In this, there’s a lot of feats that aid more mundane players, as well as the Monk and Ninja. From the ability to delay any spell, to do any combat maneuver without risk, to swinging around a creature you’re holding and tossing them, these feats should add interesting options to your Fighters, Barbarians, Monks, and Ninjas.
Whirlwind Throw (Combat)
Requirements: Str 13, Dex 13, BAB +6, Improved Grapple
Increase your CMB and CMD by +2 vs Grapple. When you take an grapple action in a grapple that you control, instead of damaging or pinning the target with a successful check, you can swing them around, attacking every creature within the larger of your own or the creature being grappled natural reach. This attack does damage equal to your unarmed strike damage as if you were one size larger, plus 1.5 times your strength to both the creature you attack and the creature you’re grappling. You can apply any bonuses to this damage other than enhancements from your weapon.
After this, you can then throw your target 5ft in any direction + 5 more feet for every 2 that you beat the grapple CMD by. If the creature cannot go the full length, he again takes damage equal to your unarmed strike as if you were one size larger + 1.5 times your strength, and lands prone.
Special: This feat can be treated as Greater Grapple for the purpose of all feats, class abilities, items, and prerequisites.
A Monk can take this feat as a 6th level bonus feat as long as he can take Improved Grapple as a bonus feat.
Ki Draw (Ki)
Requirements: Ki pool
You may spend 1 ki to draw a light or throwing weapon as a swift action, and make an attack with it. The enemy is flat-footed against this attack. If you already have the ability to make a swift action attack by spending ki, when you do so with a light or throwing weapon, the enemy is automatically flat-footed, and you can draw a weapon as part of the action
Requirements: Improved Bull Rush, Improved Trip, Combat Savvy, or Ki Pool
As an attack action, you may make all of your iterative attacks with 1 weapon. If you hit all of your attacks, you knock the enemy 5ft * (Wisdom bonus + Strength bonus, minimum 5 feet). The enemy takes falling damage equal to 1d6 damage per iterative attack per 10 feet.
If you miss any of your attacks, you do not get to take any further iterative attacks, you are flat-footed and cannot take move actions to move until the end of your next turn.
Special: Attacks done in Shoryuken gain bonus damage equal to your bonus to Trip or Bull Rush CMB from feats, class abilities, racial abilities, and magic items. You can spend a ki point as a free action instead of losing your ability to move and being flat-footed for missing an attack.
Although this is an attack action, you cannot do this multiple times in a full-attack routine, and if it’s done in a full-attack routine, it must be done with your highest BAB attack.
Combat Savvy (Combat)
You do not provoke attacks of opportunity when you make a combat maneuver. If you have a weapon training bonus, you may gain the highest weapon training bonus on all CMB checks, and you may take Greater Maneuver feats as if you had all of the requirements other than BAB.
Stay Down (Combat)
Requirements: Dex 13, Int 13, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Improved Trip, BAB +6
You gain +4 to CMB and CMD for Grapple and Trip maneuvers. As an attack of opportunity or a swift action, you can immediately attempt to pin a creature that is prone. You may also attempt to pin a creature that you trip as a free action. If you succeed on this pin, you are not grappled, and you don’t take a -20 penalty to maintain the grapple. Finally, you can pin a prone creature of any size.
Special: If you have Combat Savvy and Weapon training, the requirements change to BAB +6.
This can be taken as a Monk bonus Feat at 10th level, as long as the monk can take Improved Grapple or Improved Trip as a bonus feat.
Requirements: Str 13, Power attack, Improved Bull Rush, BAB +6
You gain +4 to CMB and CMD for Bull rush maneuvers. If you successfully bull rush an opponent, you can do damage equal to unarmed strike, shield bash, or slam attack damage. As part of this action, you can pay life up to 1/2 your BAB to do extra damage equal to 4 times the life you paid. Finally, if you do iterative bull rushes on the same target, you do not take the iterative penalty for these maneuvers.
Special: This counts as Greater Bull Rush for all class features, feats, magic items, and prerequisites. The damage is capable of getting critical hits as a normal attack. The confirmation is another CMB check, though this only multiplies the damage, not the distance moved.
A monk can take this feat as a 6th level bonus feat, as long as the monk can take Improved Bull Rush or Improved Trip as a bonus feat.
Weapon Master (Combat)
Requirements: Weapon Training, BAB +8
For every weapon that you have weapon training for, increase the base critical range by 1. Unlike most critical range increasing effects, this stacks with other effects like Keen and Improved Critical.
Iron Lore (Combat)
Requirements: Armor Training, BAB +10
When you are affected by a spell that offers a saving throw, you can have your armor or shield attempt the saving throw (even if the spell cannot normally affect your armor). If the armor fails the saving throw, you must save against the effect as normal, and your armor is broken. If it is already broken, it is brought to 1 hp. If your armor succeeds on the save, the spell does not affect you, even if it has Save:Half or Save:Partial. Your armor gains a bonus to saving throws equal to it’s enhancement bonus.
You cannot use this ability using armor or a shield with 1 hp.
Requirements: Bluff or Survival Trained
Weapons, Armors, and Shields that you have on your person that you are proficient in appear as non-masterwork and non-magical. To disprove this, a caster of detect magic must succeed on a Will Save (DC 10 + Survival ranks or 10 + Bluff ranks), or he will not be able to detect it’s magic for 24 hours. Objects casting Detect Magic will automatically fail this saving throw.
Special: You cannot apply this feat to Artifacts or Mythic Weapons, unless you expend 1 use of mythic power. If you do so, this extends to Artifacts and Mythic Weapons for 24 hours.
Beu Du Corbin du What (Combat)
Requirements: Weapon Training or Weapon Focus (any Exotic Weapon)
When you do an intimidate check, if you succeed, and the enemy is wielding an Exotic weapon, the enemy is no longer proficient in it’s use for 1 minute. If the enemy is not proficient in all martial weapons, this also applies if the enemy is wielding a martial weapon. This stacks with any effects that your intimidate check would already do, and is also a fear, mind-affecting effect.
Borrowed Time (Combat)
Requirements: Great Fortitude, Iron Will, or Lightning Reflexes
When you are hit with a weapon, you may make the attack automatically threaten and confirm a critical against you. If you do so, you do not take any damage from the attack for 5 turns after you do this. This damage, and the other effects can be healed before it affects you, but you must first be at full health, and if it has an extra effect (like a thundering or vorpal weapon), all spells must be dispelled off of you first. Any healing after you are at full health reduces the delayed damage 1 for 1. If the attack was already a critical hit, you must multiply it as a critical again to use this ability.
If you are affected by a non-harmless spell, you can automatically fail the saving throw against the spell. The spell is intensified, maximized, Empowered, and Extended, but it does not affect you for 5 rounds. If the spell does damage, you must be at full health before you can heal the delayed damage, and if it has any other effect, you must have all other spells dispelled first.
If the spell is not dispelled while it is delayed, it cannot be dispelled or negated. If the spell requires outside input (like Dominate Person) and the caster cannot give that input, you can take no actions whatsoever for the duration of the spell.
While you are delaying a spell or damage, or suffering the effects of a delayed spell, you cannot use this feat to delay other damage or other spells.