Martial Arts Feats

Blinding Punch [Martial Arts]
You have mastered striking the vital points that blind a humanoid opponent.
Prerequisites: Martial Arts II, Martial Arts I, Stunning Fist, Nauseating Punch
Benefit: You can use one of your stunning attempts (see Stunning Fist) to make an unarmed attack that has a chance of blinding your target. If your attack is successful, compare your attack roll to the target’s Fortitude defense. If you beat their Fortitude defense, the target is blinded, rather than stunned, for 1 round per hit die you possess. Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.  You can only use this on targets you can use Stunning Fist on.

Crane Kick [Martial Arts]
You kick multiple opponents with the same attack action.
Prerequisites: STR 13+, DEX 13+, base attack bonus +2, Martial Arts I, Power Attack
Benefit: As a full attack, you may make a single unarmed melee attack after a successful melee attack. This second attack must be against a different opponent within the area you threaten. The second attack uses the same attack bonus as the successful melee attack.

Drunken Stance [Martial Arts]
You train in deceptive techniques that fool your opponent into thinking you are off-balance, unprepared, or unaware of his presence.
Prerequisites: BAB +2, Trained in Deception
Benefit: If you make a successful Deception check against your opponent, you may make an unarmed attack of opportunity against that opponent the next time they make a melee attack against you.  The Deception check is a standard action that does not provoke an attack of opportunity, and only works against opponents with Intelligence of 3 or higher.  The target of your attack of opportunity loses any Dexterity bonus to their Reflex Defense against your attack of opportunity.
You may also use this feat with any light melee weapon (Small or smaller weapons for Medium creatures) with which you are proficient, but you incur a -4 penalty on your Deception check.

Fluid Stances [Martial Arts]
You’re able to fight using a number of stances, moving from one to another with fluid grace.
Benefit: Each time you succeed with an attack, you may change stances as a free action.

Focused Strike Training [Martial Arts]
You are trained in a set of martial arts techniques that revolve around making a single, focused strike on an opponent.
Prequisites: DEX 13+, Martial Arts I
Benefit: You can double the damage bonus provided by your Strength bonus to unarmed attacks (minimum +1) provided you make only one unarmed attack this turn. Once per encounter when you deal damage to a target with an unarmed attack you may make an immediate unarmed attack against the target’s Fortitude Defense as a free action; if successful you knock your opponent to the ground (prone) in their current square, provided they are one size larger than you or smaller.
Special: Targets gain a bonus to Fortitude Defense against being knocked prone based on their size: Large +5. Huge +10, Gargantuan +20. Colossal +50.
Unusually stable creatures (such as those with four legs) gain a +5 bonus to their Fortitude Defense against being knocked prone as well.
If you have the Focused Strike Expertise talent, whenever you score a critical hit with an unarmed attack, the target is immediately knocked to the ground (prone) in its current square, provided that the target is no more than one size larger than you.

Grappling Training [Martial Arts]
You are trained in an unarmed fighting style that focuses on grappling and subduing enemies.
Prerequisites: Martial Arts I, Running Attack
Benefit: When making a grab attack, you are considered to be one size category larger for the purpose of determining the size of the opponent that you can grab. If you are capable of making a grapple attack, you are considered to be one size category larger for the purpose of determining your size modifier to grapple checks.
When making an unarmed attack against a target while charging an opponent, if your attack roll is successful, you can make an immediate grab attack against that target as a free action.
You must be wearing light or no armor to gain the benefit of this feat.
Special: If you have the Grappling Expertise talent, you can add your Strength bonus and your Dexterity bonus to grapple checks. You must be wearing light or no armor to gain this special benefit.

Gun-Fu [Martial Arts]
You have meshed martial arts with gunplay and can perform amazing stunts of dueling with firearms.
Prerequisites: Martial Arts I, Weapon Proficiency (Pistols), trained in Acrobatics
Benefit: When making an attack using only Pistols, you may move up to your land speed as a free action, provided you make an Acrobatics check as part of that movement.

Hands Without Shadow [Martial Arts]
You throw a series of blindingly fast blows.
Prerequisites: Dexterity 15+, Base Attack Bonus +4, Martial Arts I, Martial Arts II
Benefit: When you make a full attack action, you can make two additional unarmed attacks in a round.  All attacks in this round suffer a -5 attack penalty.  This feat can only be used when attacking with an unarmed strike, combat gloves, stunning gauntlets, or shockboxing gloves.

Martial Arts I [Martial Arts]
You are adept at fighting unarmed.
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d3 becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8.  In addition, you gain a +1 dodge bonus to your Reflex Defense. Once you have this feat, you can gai the benefits of up to two different combat schools that you meet the prerequisites for.
Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex Defense  (if any) also makes you lose dodge bonuses.  Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Martial Arts II [Martial Arts]
You are a master at fighting unarmed.
Prerequisites: Martial Arts I, base attack bonus +3
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d4 becomes 1d6, 1d6 becomes 1d8, and 1d8 becomes 1d10.  In addition, you gain a +1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I feat). Once you have this feat, you can gain the benefits of up to three different combat schools that you meet the prerequisites for.
Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex Defense  (if any) also makes you lose dodge bonuses.  Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Martial Arts III [Martial Arts]
Your martial arts prowess is second to none.
Prerequisites: Martial Arts I, Martial Arts II, base attack bonus +6
Benefit: Damage dealt by your unarmed attacks increases by one die step: 1d6 becomes 1d8, 1d8 becomes 1d10, and 1d10 becomes 1d12.  In addition, you gain a +1 dodge bonus to your Reflex Defense (which stacks with the dodge bonus granted by the Martial Arts I and Martial Arts II feats). Once you have this feat, you can gain the benefits of up to four different combat schools that you meet the prerequisites for.
Normal: The amount of damage you deal with a successful unarmed attack is based on your size: Small, 1d3; Medium, 1d4; Large, 1d6.
Special: A situation that makes you lose your Dexterity bonus to Reflex Defense  (if any) also makes you lose dodge bonuses.  Also, dodge bonuses stack with each other, unlike most other types of bonuses.

Martial Arts Training [Martial Arts]
You are have moved beyond simply punching people and into the realm of actual martial arts.
Prerequisites: Strength 13. Martial Arts I
Benefit: Once per round when you make a successful unarmed attack, you reduce the target’s damage threshold by 5 when determining the effect of the attack.
Special: If you have the Martial Arts Basics talent, you are considered to be one size category larger when determining the damage of your unarmed attacks.

Nauseating Punch [Martial Arts]
Your stunning attacks leave your opponents nauseated.
Prerequisites: DEX 13+, WIS 13+, base attack bonus +6, Martial Arts I, Stunning Fist
Benefit: When you make a successful stunning attack (see Stunning Fist), your opponent is nauseated for 1 round following the round in which he is stunned.  Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, use spells/incantations/true incantations/powers/nanite abilities, concentrate on the aforementioned abilities, or do anything else requiring attention. The only action such a character can take is a single move action per turn.  Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.  You can only use this feat on the same targets you can use Stunning Fist on.

No-Shadow Kick [Martial Arts]
You can follow up on a particularly powerful unarmed attack with an equally powerful kick.
Prerequisites: STR 13+, BAB +4, Power Attack, Martial Arts I, Martial Arts II
Benefit: If your unarmed attack successfully scores a critical hit, you can immediately make an additional unarmed attack against the same opponent at the same attack bonus as the attack that scored the critical hit.

Paralyzing Strike [Martial Arts]
You can paralyze an opponent with a stunning attack.
Prerequisites: BAB +10, Martial Arts III, Stunning Fist, Nauseating Punch, Blinding Punch
Benefit: Against an opponent, you can use one of your stunning attempts (see Stunning Fist) to make an unarmed attack that deals no damage but has a chance of paralyzing your target, rather than stunning it. If your attack is successful, compare your attack roll to the target’s Fortitude defense.  If you beat their Fortitude defense, the target is paralyzed for 1d4+1 rounds.  Creatures that are immune to stunning attacks are also immune to this feat, as are any creatures that are more than one size category larger than the feat user.   You can only use this on targets you can use Stunning Fist on.

Poise [Martial Arts]
Your composure and indomitable will make you a formidable opponent.
Prerequisite: Wisdom 13+, 1st Degree (or higher) Mastery of one of the following Combat Schools: Cloudy Night, Deft Touch, Drunken Fighting, Elements in Motion, Northern Leg, One Move, Southern Fist, or Sticky Hands
Effect: You gain a Competence bonus to your Defense against melee attacks equal to your Wisdom modifier. Note that the bonuses from Banter and Poise do not stack, as they are both Competence bonuses.

Precision Strike Training [Martial Arts]
You are trained in the a style of precise-striking unarmed fighting and can use a variety of techniques to defeat your enemy.
Prerequisites: Dodge, Martial Arts I, trained in Initiative
Benefit: When you score a critical hit with an unarmed attack, the damage dealt by your attack increases by one die step, to a maximum of d12.
Once per encounter, when you make a successful unarmed attack against an enemy, you can spend a swift action to designate that enemy as your primary adversary.
Special: If you have the Precision Strike Expertise talent, when you score a critical hit against an enemy who has been designated as your primary adversary, that enemy takes a -2 penalty to attack rolls until the end of your next turn.

Redirect Attack [Martial Arts]
You can redirect melee attacks to strike another target.
Prerequisites: Dex 15, Wis 13, base attack bonus +4, Martial Arts I
Benefit: As a reaction, when an opponent successfully hits you with a melee attack, you may make a melee attack roll opposed by that opponent’s attack roll. If you successfully beat your opponent’s attack roll, the opponent’s attack strikes misses you and instead strikes a different target. This second target must be within reach of both you and the opponent. If no target fits the criteria, the opponent’s attack simply has no effect on you.

Returning Strike Training [Martial Arts]
You are trained in a style of unarmed fighting that can quickly turn an enemy’s attack against the attacker.
Prerequisites: Combat Reflexes, Martial Arts I
Benefit: Once per round, when an adjacent enemy successfully damages you with a melee attack, you can make an attack of opportunity with an unarmed attack at a —5 penalty against that enemy, even if the enemy’s attack normally would not provoke an attack of opportunity.
Once per encounter, when an enemy provokes an attack of opportunity from you and you successfully damage that enemy with an unarmed attack of opportunity, that enemy takes a penalty to attack rolls equal to your Dexterity modifier (minimum +1) until the end of your next turn.
Special: If you have the Returning Strike Expertise talent, once per encounter, you can spend a full-round action to designate a single adjacent ally. Until the start of your next turn, any enemy adjacent to you or the designated ally that makes an attack roll against that ally provokes an attack of opportunity from you. If the ally moves during his or her turn, you can immediately move a number of squares up to your speed as a reaction; however, you must end your movement in a square that is adjacent to the designated ally.

Stunning Fist [Martial Arts]
You know just where to strike to temporarily stun a foe.
Prerequisites: DEX 13+, WIS 13+, Martial Arts I, base attack bonus +8
Benefit: This feat can only be used in conjunction with an unarmed attack (including the use of weapons such as combat gloves).  You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). If you hit your foe, compare your attack roll to their Fortitude defense.  If you beat their Fortitude defense, the target is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to Reflex defense, and moves -2 steps on the condition track until they are no longer stunned.  If a creature is moved to the bottom of the condition track by this movement, they fall unconscious as normal. You may attempt a stunning attack once per day for every four hit dice you have attained (but see Special), and no more than once per round. Drones , vehicles, and certain other creatures are immune to stunning.  You can only use this feat on members of your own species (all Humans count as human).
Special: If you have levels in the Martial Arts Master prestige class, you gain an additional number of uses of this feat per day equal to your Martial Arts Master level.

Superior Awareness [Martial Arts]
Your superior awareness and compassion help you read the intentions of others and negate the effects of flanking.
Prerequisites: WIS 13+, BAB +3, Trained in Perception, Martial Arts I, Combat Reflexes
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are without your Dexterity bonus to Reflex defense, such as when you are flat-footed.
Normal: When you are flanked, the flanking opponents receive a +2 bonus to melee attacks made against you.

Surprise Strike Training [Martial Arts]
You are trained in a of unarmed fighting which focuses on neutralizing enemies before they even know that you are present.
Prerequisites: Martial Arts I, trained in Stealth
Benefit: You roll an extra die of damage against a flat-footed enemy on one unarmed attack during your turn.
Once per encounter, when you deal damage with an unarmed attack to a target that has been denied its Dexterity bonus to Reflex Defense, make a second unarmed attack against the target’s Fortitude Defense as a free action. If successful. you render the target incapable of speech until the end of your next turn. This is a stunning effect.
Special: If you have the Surprise Strike Expertise talent. you can spend two swift actions to cause a single adjacent enemy to be flat-footed against your first attack during the same round.

Swarming Strike Training [Martial Arts]
You are trained a style of unarmed fighting which focuses on striking with flashy moves and incredible speed.
Prerequisites: Dual Weapon Mastery I, Martial Arts I
Benefit: Once per round, you can spend a swift action to make a single unarmed attack against one enemy within reach, dealing your base unarmed damage with no bonus to the damage roll from your Strength or heroic level.
Once per encounter, when you make an unarmed attack that misses the target, you deal half damage to the target.
You must be wearing light or no armor to gain the benefit of this feat.
Special: If you have the Swarming Strike Expertise talent, once per encounter when making a full attack, you can reroll one of your unarmed attack rolls; however, you must accept the result of the reroll, even if it is worse. You must be wearing light or no armor to gain this special benefit.

Three-Conflicts Stance [Martial Arts]
You train to fight at close range and to resist grapple attacks.
Prerequisites: Base attack bonus +4, Combat Reflexes, Martial Arts I, Martial Arts II
Benefit: When an enemy attempts to enter your square, you are entitled to make an attack of opportunity even if the attacking creature has an ability that would ordinarily prevent an attack of opportunity. Using this feat counts as making an attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round.