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I have been struck by how MANY fun, flavorful, and unusual Pathfinder First Edition combat feats don't have associated combat tricks (for use with Combat Stamina). I decided to FIX that, and am doing a series of articles to (eventually) hit every official combat feat currently lacking a combat trick. This page, exclusive for Paying Patrons, compiles all the rules content for all those articles into one place and is updated as I create new ones.I'm doing these in alphabetical order, skipping any proficiency feats (which I don't think should have associated combat tricks).

You can also find links to many other Pathfinder First Edition articles at the Pathfinder First Edition Index.

Combat Tricks

Each of the following Combat Tricks is related to the combat feat with the same name as the trick.

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.

Aquatic CombatantYou can spend 1 stamina point to do full damage with any one melee attack made underwater.

Archon DiversionYou can spend 4 stamina points to gain a +4 bonus to AC against the attack you divert to yourself.

Archon JusticeYou can spend 5 stamina points to grant all threatening allies an attack of opportunity against the attacker even when the diverted attack misses you or fails to damage you.

Archon StyleYou can spend 2 stamina points to grant this feat's bonus to AC to allies against all melee attacks the opponent makes before the beginning of your next turn.

Arcing WeaponYou can spend 3 stamina points to use this feat with a spell that makes multiple attacks (such as scorching ray) without losing all but one of the attacks, though only one benefits from the augmentation from this feat.

(A necromancer fires off some death bolts with an Arcing Weapon combat trick. Art by Kalleeck.)

Arming GrabIf you succeed at a disarm attempt without using a weapon and choose to pick up the disarmed weapon, you can spend any number of stamina points to extend the benefits this feat grants you with that weapon for a number of rounds equal to half the stamina points you spend.

Armor AdeptYou can spend 2 stamina points to not suffer the drawback of an armor modification you have not selected with this feat for 1 minute.

Artillery TeamYou can spend 5 stamina points to fire a Large light crossbow, heavy crossbow, or musket without having another character with this feat adjacent to you. You must reload the weapon normally yourself.

Ascetic FormIf you are already spending 2 stamina points to use Ascetic Style with a weapon, you can spend 2 more stamina points to use this feat with the same weapon for 1 round.

Ascetic StrikeYou can spend up to 8 stamina points to increase the effective monk level you use to determine the damage of a weapon for one attack by +1 per 2 stamina points spent.

Ascetic StyleYou can spend 2 stamina points to use this feat with any melee weapon for 1 round.

Asura SightYou can spend up to 4 stamina points to increase the level of rogue a creature must be to flank you by +1 per stamina point until the beginning of your next turn.

Asura SpellrendYou can spend 4 stamina points to increase the caster level of your dispel check by +2.

Asura StyleYou can spend 4 stamina points to increase the save DC of this feat by +1 for a single attack.

Awesome BlowYou can spend up to 6 stamina points to send the target an additional 5 feet per 2 stamina points spent.

Awesome ChargeYou can spend up to 6 stamina points to send the target an additional 5 feet per 2 stamina points spent.

Awesome ThrowYou can spend up to 6 stamina points to send the target an additional 5 feet per 2 stamina points spent.

Azata MischiefYou can spend 4 stamina points to gain a +2 bonus to the CMB check to perform the trip maneuver allowed by this feat.

Azata SprintYou can spend 2 stamina points to increase your speed and the distance for which you can ignore difficult terrain by +10 feet for 1 round.

Azata StyleWhen you move a distance greater than your speed on your turn, you can spend a number of stamina points up to double your Dexterity bonus. If you do, until the start of your next turn, you gain an increase to the dodge bonus granted by the Azata Style feat equal to half the number of stamina points you spent.

Balor WhipWhen you drag a target adjacent to you with a whip, you may spend 2 stamina points to place them in any square adjacent to you.

Baneful JudgmentWhen you use Baneful Judgment, you may spend 3 stamina points to extend the judgment's duration by 1 round.

Banner of DoomWhen a creature taking penalties to its saving throw against fear successfully makes a saving throw against a fear effect, as an immediate action you may spend 5 stamina points to force the foe to reroll the saving throw. If the second roll fails, the creature fails its save against that fear effect.

Barracuda DashWhen you charge you can spend 5 stamina points for your movement not to provoke attacks of opportunity from foes adjacent to you at the beginning of your turn, and any creature you attack with the charge.

Barracuda SlamWhen you run or charge underwater you can spend 3 stamina points to do so at your full speed.

Barracuda StyleWhen you use an unarmed strike to damage a creature in water that does not have a Swim speed, you can spend 3 stamina points to force it to make a Swim check (DC 15 + your CMB) or be off-balance until the beginning of its next turn. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.

Barrage of StylesYou can spend 3 stamina points to increase your CMD by +1 for each adjacent human ally who also has this feat and does not share an ethnicity with you or any other ally adjacent to you.

Bear HugWhen you attempt to initiate a grapple against a foe trapped by your Beartrap Bite feat you can spend 4 stamina points to gain a +2 bonus to the grapple check.

Bear's BalanceWhen you are raging (but not as a result of Bear's Balance) and fail a saving throw against a fear effect, you can spend 4 stamina points to ignore the fear effect. You then can not voluntarily end your rage until the fear effect expires or is ended in some other way (such as due to the death of the fear-inducing creature) or you exhaust your rounds of rage for the day.

Beartrap BiteIf you successfully used Beartrap Bite on your previous round, and your target has not escaped your bite, you can spend 4 stamina points to make a grapple check as a standard action against the same target. You gain a +2 bonus to this check, it does not provoke an attack of opportunity, and if you succeed you may automatically deal your bite damage to the grappled foe.

Beast HunterYou can spend 5 stamina points to add a different ranger's favored terrain for 1 hour to those terrains in which this feat functions.

Beastmaster StyleWhen you make a Handle Animal check for Beastmaster Style, and your check fails to negate the affected attack, you can spend 5 stamina points to reroll the Handle Animal check with a +2 bonus. If the new check exceeds the attacker's attack roll, the attack is negated.

(Beastmasters often reserve their stamina points to reroll checks to protect their companions. Art by Daniel Eskridge)

Beastmaster SalvationWhen you make a Handle Animal check for Beastmaster Salvation, and when using that check as its saving throw your animal companion fails its save, you can spend 5 stamina points to reroll the Handle Animal check with a +2 bonus. If the new check is high enough for the animal companion to succeed at the related saving throw, it succeeds.

Beastmaster IreWhen you gain bonuses to attack and damage from Beastmaster Ire, you can spend 5 stamina points to extend those benefits until the end of your next turn.

Befuddling InitiativeYou can spend 5 stamina points to use this feat in the first round of combat without a surprise round, but only for your first attack in that round.

Beliar's BiteOnce per round you can spend 3 stamina points to add this feat's 1d4 bleed to an attack made with a light weapon or natural weapon.

Betrayal SenseWhen you make a Sense Motive check to avoid being surprised by an attack, you can spend 2 stamina points to gain an additional +1 dodge bonus to AC against that attack.

Betraying BlowWhen you make a Bluff check for Betraying Blow, you can spend 2 stamina points to gain a +4 bonus to your check.

Bladed BrushYou can spend 4 stamina points to shorten or adjust your grip on your glaive as a swift action, rather than a move action.

Blades Above and BelowWhen you and an ally who also has this feat qualify to flank a foe, and you move away from threatening that foe, you may spend 5 stamina points to have that foe count as flanked by your ally until your ally is no longer threatening the foe or the beginning of your next turn, whichever comes first.

Bleeding StareYou may spend 3 stamina points to increase the bleed to half your mesmerist level.

Blinded Blade StyleYou may spend 1 stamina point as an immediate action to enter this style (ending any other style you are in).

Blinded CompetenceWhen you are in the Blinded Blade style, you may spend 5 stamina points to pinpoint the location of creatures up to 10 feet farther away than your reach, until the beginning of your next turn.

Blinded MasterWhen you are in the Blinded Blade style, you may spend 1 stamina points to pinpoint the location of creatures up to 10 feet farther away than normal (typically 40 feet), or spend 5 stamina points to double the range (typically to 60 feet). This extension lasts until the beginning of your next turn.

Blinding FlashYou may spend 5 stamina points to cause a target failing their save against this ability to be blinded until the end of your current turn.

Blinding Sneak AttackYou may spend 5 stamina points to cause a target failing their save against this ability to have to make an additional saving throw (at a +2 bonus) after 1 round. On a failed save they are blinded for one additional round.

Blinding StareWhen you use this ability, you can spend 4 stamina points to increase the save DC by +2.

Blood Frenzy AssaultYou can spend 5 stamina points to reduce the AC penalty from this feat by 50%.

Blood Frenzy StrikeOne per round you can spend 3 stamina points to reduce the number of rounds you must wait before making an unarmed attack at -5 to hit to deal an additional 2d6 damage.

Blood Frenzy StyleYou can spend 1 stamina point to enter this style as a swift action.

Blood SpurtYou can spend 2 stamina points to take 1 burn (as the kineticist's burn rules) to attempt to blind a foe with blood as a move action.

(Weaponized blood loss. THAT is hard-core. Art by warmtail.)

Bloody MessWhen you take piercing or slashing damage at least equal to your level, you can spend 2 stamina points to use this feat as an immediate action.

Bloody VengeanceYou can spend 3 stamina points to use this feat as a move action.

Bounding HammerYou may spend 1 stamina point to use this feat with any 1 attack you make in a round (rather than only with a standard action). You can also spend 1 stamina point to catch the hammer after using this feat even if you don't have the Snatch Arrows feat.

Branch PounceYou can spend 1 stamina point to not be prone after using this feat.

Breaker of BarriersYou can spend up to 5 stamina points to increase the bonus to Strength checks to break down doors, walls, dams, and other barriers and on combat maneuver checks to bull rush and overrun opponents by 1 per stamina point spent. You also increase the number of points of hardness you ignore when you deal damage to doors, walls, dams, and other barriers.

Bristling Bull RushYou can spend 3 stamina points to deal damage with this feat even when not in naturally occurring difficult terrain.

Bristling DragYou can spend 3 stamina points to deal damage with this feat even when not in naturally occurring difficult terrain.

Brutal Coup de GraceYou can spend 5 stamina points to add your Strength bonus, rather than your Charisma bonus, to the save DC for this ability.

Brutal GrapplerYou can spend up to 5 stamina points when you damage a foe with this feat to increase the damage dealt by +1 per stamina point.

(More Combat Tricks Coming Soon!)

Related Non-Combat-Trick Rule Though

Technically, the combat feats 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!

SHAMELESS PLUG

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