Ironstar style: requirements: dexterity 13, strength 13, profiency with flail. Effect: you gain a +2 bonus to damage rolls with a flail along with disarm and trip attempts with it
Ironstar mauler: requirments: dexterity and strength 15th, ironstar style. Effect: you gain a +2 bonus to attack rolls with a flail and treat your threatened reach as five feet longer
Ironstar slaver: requirements: dexterity and strength 17, ironstar style, ironstar mauler. Effect: you may deal non lethal damage with flails with no penalty. Once per round on a attack of oppurtunity with a flail or on a critical hit, inflict d6 bleed damage
Garote style: requirements: dexterity 15, proficenty with a garote. Effect: when strangling someone with a garote, they can’t speak or use verbal compnents
Hangman: requirements: strength 16, garote style. Effect: when strangling someone with a garote, you may take a full round action to move with the victim and make a stealth check to remain hidden
Pick em off: requirements: hangman, garote style. Effect: while strangling someone, you may make a intimadate check as a free action to demoralize the victim’s allies. You gain a +5 bonus to this check if they know the target is missing or have found the body
Knight style: requirements: profiency in longswords and shields. Benefit: when fighting with a sword and shield, you gain a +4 bonus to initative and combat manuver defence and bonus
Knight skill: requirements: knight style, profiency in armor. Benefit: you ignore the penalty to speed and skill checks while wearing armor you are profienct in
Knight slash: requirements: knight skill, knight style. Benefit: you gain a +1 bonus to attack and damage rolls while wielding a sword and shield. Increase your armor bonus by one when using a shield or armor or plus 3 when using both
Santoryu: requirements: profiency with a katana. Two weapon fighting. Benefit: you may wield a katana in your mouth, treating it as a off hand weapon while you treat your hands as primary weapons
Santoryu cyclone: requirements: santoryu, weapon focus, weapon specialization. Benefit: you treat all your swords as primary weapons: when you hit a target with at least two sword attacks in a turn, you may deal 3d6 plus strength modifier damage in a rend
Santoryu mastery: requirements, santoryu cyclone, santoryu, combat reflexes. Benefit: you treat your number of oppurtunity attacks as the number of blades you can wield at once
Torag’s drums: requirements: profiency with a hammer and pick. Benefit: when wielding a hammer and pick, you treat all your weapon attacks as being adamantine
Crushing blows: requirements: torag’s drums, two weapon fighting. Benefit: when using a hammer and pick, each time you hit an enemy with both weapons, they are slowed for d4 rounds
Smashing strike: requirements: crushing blows, torag’s drums, cleave, power attacks. Benefit: when using cleave and power attack, you reduce the attack roll bonus by your wisdom modifer and ignore hardness
Jester’s prance: requirements: improvised weapon mastery, two weapon fighting. Benefit: when using two different weapons, you may take a five step once per round without penalty. While wielding a improvised weapon, you gain a +2 bonus to damage rolls
Jester’s strike: requirements: catch off guard, jester’s prance, throw anything. Benefit: when using two different weapons, you gain a +2 bonus to attack rolls. When using a improvised weapon, you treat it as a thrown weapon with a range of 30 feet and increase te damage die by one size
Jester’s dodge: requirements: quick draw, jester’s strike, jester’s prance, dodge. You may draw a weapon as a immediate reaction and gain a +4 bonus to cmd and cmb. While using improvised weapons, you gain evasion as a bonus feat and uncanny dodge as a rogue of your level minus 3
Lancer style: requirements: profiency in lances, mounted combat. Benefit: when making a charge attack while mounted, you gain a +5 bonus to the damage roll and your mount gains a +10 bonus to speed
Lancer’s piercing. Requirements: lancer style, weapon focus, weapon specialization. Benefit: when using a lance, you ignore a target’s hardness and treat their dr as 5 points lower.
Lancer’s glory: requirements: lancer’s piercing, lancer style, dazzling display. Benefit: when dropping an enemy to zero hit points, you heal d3 damage per level and all allies who can see you, regain 5 hit points and may take a five step.
Hook spear style: requirements: profiency with spears, combat expertise. Benefit: when fighting with two spears, when you gain a bonus to ac, you gain a bonus to cmb and cmd equal to that bonus
Hook spear drag. Requirements: hook spear style, weapon focus. Benefit: when you perform a combat manuver, you can take a 5 step and slide your opponent 5 steps as a free action once per round
Hook spear impale. Requirements: hook spear drag, hook spear style, critical focus. Benefit: when throwing a spear, you treat your critical threat range as one higher. On a critical hit,a target is pinned by the spear and takes d6 bleed damage in addition to any other effects along with not being able to move unless the spear is removed
Blowgun style: requirements: profiency with a blowgun, stealthy. Effect: when making a attack with a blow gun, you can remain hidden with a stealth check. You do not risk poisoning yourself when applying poison
Blowgun snipe: requirements: blowgun style, dodge. Effect: when sniping, you may move half your speed and make a stealth check without a penalty. Enemies you poison who are unaware of your attack, take a -4 penalty to saves against the poison and don’t notice it’s effects
Blowgun critical: requirements: blowgun style, blowgun snipe, improved critical, critical focus. Effect: each time you score a critical hit with a blow gun, you may move your speed and make a stealth check to be hidden with no penalty. Enemies hit by a critical hit, are blinded for 2d3 rounds and take 5 bleed damage,
Dagger style: requirements: profiency with daggers, throw anything, quickdraw. Effect: once per round as a swift action, you may throw a dagger at your highest base attack bonus
Dagger intercept: requirements: dagger style, weapon focus, combat reflexes. Effect: when an enemy makes an attack once per round, you may throw a dagger at them with your highest base attack bonus. If the attack hits, the enemy attack takes a -5 penalty to it’s attack and damage roll. The amount of times you can use dagger style, increases to your number of oppurtunity attacks per round
Dagger storm: requirements: dagger style, dagger intercept. Benefit: when making a full attack action, you may throw daggers equal to the number of attacks you make. During this time, you may use a spell trigger item or cast a spell without penalty
Bo staff style: requirements: profiency with a staff, combat reflexes. Effect: once per round, when you make a oppurtunity attack, you may make a steal, trip or disarm combat manuver at no penalty
Staff of defence: requirements: bo staff style, dodge: effect: you gain a +2 bonus to ac and cmd. The number of times you can use bo staff style, increases to the number of oppurtunity attacks you can make
Staff vault: requirements: bo staff style, staff of defence, run. Effect: you are always treated as having a running start when jumping. Your speed increases by 10 feet while you have a staff
Shield style. Requirements: profiency with shields, dodge. Effect: when fighting with a shield in each hand, you may increase their ac bonus by one, treat them as throwing weapons that deal d8 damage
Iron wall: requirements: shield style, profiency with heavy armor. Effect: you gain dr 5/adamantine while wearing heavy armor with twin shields. If you throw a shield as an attack at an enemy within 20 feet, treat the shield as if it had the returning property
Iron fortress: requirements: iron wall, shield style. Effect: you treat yourself as having total cover while wearing heavy armor and two shields. You take no penalty for dual wielding shields
Spring heeled jack style: requirements: run, profiency with dagger’s dodge. Effect: you gain a +2 bonus to ac while wearing light or no armor anda +5 bonus to speed. Your dagger’s critical thread range increases by one
Spring heeled jack vanish: requirements: spring heeled jack style, improved critical, effect: when you score a critical hit, you can move your speed and make a stealth check to become hidden at a -2 penalty
Spring heeled jack chaos: requirements: spring heeled jack vanish, spring heeled jack style, dazzling display. Effect: when performing a dazzling display, you gain a +4 bonus to the check. After scoring a critical hit, you can perform a dazzling display as a free action and slide enemies who saw and heard the critical hit their speed
Chain style: requirements: profiency with a spiked chain, dazzling display, combat reflexes. Effect: while you have oppurtunity attacks available, you may perform a dazzling display as a free action once per round
Chain of pain: requirements: chain style, improved drag. Effect: you gain a +5 bonus to cmb with a spiked chain and increase it’s critical threat range by one. Once per round when make an attack with a spiked chain, you may make a free dirty trick manuver
Grinding chains: requirements: chain style, chain of pain, weapon focus, weapon specialzation. Effect: when you hit an enemy twice with a spiked chain in a round, you may deal 3d4 damage as a rend and grab the target, then dealing constrict damage of 2d6 once per round as part of your turn
Headsman style: requirements: profiency with great axe, power attack. Effect: when attacking a prone opponent, you increase the damage die of your great axe by one and increase the critical threat range by one. You reduce the attack penalty by power attack by your constitution modifer
Headsman cleaver: requirements: headsman style, cleave, great cleave, effect: when performing a full attack action, you gain a number of extra attacks at your lowest base attack modifer equal to your strength modifer
Headsman remorse: requirements: headsman style, headsman cleaver. Effect: when attacking a stuned, prone, unconcious or sleeping opponent, you deal an extra 2d10 damage and increase the critical threat range by 2
Gunner style: requirements: profienct with guns, quick draw. Effect: at the start of a battle, you may draw your weapon and make an attack at the start of iniative
Gunner mobility: requirements: gunner style, run, dodge. Effect: you gain a +10 bonus to speed while wearing light or no armor and a +2 dodge bonus to ac
Gunner’s execution. Requirements: gunner mobility, gunner style, critical focus, rapid reload effect: you treat your critical threat range as two higher when using a gun. When you make a full attack action with a gun, you can reload as part of that action
Dreadscythe style: requirements: profiency with scythes, dazzling display. Effect: when using a scythe, you may treat it’s reach as 5 feet longer. When performing a dazzling display, enemies within your reach, take your scythe’s damage
Dreadscythe harvesting. Requirements: dreadscythe style, improved critical, critical focus. Effect: when you score a critical hit, all enemies who can see you, are automatically affected by a dazzling display.
Dreadscythe cleave: requirements: dreadscythe harvesting, dreadscythe style, cleave, power attack, great cleave. Effect: when performing a cleave, all enemies in your reach take double your scythe’s damage plus double your strength modifer
Twin stab style: requirements: profiency in rapiers, two weapon fighting, weapon focus. Effect: you treat your critical threat range as one higher when using rapiers
Twin stab rend: requirements: twin stab style profiency in rapiers, weapon specialzation, improved critical. Effect: when hitting an opponent with two rapiers in the same round, they take d4 bleed damage and 1 strength, constituion and dexterity damage if they fail a fortitude save
Twin stab killer: requirements: twin stab rend, twin stab style two weapon rend, two weapon defence. Effect: when you deal ability score damage, you can deal d4 ability drain instead. When dealing rend damage, you treat the damage die as being two higher
Short sword style: requirements: profiency with short swords, run. Effect: while running, you can make attacks with no penalty.
Short sword slip: requirements: short sword style, quick draw. Effect: when making an attack while running or charging, you gain a +10 bonus to speed and a +5 bonus to the attack and damage roll. You may draw your weapon as a free action
Short sword slide: requirements: short sword style, short sword slip. Effect: you do not provoke oppurtunity attacks by running or charging. The damage die of your short swords increase by 2
Crushing hammer: requirements: profiency in hammers, weapon focus, weapon specialization. Effect: when making a attack with a hammer against a prone opponent, you ignore hardness and increase the damage die by one size
Hammer punt: requirements: crushing hammer: power attack. Effect: when making an attack with a hammer, you may push an opponent five feet and knock them prone when using power attack
Iron hammer: requirements: crushing hammer, hammer punt, cleave, great cleave. Effect: when making a cleave action, you can increase your damage roll by your dexterity and constituion modifer. You reduce the penalty of using power attack by half
Sling style: requirements: profiency in sling, alert. Effect: you reduce the penalties for range by half
Sling charge: requirements: sling style, power attack. Effect: You may spend a full round action to double the short and long range of your sling and reduce attack roll penalties by 5 and increase the damage roll by 5. You may only do this once per round
Sling crush: requirements: sling style, sling charge, improved critical. Effect: you may make a melee attack with a loaded sling as a club. When doing so, you may then fire the sling as a free action, knocking the target of the melee attack prone
Bowman style: requirements: profiency in longbow, weapon focus, rapid reload. Effect: when making a full attack action with a bow and arrow, you may make two more attacks at your lowest modifer
Bowman dodge: requirements: bowman style, dodge, lightning reflexes. Effect: you gain evasion and gain a +2 dodge bonus to ac against ranged attacks
Bowman stagger: requirements: bowman dodge, bowman style, critical focus. Effect: when you hit an opponent with an attack from a long bow, you can reduce their speed by 10 feet for 1 round
Clubba style: requirements: profiency with clubs, power attack. Effect: you gain a +2 bonus to attack and damage rolls with clubs and treat their size as one higher
Clubba crusher: requirements: clubba style, weapon focus, weapon specialization. Effect: When dealing weapon damage to an opponent with a club, you treat your damage as piercing, and slashing. You increase the damage die of a club by one
Clubba clobber: requirements: clubba crusher, clubba style, combat reflexes: effect: when you hit an opponent with a critical hit or three attacks with a club in the same round, you may stun the target for d4 rounds
Crossbow style: requirements: profiency with a crossbow, rapid reload. Effect: when you make a full attack with a crossbow, each enemy you hit is pushed back 5 squares
Crossbow bolt: requirements: crossbow style, dodge, run. Effect: when making a full attack action with a crossbow, you can take a 5 step before or after each attack
Crossbow dash: requirements: crossbow bolt, crossbow style, weapon focus, weapon specialization. Effect: when making a full attack action with a crossbow, you may make a number of attacks equal to your dexterity modifer at your lowest base attack bonus. Each time you make an attack with a crossbow as a full round action, you may move 5 squares before and after the attack
Iron fist style: requirements: gauntlets, improved unarmed strike. Effect: your unarmed strikes are treated as silver, adamantine and cold iron for damage reduction while wearing gauntlets
Iron fist strength: requirements: iron fist style, dodge. Effect: you gain a monk’s unarmed strike equal to your level minus 2
Iron fist tyranny: requirements: iron fist strength, iron fist style, dazzling display. Effect: when making a dazzling display, you gain a +4 bonus to the check
Royal blade style: requirements: basterd sword profiency, exotice weapon profiency in basterd sword. Effect: you gain a +1 bonus to attack and damage rolls with a basterd sword
Royal blade dance: requirements: royal blade style, two weapon fighting, weapon focus. Effects: when attacking with both of your blades, you may take a five step as a free action
Royal blade finisher: requirements: royal blade style, royal blade dance, weapon specialization, two weapon rend. Effect: when you drop a foe to zero hit points, you may move half your speed and make a attack at your highest base attack bonus. You may do this up the number of oppurunity attacks you have
Hatchet man style: requirements: profiency with hand axes, weapon focus. Effect: when making attacks with thrown weapons, you increase the damage die by one size. When using throwing axes as melee weapons, you treat them as being great axes
Hatchet man executioner: requirements: hatchet man style, power attack, weapon specialization, cleave. Effect: when you reduce a foe to 10 or less hit points with a throwing axe, they must make a fortitude save or drop to -1 hit points
Hatchet man finisher: requirements: hatchet man executioner, hatchet man style, great cleave. Effect: when you drop a foe to zero hit points with a throwing axe, you heal d4 hit points per level and may move half your speed without provoking attacks of oppurtunity
Power arm style: requirements: double bladed sword profiency, two weapon fighting, power attack. Effect: when making a full attack action with power attack, reduce the penalty by your dexterity modifer and increase your damage by the same amount
Power arm smash: requirements: power arm style cleave, two weapon defence. effect : when making a full attack action with a double bladed sword, you may take a five step after each attack or whenever you drop a foe to zero hit points
Power arm defence: requirements: power arm style, power smash, dodge. Effect: when fighting with a twin bladed sword, you gain a +2 bonus to ac and melee attack and damage rolls. You gain a +4 bonus to cmb and cmd when fighting with a twin bladed sword
Bola style: requirements: profiency with bolas, weapon focus. Effect: when making an attack with bolas, you treat your cmb as being 5 higher than normal
Bola triptangle: requirements: bola style, weapon specialization. Effect: when you attack an opponent with a bola, you may make a trip and entangle combat manuver against them after the attack is resolved. If the attack succeeded, the combat manuvers gaina +4 bonus to their roll
Bola snap: requirements: bola style, bola triptangle, improved critical. Effect: when dealing damage with a bola, you treat the damage as lethal and two sizes higher if you chose
Trident style: requirements: profiency in tridents, weapon focus: effect: when fighting with a trident, you treat your critical threat range as being two higher
Trident poke: requirements: trident style, combat reflexes, weapon specialization. Effect: when making attacks of opputrunity with a trident, you may make another attack in addition to the same one at your highest base attack bonus
Trident spiral: requirements: trident style, trident poke, power attack. Effect: when making a full attack action with a trident, you may make additional attacks equal to the number of attacks of oppurtunity you can make at your highest base attack bonus