Feats

Advanced Unarmed Strike

Prerequisites: Improved Unarmed Strike, Greater Unarmed Strike, base attack bonus +8.

Benefit: When you score a critical hit on an opponent with an unarmed strike, you deal triple damage.

Special: A fighter or nomad may select Advanced Unarmed Strike as one of his bonus feats.

Brawl

Benefit: When making an unarmed attack, you receive a +1 bonus on attack rolls, and your nonlethal damage increases by two steps from its base (to 1d4 for a Small character, or 1d6 for a Medium character).

Special: A fighter or nomad may select Brawl as one of his bonus feats.

Combat Throw

Prerequisite: Improved Martial Defense.

Benefit: You gain a +2 bonus on opposed Strength and Dexterity checks any time you attempt trip or grapple attacks, or when you try to avoid a trip or grapple attack made against you.

Special: A fighter or nomad may select Combat Throw as one of his bonus feats.

Craft Magic Holy Symbol

Prerequisite: Divine caster level 5th.

Benefit: You can create any magic holy symbol whose prerequisites you meet. Enhancing a symbol takes one day for each 1,000 gp in the price of its magical features. To enhance a symbol, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

You can also mend a broken magic symbol if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

Dire Servitor

Prerequisite: Zealot level 9th.

You may call a dire ape, dire badger, or dire weasel as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Domain Focus

Choose a divine domain.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the divine domain you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a divine domain.

Elemental Servitor

Prerequisite: Zealot level 9th.

You may call a medium elemental or mephit as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Elusive Target

Prerequisites: Dex 13, Improved Martial Defense.

Benefit: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a –4 penalty. This penalty is in addition to the normal –4 penalty for firing into melee, making the penalty to target you –8.

Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting you.

A fighter or nomad may select Elusive Target as one of his bonus feats.

Greater Unarmed Strike

Prerequisites: Improved Unarmed Strike, base attack bonus +4.

Benefit: When using unarmed strikes, your threat range is doubled.

Special: A fighter or nomad may select Greater Unarmed Strike as one of his bonus feats.

Improved Brawl

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making an unarmed attack, you receive a +2 bonus on your attack roll, and your nonlethal damage increases by three steps from its base (to 1d6 for a Small character, or 1d8 for a Medium character).

Special: A fighter or nomad may select Improved Brawl as one of his bonus feats.

Improved Combat Throw

Prerequisites: Improved Martial Defense, Combat Throw, base attack bonus +3.

Benefit: In melee combat, if an opponent attacks and misses you, you may immediately make a trip attack against the opponent. This counts as an attack of opportunity.

Special: This feat doesn’t grant you more attacks of opportunity than you are normally allowed in a round.

A fighter or nomad may select Improved Combat Throw as one of his bonus feats.

Improved Improvised Weapon

Prerequisites: Improvised Weapon Proficiency, nomad level 4th.

Benefit: Treat your improvised weapons as one size category larger for the purpose of determining the damage they deal.

Special: A nomad may select Improved Improvised Weapon as one of his bonus feats.

Improved Knockout Punch

Prerequisites: Brawl, Knockout Punch, base attack bonus +6.

Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

A fighter or nomad may select Improved Knockout Punch as one of his bonus feats.

Improved Martial Defense

Benefit: You gain a +1 dodge bonus to AC against melee attacks.

Special: A condition that makes you lose your Dexterity bonus to AC also makes you lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.

A fighter or nomad may Improved Martial Defense as one of his bonus feats.

Improved Streetfighting

Prerequisites: Brawl, Streetfighting, base attack bonus +7.

Benefit: The extra damage you deal with Streetfighting increases to 1d8.

Special: A fighter or nomad may select Improved Streetfighting as one of his bonus feats.

Improved Unarmed Strike

Prerequisite: Base attack bonus +1.

Benefit: The damage for your unarmed strike increases by one step from its base (to 1d3 for a Small character, or 1d4 for a Medium character). Your unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when you attack them unarmed. You may make attacks of opportunity against opponents who provoke such attacks.

Normal: Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Special: A fighter or nomad may select Improved Unarmed Strike as one of his bonus feats.

Improvised Weapon Proficiency

Prerequisites: Base attack bonus +1.

Benefit: You may make attack rolls with improvised weapons normally.

Normal: When using an improvised weapon, you take a –4 penalty on attack rolls.

Special: A nomad may select Improvised Weapon Proficiency as one of his bonus feats.

Knockout Punch

Prerequisites: Brawl, base attack bonus +3.

Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.

Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Special: A fighter or nomad may select Knockout Punch as one of his bonus feats.

Scripture

Choose a divine spell you can cast.

Prerequisites: Knowledge (religion) 1 rank.

Benefit: You cast that spell you select at +2 caster level.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new divine spell.

Stalwart Grip

You are difficult to disarm.

Prerequisite: Str 13.

Benefit: You gain a +4 bonus to all checks to avoid being disarmed, including the roll to disarm your attacker if he fails to disarm you.

Special: A fighter may select Stalwart Grip as one of his bonus feats.

Stalwart Stance

You are difficult to trip.

Prerequisite: Str 13.

Benefit: You gain a +4 bonus to all checks to avoid being tripped, including the roll to trip your attacker if he fails to trip you.

Special: A fighter may select Stalwart Stance as one of his bonus feats.

Streetfighting

Prerequisites: Brawl, base attack bonus +2.

Benefit: Once per round, if you make a successful melee attack with an unarmed strike or a light weapon, you deal an extra 1d4 points of damage.

Special: A fighter or nomad may select Streetfighting as one of his bonus feats.

Unbalance Opponent

Prerequisites: Improved Martial Defense, base attack bonus +6.

Benefit: During your action, you may designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add his or her Strength modifier to attack rolls when targeting you. (If the opponent has a Strength penalty, he or she still takes that penalty.)

The opponent’s Strength modifier applies to damage, as usual.

You can select a new opponent on any action.

Special: A fighter or nomad may select Unbalance Opponent as one of his bonus feats.

Undead Servitor

Prerequisite: Zealot level 9th, evil alignment.

You may call a ghoul or shadow as your servitor. The servitor gains abilities as if your zealot level were 4 levels lower.

Weird Wield

Prerequisites: Base attack bonus +2.

Benefit: On your action, before making attack rolls for a round, you may choose to use a strange or unconventional grip or stance. While doing so, you ignore the first 2 points of your target's dodge bonus to Armor Class against your melee attacks, but all your melee damage is lessened by 1. The bonus on attacks and penalty on damage apply until your next turn.

Special: A fighter or nomad may select Weird Wield as one of his bonus feats.

Winged Servitor

Prerequisite: Zealot level 9th, compatible alignment.

You may call a dire bat, giant eagle, giant owl, hippogriff, or pegasus as your servitor. You may only call a servitor with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil). The servitor gains abilities as if your zealot level were 4 levels lower.

Youthful Body

Prerequisites: Timeless body ability.

Benefit: Remove one age category's worth of ability score penalties.

Special: You may gain this feat multiple times, removing one more age category's worth of  ability score penalties. This feat never actually extends your lifespan or raises your ability score above their original values.