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While researching the Combat Tricks for the science-fantasy version of the Pathfinder First Edition ruleset, I was struck by how MANY fun, flavorful, and unusual Pathfinder First Edition combat feats don't have associated combat tricks (for use with Combat Stamina). And, since I am #StillNotDoneWithPF1, I decided to FIX that... twenty combat feats at a time.I'm doing these in alphabetical order, skipping any proficiency feats (which I don't think should have associated combat tricks).

Patrons with paid memberships can go to the Missing Combat Trick Compilation Page, which has all the rules from all these articles lightly edited and compiled. You can also find links to all of these articles and much more content at the Paying-Patron-Exclusive Pathfinder First Edition Index.

Acrobatic SpellcasterYou can spend 3 stamina points to take 10 on the Acrobatics check associated with this feat, even when doing so would not normally be allowed because of the strenuous circumstances.

Advanced Armor TrainingYou can spend 5 stamina points to gain use of a single advanced armor training option you have not selected until the beginning of your next turn.

Advanced Defensive Combat TrainingYou can spend 3 stamina points to gain a +4 bonus to your CMD against a single combat maneuver.

Advanced Weapon TrainingYou can spend 5 stamina points to gain use of a single advanced armor training option you have not selected until the beginning of your next turn.

Aerial RollYou can spend 1 stamina point to not take the -10 penalty to Fly checks.

Alchemical StrikeYou can spend 5 stamina points to increase the save DC of a single thrown alchemical item by an additional +2.

Aldo ArtistryYou can spend a number of stamina points equal to your Dexterity bonus while attempting a combat maneuver check associated with the Aldo Artistry feat. For every 2 stamina points that you spend in this way, you gain a +1 bonus to your CMB for that combat maneuver.

Aldo StyleOnce per round, you can spend 2 stamina points to gain your Aldo Style bonus on damage rolls with a single Aldo dueling sword while fighting defensively or using Combat Expertise, even if you have something in your other hand. This bonus lasts until the start of your next turn.

(Sometimes you just need something in your off hand! Art by warmtail.)

Aldo Style AegisYou can spend 2 stamina points to not take the -2 penalty to AC against other foes when using Aldo Style Aegis.

Aldo Style ConquestYou can spend 5 stamina points to reroll the attack roll used while attempting to parry an attack with Aldo Style Aegis. You must use the second roll, even if it is worse.

All-Consuming SwingYou can spend any number of stamina points to reduce the damage you do to yourself with All-Consuming Swing by the number of stamina points spent.

Ambush SenseYou can spend 3 stamina points to grant the AC benefit of this feat to an adjacent ally (even if they cannot act in the surprise round)

Ambush SquadYou can spend 5 stamina points to use this feat even when not adjacent to an ally that also has this feat.

Ammo DropYou can spend 1 stamina point to load a sling or one end of a double sling with one hand as part of an attack with that sling. This does not provoke an attack of opportunity.

Anatomical SavantYou can spend 5 stamina points to reduce a target's chance of negating critical hits or sneak attacks by an additional 25%.

Ancestral EnmityYou can spend 5 stamina points to have a single attack add the bonus to attack from Ancestral Enmity apply even if the target is not a dwarf or gnome.

Animal FerocityYou can spend 2 stamina points to not take the -5 penalty to attacks until the beginning of your next turn when using Animal Ferocity.

Ankle BiterOnce per round, you can spend 4 stamina points to have one attack allowed by Ankle Biter not take an immediate action (becoming a free action).

Aquadynamic FocusYou can spend 1 stamina point to use Aquadynamic Focus with weapons you have not taken Weapon Focus with until the beginning of your next turn.

Aquadynamic ShotYou can spend 5 stamina points to take no attack penalty on one ranged attack made underwater against a target within 30 feet.

Rules thought for the Day: Yes, technically Aquadynamic Focus and Aquatic Combatant are different--different prerequisites, you can qualify for one without qualifying for the other, gain the underwater melee combat benefits in slightly different cases--but are those differences really worth having two separate feats that are so similar?

Myself, I'd combine them into:

Aquadynamic StrikeYou have trained to use melee weapons while underwater without impediment.Prerequisites: Bae attack bonus +1, Swim 1 rank.Benefit: You don’t take the usual penalties on melee attack rolls made underwater. Your slashing and bludgeoning attacks deal full damage underwater.

Better? Worse? Combine the two feats differently? Post your opinion in the comments!

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