.
  AURA moderate abjuration and transmutation
  This +2 hide armor is made from woolly mammoth hide. 
  It seems to move with and bolster the wearer, and has only 
  a –1 armor check penalty. Once per round, when the wearer 
  makes a successful charge attack, the mammoth hide deals an 
  additional 3d6 points of damage to the target. This damage isn’t 
  multiplied on a critical hit or by effects that multiply the damage 
  of a charge, such as Spirited Charge. Mammoth hide also  
  protects the wearer from cold environments as the endure 
  elements spell.
  CONSTRUCTION REQUIREMENTS
  COST 4,165 GP
  Craft Magic Arms and Armor, bull’s strength, endure elements
  SHIELD OF THE MAZEBORN
  PRICE 
  18,170 GP
  SLOT shield
  CL 5th
  WEIGHT 15 lbs.
  AURA faint divination and enchantment
  This +1 bashing heavy steel shield resembles a bull’s head with 
  a complex, maze-like rune inscribed on the creature’s forehead. 
  In addition to the shield’s bashing ability, the shield allows the 
  wielder to use know direction at will and find the path once 
  per week. As long as the shield is equipped, it also grants the 
  wearer immunity to the maze spell.
  CONSTRUCTION REQUIREMENTS
  COST 9,170 GP
  Craft Magic Arms and Armor, bull’s strength, find the path, 
  know direction
  SPELLBANE SHIELD
  PRICE 
  79,180 GP
  SLOT shield
  CL 15th
  WEIGHT 45 lbs.
  AURA strong abjuration
  This massive iron-covered +2 tower shield grants the wielder 
  a +3 resistance bonus on saving throws against spells, spell-
  like abilities and supernatural abilities, and reduces hit point 
  damage taken from such sources by 10 points.
  CONSTRUCTION REQUIREMENTS
  COST 39,680 GP
  Craft Magic Arms and Armor, spell resistance
  WIZARD’S MAIL
  PRICE 
  52,100 GP
  SLOT armor
  CL 15th
  WEIGHT 5 lbs.
  AURA strong conjuration
  This chain armor is so fine it offers protection only because it’s 
  enchanted and made of mithral. It acts as a suit of +4 greater 
  slick leather armor. It has a maximum Dexterity bonus to AC of 
  +8 and imposes no chance of arcane spell failure. 
  CONSTRUCTION REQUIREMENTS
  COST 27,600 GP
  Armor Proficiency (light), Craft Magic Arms and Armor, grease, 
  iron body
  WRITHING ARMOR
  PRICE 
  9,480 GP
  SLOT armor
  CL 6th
  WEIGHT 5 lbs.
  AURA moderate transmutation
  This elaborate +2 silken 
  ceremonial armorUE is made 
  of layers of silken braids and 
  is often worn by diplomats 
  and royalty when more drab 
  or utilitarian armor is socially 
  inappropriate. The wearer of 
  writhing armor can cause it 
  to unravel long braids of silk 
  that twist and lash out of 
  their own accord. The wearer can use one such braid to make 
  attacks as a +1 whip. The constant writhing of the braids also 
  grants the wearer a +4 dodge bonus to AC for 1 round when 
  taking the withdraw action as a full-round action.
  CONSTRUCTION REQUIREMENTS
  COST 4,980 GP
  Craft Magic Arms and Armor, animate rope
  23
  
  Magic weapons provide a critical advantage in a fight. 
  While a simple enchanted weapon is a useful tool, 
  weapons with unusual benefits or strange powers can 
  keep your foes guessing. The arsenal presented here 
  includes magic weapons from a wide array of melee 
  weapon groups.
  AKITONIAN BLADE
  PRICE 
  8,311 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate transmutation
  This delicate-looking +1 billUE imparts to its wielder the grace and 
  agility of one born in the low gravity of the red planet Akiton. 
  When holding the blade, the wielder triples the result of any 
  Acrobatics checks to determine how far she can jump. In addition, 
  a successful DC 15 Acrobatics check allows the wielder to negate 
  any damage from the first 30 feet of falling damage and converts 
  any damage from the second 30 feet to nonlethal damage.
  CONSTRUCTION REQUIREMENTS
  COST 4,311 GP
  Craft Magic Arms and Armor, feather fall, longstrider
  DAKAK’S TUSKS
  PRICE 
  26,616 GP
  SLOT none
  CL 9th
  WEIGHT 13 lbs.
  AURA moderate necromancy
  Containing the bound essence of a troll warlord, this matched 
  pair of +1 vicious heavy picks rends flesh with horrifying 
  efficiency. Each pick is a darkwood shaft pierced by a weathered 
  tusk. The ends of the picks are connected with a cord of dried 
  sinew. This cord is long enough that the picks can be wielded 
  with one in each hand. A wielder holding only one of the 
  picks can recover its mate with a swift action as though the 
  unattended pick were on a weapon cordUE. 
  If the wielder hits an opponent with both picks in the same 
  round, the picks additionally deal 1d4 points of bleed damage.
  CONSTRUCTION REQUIREMENTS
  COST 13,616 GP
  Craft Magic Arms and Armor, bleed, enervation
  DINOSAUR-KILLER
  PRICE 
  19,305 GP
  SLOT none
  CL 8th
  WEIGHT 8 lbs.
  AURA moderate conjuration and evocation
  This +1 animal-bane boar spearUE has a wide crossbar engraved 
  with symbols depicting an open hand. The boar spear increases 
  the shield bonus to AC against a charging opponent hit with 
  the spear by 2. If the dinosaur-killer is set against a charging 
  foe and hits that foe, the wielder can attempt a bull rush 
  combat maneuver check against the charging opponent as 
  an immediate action after the charge attack is resolved. This 
  combat maneuver doesn’t provoke attacks of opportunity.
  CONSTRUCTION REQUIREMENTS
  COST 9,805 GP
  Craft Magic Arms and Armor, force punchUM, shield, summon 
  monster I
  DIPLOMAT’S TRAVELING STICK
  PRICE 
   9,345 GP
  SLOT none
  CL 3rd
  WEIGHT 4 lbs.
  AURA faint transmutation
  The blade of this +1 sword caneUE is sheathed within a 
  polished oaken cane bearing a brass head in the shape 
  of clasped hands. When sheathed, the diplomat’s 
  traveling stick grants the wielder a +3 competence 
  bonus on Diplomacy checks. Once per day as part of 
  an action to draw the blade, the wielder can attempt 
  an Intimidate check to demoralize all foes within 
  30 feet who can see or hear him.
  CONSTRUCTION REQUIREMENTS
  COST 4,845 GP
  Craft Magic Arms and Armor, eagle’s splendor
  GOAD OF OBEDIENCE
  PRICE 
  11,508 GP
  SLOT none
  CL 8th
  WEIGHT 5 lbs.
  AURA moderate enchantment
  This +1 ankus (see page 18) grants the wielder a +2 competence 
  bonus on wild empathy checks. Five times per day, the wielder 
  can make a touch attack with the goad of obedience against 
  any animal as a standard action. On a hit, the animal must 
  succeed at a DC 11 Will save or be charmed by the wielder, as 
  charm animal. An animal that successfully saves against this 
  effect can’t be charmed by the goad of obedience for 24 hours. 
  In addition, once per day as an immediate action, the wielder 
  can paralyze an animal hit by the goad of obedience, as hold 
  animal (Will DC 13 negates).
  CONSTRUCTION REQUIREMENTS
  COST 5,908 GP
  Craft Magic Arms and Armor, charm animal, hold animal
  HOURGLASS QUARTERSTAFF
  PRICE 
  63,300 GP
  SLOT none
  CL 14th
  WEIGHT 4 lbs.
  AURA strong conjuration, divination, and transmutation
  This +1 disruption/+1 invigoratingUE quarterstaff is a sturdy shaft 
  of yew with heavy metal rings at each end. The quarterstaff is 
  thinner in the center than at the ends, giving it the appearance 
  of a very elongated hourglass. The wielder of the hourglass 
  quarterstaff can use threefold aspectAPG once each day, but this 
  spell expires if the hourglass quarterstaff leaves the wielder’s 
  hand for more than 1 minute. The wielder instantly knows 
  the age step of any humanoid creature she views; for most 
  creatures, this is young, adult, middle age, old, or venerable. 
  This ability penetrates mundane disguises but not illusions or 
  magical disguises. For example, the wielder would identify 
  a middle-aged halfling masquerading as a human child as 
  middle-aged, but would identify a doppelganger in the form of 
  an old woman as old.
  CONSTRUCTION REQUIREMENTS
  COST 31,800 GP
  Craft Magic Arms and Armor, deathwatch, good hope, heal, 
  threefold aspectAPG
  Magic Weapons
  24
  
  HUSK DART
  PRICE 
  19,301 GP
  SLOT none
  CL 6th
  WEIGHT 1/2 lb.
  AURA moderate conjuration and transmutation
  This thick metal +2 wushu dartUE has a 
  ring at its base tied with a short ribbon 
  of green silk. If the wielder confirms a 
  critical hit against a living creature with 
  the husk dart, the creature is stricken 
  with an insatiable hunger, as feast of 
  ashesAPG (Fortitude DC 16 negates). If the creature fails its 
  saving throw, the husk dart’s wielder gains 2d6 temporary hit 
  points that last up to 24 hours and is nourished as though he 
  had just eaten a normal meal; a wielder with the ki pool class 
  feature also regains 1 ki point.
  CONSTRUCTION REQUIREMENTS
  COST 9,801 GP
  Craft Magic Arms and Armor, feast of ashesAPG, lesser restoration
  INFECTING SPIKE
  PRICE 
  42,350 GP
  SLOT none
  CL 6th
  WEIGHT 2 lbs.
  AURA moderate necromancy
  An infecting spike is a large, corroded armor 
  spike. When carefully placed against a suit 
  of armor without armor spikes as a full-
  round action, an infecting spike attaches 
  itself firmly to the armor, which instantly 
  sprouts +2 armor spikes that immediately inflict the red ache 
  disease on any creature damaged by the spikes (Fortitude DC 15 
  negates; the onset period does not apply). Any creature that 
  successfully saves against the red ache can’t be infected by the 
  armor spikes again for 24 hours. The armor’s wearer is immune 
  to red ache and gains a +4 resistance bonus on saving throws 
  against other diseases.
  A suit of armor with an infecting spike attached slowly 
  degrades, its joints rusting and seams tearing. Beginning 
  24 hours after the infecting spike is attached, the armor takes 
  1d4 points of damage each day. This damage bypasses the 
  armor’s hardness, and can be repaired or mended normally.
  Removing an infecting spike requires 1 minute of scraping 
  and twisting before it comes free with a ragged tearing sound. 
  As soon as the infecting spike is removed, the armor gains the 
  broken condition; if it already had the broken condition, the 
  armor is instead reduced to 0 hit points.
  CONSTRUCTION REQUIREMENTS
  COST 21,350 GP
  Craft Magic Arms and Armor, contagion
  LENG FLAIL
  PRICE 
  varies
  Lesser Leng flail
  8,315 GP
  Greater Leng flail
  50,315 GP
  SLOT none
  CL 6th
  WEIGHT 10 lbs.
  AURA moderate transmutation (lesser Leng flail) or moderate 
  transmutation and enchantment (greater Leng flail)
  The immense and inscrutable Leng spiders are known to 
  construct makeshift flails by linking nearby debris, such as rocks 
  or skulls, with their own extruded web fibers. Although this 
  organic webbing typically degrades over 
  time, skillful alchemy can preserve one of 
  these weapons indefinitely. 
  A lesser Leng flail is a +1 heavy flail that 
  allows its wielder to use spider climb at will. 
  Much less common are greater Leng flails, 
  which are +2 throwing heavy flails that have 
  the same spider climb ability of the lesser flail. In addition, 
  when the wielder of a greater Leng flail confirms a critical hit 
  against a creature, the target suffers horrific hallucinations for 
  1d4 rounds, becoming confused (Will DC 19 negates). This is a 
  mind-affecting effect.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Lesser Leng flail
  4,315 GP
  Greater Leng flail
  25,315 GP
  Craft Magic Arms and Armor; spider climb (lesser Leng flail) or 
  confusion, magic stone, spider climb (greater Leng flail)
  PIRATE’S ARM
  PRICE 
  9,905 GP
  SLOT none
  CL 7th
  WEIGHT 25 lbs.
  AURA moderate transmutation
  This heavy arm of stone appears to have been broken 
  off a statue of a well-muscled female warrior at the 
  shoulder. The arm’s wrist serves as a handle, and 
  its fist, clutched around a punching dagger, serves 
  as a pommel. The arm thickens with well-defined 
  musculature all the way to the shoulder. Detailed 
  carvings of tattoos on the stony arm identify the 
  statue as a representation—or perhaps the petrified 
  remains—of a pirate serving under the legendary 
  pirate queen Captain Mastrien Slash.
  The pirate’s arm functions as a +1 seaborneUE greatclub. 
  Although it is typically immobile, when the wielder is restrained 
  or grappled, the arm flexes to grant her a +4 circumstance bonus 
  on Escape Artist checks and checks to escape a grapple.
  CONSTRUCTION REQUIREMENTS
  COST 5,105 GP
  Craft Magic Arms and Armor, freedom of movement, touch of 
  the seaAPG
  RIDDLING KHOPESH 
  PRICE 
  15,320 GP
  SLOT none
  CL 10th
  WEIGHT 8 lbs.
  AURA moderate conjuration, evocation, and transmutation
  This +1 khopeshUE has a handle in the shape of an elongated 
  sphinx, with the sphinx’s serene face as the pommel of the 
  sword. Once per day, the wielder can attempt to answer a series 
  of riddles posed telepathically by the khopesh over 10 minutes. 
  At the end of that time, if the wielder succeeds at a DC 15 
  Intelligence check (the wielder can’t take 10 or 20 on this check), 
  the sword’s enhancement bonus increases by 1 for the next 
  24 hours as long as it is wielded by the creature who correctly 
  answered its riddles. If the result of the Intelligence check is 20 or 
  more, the wielder can also add the flaming, ghost touch, or keen 
  special weapon ability to the weapon for 24 hours. 
  CONSTRUCTION REQUIREMENTS
  COST 7,820 GP
  Craft Magic Arms and Armor, commune
  25
  
  Characters who regularly find themselves in melee combat 
  often commission special magic armor and weapons to 
  help them overcome specific threats they otherwise have 
  few ways to neutralize.
  ARMOR SPECIAL ABILITIES
  CHANNELING
  PRICE 
  +18,000 GP
  SLOT none
  CL 8th
  WEIGHT —
  AURA moderate conjuration
  A shield with this special ability is crafted to resemble an angel 
  or other outsider holding a basin of some sort, and is engraved 
  with holy symbols. The shield is keyed to either positive or 
  negative energy when it is crafted. If the bearer can channel 
  energy of the keyed type, three times per day he can increase 
  the total number of dice of channeled energy by 1. The wearer 
  also reduces any damage taken from energy of the type 
  opposed to the keyed type by 10 points.
  CONSTRUCTION REQUIREMENTS
  COST +9,000 GP
  Craft Magic Arms and Armor, cure/inflict moderate wounds, 
  creator must be able to channel energy
  EVOLVING
  PRICE 
  +1 bonus
  SLOT none
  CL 7th
  WEIGHT —
  AURA moderate transmutation
  Armor with this special ability often has revolting fleshy 
  protrusions that periodically quiver and twitch. Once per day 
  on command, the armor fuses with the flesh of the wearer for 
  30 minutes or until dismissed. The armor doesn’t grant any 
  armor bonus to AC during this time, though the wearer still 
  gains any of the armor’s magic abilities. While fused with the 
  armor, the wearer can manifest two of the following evolutions 
  from the summoner list of eidolon evolutions (Pathfinder RPG 
  Advanced Player’s Guide 60): gills, improved natural armor, 
  resistance, scent, slam, and swim. The wearer can’t wear 
  another suit of armor while fused with evolving armor.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, evolution surgeAPG
  FROSTED
  PRICE 
  +2 bonus
  SLOT none
  CL 3rd
  WEIGHT —
  AURA faint transmutation
  Armor and shields with the frosted ability are coated in a thin 
  layer of frost, making the armor or shield shimmer faintly and 
  take on a bluish-white hue. The wearer gains a +4 bonus to CMD 
  against grapple combat maneuvers. Additionally, the armor 
  deals 1d8 points of cold damage every round to opponents that 
  constrict or pin the wearer or swallow the wearer whole.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, chill metal
  SINGING
  PRICE 
  +1 bonus
  SLOT none
  CL 10th
  WEIGHT —
  AURA moderate evocation
  This special ability can be placed only on a shield. Once per 
  day, a singing shield’s bearer can command the shield to sing 
  for 10 rounds to counter magical effects that depend on sound 
  (as the bard’s countersong ability). Once per round during this 
  time, the shield’s bearer can roll 1d20+10, treating that as the 
  result of the shield’s Perform check for countersong.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, soundburst
  VOLCANIC
  PRICE 
  +2 bonus
  SLOT none
  CL 14th
  WEIGHT —
  AURA strong evocation
  This special ability can be placed only on heavy armor. 
  Volcanic armor is often stony in appearance and gives off 
  a soft red glow. Once per day, the wearer can command the 
  armor to erupt, causing a cloud of smoke and hot molten 
  liquid to shoot forth from the armor in a 5-foot radius 
  centered on the wearer. The smoke provides concealment, 
  and the liquid deals 1d6 points of fire damage and ignites 
  flammable substances. One round after the armor erupts, 
  the smoke clears and the liquid cools and solidifies, creating 
  difficult terrain. The wearer of this armor isn’t affected by the 
  smoke, fire damage, or difficult terrain created by this armor.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, incendiary cloud
  WEAPON SPECIAL ABILITIES
  CULLING
  PRICE 
  +2 bonus
  SLOT none
  CL 8th
  WEIGHT —
  AURA moderate evocation
  This special ability can be placed only on melee slashing 
  weapons. When a culling weapon is used to make an attack using 
  the Cleave or Great Cleave feat, it deals an additional 2d6 points 
  of damage on both the initial attack and any additional attacks 
  granted by Cleave or Great Cleave. The weapon also applies the 
  bonus 2d6 points of damage to successful attacks granted by 
  use of the Cleaving FinishUC and Improved Cleaving FinishUC feats.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Cleave, Craft Magic Arms and Armor, divine favor
  GROWING
  PRICE 
  +1 bonus
  SLOT none
  CL 6th
  WEIGHT —
  AURA moderate transmutation
  This special ability can be placed only on melee weapons. 
  Once per day, a growing weapon is able to grow by one size 
  Armor and Weapon 
  Special Abilities
  26
  
  category, dealing damage as appropriate for its new size and 
  allowing its wielder to affect creatures one size larger than 
  normal with combat maneuvers limited by size. The wielder 
  is able to use the weapon normally without penalty despite 
  its increased size. The weapon remains at its increased size 
  for 10 minutes.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, enlarge person
  SHRINKING
  PRICE 
  +1,000 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint transmutation
  This special ability can be placed only on melee weapons. 
  When the wielder issues the command word, a shrinking 
  weapon shrinks to the size of a standard dagger. While in 
  this state, the weapon deals 1d4 points of damage but is 
  more easily concealable. When the command word is spoken 
  again, the weapon returns to its original state. 
  CONSTRUCTION REQUIREMENTS
  COST +500 GP
  Craft Magic Arms and Armor, shrink item
  SMASHING
  PRICE 
  +1 bonus
  SLOT none
  CL 10th
  WEIGHT —
  AURA moderate conjuration
  This special ability can be placed only on melee bludgeoning 
  weapons. A smashing weapon deals an additional 2d6 points 
  of damage to inanimate objects, including when it is used to 
  sunder armor and weapons. 
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, bull’s strength
  SPELL SIPHON 
  PRICE 
  +5 bonus
  SLOT none
  CL 15th
  WEIGHT —
  AURA strong transmutation
  This special ability can be placed only on melee weapons. A 
  spell siphon weapon allows the wielder to siphon a single 
  combat spell from a target. When the wielder rolls a critical 
  threat against the target, she can forgo confirming the critical 
  hit (dealing normal damage) to instead automatically learn 
  what combat spells are active on the target. For the purposes 
  of this ability, a combat spell is any spell that grants a bonus to 
  Strength, Dexterity, Constitution, movement, or Armor Class, or 
  on attack rolls, damage rolls, or saving throws.
  The wielder can then attempt a check to siphon one of the 
  combat spells of her choice. This check uses either the wielder’s 
  caster level or the wielder’s base attack bonus plus the weapon’s 
  enhancement bonus, and is attempted against a DC of 11 + the 
  targeted spell’s caster level. If the wielder succeeds, the target 
  immediately loses access to the spell being siphoned, and the 
  wielder gains the effects of the spell for its remaining duration 
  or 1 minute, whichever is shorter. If the spell siphon weapon 
  has a critical multiplier greater than ×2, the wielder can attempt 
  to siphon one additional combat spell for each additional 
  multiplier beyond 2 (two spells for ×3, three for ×4, and so on).
  CONSTRUCTION REQUIREMENTS
  COST +5 bonus
  Craft Magic Arms and Armor, greater arcane sight, limited wish
  STICKY
  PRICE 
  +1 bonus
  SLOT none
  CL 8th
  WEIGHT —
  AURA moderate transmutation
  This special ability can be placed only on reach weapons,  
  piercing melee weapons, and weapons from the flail fighter 
  weapon training group. When a sticky weapon scores a critical 
  hit against a target, instead of rolling to confirm the critical 
  threat, the wielder can deal normal damage and attempt a steal 
  combat maneuver check against the target of the attack. This 
  combat maneuver doesn’t provoke an attack of opportunity, and 
  the wielder gains a +2 bonus on the combat maneuver check.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, Improved Steal, spider climb
  27
  
  Wondrous Items
  Close-quarters fights are often nasty, brutal, and short. 
  Adventurers who know they’ll be fighting numerous foes 
  in melee look for any possible edge beyond those gained by 
  armor and weapons.
  AMULET OF QUAKING STRIKES
  PRICE 
  28,000 GP
  SLOT neck
  CL 15th
  WEIGHT —
  AURA strong evocation
  This simple bronze amulet depicts a mountaintop being 
  shattered by a sword blow. Twice per day, the amulet’s wearer 
  can make a single melee attack against the ground as a 
  standard action. The wearer can choose a point of origin within 
  100 feet of himself and apply his attack roll against all creatures 
  within a 20-foot radius of that point. The amulet’s wearer 
  rolls his attack’s damage once and applies it to all creatures 
  in the affected area. The damage includes the weapon’s base 
  damage dice, the wearer’s Strength modifier, and damage from 
  feats such as Power Attack and Vital Strike; it doesn’t include 
  damage from other magical sources, such as enhancement 
  bonuses, spells, and magic weapon special abilities.
  CONSTRUCTION REQUIREMENTS
  COST 14,000 GP
  Craft Wondrous Item, earthquake
  ANCHORING BRACERS
  PRICE 
  30,000 GP
  SLOT wrists
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate transmutation
  These iron bracers are covered in 
  hooks and small claws. They strap 
  firmly to the wearer’s forearms and 
  can be used to make attacks as 
  spiked gauntlets.
   Three times per day, the bracers’ 
  wearer can telekinetically anchor 
  herself to a foe within 190 feet as a full-round action. This requires 
  a combat maneuver check, which doesn’t provoke an attack of 
  opportunity. The wearer gains a +2 circumstance bonus on this 
  check for every size category by which her target is larger than she.
  On a successful check, either the wearer or the target 
  (whichever weighs less) moves to be adjacent to the other 
  (moving to the closest free adjacent space). This movement 
  does not provoke attacks of opportunity. For 1 minute, the 
  wearer and target are kept adjacent by the power of the bracers. 
  Each is able to move only by succeeding at an opposed Strength 
  check, and always takes the other along even if successful.
  Additionally, both the wearer and the target are unable 
  to engage in dimensional travel for this duration, as if under 
  the effect of a dimensional anchor spell. The wearer of the 
  anchoring bracers can dismiss the anchoring effect before the 
  end of its duration as a standard action.
  CONSTRUCTION REQUIREMENTS
  COST 15,000 GP
  Craft Wondrous Item, telekinesis
  ARMS OF THE MARILITH
  PRICE 
  30,000 GP
  SLOT shoulders
  CL 15th
  WEIGHT 10 lbs.
  AURA strong transmutation
  This leather harness has four clockwork arms attached to it. When 
  it’s worn, the arms are positioned behind the wearer’s shoulders, 
  with one pair slightly higher than the wearer’s and the other set 
  slightly lower, and they spring to life and move under the wearer’s 
  control. The arms lack the agility to aid in casting spells, crafting, 
  picking locks, or completing any other fine motor skill, and can’t 
  use items placed in their hands. However, each arm’s hand can 
  hold any item the wearer could hold in one hand, allowing the 
  wearer to have up to six total pieces of equipment ready for use 
  at once. Once per round as a free action, the wearer can switch 
  which items are held by which hands. Weapons wielded by the 
  arms can’t be used for most attacks but can take advantage of a 
  foe’s distraction or lowered guard—each clockwork arm wielding 
  a weapon can make one attack of opportunity per round, and all 
  such attacks are treated as off-hand attacks.
  CONSTRUCTION REQUIREMENTS
  COST 15,000 GP
  Craft Wondrous Item, animate objects
  CORSET OF DELICATE MOVES
  PRICE 
  2,000 GP
  SLOT chest
  CL 5th
  WEIGHT —
  AURA faint transmutation
  This tight-fitting garment of fine 
  silk has thin bone ribbing sewn into 
  it. Once per day as a move action, 
  the wearer can take an additional 
  swift action. This swift action can’t 
  be used to cast a spell or spell-like 
  ability. The shirt must be worn for 24 
  hours before this ability can be used.
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  Craft Wondrous Item, cat’s grace, haste
  CROWN OF CHALLENGE
  PRICE 
  21,000 GP
  SLOT head
  CL 15th
  WEIGHT 1 lb.
  AURA strong enchantment
  This jagged steel crown is rough and scratched but shows no 
  sign of being dented or misshapen. Once per day, the wearer 
  can issue a challenge to a creature able to see and hear him. 
  The creature gains a +2 morale bonus on melee attack rolls 
  and damage rolls against the crown’s wearer for 1 minute. The 
  creature challenged also takes a –2 penalty on attack rolls and 
  damage rolls against all targets other than the wearer, and takes 
  a –2 penalty to the save DCs of its spells, spell-like abilities, and 
  supernatural abilities that affect other targets unless they also 
  affect the wearer of the crown. These penalties last 1 minute or 
  until the creature challenged makes a melee attack against the 
  wearer of the crown.
  28
  
  If the crown’s wearer has the challenge class feature, he gains 
  the benefit of his challenge against the creature challenged 
  without expending a daily use of his own challenge ability.
  CONSTRUCTION REQUIREMENTS
  COST 10,500 GP
  Craft Wondrous Item, greater planar ally
  EYES OF THE LIAR
  PRICE 
  16,000 GP
  SLOT eyes
  CL 5th
  WEIGHT —
  AURA faint divination
  These smoked crystal lenses hide the wearer’s thoughts and 
  intents from the prying minds of others. They grant the wearer 
  a +5 competence bonus on Bluff checks and immunity to 
  detect thoughts. Both lenses must be worn for the magic item 
  to function.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Craft Wondrous Item, eagle’s splendor, nondetection
  GLADIATOR’S SANDALS
  PRICE 
  6,000 GP
  SLOT feet
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint transmutation
  These sand-worn leather sandals 
  are designed to lace around the 
  calf and are favored by pit fighters 
  and those who make careers out 
  of performing in the ring. When 
  the wearer acts during a surprise 
  round and attempts any combat 
  maneuver check, she gains a +4 
  circumstance bonus on that check. If the check is successful, 
  the wearer can also attempt a performance combat check 
  (Pathfinder RPG Ultimate Combat 153) with a +10 circumstance 
  bonus to affect the crowd’s attitude.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Craft Wondrous Item, eagle’s splendor, haste
  RATCHETING GAUNTLETS
  PRICE 
  12,000 GP
  SLOT hands
  CL 5th
  WEIGHT 5 lbs.
  AURA faint transmutation
  This set of cold iron gauntlets has 
  pistons, gears, and hinges connecting 
  all the joints and plates. As a swift 
  action, the wearer can command one 
  or both of the gauntlets to lock into 
  position or unlock and move normally. 
  If a gauntlet locks while holding a 
  weapon, it acts as a locked gauntlet, providing the wearer a +10 
  bonus to his Combat Maneuver Defense against being disarmed. 
  Locking the gauntlets also grants the wearer a +4 bonus on combat 
  maneuver checks to pin a grappled foe and Climb checks to catch 
  himself while falling. They can also allow other uses at the GM’s 
  discretion, such as hanging from a ledge or similar position without 
  having to attempt a Climb check or becoming fatigued.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, bear’s endurance, bull’s strength
  SERPENTFORM BELT
  PRICE 
  20,000 GP
  SLOT belt
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint transmutation
  This snakeskin belt is crafted 
  from the hides of brightly 
  hued serpents. When buckled, 
  it immediately binds tightly 
  to the wearer’s waist. Once 
  per 
  day, 
  the 
  wearer 
  can 
  command 
  the 
  serpentform 
  belt to transform her lower 
  half into that of a serpent. While in this form, the wearer 
  gains a +4 bonus on combat maneuver checks to grapple or 
  pin a foe. Once a foe is grappled, the wearer can constrict 
  the opponent with any successful subsequent grapple 
  checks, dealing an amount of bludgeoning damage equal to  
  1d8 + her Strength modifier, if Medium (1d6 if Small).  
  The snake form lasts until another command is given, or for a 
  maximum of 10 minutes, whichever is shorter. 
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Craft Wondrous Item, beast shape I
  SWORDMASTER’S SHIRT
  PRICE 
  10,000 GP
  SLOT chest
  CL 5th
  WEIGHT —
  AURA faint divination
  This stylish silk shirt has a loose and flowing fit except for 
  the sleeves, which cling snugly to the wearer’s arms from 
  elbow to wrist. The sleeves guide the wearer’s attacks  
  to take advantage of brief gaps in a foe’s defenses.  
  Five times per day, the wearer can make a lunging melee 
  maneuver and extend his reach by 5 feet for a single  
  melee attack. If the wearer has the Lunge feat, he can 
  instead use that feat five times per day without taking the  
  normal –2 penalty.
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Craft Wondrous Item, Lunge, cat’s grace
  VESTMENTS OF WAR 
  PRICE 
  14,000 GP
  SLOT body
  CL 9th
  WEIGHT —
  AURA moderate evocation
  These sturdy leather robes are edged in fine linen embroidered 
  with runes and holy symbols. If worn by a creature capable 
  of casting divination spells who worships a specific deity, the 
  embroidery shifts to depict symbols and icons appropriate to 
  the wearer’s faith. The robes act as a divine focus for such 
  wearers, allowing spells requiring a divine focus to be cast 
  without the need to hold any other holy symbol. Additionally, 
  if the wearer can channel energy, she can do so one additional 
  time per day. If the wearer can lay on hands, she instead gains 
  two additional uses of that ability per day. If the wearer has 
  the fervor class feature, she instead gains two additional uses 
  of fervor per day. 
  CONSTRUCTION REQUIREMENTS
  COST 7,000 GP
  Craft Wondrous Item, divine favor, righteous might
  29
  
  Although an accomplished duelist or soldier can overwhelm 
  a contingent of foes with sheer fighting prowess, many 
  heroes rely on magic to supplement their attacks or impart 
  an edge in combat. The following spells are designed to 
  enhance the abilities of spellcasters who fight in melee.
  AURA OF INVIOLATE OWNERSHIP
  School abjuration; Level cleric 3, inquisitor 3, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  This spell wards the attended items of all creatures it 
  targets (items held, securely fastened to their person, or in 
  containers on their person), enhancing each creature’s grip 
  and protecting items from loss or theft. The DC of Sleight 
  of Hand checks to remove items warded by the spell is 
  increased by 20, and affected creatures gain a +20 bonus to 
  their CMDs against disarm and steal combat maneuvers. 
  BLADE TUTOR’S SPIRIT
  School conjuration (creation); Level antipaladin 2, magus 1, 
  paladin 2, sorcerer/wizard 2, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You summon an insubstantial spirit of force that resembles a 
  cloudy vapor hovering around your fists or any melee weapons 
  you wield. The spirit compensates for your defensive or reckless 
  melee attacks, nudging your weapons in the proper direction. 
  When you voluntarily use one or more actions or feats that 
  apply penalties to attack rolls with your melee weapons (such 
  as a charge, fighting defensively, or using the Power Attack 
  feat), the spirit reduces the total penalty on affected attacks 
  by 1 (to a minimum penalty of 0). The penalty is reduced by 
  an additional 1 for every 5 caster levels you possess (to a 
  minimum penalty of 0). Only penalties incurred by voluntary 
  use of feats or maneuvers are reduced by this spell.
  The spirit can’t be attacked or harmed by physical attacks, 
  but disintegrate, dispel magic, a rod of cancellation, or a 
  sphere of annihilation can affect it. A protective spirit’s AC 
  against touch attacks is equal to 10 + your Dexterity modifier. 
  DARTING DUPLICATE
  School illusion (figment); Level antipaladin 1, bard 1, magus 1, 
  shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 swift action
  Components V, S
  Range 5 ft.
  Effect visual figment of the caster
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  An illusory duplicate of you steps clumsily into an adjacent 
  square, presenting a tempting target before winking out 
  of existence. Any creature that threatens that square must 
  succeed at a Will save or make an attack of opportunity against 
  the image. The image’s AC is equal to 10 + 1/2 your caster 
  level, but as a figment, the image is unaffected by any attack.
  DIMENSIONAL BLADE
  School transmutation; Level antipaladin 4, bloodrager 4, 
  cleric 6, inquisitor 5, magus 5, paladin 4, sorcerer/wizard 6
  Casting Time 1 swift action
  Components V, S
  Range personal
  Target you
  Duration 1 round
  This spell gives you the power to turn one melee weapon 
  in your hand into a two-dimensional object with length and 
  height but no width. A sword becomes a flat image of a 
  sword, a mace is reduced to a flat outline, and so on. The 
  magic of the spell allows the weapon to be wielded by you 
  normally, creating just enough depth to grasp it.
  Attacks made with the weapon are melee touch attacks 
  that ignore all armor. Force effects, such as mage armor 
  and shield, still apply their AC against attacks made with 
  a dimensional blade. Bludgeoning weapons used to make 
  attacks with this spell deal half damage and are treated as 
  slashing weapons. If the weapon leaves your hand before 
  the end of the spell, the effect ends.
  FIERY RUNES
  School evocation [fire]; Level alchemist 2, bloodrager 2, 
  druid 2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target melee weapon touched
  Duration 1 minute/level or until discharged (see text)
  Saving Throw none; Spell Resistance yes (see text)
  You charge a weapon with a magic rune of fire. When the 
  wielder of the weapon successfully strikes a foe in melee 
  with the weapon, the wielder can discharge the rune as 
  a swift action to deal 1d4+1 points of fire damage to the 
  target. This damage isn’t multiplied on a critical hit. If 
  the target has spell resistance, you attempt a caster level 
  check (1d20 + caster level) against that spell resistance 
  when the rune is discharged. If the rune is successfully 
  resisted, the spell is dispelled; otherwise, the rune deals 
  damage normally.
  Melee Spells
  30
  
  For every 2 caster levels beyond 3rd the caster possesses, 
  the rune deals an additional 1d4+1 points of fire damage 
  (2d4+2 at caster level 5th, 3d4+3 at 7th, and so on) to a 
  maximum of 5d4+5 points of fire damage at caster level 11th.
  INSTANT WEAPON
  School conjuration (creation) [force]; Level bard 2, bloodrager 2, 
  cleric 2, inquisitor 2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect melee weapon of opaque force
  Duration 1 minute/level
  You create a melee weapon sized appropriately for you 
  from opaque force. You are considered proficient with this 
  weapon, which acts in all ways as a masterwork weapon 
  typical of its type. The instant weapon has hardness 20 and 
  the same number of hit points as a typical weapon of its 
  type. As a force effect, it can strike and damage incorporeal 
  creatures. If the instant weapon leaves your hand at any 
  time, the spell ends at the beginning of your next turn.
  REAPER’S COTERIE
  School necromancy [evil]; Level antipaladin 2, bloodrager 2, 
  cleric 3, inquisitor 3, witch 3
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target weapon touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  The target weapon becomes a reservoir of spiritual energy, 
  fueling its destructive power by drawing in a tiny fragment 
  of the essence of each creature it is used to defeat. When the 
  targeted weapon is used to reduce a living creature to 0 or 
  fewer hit points, it gains a +1 profane bonus on damage rolls. 
  This bonus increases by 1 for each creature 
  reduced to 0 hit points or fewer with that 
  weapon, up to a maximum bonus equal to 1/2 your 
  caster level.
  RUBBERSKIN
  School transmutation; Level alchemist 4, magus 4, sorcerer/
  wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a piece of rubber or drop of tar)
  Range personal
  Duration 10 minutes/level
  Your skin becomes more elastic, distributing crushing damage 
  efficiently. For the duration of the spell, all bludgeoning and 
  falling damage you take is converted into nonlethal damage. 
  This spell has no effect if you’re immune to nonlethal damage.
  UMBRAL WEAPON
  School illusion [cold, shadow]; Level antipaladin 2, bard 2, 
  magus 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a pair of miniature swords)
  Range touch
  Target melee weapon touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  A shadowy afterimage trails behind the targeted weapon, 
  potentially damaging foes even when the weapon misses. 
  Once per round, when the weapon’s wielder misses a creature 
  with the target weapon, the wielder can reroll the attack. If the 
  reroll hits, the spell hits the targeted creature and deals 1d8 
  points of cold damage, plus 1 additional point per 2 caster levels 
  (maximum +10). If an attacked creature has spell resistance, you 
  must attempt a caster level check (1d20 + caster level) against 
  that spell resistance the first time the spell damages the target. 
  If the creature successfully resists umbral weapon, the spell is 
  dispelled. If not, the creature takes damage as normal.
  VINE STRIKE
  School conjuration (creation); Level alchemist 2, antipaladin 2, 
  bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw Reflex negates (see text); Spell Resistance yes
  Bristles burst from your body, lodging in your opponent and 
  blossoming into entangling vines as you pummel your target. 
  While this spell is in effect, your natural attacks 
  and unarmed attacks deal an additional 
  1d6 points of damage, and any creature hit by 
  your natural or unarmed strike must succeed 
  at a Reflex save or be entangled for the 
  duration of the spell. A creature entangled by 
  this spell can spend a standard action to 
  remove the vines but can be entangled 
  again by further unarmed strikes. 
  31
  
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  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
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  Ron Lundeen, and David Schwartz.
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  Some of the finest melee combatants 
  in Golarion come from traditions 
  outlined in Pathfinder Campaign 
  Setting: The Inner Sea World Guide, from 
  Eagle Knights to the Hellknights of 
  Cheliax to Taldan duelists!
  You will find an arsenal of options for 
  close-quarters fighting in Pathfinder 
  RPG Advanced Class Guide, from 
  the bloodrager, brawler, slayer, and 
  warpriest classes to close-combat 
  archetypes for every class!
  All your melee-related gear can be 
  found in Pathfinder RPG Ultimate 
  Equipment. Packed with nearly 400 
  pages of armor, magic items, and 
  weapons, this handy tome is key for 
  all adventuring occasions!
  The wilds of Golarion are as exciting as they are awesome, to say nothing of the adventurers 
  who hail from these untamed regions! With Pathfinder Player Companion: Heroes of the Wild, 
  you can embrace the laws of the wildlands, earn the respect of hardened wilderness 
  natives, and command the raw powers of nature! Featuring dozens of all-new rules for 
  characters, such as feats, fey-born alternate racial traits, magic items, spells, and much, 
  much more, Heroes of the Wild contains everything Pathfinder RPG players need to make their 
  characters as fierce as they are formidable!
  WOULD YOU LIKE TO KNOW MORE?
  The tools, tricks, and weapons in Melee Tactics Toolbox include everything you 
  need to become a competent close-quarters combatant. If you’re seeking to 
  sharpen your tactical acumen even further to press your advantage, be sure 
  to check the following other great Pathfinder RPG resources.
  Next Month!
  32
  
  Combat Options Overview
  Because some combat options can be used only as their own special standard actions, others can be used as part of attack actions, and still 
  others can be used whenever you make melee attacks, it isn’t always clear which options can be used together. This overview presents the 
  most common attack options, including combat maneuvers and attacks linked to specific feats, and discusses the action types they require 
  and the other options with which they can be used. 
  Option	
  Type	
  Action
  Arcane Strike 
  Feat 
  Swift action
  Attack of opportunity 
  Basic 
  Free action
  Channel Smite 
  Feat 
  Swift action
  Charge 
  Basic 
  Full-round action
  Cleave 
  Feat 
  Standard action
  Cleaving FinishUC 
  Feat 
  Free action
  Combat Expertise 
  Feat 
  Free action
  Deadly Stroke 
  Feat 
  Standard action
  Deliver coup de grace 
  Basic 
  Full-round action
  Dirty trickAPG 
  Combat maneuver 
  Standard action
  Disarm 
  Combat maneuver 
  Melee attack
  DragAPG 
  Combat maneuver 
  Standard action
  Fight defensively 
  Basic 
  Standard action or  
   
   
  full-round action
  Gorgon’s Fist 
  Feat 
  Standard action
  Grapple 
  Combat maneuver 
  Standard action 
  Great Cleave 
  Feat 
  Standard action 
  Greater Weapon  
  Feat 
  Attack action 
  of the ChosenACG
  Overrun  
  Combat maneuver 
  Standard action
  Power Attack 
  Feat 
  Free action
  RepositionAPG  
  Combat maneuver 
  Standard action
  Spring Attack 
  Feat 
  Full-round action
  StealAPG 
  Combat maneuver 
  Standard action
  Stunning Fist 
  Feat 
  Melee attack
  Sunder  
  Combat maneuver 
  Melee attack
  Trip  
  Combat maneuver 
  Melee attack
  Weapon of the 
  Feat 
  Swift action 
  ChosenACG
  Whirlwind Attack 
  Feat 
  Full-round action
  Vital Strike  
  Feat 
  Attack action
  TYPES OF COMBAT OPTIONS
  Many attacks are basic combat options or combat maneuvers any 
  character can attempt, while others are available only through 
  attack-oriented feats.
  Basic: Anyone can use these combat options, including 
  charging and fighting defensively. They’re defined in Chapter 8 
  of the Pathfinder RPG Core Rulebook.
  Combat Maneuvers: Combat maneuvers are a specific set 
  of basic options that use your Combat Maneuver Bonus and 
  Combat Maneuver Defense. There are five combat maneuvers 
  defined in the Core Rulebook (disarm, grapple, overrun, sunder, 
  and trip), and four more in the Pathfinder RPG Advanced Player’s 
  Guide (dirty trick, drag, reposition, and steal).
  Feats: Numerous feats grant additional combat options, such 
  as Cleave, Power Attack, and Vital Strike. Each feat defines the 
  circumstances in which it can be used. Characters without these 
  feats can’t attempt the special attacks detailed in those feats.
  TYPES OF ACTIONS
  Different combat options require different types of actions. The 
  action type defines which options can be used together.
  Attack Action: An attack action is a type of standard action, as 
  defined in Chapter 8 of the Core Rulebook. Some combat options 
  can modify only this specific sort of action. When taking an attack 
  action, you can apply all appropriate options that modify an attack 
  action. Thus, you can apply both Greater Weapon of the Chosen 
  and Vital Strike to the same attack, as both modify your attack 
  action. You can apply these to any combat option that takes the 
  place of a melee attack made using an attack action (such as the 
  trip combat maneuver), though options that increase damage don’t 
  cause attacks to deal damage if they wouldn’t otherwise do so (such 
  as Vital Strike and trip).
  You can’t combine options that modify attack actions with 
  standard actions that aren’t attack actions, such as Cleave.
  Free Action: Some combat options are free actions meant to 
  be combined with an attack. Often, these are feats with specific 
  limitations defined within the feat—for example, Cleaving Finish 
  gives you an extra melee attack, but only after you make an attack 
  that drops a foe.
  Full-Round Action: A few combat options are full-round actions 
  (such as Spring Attack and the full-attack action) or modify specific 
  full-round actions (such as the extra attack from the haste spell). 
  These options can’t be combined with attack actions or other 
  standard actions, but can be used with options that take the place 
  of a melee attack.
  Melee Attack: While a melee attack isn’t an action type itself, 
  many options and other rules affect melee attacks. Some combat 
  options (such as the disarm and sunder combat maneuvers) can 
  be used anytime you make a melee attack, including attacks of 
  opportunity. These options can’t be combined with each other (a 
  single melee attack can be a disarm or sunder combat maneuver, 
  but not both), but they can be combined with options that modify 
  an attack action or are standard or full-round actions. Some 
  options that take or modify melee attacks have limitations—for 
  example, Stunning Fist can be used only once per round.
  Standard Action: Some combat options (such as Cleave) are 
  standard actions that allow you to make an attack, but don’t count 
  as the attack action. These options can’t be combined with other 
  standard actions or options that modify only attack actions (such 
  as Vital Strike).
  Swift Action: Several options are swift actions that modify 
  one or more attacks you take after that swift action. For example, 
  Channel Smite and Weapon of the Chosen each take a swift 
  action to activate, which then applies to the next attack you make 
  regardless of what type of attack action you perform. Arcane 
  Strike and Improved Weapon of the Chosen are activated in much 
  the same way, but they apply to all appropriate attacks made for 
  1 round after activation.
  
  Get up close and personal with Melee Tactics Toolbox! The new tips, tricks, and 
  tactics in this volume enable your Pathfinder RPG character to perform a huge 
  variety of daring deeds in hand-to-hand combat, whether you’re dashing around 
  a foe to flank it by yourself or inspiring allies to hold the line on a castle wall.
  Melee Tactics Toolbox is a player-focused manual that makes the most of in-your-face 
  abilities, spells, and weapons, in addition to providing a plethora of new rules options to make 
  you even more formidable in combat. Each Pathfinder Player Companion includes new 
  options and tools for every Pathfinder RPG player. Inside this book, you’ll find:
  ► An illustrated guide comparing more than 20 different styles of swords, including the 
  falchion, katana, and urumi.
  ► Tips on how best to fight in melee, including suggestions for rules options 
  that can give you an edge, as well as general tactics available to all characters.
  ► Dozens of new kinds of magic armor and melee weapons, weapon special abilities, and 
  wondrous items to hinder your foes or protect you from close-combat attackers.
  ► Thirty new feats to bolster your staying power in close combat, including combat, style, 
  and teamwork feats.
  ► Tons of new spells, equipment, weapons, class archetypes, and character options, including a 
  new bardic masterpiece. 
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder 
  campaign setting, but can easily be incorporated into any fantasy world. 
  Look Your Enemies 
  in the Eye
  Printed in U.S.A. PZO9455
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Melee Tactics Toolbox.pdf