7 Best Combat Feats in Pathfinder. Unarmed attacks deal slashing damage, force a creature to release a grappled ally. Exotic Weapon Proficiency (Aldori dueling sword), Weapon Focus (gauntlet or spiked gauntlet), Weapon Focus (sling) or weapon training (thrown) class feature, Gain a +2 bonus to damage when fighting defensively or using Combat Expertise, Parry an attack made by a single focused target, Take no penalties on attack rolls when using Aldori Style Aegis to parry an attack, Redirect an attack from an opponent to yourself to grant an ally an attack of opportunity, Redirect an attack from an opponent to yourself to grant several allies attacks of opporunity, Grant bonus to AC to allies against single opponent's attacks, Use a new melee weapon with unarmed class abilities, Use unarmed damage of a lower level monk instead of the weapons base damage, Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st, Use weapons with unarmed strike abilities, When using Asura Style, you gain improved uncanny dodge, You can dispel divine spells with your unarmed strikes in Asura Style, You can sicken creatures casting divine spells with your unarmed strikes, You can trip those whose attacks of opportunity against you miss, Your base speed increases by 10 feet and you ignore the first 10 feet of difficult terrain in a round, Gain a +1 dodge bonus to AC if you move at least 15 feet, You can make a second charge attack after a first, You can make unarmed attacks underwater without penalty, +2 on attacks and +4 on damage against a target when you activate Beastmastery Style's benefit; bonuses double if an enemy's attack damaged your animal companion, Use your Handle Animal check in place of an adjacent animal companion's saving throw, Cha 13, Handle Animal 1 rank, must have an animal companion, Use Handle Animal to attempt to negate a hit on your adjacent animal companion, Pinpoint creatures without a check while using Blinded Blade Style, Improve your ability to pinpoint creatures with Blinded Blade Style, Gain additional attacks per round against bleeding creatures when using, Increase your Strength and Constitution, but lower your AC, Add piercing damage to unarmed attacks, and demoralize opponents, Unarmed strikes deal bludgeoning or slashing damage, Weaken tripped foes and reduce their move speed, Make an extra unarmed attack when starting next to a prone foe, Overrun multiple opponents and add your Strength on Acrobatics checks to jump, Deal damage on a successful overrun manuever, Ready an action to grab creatures charging you, Reposition creatures you grab a crature with Bull-Catcher Style, Redirect a creature's charge when you grab it with Bull-Catcher Style, You can apply Vital Strike to attacks made in Cerberus Style, When you damage a creature in Ceberus Style, it cannot 5 ft. step or use dimensional travel, You can attack three targets at once within your reach, Charge through difficult terrain and allied spaces, make a turn while charging, Learn dirty tricks as free actions during a surprise round, Use dirty tricks as free actions with an attack of opportunity, Use free dirty tricks when your opponent is off guard or flanked, When you deflect an attack, you may make an attack of opportunity, Take 2 penalty when fighting defensively, May deflect one attack per round while fighting defensively or using total defense, Disorient an opponent when you drag or reposition it, Make an unarmed attack against a foe when you drag or reposition it, Move 5 feet when you drag or reposition an opponent, Deal greater damage with nonlethal damage on a charge, Attempt to trip your foes on a charge with Cudgeler Style, Your unarmed strikes inflict negative levels, You are hard to scare and your unarmed strikes can make foes shaken, Gain damage bonus based on how far you charge when you bull rush, Gain +1 on attacks and +2 on damage rolls on the attack at the end of a charge, Gain enhanced effects when you use Diabolic Style to humiliate a target, Apply Vital Strike on attacks of opportunity, Humiliate targets that provoke attacks of opportun, You don't provoke attacks of opportunity from foes you feinted against, Deal additional damage t o a target that is denied its Dex bonus to AC, Cha 13; base attack bonus +1 or bard level 1st, Use Elemental Fist to surround yourself with electricity, Gain 1 additional use of Elemental Fist per day, and electricity resistance, Gain 1 additional use of Elemental Fist per day and bonus to electricity damage, Be treated as though you are in mulitple squares for threatening squares, flanking, and being attacked, Gain bonuses when enemies are grouped together and bypass bonuses from aid another, Gain bonus on unarmed attacks, and you can cause opponents to be shaken, Gain +1 use of Stunning Fist per day, and you can emit a concussive roar, Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain, You are treated as though you were on higher ground when making attacks adjacent to objects, You can jump off of adjacent creatures to gain the high ground when in Dragonfly Style, Use Dwarven Seething against any number of opponents, Base attack bonus +1, defensive training and hatred racial traits, Medium size, Apply hatred on both attack/damage and increase to +2, Apply hated/defensive training to different types/subtypes. Monks cant use armor, so I recommend getting someone in your party to cast Mage Armor on you. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite. Did we forget a remarkable feat that should be on this list? excellent options, several of which are difficult for the monk to capitalize Jadesavage 4 yr. ago ton of flexibility, but it also means that you need to look for ways to close Int 13, 2. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Style feats are really cool. Feat Path: Earth Child Style, Earth Child Topple, Earth Child Binder. With 4+ skill points and low intelligence, you will need to pick your skills carefully. While using this style and wielding one chosen weapon from the monk fighter weapon group, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks. You get your first iterative attack at this level, but since you need to spend your move action walking around dont expect to use it. A feat may have more than one prerequisite. With the same per-hit damage as a conventional monk and fewer attacks, any reduction to your damage output is a serious handicap. Thats tempting, but Efreeti Style can also produce a cone that does the same damage and uses less of your limited daily resources. When you attack on a charge in water or on land and the attack hits, you can immediately make a second, +2 on attacks and +4 on damage against a target when you, While you are using this style, you gain a number of benefits whenever you are, While you are using Blinded Blade Style and you are, While you are using Blood Frenzy Style, you gain a +2 bonus to your, Unarmed strikes deal bludgeoning or slashing damage, Add piercing damage to unarmed attacks, and demoralize opponents, While using this style, you gain a +4 bonus feats on, When a creature is charging you, and you successfully, When using this style and not mounted, you can charge through difficult terrain and spaces containing allies. Feat Path: Indomitable Mountain Style, Indomitable Mountain Peak, Indomitable Mountain Avalanche. Feat Path: Grabbing Style, Grabbing Drag, Grabbing Master. Shikigami Style: Your skill with improvised weapons makes them more dangerous than they would otherwise be. You can pool all your attack potential in one devastating punch. This is a good style to pick up with wildcard slots, but dont spend real feats on anything past the base style feat. Feat Path: Slipslinger Style, Slipslinger Grenadier, Slipslinger Bombardment. They agree to teach these techniques to outsiders at a high price. One of the more notable additions to the game is the style feats, which provide bonuses to your unarmed strikes and allow you to perform other tricks with them. Check with your GM before using this table. Dolphin Style: You fight like a dolphin, bunching your enemies up together to make it easier to pick them off. Source PZO9467. Here are the best Pathfinder feats, sans further delay: Fleet feat Fleet Pathfinder feat Fleet can increase your base speed by 5ft if you're wearing light armor or nothing. as you gain levels makes the build gradually more effective and reliable. Use Panther Parry to hit enemies and handicap their attacks of opportunity, then when they miss hit them with the attack from Snake Fang. Pummeling Bully and Pummeling Charge both have situationally useful benefits, so keep them in mind for use with your wildcard slots when those situations arise. Walking out of a threatened space then walking back in can get you 2 to 3 attacks at your full BAB, which is obviously more effective than one attack at BAB -5. Although they have learned to control their bouts of rage, sahuagin nonetheless retain the knowledge of their peoples infamous ability to take grievous injury and turn it into a frenzied assaulta combat style known as blood frenzy style. A character can gain a feat at the same level at which he gains the prerequisite. Youll want to pick up ways to deal extra damage with each attack like permanently enhancing your unarmed strikes and an amulet of mighty fists loaded with things like Flaming and Shocking. piercing, slashing, or bludgeoning damage, Latest Pathfinder products in the Open Gaming Store, You can replace one of your attacks at your highest, While using this style, during any round in which you move at least 15 feet, you gain a +1, Your unarmed strikes deal normal damage underwater, and you dont take penalties on, You gain a swim speed equal to your base speed. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. With Crane Style, 3 ranks in Acrobatics, and a blocking weapon, you can Fight Defensively for -2 to attacks and a total +5 to AC. Feat Path: Kirin Style, Kirin Strike, Kirin Path. 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