Style Feats

***\*Antimagic Style: Magichunter***

Prerequisites: Character level 4

Benefit: While in this style, you gain a +2 bonus to attack and damage against any creature that can cast spells or has spell-like abilities. In addition, you gain a +2 bonus to saving throws against the first creature you hit in combat that has the ability to cast spells or that has spell-like abilities. This bonus lasts for the duration of combat or until the target is dead, whichever is first. If the target dies, you may gain the bonus against the next applicable target you strike.

       ***\*Antimagic Style: Spellbuster***

        Prerequisites: Antimagic Style: Magichunter, Character level 10

        Benefit: You gain an additional +4 bonus to attack and damage (but not to saves) against any creature that can cast spells or has spell-like abilities. In addition, when you score a critical hit, the creature you hit is affected by Dispel Magic (as a targeted dispel).

        ***\*Antimagic Style: Casterscourge***

        Prerequisites: Antimagic Style: Magichunter, Antimagic Style: Spellbuster, Character level 16

        Benefit: You gain an additional +4 bonus to attack and damage (but not to saves) against any creature that can cast spells or has spell-like abilities. In addition, when you score a critical hit, you may choose to have the creature hit be affected by Greater Dispel Magic as a targeted dispel, or to use it as an area dispel centered on the creature hit.

***\*Beheading Kenpo Stance:***

Prerequisites: Stunning Fist, BAB+6 or Monk 4

Benefit: While in this stance, you deal an additional 1d6 damage on all unarmed strikes, however you take a -4 penalty on all attacks made. In addition, when you use Stunning Fist, you can choose to blind your foe for 1 round instead of stunning them.

       ***\*Decapitating Strike:***

        Prerequisites: Stunning Fist, Beheading Kenpo Stance, BAB +12 or Monk 6

        Benefit: You gain an additional +2 damage to all unarmed strikes, and the penalty to attacks in this stance is lessened by 2. Creatures effected by the blinding ability of your Beheading Kenpo Stance are also deafened, and the duration is increased to 2 rounds.

        ***\*Vorpal Knuckle:***

        Prerequisites: Beheading Kenpo Stance, Decapitating Strike, Stunning Fist BAB +18 or Monk 16

        Benefit: While in the beheading Kenpo Stance, Your damage is increased further by +2, and the penalty to attack rolls is decreased to -1. When you use your ability to blind and deafen creatures, they must also make a second saving throw or be stunned for 1 round as well as Deafened and blinded for 3 rounds. If you roll a natural 20 while in this stance, your fist is considered to be a vorpal weapon.​

***\*CQC:***

Prerequisites: Dexterity 13, Intelligence 13, Improved Disarm, Improved Grapple, Improved Unarmed Strike

Benefit: While in this stance, you may add your Intelligence bonus to both CMB and CMD instead of your Strength modifier, if it is higher.

       ***\*Improved CQC:***

        Prerequisites: Dexterity 15, Intelligence 15, CQC, Improved Disarm, Improved Grapple, Improved Unarmed Strike

        Benefit: While using CQC, if your attack roll to disarm a foe is a natural 20, you may immediately attempt to grapple that foe as a free action without provoking an attack of opportunity, and vice versa.

        ***\*Greater CQC:***

        Prerequisites: Dexterity 17, Intelligence 17, CQC, Improved CQC, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Greater Disarm

        Benefit: While using CQC or Improved CQC, when your attack roll to disarm a foe beats his CMD by at least ten points or is a natural 20, you may also choose to sunder the the foe's weapon as a free action that does not provoke attacks of opportunity.

**\*Dance-Fu Style:**

Prerequisites: Perform (Dance) 3 ranks

Benefit: While using Dance-Fu Style you may use Perform (Dance) in place of Acrobatics to move through threatened squares and may move at full speed while doing so. If you successfully move through an opponent’s square without provoking an attack of opportunity, you may elect to take that attack of opportunity anyway. If you do then any allies that you were flanking with at any point during your move may make an attack of opportunity against that creature with the bonus for flanking.

       ***\*Terrible Two-Step:***

        Prerequisites: Dance-Fu style, Perform (Dance) 5 ranks

        Benefit: Once per round, while using Dance-Fu, when you make a melee attack against a foe you may force them to make a Perception check (DC 10 + your Perform (dance) bonus) if they fail they are considered flat footed against that attack. Every 10 by which they fail renders them flat-footed against an additional attack you make this round.

        ***\*Dance Out of Danger:***

        Prerequisites: Dance-Fu style, Perform (Dance) 9 ranks

        Benefit: Once per round, while using Dance-Fu, when an opponent targets you with a melee or ranged attack, you can make a Perform (Dance) check. You can use the result as your AC or touch AC against that attack. If this causes the attack to miss then you may spend an immediate action to move 5 feet. Moving in this fashion provokes an attack of opportunity (unlike a 5 foot step), which you may use Perform (Dance) to avoid provoking. If you stay within that creature’s reach you may make a melee attack against that creature at your highest BAB. You must be aware of the attack and not flat-footed to use this feat.

**Elemental Fury Style**

Prerequisites: Elemental Fist, BAB +9 or Monk level 6

Benefit: You gain 1 additional use of Elemental fist per day. Whenever you use Elemental fist, it instead applies to all attacks you make in the round, dealing the same type of damage for the whole round.

**Elemental Fluctuation**

Prerequisites: Elemental Fist, Elemental Fury Style, BAB +15 or Monk level 11

Benefit: You gain 1 additional use of Elemental fist per day. You may spend a swift action once per round to swap the type of damage you deal with Elemental Fist.

**Elemental Explosion**

Prerequisites: Elemental Fist, Elemental Fury Style, BAB +15 or Monk level 11

Benefit: You gain 1 additional use of Elemental Fist per day. Your unarmed strikes deal an extra 1d10 damage of the type your elemental fist deals when you critically hit.

**Gunkata Style**

Prerequisites: Improved Unarmed Strike, Firearm Proficiency, BAB +6 or Monk level 6

Benefit: While wielding a firearm in one hand, you may make unarmed strikes using the critical multiplier and critical threat range of your wielded firearm.

**Gunkata Detonation**

Prerequisites: Gunkata Style, Improved Unarmed Strike, BAB +12 or Monk level 10

Benefit: Whenever you score a critical hit with an unarmed strike while using Gunkata Style, you may make a firearm attack against the target as a free action.

**Gunkata Akimbo**

Prerequisites: Gunkata Style, Gunkata Detonation, Improved Unarmed Strike, BAB +18 or Monk level 14

Benefit: By using a swift action, you can apply your Gunkata Detonation to all attacks you make in a round regardless of whether or not you crit, and may two weapon fight while using Gunkata Style with a firearm in each hand.

***\*Hammer Fist Style:***

*You are able to empower your unarmed strikes by using the full force of your body*

Prerequisites: Improved Unarmed strike, Monk level 4

Benefit: When making a single attack, you may treat your unarmed strike as if you were wielding it two-handed.

***\*Hammer Fist Style: Wreckingball Strike***

Prerequisites: Improved Unarmed strike, Hammer Fist Style, Monk level 8

Benefit: You may always treat your unarmed strikes as being wielded two handed

***\*Hammer Fist Style: Meteoric Crash***

Prerequisites: Improved Unarmed strike, Hammer Fist Style, Hammer Fist Style: Wreckingball Strike Monk level 12

Benefit: You deal twice your strength modifier rather than 1 1/2 times when wielding your unarmed strikes two handed.

***\*Iron Palm Style:***

Prerequisites: Monk level 2 or BAB +4

Benefit: While in this style, you use your Constitution modifier instead of your Strength modifier for attack and damage rolls with unarmed strikes or sunder attempts.

       ***\*Iron Palm Strike:***

        Prerequisites: Iron Palm Style, Monk level 6 or BAB +8

        Benefit: A number of times per day equal to your Con modifier, you may make an Iron Palm Strike. As a standard action, make an unarmed strike attack or sunder attempt at your highest bonus to hit. You may add your Strength and Constitution modifiers to attack and damage. You may make this a vital strike.

       ***\*Iron Palm Devastation:***

        Prerequisites: Iron Palm Style, Iron Palm Strike, Monk level 10 or BAB +12

        Benefit: You may also add your Dexterity modifier to attack and damage or to a sunder attempt when making an Iron Palm Strike. In addition, your Iron Palm Strikes deal double damage against objects or constructs (or when sundering). If the attack is a critical hit against an object or construct, instead increase your critical multiplier by one. The damage from a vital strike is not multiplied.

***\*Kung Fu Style:***

Prerequisites: At least 6 style feats, Level 12

Benefit: Though this is a style feat, it is applied to all styles you possess instead of being a style in and of itself. While in the Kung Fu style, you gain a +1 bonus to attack rolls, CMB, CMD, and armor class so long as you are currently using a stance feat. This bonus is doubled on your next attack after you switch styles. You also gain a +1 bonus to the saving throw DC's of close/monk techniques.

       ***\*Kung Fu Initiate:***

        Prerequisites: Kung Fu Style, Level 16

        Benefit: When taking a fighting stance, you can choose to use two style feats at once. This stacks with the Master of Many Styles ability that grants a similar ability. While using a style, you gain a +1 bonus to saving throws and damage rolls. This bonus is doubled for one round after you switch styles. You also gain a +1 bonus to the saving throw DC's of monk abilities. Finally, once per round as an instant action, by spending a point of ki, when you see an attack coming your way with a melee weapon, you can make a sunder check against that weapon. If the weapon is successfully destroyed, the attack deals no damage to you.

        ***\*Kung Fu Master:***

*You can now take that vacation to the mystic mountains you've always wanted to visit and stroke your beard all day thinking about philosophy*

        Prerequisites: Kung Fu Initiate, Kung Fu Style, Level 17

        Benefit: When taking a fighting stance, you gain an increased awareness of your surroundings. You gain a +6 bonus on all Sense motive, Perception, and Acrobatics checks. In addition, All of the bonuses granted by the Kung fu style are increased by +1. Finally when using your sunder ability of Kung Fu Initiate style, you can once per day, as an instant action, spend 3 points of ki and negate the damage dealt by a single attack, and automatically deal double sunder damage to the weapon that struck you. If a natural attack, the creature takes the damage, and is treated as if it took a critical called shot to the hand.

***\*One Finger Fighting Style:***

*As a show of superiority, you can face off against your foes with only a single finger. Though this is not as effective as using your full fists, you can learn to make it a legitimate way to face your foes*

Prerequisites: Improved Unarmed Strike, BAB +4 or Monk 3

Benefit: When in the One finger fighting style stance, you deal piercing damage with all attacks made with unarmed strikes. When making attacks against an enemy, you take a -4 penalty, and deal minimum damage (Except for against objects), however you also ignore 1 point of the enemy's Armor, Shield, Natural armor, and damage reduction when you land a successful hit. This amount increases by 1 for every 5 levels you possess. By spending a point from your ki pool, you can ignore 1 additional point of natural armor, armor, Shield,  and damage reduction for 1 round.

        ***\*Flight of the Bird:***

        Prerequisites: One Finger Fighting Style, BAB +8 or Monk 7

        Benefit: When in this stance, your penalty is -3. When making an attack, you ignore another 2 points of damage reduction and deal +1d4 force damage on all attacks. When hitting an enemy on it's touch armor class, you ignore armor and shield bonuses, even if granted by force effects such as mage armor. By spending a point of ki from your ki pool, you can choose to apply the penalty to armor class and damage reduction to energy resistances, Insight bonuses, and Deflection bonuses as well for 1 round. While in this stance, you can use Stunning fist 1 additional time in a round. If you use stunning fist with this style, you can choose to stagger the enemy for 2 rounds instead of stunning them for 1 round.

        ***\*One Finger Death Punch:***

*I spoke to God today and she said that she's ashamed, what have I become, what have I done?*

        Prerequisites: One Finger Fighting Style, Flight of the Bird, BAB +14 or Monk 10th

        Benefit: When in this stance, your penalty is -2. When making an attack, you ignore another 2 points of damage reduction and deal +1d6 force damage on all attacks instead of +1d4. When making attacks, you cut that enemy's deflection bonuses to armor class in half. You no longer deal minimum damage on each attack. Finally, you can spend a point of ki from your ki pool to double the amount of damage reduction you ignore through this ability for a single attack. While in this stance you can use Stunning fist 2 additional times in a round instead of 1 additional time a round. If you use stunning fist with this style, you can choose to stagger the enemy for 1d6+2 rounds instead of stunning them for 1 round.​

​

***\*Personalized Style:***​

Prerequisites: Level 16, at least 3 style feats from different styles.

Benefit: Choose any combination of three Move actions, Combat Maneuvers, or Attacks. Once chosen they cannot be changed, and they must occur in the order you selected each time. The Combat Maneuver(s) chosen must be specific, such as sunder or grapple. The attacks could be things that require a standard action, such as a vital strike or stunning fist. Entering your Personalized Style is a swift action, and you may spend a full-round action to execute these actions. For example, your Personalized Style could be a move action, an attack, and an attack; both of these attacks could be vital strikes if you have that feat and choose to do so.

       ***\*Personalized Actions:***

        Prerequisites: Level 18, Personalized Style

        Benefit: When in your Personalized Stance, you gain an additional action in your chain, which can be placed at either the beginning or end of the sequence you've chosen (for a total of 4). While using this style, you gain a +10 ft move speed if your style includes at least one move action, a +4 bonus to CMB if your style includes at least one Combat Maneuver, and a +4 bonus to damage if your style includes at least one attack.

        ***\*Personalized Tactics:***

        Prerequisites: Level 20, Personalized Style, Personalized Actions

        Benefit: When in your Personalized Stance, you gain another additional action in your chain, which can be placed at either the beginning or end of the sequence you've chosen (for a total of 5). While in your Personalized Stance, you also gain the following bonuses based on the actions you've selected. Each move action grants you a +4 bonus to AC, each combat maneuver grants you a +2 bonus to all saves, and each attack increases your critical threat range by 1.

***\*Total Defense Master Stance:***

Prerequisites: Dodge, BAB +4 or Monk 4

Benefit: While in this fighting stance, you gain Damage Reduction 2/- as well as an additional +1 dodge bonus to armor class. This bonus increases by +1 if fighting defensively or in a total defense stance.

***\*Impenetrable Body:***

Prerequisites: Dodge, Total Defense master Stance, BAB +8 or Monk 8

Benefit: While in the Total Defense master Stance, your Dodge bonus from the stance is increased to +2 and your Damage reduction is increased to 4/-. In addition while in this stance you can enter total defense stance as a move action instead of a standard action.

***\*Impenetrable Mind:***

Prerequisites: Dodge, Total Defense Master Stance, Impenetrable Body, BAB +12 or Monk 10

Benefit: While in the Total Defense Master Stance, your Dodge bonus from the stance becomes +3 and your damage reduction is increased to 6/-. In addition while in the stance, you can perform attacks of opportunity while in a total defense stance.

***\*Unorthodox Style:***

*You dual wield cheese graters, and know how to roundhouse kick with a sub machine gun*

Prerequisites: One style feat, Weapon Focus, BAB +8

Benefit: Select a single weapon with which you possess the weapon focus feat. You can now utilize that weapon when using a combat style instead of using your unarmed strike. This can be taken multiple times, each time selecting a different weapon that you possess weapon focus in.

***\*Eccentric Style:***

*You can ricochet a piano off a wall and around a corner to trip someone*

Prerequisites: Unorthodox Style, Weapon Focus, BAB +10, Catch off guard or throw anything

Benefit: You can utilize improvised weapons for your Unorthodox Style as if you had weapon focus for them.

***\*Avant Garde Style:***

*Your face-meltingly awesome, batshit insane fighting techniques are frankly getting dumb.*

Prerequisites: Unorthodox Style, Weapon Focus, BAB +15, Catch off guard or throw anything

Benefit: You can utilize any weapon you wield, including touch attack spells, for any style you use.