TEXT:  
   
   
   
  PRODUCT NO. CA411 
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  ABANDONED ARTS©
   PRESENTS: 
   
  EIGHTEEN NEW STYLE FEATS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. 
   
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
  
  2 
   
  STYLE FEATS  
   
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Ultimate Combat ™ sourcebook, any feat designated 
  as a style feat embodies a specific unarmed fighting style inspired by the deadliness and grace of natural 
  and supernatural creatures. Several new styles are presented here, along with new feat paths for each. 
     As a swift action, a character can enter a stance employed by the martial fighting style that a style feat 
  embodies. A style feat may never be activated before combat begins, but a stance persists until the 
  character employing it spends another swift action to switch to a different style. A character may use a 
  feat that has a style feat as a prerequisite only while in the stance associated with that style. All eighteen 
  of the feats described below are style feats, or list a style feat as a prerequisite. While members of any 
  character class may qualify for and select a style feat, members of the monk class may find the feats 
  below more useful and more easily accessible than members of most other classes might. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   FEAT 
  PREREQUISITES 
  BENEFITS 
   
  Eel Style 
   
  evasion, Bluff 5 ranks 
   
  You can perform erratic and twisting charge attacks. 
   
     Eel Feint 
   
  evasion, Eel Style, Improved Feint, 
  Improved Unarmed Strike, Bluff 7 ranks 
   
  You gain a bonus on Bluff skill checks made to perform a 
  feint, and may feint an opponent during a charge attack. 
   
        Eel Slash 
   
  improved evasion, Eel Feint, 
  Improved Unarmed Strike, Bluff 9 ranks  
   
  Use a slashing weapon or a slashing unarmed strike to 
  attack a secondary target in passing as you charge past. 
   
  Falcon Style 
   
  Dex 13, Dodge, Mobility, Improved 
  Unarmed Strike, Power Attack 
   
  Enemies who take attacks of opportunity against you 
  become vulnerable to your powerful unarmed strikes. 
   
     Falcon Glide 
   
  Dex 15, Dodge, Falcon Style, Mobility, 
  Improved Unarmed Strike, Power 
  Attack, BAB +3 or monk level 3rd 
   
  You can gain the benefits of your Falcon Style feat by 
  moving through areas threatened by your opponents. 
   
        Falcon Flurry 
   
  Dex 17, Dodge, Falcon Glide, Mobility, 
  Improved Unarmed Strike, Power 
  Attack, BAB +5 or monk level 5th 
   
  With a flurry of unarmed attacks, you can hamper your 
  enemies’ vision as long as those enemies have taken an 
  attack of opportunity against you recently. 
   
  Griffon Style 
   
  Death from Above1, Dodge, 
  Acrobatics or Fly 3 ranks 
   
  Ignore AC penalties and gain larger attack bonuses when 
  using your Death from Above feat to charge an opponent. 
   
     Griffon Leap 
   
  Death from Above1, Dodge, Griffon 
  Style, Mobility, Acrobatics or Fly 6 ranks  
   
  Ignore difficult terrain when charging, and your charge 
  doesn’t provoke an attack of opportunity from the target. 
   
        Griffon Dive 
   
  Death from Above1, Dodge, Griffon 
  Leap, Mobility, Acrobatics or Fly 9 ranks 
   
  Perform up to two charge attacks in a single round by 
  leaping from one opponent to another as a swift action. 
   
  Hydra Style 
   
  Dazzling Display, Intimidate 9 ranks 
   
  Demoralize opponents within your reach when you attack. 
   
     Hydra Crush 
   
  Dazzling Display, Hydra Style, Lunge 
  Shatter Defenses, Intimidate 12 ranks 
   
  You can make extra attacks when taking a full attack 
  action, as long as your reach extends past your targets. 
   
        Hydra Assault 
   
  Dazzling Display, Hydra Crush, Lunge, 
  Shatter Defenses, Intimidate 15 ranks  
   
  You can move and make a full attack action, as long as 
  your reach extends past each of your intended targets. 
   
  Manticore Style 
   
  Exotic Weapon Proficiency (siangham), 
  Far Shot, Throw Anything, Stunning Fist 
   
  You can draw a siangham as a free action, and deliver 
  stunning, long-range projectile attacks with the weapon. 
   
     Manticore Sting 
   
  Clustered Shots1, Exotic Weapon 
  Proficiency (siangham), Manticore Style 
   
  Your thrown siangham may become embedded in your 
  enemies, causing them to gain the sickened condition. 
   
        Manticore Sweep 
   
  Exotic Weapon Proficiency (siangham), 
  Hammer the Gap1, Improved Unarmed 
  Strike, Manticore Sting 
   
  You can use a flurry of cruel unarmed strikes to drive 
  home the siangham projectiles embedded in your foes. 
   
  Wolf Style 
   
  Str 13, Improved Trip, Improved 
  Unarmed Strike 
   
  As long as you move at least 5 feet, you can attempt to 
  knock an opponent prone with a damaging, sweeping trip. 
   
     Wolf Jaws 
   
  Str 13, Improved Grapple, 
  Improved Trip, Wolf Style 
   
  Grapple tripped opponents as a swift action and prevent 
  tripped and prone opponents from getting back up again. 
   
        Wolf Thrash 
   
  Str 13, Greater Grapple, 
  Greater Trip, Stunning Fist, Wolf Jaws 
   
  You can stun a creature that you have pinned. 
   
  1: A description of this prerequisite feat can be found in the Pathfinder® Roleplaying Game: Ultimate Combat ™ sourcebook, by Paizo Publishing, LLC. 
  
  3 
   
  EEL FEINT 
  Your hypnotically erratic charge catches enemies unaware. 
  PREREQUISITES: evasion, Eel Style, Improved Feint, Improved 
  Unarmed Strike, Bluff 7 ranks 
  BENEFIT: You gain a +2 bonus on Bluff checks made to feint. 
     While using the Eel Style stance, you can make a Bluff skill check to 
  feint as a free action at any time during a charge. You may attempt 
  this feint as a swift action instead to gain an additional +2 bonus on 
  the Bluff skill check. 
   
  EEL SLASH 
  You have learned to take a passing strike against a secondary target 
  without interrupting the flow of your unpredictable charging attacks. 
  PREREQUISITES: improved evasion, Eel Feint, Improved Unarmed 
  Strike, Bluff 9 ranks 
  BENEFIT: While using Eel Style, you may designate a single creature 
  other than the target of your charging attack along the path that you 
  take whenever you take a charge action. At any time during your 
  charge, you may make a single melee attack with a light, slashing 
  melee weapon or with a slashing unarmed strike against the creature 
  that you designated as a swift action. This attack does benefit from 
  the +2 bonus on attack rolls inherent to performing a charge. 
   
  EEL STYLE  [STYLE] 
  Your swift movements allow you to attack from unexpected directions. 
  PREREQUISITES: evasion, Bluff 5 ranks 
  BENEFIT: While using this style, you can perform darting, erratic, and 
  unpredictable charge attacks with eerie swiftness. You may charge 
  without moving in a straight line while using this ability, although this 
  stance does not enable you to charge through difficult terrain or 
  through a square that contains an ally. Furthermore, whenever you 
  take a charge, run, or withdraw action, you gain a +2 dodge bonus to 
  your Armor Class against attacks of opportunity when you move and 
  an equal bonus to Reflex saving throws for 1 round. 
     Finally, you gain the ability to deal bludgeoning or slashing damage 
  with your unarmed strikes. Changing damage types is a free action. 
  NORMAL: Unarmed strikes deal bludgeoning damage. You must move 
  directly toward the target of your attack when making a charge. 
   
  FALCON FLURRY 
  You can perform a flurry of distracting and disorienting unarmed 
  strikes designed to render your enemies blinded and perplexed. 
  PREREQUISITES: Dex 17, Dodge, Falcon Glide, Improved Unarmed Strike, 
  Mobility, Power Attack, base attack bonus +5 or monk level 5th 
  BENEFIT: Whenever you attack a creature that has taken an attack of 
  opportunity against you within the past round during a full attack 
  action, you can perform a blinding combat maneuver in place of any 
  or all of your attacks against that creature. To perform this maneuver, 
  you make a special CMB check with an unarmed strike against your 
  opponents’ CMD. If your check is successful, that opponent gains the 
  blinded condition until the end of its next turn. Even if your check is 
  not successful, the target of your attack is dazzled until the end of its 
  next turn. You must be using the Falcon Style to perform this attack. 
  SPECIAL: If you have the flurry of blows class feature, you gain a bonus 
  on your CMB check when using this ability in conjunction with a flurry 
  of blows. This bonus is equal to the number of unarmed strike attacks 
  that you have made against your target since the start of your turn. 
  FALCON GLIDE 
  Your superior mobility exposes weak points in your enemies’ defenses. 
  PREREQUISITES: Dex 15, Dodge, Falcon Style, Improved Unarmed Strike, 
  Mobility, Power Attack, base attack bonus +3 or monk level 3rd 
  BENEFIT: While using Falcon Style, you can apply the benefits of that 
  stance against any creature whose threatened area you have moved 
  out of or through since the start of your last turn. 
   
  FALCON STYLE  [STYLE] 
  Your precise and powerful counterstrikes call to mind a raptor’s grace. 
  PREREQUISITES: Dex 13, Dodge, Improved Unarmed Strike, Mobility, 
  Power Attack 
  BENEFIT: Whenever an opponent takes an attack of opportunity against 
  you which is triggered by your having moved out of or through an area 
  threatened by that creature while you are using this style, you gain 
  the ability to use your Power Attack feat to perform unarmed strikes 
  against that opponent without taking the usual attack roll penalties 
  associated with the use of that feat until the start of your next turn. 
   
  GRIFFON DIVE 
  You can perform a leaping charge, bounding from one enemy to the 
  next as you dive and soar through the air above your enemies’ heads. 
  PREREQUISITES: Str 13, Death from Above, Dodge, Griffon Leap, 
  Mobility, Acrobatics or Fly 9 ranks 
  BENEFIT: While using Griffon Style, you can leap from one creature to 
  another, charging one enemy by leaping from the battered body of the 
  first. When you charge an enemy, you may continue your attack by 
  charging a second target as a swift action. Your first charge attack 
  must hit and deal at least one point of damage, and your combined 
  movement between both charge attacks may not exceed twice your 
  normal movement for the round. When you use this ability, you may 
  use your Death from Above feat in conjunction with a second charge, 
  even if you are not attacking from high ground or from the air. 
   
  GRIFFON LEAP 
  Your aerial, acrobatic style allows you to battle larger foes with ease. 
  PREREQUISITES: Str 11, Death from Above, Dodge, Griffon Style, 
  Mobility, Acrobatics or Fly 6 ranks 
  BENEFIT: While using Griffon Style, you can execute an aerial, acrobatic 
  leap that enables you to move and charge through difficult terrain as 
  though it were a flat surface. Additionally, when you move out of or 
  through an area threatened by the target of your charge, you do not 
  provoke an attack of opportunity from that creature for doing so. 
   
  GRIFFON STYLE  [STYLE] 
  Your swooping charges elevate your offensive and defensive strengths. 
  PREREQUISITES: Death from Above, Dodge, Acrobatics or Fly 3 ranks 
  BENEFIT: While using this style, when you charge an enemy from high 
  ground, or from above while flying, the bonus granted by your Death 
  from Above feat (see the Pathfinder® Roleplaying Game: Ultimate 
  Combat ™ sourcebook for a description of that feat) is increased by 
  +1 for every 10 horizontal feet that you move during your charge. In 
  addition, you gain a +2 dodge bonus to Armor Class against attacks 
  made by the target of a charge attack made in conjunction with your 
  Death from Above feat for 1 round. This bonus offsets the AC penalty 
  that charging creatures normally take, but only as it applies to the 
  target of your charge. 
  
  4 
   
  HYDRA ASSAULT 
  You have learned to execute an intimidating sequence of powerful 
  martial lunges with seemingly-impossible speed, power, and skill. 
  PREREQUISITES: Dazzling Display, Hydra Crush, Lunge, Shatter 
  Defenses, Intimidate 15 ranks 
  BENEFIT: You gain a +2 bonus on Intimidate skill checks against enemies 
  within your natural reach. While using Hydra Style, you can make a full 
  attack action as a standard action instead, as long as your natural 
  reach threatens at least seven spaces adjacent to the space occupied 
  by each creature that you attack. If your reach does not threaten at 
  least seven spaces adjacent to the space that an opponent occupies, 
  you may not attack that opponent during a full attack action taken as 
  a standard action. Each attack that you make in this way must be 
  performed with an unarmed strike. 
     Note that creatures do normally threaten the spaces they occupy. 
   
  HYDRA CRUSH 
  You can pummel your opponents with intimidating speed. 
  PREREQUISITES: Dazzling Display, Hydra Style, Lunge, Shatter 
  Defenses, Intimidate 12 ranks 
  BENEFIT: While using Hydra Style, you can attempt to use the Intimidate 
  skill to demoralize any creature that you hit with an unarmed strike 
  during a full attack action as long as your natural reach threatens at 
  least seven spaces adjacent to that creature’s space. 
     Additionally, you can make one additional unarmed strike attack 
  against each creature that you threaten, as long as your natural reach 
  threatens at least seven spaces adjacent to each of those creature’s 
  spaces. Each of these additional attacks is made at your highest base 
  attack bonus, and takes a -2 penalty on the attack roll. 
     Note that creatures do normally threaten the spaces they occupy. 
   
  HYDRA STYLE  [STYLE] 
  You have begun to master one of the most fearsome and challenging 
  martial styles ever conceived – the dreaded hydra style. 
  PREREQUISITES: Dazzling Display, Intimidate 9 ranks 
  BENEFIT: You gain a +2 bonus on Intimidate skill checks against enemies 
  within your natural reach. While using this style, you can attempt to 
  use the Intimidate skill to demoralize each opponent within your 
  natural reach at the end of any turn in which you make a full attack 
  action using only unarmed strikes. 
   
  MANTICORE STING 
  You can sling your siangham so as to embed them in your foes’ flesh. 
  PREREQUISITES: Clustered Shots, Exotic Weapon Proficiency 
  (siangham), Manticore Style 
  BENEFIT: While using Manticore Style, you may perform a full attack 
  action with one or more thrown siangham that causes the weapons 
  to become embedded in the flesh of your targets. Each weapon must 
  be appropriately sized for a creature of your size category. A creature 
  that receives at least one point of damage from one of your thrown 
  siangham must succeed on a Reflex saving throw with a DC equal to 
  your attack roll or find that the weapon has become embedded in its 
  body. A creature with one or more siangham embedded in its body is 
  sickened until each of the weapons is removed. A siangham can be 
  removed with a DC 10 Heal skill check performed as a move action. 
  Alternately, a creature may remove any number of the embedded 
  siangham by performing the Heal skill check as a full-round action. 
  MANTICORE STYLE  [STYLE] 
  Taking inspiration from the fabled manticore, your martial fighting 
  style employs the siangham as a stunning projectile weapon. 
  PREREQUISITES: Exotic Weapon Proficiency (siangham), Far Shot, Throw 
  Anything, Stunning Fist 
  BENEFIT: You can draw a siangham as a free action, provided that the 
  weapon is appropriately sized for a creature of your size category. 
  While using this style, you can throw siangham as though they were 
  thrown weapons with a range increment of 15 feet. Furthermore, you 
  can use a thrown siangham to deliver a Stunning Fist attack. 
  NORMAL: Drawing a siangham is a move action, or a free action taken 
  as part of a move action for creatures with a base attack bonus of +1 
  or higher. A Stunning Fist must be performed with an unarmed strike. 
   
  MANTICORE SWEEP 
  Your cruel fighting style drives home the vicious siangham spikes 
  pinned into your opponents using a series of brutal unarmed strikes. 
  PREREQUISITES: Exotic Weapon Proficiency (siangham), Hammer the 
  Gap, Improved Unarmed Strike, Manticore Sting 
  BENEFIT: While using Manticore Style, whenever you take a full-attack 
  action, each consecutive hit that you perform with an unarmed strike 
  deals additional damage equal to the number of siangham weapons 
  embedded in the flesh of the target of your attack (see the Manticore 
  Sting feat, below). This additional damage stacks with any additional 
  damage granted by your Hammer the Gap feat. 
   
  WOLF JAWS 
  You can keep grappled opponents down with a powerful martial grip. 
  PREREQUISITES: Str 13, Improved Grapple, Improved Trip, Wolf Style 
  BENEFIT: You gain a +2 bonus on CMB checks made to pin creatures 
  that are both grappled and prone. While using Wolf Style, you may 
  attempt to grapple an opponent that your trip maneuver succeeds in 
  knocking prone as a swift action. A prone opponent may not stand up 
  under its own power as long as you are grappling with it. 
   
  WOLF STYLE  [STYLE] 
  You can bring your opponents to the ground with vicious speed. 
  PREREQUISITES: Str 13, Improved Trip, Improved Unarmed Strike 
  BENEFIT: While using this style, you can make a special trip attempt 
  against an opponent within reach as a standard action on any turn in 
  which you move at least 5 feet. This swift and swiping trip attempt is 
  designed to bring your opponent to the ground at great speed. Any 
  creature that succumbs to your trip maneuver receives an amount of 
  damage equal to your Strength modifier upon falling prone. Feather 
  fall effects and other effects that reduce or negate falling damage 
  prevent this damage. 
   
  WOLF THRASH 
  You have perfected a merciless martial technique designed first to pin 
  and then to stun your prey, akin to the way a wolf “worries” a kill. 
  PREREQUISITES: Str 13, Greater Grapple, Greater Trip, Stunning Fist, 
  Wolf Jaws 
  BENEFIT: While using Wolf Style, you can deliver a Stunning Fist attack 
  whenever you perform successful grapple maneuver to deal damage 
  to a pinned opponent that you are grappling. When you do, the DC 
  for your Stunning Fist attack is increased by +2. 
  
  5 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, 
  Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
  Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Class Acts: Monks © 2012, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams. 
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
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