General | Combat Stamina
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Combat Stamina

When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specific effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.

Click here for the full rules on Combat Stamina.

Adder Strike

Source Pathfinder Unchained pg. 113
Related Feat Adder Strike
You can spend 2 stamina points to apply poison to a manufactured weapon as a swift action.

Agile Maneuvers

Source Pathfinder Unchained pg. 113
Related Feat Agile Maneuvers
You can spend a number of stamina points equal to your Dexterity bonus while attempting combat maneuver checks. For every 2 stamina points that you spend in this way, you are considered to be one size category larger than your actual size when determining whether you can affect a target creature with your combat maneuver and when calculating your size bonus for that check.

Aldori Dueling Disciple

Source Weapon Master's Handbook pg. 24
Related Feat Aldori Dueling Disciple
During any combat that is not a duel, you can spend 1 stamina point at the start of your turn to treat the combat as a duel until the start of your next turn for the purpose of gaining the benefits of the Aldori Dueling Discipline feat.

Aldori Dueling Mastery

Source Weapon Master's Handbook pg. 24
Related Feat Aldori Dueling Mastery
You can spend up to 6 stamina points at the start of your turn to increase the shield bonus that you gain from the Aldori Dueling Mastery feat by 1 per 2 stamina points spent until the start of your next turn.

Amateur Gunslinger

Source Pathfinder Unchained pg. 113
Related Feat Amateur Gunslinger
Choose a second 1st-level gunslinger deed. You can spend grit to use this deed, or you can spend 5 stamina points to use either of your deeds in place of grit. If you gain levels in a class that grants the grit class feature, you retain the ability to spend 5 stamina points in place of grit when using any of your 1st-level deeds, and this becomes a combat trick of the Extra GritUC feat (even though that feat is not a combat feat).

Amateur Swashbuckler

Source Pathfinder Unchained pg. 113
Related Feat Amateur Swashbuckler
Choose a second 1st-level swashbuckler deed. You can spend panacheACG to use this deed, or you can spend 5 stamina points to use either of your deeds in place of panache. If you gain levels in a class that grants the panache class feature, you retain the ability to spend 5 stamina points in place of panache when using any of your 1st-level deeds, and this becomes a combat trick of the Extra PanacheACG feat (even though that feat is not a combat feat).

Ambush Awareness

Source Armor Master's Handbook pg. 20
Related Feat Ambush Awareness
You can spend 3 stamina points to grant the benefit of this feat to an adjacent ally. (Dirty Tactics Toolbox 12)

Anticipate Dodge

Source Pathfinder Unchained pg. 113
Related Feat Anticipate Dodge
You can spend 1 stamina point to increase the maximum bonus from Anticipate Dodge by 2 (this is still limited by the creature’s dodge bonus, however).

Arc Slinger

Source Pathfinder Unchained pg. 113
Related Feat Arc Slinger
You can spend 1 stamina point when making a sling or sling staff attack to gain the benefits of Point-Blank Shot within the first two range increments of the sling or staff.

Arcane Armor Mastery

Source Pathfinder Unchained pg. 113
Related Feat Arcane Armor Mastery
When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Mastery as a free action, or spend a number of stamina points equal to the spell’s level (minimum 1) to ignore your armor’s arcane spell failure chance entirely for that casting.

Arcane Armor Training

Source Pathfinder Unchained pg. 114
Related Feat Arcane Armor Training
When casting a spell while wearing armor, you can spend 1 stamina point to activate Arcane Armor Training as a free action.

Arcane Strike

Source Pathfinder Unchained pg. 114
Related Feat Arcane Strike
You can spend any number of stamina points to increase the duration of this feat’s effects by 1 round for each stamina point spent.

Armor Focus

Source Armor Master's Handbook pg. 20
Related Feat Armor Focus
You can spend 2 stamina points to increase the additional armor bonus granted by this feat to +2 for 1 round. (See page 16.)

Armor Material Expertise

Source Armor Master's Handbook pg. 20
Related Feat Armor Material Expertise
You can spend 5 stamina points to use an ability for a material, even though your armor isn’t made of it. This still counts against your daily limit of armor material abilities. (See page 16.)

Armor Material Mastery

Source Armor Master's Handbook pg. 20
Related Feat Armor Material Mastery
You can spend 5 stamina points to use an armor material ability without it counting against your daily limit. (See page 16.)

Armor Trick

Source Armor Master's Handbook pg. 20
Related Feat Armor Trick
You can spend 5 stamina points to use an armor trick while wearing armor with which you are not proficient, or without meeting the trick’s additional prerequisites. (See page 8.)

Armored Athlete

Source Armor Master's Handbook pg. 20
Related Feat Armored Athlete
You can spend 3 stamina points to take 10 on a Dexterity- or Strength-based skill that is associated with this feat even when doing so would not normally allowed because of the strenuous circumstances. (Melee Tactics Toolbox 9)

Artful Dodge

Source Armor Master's Handbook pg. 20
Related Feat Artful Dodge
You can spend 5 stamina points to gain a +1 dodge bonus for each opponent that you threaten that no other ally threatens. (Melee Tactics Toolbox 7)

Awe-Inspiring Smash

Source Weapon Master's Handbook pg. 24
Related Feat Awe-Inspiring Smash
After successfully performing a bull rush or sunder combat maneuver, you can spend up to 5 stamina points to increase the bonus on performance combat checks that you gain from Awe-Inspiring Smash by 1 per stamina point spent.

Barroom Brawler

Source Pathfinder Unchained pg. 114
Related Feat Barroom Brawler
You can spend 5 stamina points to use this feat as a swift action instead of a move action. If you have the martial flexibility class feature, you can spend 5 stamina points to use that class feature as a swift action instead of a move action, or as a free action instead of a swift action.

Bashing Finish

Source Pathfinder Unchained pg. 114
Related Feat Bashing Finish
When you fail to confirm a critical hit with a melee weapon attack, you can spend 5 stamina points to make a shield bash attack against the target anyway. You still can’t make the attack if the target is immune to critical hits.

Battle Cry

Source Pathfinder Unchained pg. 114
Related Feat Battle Cry
You can spend 5 stamina points when an ally under your battle cry’s effect decides to reroll a saving throw against a fear effect and end the feat’s effect. When you do, that ally continues to be affected by the Battle Cry after she rerolls the saving throw.

Befuddling Strike

Source Pathfinder Unchained pg. 114
Related Feat Befuddling Strike
You can spend 5 stamina points to declare that you are using Befuddling Strike after you’ve hit with an unarmed strike attack roll.

Binding Throw

Source Pathfinder Unchained pg. 114
Related Feat Binding Throw
You can spend 1 stamina point to gain a +2 bonus on a grapple check made as a swift action with this feat.

Black Powder Spectacle

Source Weapon Master's Handbook pg. 24
Related Feat Black Powder Spectacle
You can spend 2 stamina points when using Black Powder Spectacle in order to gain a +4 bonus on Intimidate checks and Perform checks for 1 round.

Blazing Aura (ARG)

Source Pathfinder Unchained pg. 114
Related Feat Blazing Aura (ARG)
When you create an aura of heat with this feat, you can spend 5 stamina points to increase the fire damage dealt to any creature that begins its turn in the aura to 2d6 points of fire damage.

Bleeding Critical

Source Pathfinder Unchained pg. 114
Related Feat Bleeding Critical
When you deal bleed damage with this feat, you can spend up to 3 stamina points to increase the amount of bleed damage dealt by double the number of stamina points you spent.

Blind-Fight

Source Pathfinder Unchained pg. 114
Related Feat Blind-Fight
Once per round, when you hit a creature that benefits from concealment, you can spend 2 stamina points to ignore the miss chance from that creature’s concealment until the end of your next turn.

Blinding Critical

Source Pathfinder Unchained pg. 114
Related Feat Blinding Critical
When you confirm a critical hit and attempt to blind an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Blistering Feint

Source Pathfinder Unchained pg. 114
Related Feat Blistering Feint
When you attempt a feint while you’re wielding a weapon that deals fire damage, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to the number of stamina points you spent.

Blood Beak

Source Pathfinder Unchained pg. 114
Related Feat Blood Beak
You can spend 1 stamina point when you confirm a critical hit with your beak to increase the bleed damage to 1d4 points of bleed damage.

Blooded Arcane Strike

Source Pathfinder Unchained pg. 114
Related Feat Blooded Arcane Strike
When you imbue your weapon with Arcane Strike, you can spend 5 stamina points to increase its damage by 1 for the duration of the Arcane Strike effect.

Bloodletting

Source Weapon Master's Handbook pg. 24
Related Feat Bloodletting
When you confirm a critical hit with a piercing or slashing weapon, you can spend up to 2 stamina points to increase the bleed damage dealt by Bloodletting by 1 per stamina point spent.

Bloody Assault

Source Pathfinder Unchained pg. 114
Related Feat Bloody Assault
Each round you use this feat, you can spend up to 5 stamina points. If you do, until the end of your next turn, you reduce the penalty on all your attack rolls by an amount equal to the number of stamina points you spent.

Bloody Sabres

Source Weapon Master's Handbook pg. 24
Related Feat Bloody Sabres
You can spend 2 stamina points when dealing bleed damage with the Bloody Sabres feat to increase the amount of bleed damage your opponent takes by 1.

Bludgeoner

Source Pathfinder Unchained pg. 114
Related Feat Bludgeoner
When you make an attack with a lethal bludgeoning weapon to deal nonlethal damage, you can spend 2 stamina points to treat the weapon’s damage as if the weapon were one size category larger. This does not stack with any other effects that treat the weapon’s damage as if the weapon were a larger size.

Blundering Defense

Source Pathfinder Unchained pg. 114
Related Feat Blundering Defense
You can spend 5 stamina points to cause allies within 10 feet who are also in your melee reach to gain the benefits of this feat.

Boar Ferocity

Source Pathfinder Unchained pg. 114
Related Feat Boar Ferocity
If your foe is demoralized before you tear its flesh with Boar StyleUC, you can spend 5 stamina points to sicken it for 1 round.

Boar Shred

Source Pathfinder Unchained pg. 114
Related Feat Boar Shred
You can spend 2 stamina points to demoralize an opponent as a swift action.

Boar Style

Source Pathfinder Unchained pg. 114
Related Feat Boar Style
While using this style, you can spend 3 stamina points when you hit a target with only one unarmed strike during a round to tear flesh and deal 2d6 points of damage with the attack. You can still only tear flesh once per round.

Body Shield

Source Pathfinder Unchained pg. 114
Related Feat Body Shield
You can spend 5 stamina points to use this feat against a creature grappling you.

Bodyguard

Source Pathfinder Unchained pg. 114
Related Feat Bodyguard
When you use an attack of opportunity to use an aid another action to improve an adjacent ally’s Armor Class, you can spend 1 or 2 stamina points. Increase the bonus to the ally’s AC by an amount equal to the number of stamina points you spent.

Bonebreaker

Source Pathfinder Unchained pg. 114
Related Feat Bonebreaker
When you make a successful Stunning Fist attempt against a creature that is dazed or staggered, you can spend 5 stamina points to forgo any other Stunning Fist effects and deal 1d6 points of Strength or Dexterity damage to that opponent instead.

Break Guard

Source Pathfinder Unchained pg. 114
Related Feat Break Guard
You can spend 5 stamina points to attack the opponent you disarmed with a free action instead of a swift action.

Broken Wing Gambit

Source Pathfinder Unchained pg. 114
Related Feat Broken Wing Gambit
When an opponent with the +2 bonus on attack rolls granted by this feat attacks you, you can spend 5 stamina points to have that attack provoke an attack of opportunity from you also.

Bull Rush Strike

Source Pathfinder Unchained pg. 114
Related Feat Bull Rush Strike
When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to bull rush the target anyway. If you do, reroll the confirmation roll to determine if the bull rush attempt exceeds the opponent’s CMD. This reroll is only for the bull rush combat maneuver; it can’t cause the critical hit to be confirmed. You still can’t make the attempt if the target is immune to critical hits.

Bullseye Shot

Source Weapon Master's Handbook pg. 24
Related Feat Bullseye Shot
You can spend 5 stamina points to use Bullseye Shot as a swift action.

Bullying Blow

Source Pathfinder Unchained pg. 115
Related Feat Bullying Blow
You can spend 2 stamina points to gain the effects of this feat on a single attack made as part of a full attack.

Butterfly's Sting

Source Weapon Master's Handbook pg. 24
Related Feat Butterfly's Sting
When you confirm a critical hit, you can spend 10 stamina points to use Butterfly’s Sting without forgoing your own critical hit.

Cannon Master

Source Weapon Master's Handbook pg. 24
Related Feat Cannon Master
While acting as the leader of a firearm siege engine crew, you can spend 5 stamina points as an immediate action when the siege engine rolls a misfire to negate the misfire.

Canny Tumble

Source Pathfinder Unchained pg. 115
Related Feat Canny Tumble
Just before you make an attack roll with the +2 circumstance bonus granted by this feat, you can spend up to 5 stamina points. When you do, if your attack hits, you gain a bonus on the damage roll equal to double the number of stamina points spent.

Casterbane Shot

Source Weapon Master's Handbook pg. 24
Related Feat Casterbane Shot
When using Casterbane Shot, you can spend up to 5 stamina points to increase the DC of the concentration check imposed by the feat by an amount equal to the number of stamina points spent.

Catch Off-Guard

Source Pathfinder Unchained pg. 115
Related Feat Catch Off-Guard
When making an attack with an improvised weapon against an armed opponent, you can spend 5 stamina points. If you do, the target is considered flat-footed during that attack. An opponent who recognizes you and has seen you use Catch Off-Guard in this way is immune to this effect.

Cautious Fighter

Source Pathfinder Unchained pg. 115
Related Feat Cautious Fighter
When not fighting defensively or using total defense, you can spend 5 stamina points to increase your dodge bonus by 2. This increase lasts until the start of your next turn.

Cavalry Formation

Source Pathfinder Unchained pg. 115
Related Feat Cavalry Formation
At the start of your turn, you can spend 2 stamina points to gain the ability to overlap with allied riders who do not have this feat. This ability lasts until the start of your next turn.

Channel Smite

Source Pathfinder Unchained pg. 115
Related Feat Channel Smite
When making an attack using this feat, you can spend a number of stamina points up to the number of dice in your channel energy. For each stamina point you spend in this way, add an additional 1d6 points of positive or negative energy damage to your Channel Smite attack. This damage is also halved if the target succeeds at its Will save against the Channel Smite attack.

Channeling Force

Source Pathfinder Unchained pg. 115
Related Feat Channeling Force
When you hit with an attack while using this feat, you can spend 5 stamina points to not have that attack count as one of the three attacks you can make with the force-imbued weapon.

Charge of the Righteous

Source Weapon Master's Handbook pg. 24
Related Feat Charge of the Righteous
When charging any creature with an evil alignment, you can spend 2 stamina points in order to ignore the –2 penalty to AC imposed by charging.

Charge Through

Source Pathfinder Unchained pg. 115
Related Feat Charge Through
When you attempt and fail to overrun a creature in the path of your charge, you can spend 5 stamina points to finish your charge against that creature instead of losing your charge.

Charging Hurler

Source Pathfinder Unchained pg. 115
Related Feat Charging Hurler
When using this feat, you can spend 2 stamina points to end your movement within 50 feet of your target instead of 30 feet.

Chokehold

Source Pathfinder Unchained pg. 115
Related Feat Chokehold
When you attempt a chokehold, you can spend 2 stamina points to reduce the penalty to –1.

Claw Pounce

Source Pathfinder Unchained pg. 115
Related Feat Claw Pounce
When you charge, you can spend 5 stamina points to make a second attack with one of your claws.

Cleave

Source Pathfinder Unchained pg. 115
Related Feat Cleave
When using the Cleave or Great Cleave feat, you can spend 4 stamina points to negate the –2 penalty to Armor Class until your next turn.

Cleave Through

Source Pathfinder Unchained pg. 115
Related Feat Cleave Through
When using this feat, once per round when you hit a creature with a follow-up Cleave attack, you can spend 5 stamina points to take a second 5-foot step as a free action. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attacks as long as it meets all the other prerequisites.

Cleaving Finish

Source Pathfinder Unchained pg. 115
Related Feat Cleaving Finish
After making a Cleaving Finish attack, if you bring another target below 0 hit points in the same round, you can spend 5 stamina points to make another Cleaving Finish attack.

Close-Quarters Thrower

Source Pathfinder Unchained pg. 115
Related Feat Close-Quarters Thrower
When throwing any thrown weapon, you can spend 2 stamina points. If you do, you do not provoke attacks of opportunity for that throw.

Cloven Helm

Source Pathfinder Unchained pg. 115
Related Feat Cloven Helm
When you are threatened with a critical hit, you can spend up to 5 stamina points. You gain an additional bonus to AC against the critical confirmation roll equal to the number of stamina points you spent.

Clustered Shots

Source Pathfinder Unchained pg. 115
Related Feat Clustered Shots
When using this feat, you can spend up to 2 stamina points for each attack that hit the same target. Increase the damage pooled by this feat by an amount equal to the number of stamina points you spent.

Cockatrice Strike

Source Pathfinder Unchained pg. 115
Related Feat Cockatrice Strike
You can spend 5 stamina points to make a Cockatrice Strike attack against a foe you are flanking.

Combat Expertise

Source Pathfinder Unchained pg. 115
Related Feat Combat Expertise
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.

Combat Patrol

Source Pathfinder Unchained pg. 115
Related Feat Combat Patrol
When moving before or after making an attack of opportunity while using Combat Patrol, you can spend 1 stamina point per 5 feet moved. When you do, that movement does not provoke attacks of opportunity.

Combat Reflexes

Source Pathfinder Unchained pg. 115
Related Feat Combat Reflexes
When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one of your attacks of opportunity for the round.

Combat Style Master

Source Pathfinder Unchained pg. 115
Related Feat Combat Style Master
When it is not your turn, you can spend 2 stamina points to take the free action to switch your style.

Coordinated Charge

Source Pathfinder Unchained pg. 115
Related Feat Coordinated Charge
When an ally with this feat charges a creature, and that creature is farther than your speed but no farther than double your speed, you can spend 5 stamina points to charge that creature. You must still be able to follow all the rules for a charge.

Coordinated Defense

Source Pathfinder Unchained pg. 116
Related Feat Coordinated Defense
When you are targeted with a combat maneuver while you are adjacent to an ally who also has this feat, you can spend 1 or 2 stamina points. If you do, your bonus to Combat Maneuver Defense against that combat maneuver attempt increases by an amount equal to the number of stamina points you spent.

Coordinated Maneuvers

Source Pathfinder Unchained pg. 116
Related Feat Coordinated Maneuvers
When you attempt a combat maneuver while adjacent to an ally who also has this feat, you can spend 1 stamina point to increase your bonus from this feat on that combat maneuver check by 2.

Coordinated Shot

Source Pathfinder Unchained pg. 116
Related Feat Coordinated Shot
When making an attack roll, you can spend 2 stamina points to ignore any cover provided by an ally who also has this feat.

Counter Reflexes

Source Pathfinder Unchained pg. 116
Related Feat Counter Reflexes
When an opponent with the Mobility feat moves out of or within your threatened area, you can spend 2 stamina points to gain a +4 bonus on your attack of opportunity.

Counterpunch

Source Pathfinder Unchained pg. 116
Related Feat Counterpunch
You can spend 5 stamina points to use this feat a second time during the same round.

Covering Defense

Source Pathfinder Unchained pg. 116
Related Feat Covering Defense
When using the total defense action, you can spend 5 stamina points. If you do, your shield also provides a cover bonus on your ally’s Reflex saves.

Covering Shield

Source Armor Master's Handbook pg. 20
Related Feat Covering Shield
You can spend 3 stamina points to also gain the enhancement bonus of your shield on your Reflex save against one attack or hazard. (Dragonslayer’s Handbook 24)

Crane Riposte

Source Pathfinder Unchained pg. 116
Related Feat Crane Riposte
At the start of a turn when you are fighting defensively, you can spend 2 stamina points to take no penalty on your attack rolls from fighting defensively. This lasts until the start of your turn.

Crane Style

Source Pathfinder Unchained pg. 116
Related Feat Crane Style
While using this style and fighting defensively or using the total defense action, when you are targeted with a melee attack, you can spend up to 3 stamina points and take an immediate action to increase your dodge bonus to AC against that attack by an amount equal to the number of stamina points you spent.

Crane Wing

Source Pathfinder Unchained pg. 116
Related Feat Crane Wing
When fighting defensively with at least one hand free, you can spend 5 stamina points to designate a second opponent for your Crane Wing feat. You also gain a +2 dodge bonus to AC against that opponent’s attacks.

Crippling Critical

Source Pathfinder Unchained pg. 116
Related Feat Crippling Critical
When you confirm a critical hit and attempt to cripple an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Critical Focus

Source Pathfinder Unchained pg. 116
Related Feat Critical Focus
If your successful critical confirmation roll is a natural 19 or 20, you can spend 2 stamina points to roll another confirmation roll. If this confirmation roll also succeeds, increase your critical multiplier by 1 for this attack, and you can roll again. If you continue to roll 19 or 20, you can continue to spend stamina points for additional rolls, and the increases to the critical multiplier stack.

Critical Mastery

Source Pathfinder Unchained pg. 116
Related Feat Critical Mastery
When you confirm a critical hit, instead of applying the effects of two critical feats you possess, you can spend 2 stamina points to apply the effect of any one critical feat you don’t possess (but for which you qualify).

Critical Versatility

Source Pathfinder Unchained pg. 116
Related Feat Critical Versatility
You can spend 5 stamina points to use this feat a second time per day.

Crossbow Mastery

Source Pathfinder Unchained pg. 116
Related Feat Crossbow Mastery
As long as you have at least 1 stamina point in your stamina pool, reloading any kind of crossbow no longer provokes attacks of opportunity.

Crusader's Fist

Source Pathfinder Unchained pg. 116
Related Feat Crusader's Fist
When you use Crusader’s Fist and confirm a critical hit, you can spend 5 stamina points to multiply the extra damage for that critical hit.

Crushing Blow

Source Pathfinder Unchained pg. 116
Related Feat Crushing Blow
When using this feat, you can spend either 2 or 4 stamina points. If you do, the Crushing Blow attack reduces the target’s AC by an additional 1 for every 2 stamina points you spent.

Cushioning Armor

Source Armor Master's Handbook pg. 20
Related Feat Cushioning Armor
You can spend 5 stamina points to utilize your armor’s hardness when directing falling damage to it. (See page 16.)

Cushioning Shield

Source Armor Master's Handbook pg. 20
Related Feat Cushioning Shield
You can spend 5 stamina points to utilize your shield’s hardness when directing falling damage to it. (See page 18.)

Dastardly Finish

Source Pathfinder Unchained pg. 116
Related Feat Dastardly Finish
You can spend 10 stamina points to deliver a coup de grace against two helpless, cowering, or stunned targets within your reach as a fullround action. This provokes attacks of opportunity twice—one for each coup de grace.

Dazing Assault

Source Pathfinder Unchained pg. 116
Related Feat Dazing Assault
After hitting an opponent with a melee attack, you can spend 5 stamina points to attempt to daze that opponent as if using this feat.

Dazing Fist

Source Pathfinder Unchained pg. 116
Related Feat Dazing Fist
You can spend 5 stamina points to declare that you are using Dazing Fist after you’ve hit with an unarmed strike attack.

Dazzling Display

Source Pathfinder Unchained pg. 116
Related Feat Dazzling Display
When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.

Deadly Aim

Source Pathfinder Unchained pg. 116
Related Feat Deadly Aim
When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.

Deadly Finish

Source Pathfinder Unchained pg. 116
Related Feat Deadly Finish
When you reduce an opponent to 0 hit points, you can spend 2 stamina points to force the creature to succeed at the saving throw for Deadly Finish or die.

Deadly Stroke

Source Pathfinder Unchained pg. 116
Related Feat Deadly Stroke
You can spend 5 stamina points to make a Deadly Stroke attack against a dazed opponent, or 10 stamina points to make a Deadly Stroke against an opponent you are flanking.

Deafening Critical

Source Pathfinder Unchained pg. 116
Related Feat Deafening Critical
When you confirm a critical hit and attempt to deafen an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Death from Above

Source Pathfinder Unchained pg. 117
Related Feat Death from Above
When charging an opponent from higher ground or from above while flying, you can spend 4 stamina points to gain a +5 bonus on the damage roll, and also retain the bonuses from charging and being on higher ground.

Death or Glory

Source Pathfinder Unchained pg. 117
Related Feat Death or Glory
When you make a Death or Glory attack, you can spend 5 stamina points to automatically negate the opponent’s immediate-action attack against you after it takes the action but before it rolls the attack.

Deathless Initiate

Source Pathfinder Unchained pg. 117
Related Feat Deathless Initiate
When you are at 0 or fewer hit points, you can spend 2 stamina points to avoid taking damage when you take both a move and a standard action or a full-round action.

Deathless Master

Source Pathfinder Unchained pg. 117
Related Feat Deathless Master
When you are at 0 or fewer hit points, you can spend 2 stamina points as a standard action at the start of your turn to gain 2 temporary hit points. These hit points last for 1 minute.

Deathless Zealot

Source Pathfinder Unchained pg. 117
Related Feat Deathless Zealot
Whenever a creature threatens a critical hit against you and neither of its confirmation rolls would succeed, you can spend 5 stamina points to make an attack of opportunity against that creature.

Defended Movement

Source Armor Master's Handbook pg. 20
Related Feat Defended Movement
You can spend 3 stamina points as an immediate action to increase the bonus to your AC to +4 against a single attack. (See page 18.)

Defensive Combat Training

Source Pathfinder Unchained pg. 117
Related Feat Defensive Combat Training
When targeted with a combat maneuver, you can spend any number of stamina points to gain a bonus to your CMD equal to the number of stamina points you spent.

Defensive Weapon Training

Source Pathfinder Unchained pg. 117
Related Feat Defensive Weapon Training
You can spend 5 stamina points at the beginning of your turn to switch the weapon group of this feat to any other weapon group on the fighter’s weapon training class ability list (except natural weapons). This benefit lasts for 3 rounds.

Deflect Arrows

Source Pathfinder Unchained pg. 117
Related Feat Deflect Arrows
You can spend 5 stamina points to deflect an arrow while you’re flat-footed. You must still be aware of the attack.

Demon Hunter

Source Weapon Master's Handbook pg. 24
Related Feat Demon Hunter
When you successfully identify a demon using Knowledge (planes), you can spend up to 9 stamina points to increase the morale bonus on attack rolls and caster level checks from Demon Hunter by 1 per 3 stamina points spent.

Demoralizing Lash

Source Pathfinder Unchained pg. 117
Related Feat Demoralizing Lash
When you hit a demoralized foe with a weapon in the flails fighter group, you can spend 2 stamina points to extend the duration of the shaken condition by 1d4 rounds instead of 1 round.

Dented Helm

Source Pathfinder Unchained pg. 117
Related Feat Dented Helm
After using this feat, you can spend 5 stamina points to become sickened rather than staggered until the end of your next turn. You can’t use this ability if you are immune to being sickened.

Desperate Battler

Source Weapon Master's Handbook pg. 24
Related Feat Desperate Battler
You can spend 2 stamina points to gain the benefits of Desperate Battler even while an ally is within 10 feet of you (but not when receiving the benefits of the aid another action).

Desperate Swing

Source Pathfinder Unchained pg. 117
Related Feat Desperate Swing
You can spend 5 stamina points to use this feat an additional time per day. Each time you use this combat trick, you must spend 5 stamina points.

Destroy Identity

Source Weapon Master's Handbook pg. 24
Related Feat Destroy Identity
When you confirm a critical hit against an opponent, you can spend 4 stamina points to increase the Charisma damage that opponent takes from Destroy Identity to 1d3+1 points.

Destroyer's Blessing

Source Pathfinder Unchained pg. 117
Related Feat Destroyer's Blessing
You can spend 2 stamina points to regain 1 round of rage after reducing a foe whose CR is at least half your character level to below 0 hit points, rather than upon successfully sundering a target.

Devastating Strike

Source Pathfinder Unchained pg. 117
Related Feat Devastating Strike
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can spend 5 stamina points to increase the bonus damage to +4 on each extra weapon damage die. For weapons with more than one damage die, count all of the weapon’s base damage dice together as one set.

Disarming Strike

Source Pathfinder Unchained pg. 117
Related Feat Disarming Strike
When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to disarm the target anyway. When you do, reroll the confirmation roll and use it to determine if the disarm attempt exceeds the opponent’s CMD. This reroll is used only for the disarm combat maneuver; it can’t cause the critical to be confirmed. You still can’t make the attempt if the target is immune to critical hits.

Disengaging Feint

Source Pathfinder Unchained pg. 117
Related Feat Disengaging Feint
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to attempt a Disengaging Feint as a move action instead of a standard action.

Disengaging Flourish

Source Pathfinder Unchained pg. 118
Related Feat Disengaging Flourish
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make a Disengaging Flourish attempt as a move action instead of a standard action.

Disengaging Shot

Source Pathfinder Unchained pg. 118
Related Feat Disengaging Shot
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. Just before you attempt your free melee attack with Disengaging Shot, you can spend up to 5 stamina points. If you do, increase the attack’s damage by 2 points for each stamina point you spent.

Disheartening Display

Source Pathfinder Unchained pg. 118
Related Feat Disheartening Display
When you affect a creature with this feat, you can spend 5 stamina points to gain the ability to affect that creature with this feat a second time during the same 24-hour period.

Disrupting Shot

Source Pathfinder Unchained pg. 118
Related Feat Disrupting Shot
When you ready an action to shoot an opponent casting a spell, you can spend up to 3 stamina points. For each stamina point you spend, it increases the range from which you can successfully hit that opponent and gain the benefits of this feat by 10 feet (to a maximum of 60 feet).

Disruptive

Source Pathfinder Unchained pg. 118
Related Feat Disruptive
When you use your last attack of opportunity available to you in a round, you can spend 2 stamina points to extend the duration of this feat’s increase to DCs for enemies casting defensively within your threatened area until the start of your next turn.

Distance Thrower

Source Pathfinder Unchained pg. 118
Related Feat Distance Thrower
When making an attack with a thrown weapon, you can spend 2 stamina points to reduce your penalty on ranged attack rolls due to range by an additional 4.

Distracting Charge

Source Pathfinder Unchained pg. 118
Related Feat Distracting Charge
You can spend 1 stamina point when an ally with this feat charges but misses with the charge attack. When you do, you can still gain the benefit of this feat when you charge.

Djinni Spin

Source Pathfinder Unchained pg. 118
Related Feat Djinni Spin
Instead of spending two uses of Elemental FistAPG to surround yourself in a whirlwind of electrified air, you can spend one use of Elemental Fist and 2 stamina points.

Djinni Spirit

Source Pathfinder Unchained pg. 118
Related Feat Djinni Spirit
When you make an Elemental FistAPG attack, you can spend up to 5 stamina points to increase the DC of the saving throw of the deafening effect by an amount equal to the number of stamina points you spent.

Djinni Style

Source Pathfinder Unchained pg. 118
Related Feat Djinni Style
When you make an Elemental FistAPG attack to deal electricity damage, you can spend up to 5 stamina points. If you do, you deal an amount of additional electricity damage equal to double the number of stamina points you spent.

Dodge

Source Pathfinder Unchained pg. 118
Related Feat Dodge
When you move your speed or farther, 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 Dodge feat equal to half the number of stamina points you spent.

Domain Strike

Source Pathfinder Unchained pg. 118
Related Feat Domain Strike
You can spend 2 stamina points to apply the effects of your chosen domain power as a free action instead of a swift action.

Double Slice

Source Pathfinder Unchained pg. 118
Related Feat Double Slice
When you hit an opponent with both a primary-hand attack and an off-hand attack while using Two-Weapon Fighting, you can spend a number of stamina points up to half your Strength bonus. If you do, add a bonus on the damage roll of the second of the two attacks equal to the number of stamina points you spent. You can use this combat trick only once per round.

Drag Down

Source Pathfinder Unchained pg. 118
Related Feat Drag Down
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If your retributive trip combat maneuver from Drag Down succeeds by 10 or more, you can spend 5 stamina points to stand up from prone without provoking an attack of opportunity as part of the same immediate action as the trip attempt.

Dragon Ferocity

Source Pathfinder Unchained pg. 118
Related Feat Dragon Ferocity
When you use this feat to make a foe shaken with a critical hit or a successful Stunning Fist attempt, you can spend 5 stamina points to also sicken that foe for 1d4 rounds.

Dragon Roar

Source Pathfinder Unchained pg. 118
Related Feat Dragon Roar
Instead of spending two uses of Stunning Fist to unleash a concussive roar, you can spend one use of Stunning Fist and 5 stamina points to do so.

Dragon Style

Source Pathfinder Unchained pg. 118
Related Feat Dragon Style
On your second and all subsequent unarmed strike attacks made in a round, you can spend 3 stamina points before making each attack to add 1-1/2 times your Strength modif ier to that attack’s damage roll.

Draining Strike

Source Pathfinder Unchained pg. 118
Related Feat Draining Strike
You can spend 5 stamina points to declare that you are using Draining Strike after you’ve hit with an unarmed strike attack.

Dramatic Display

Source Pathfinder Unchained pg. 118
Related Feat Dramatic Display
When using this feat, you can spend 5 stamina points to also gain a +2 dodge bonus to AC until the end of your next turn.

Dreadful Carnage

Source Pathfinder Unchained pg. 118
Related Feat Dreadful Carnage
When you reduce an enemy to 0 or fewer hit points, you can spend up to 6 stamina points to increase the radius of this feat’s effect by 5 feet for each stamina point you spent (to a maximum of 60 feet).

Dueling Cape Deed

Source Pathfinder Unchained pg. 118
Related Feat Dueling Cape Deed
When you use this feat to entangle a foe, you can spend 5 stamina points in place of spending 1 panache point.

Duelist of the Roaring Falls

Source Weapon Master's Handbook pg. 24
Related Feat Duelist of the Roaring Falls
When you hit a foe with a melee attack made using an Aldori dueling sword, you can spend 4 stamina points to treat that foe as being shaken for the purpose of gaining a bonus from Duelist of the Roaring Falls until the start of your next turn.

Duelist of the Shrouded Lake

Source Weapon Master's Handbook pg. 24
Related Feat Duelist of the Shrouded Lake
By spending 5 stamina points when you attempt a combat maneuver check with an Aldori dueling sword, you gain a +4 bonus to your AC against attacks made by that target until the beginning of your next turn.

Earth Child Binder

Source Pathfinder Unchained pg. 118
Related Feat Earth Child Binder
You can spend 5 stamina points to use Stunning Fist without expending a normal use of Stunning Fist when a creature with the giant subtype provokes an attack of opportunity by standing up.

Earth Child Style

Source Pathfinder Unchained pg. 118
Related Feat Earth Child Style
When you make a successful unarmed strike attack against a creature that has the giant subtype, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent.

Earth Child Topple

Source Pathfinder Unchained pg. 119
Related Feat Earth Child Topple
When you trip a creature with the giant subtype, you can spend 3 stamina points to cause the creature to also take 2d6 points of falling damage.

Efreeti Stance

Source Pathfinder Unchained pg. 119
Related Feat Efreeti Stance
When making an Elemental FistAPG attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid catching on fire by an amount equal to the number of stamina points you spent.

Efreeti Style

Source Pathfinder Unchained pg. 119
Related Feat Efreeti Style
When you make an Elemental FistAPG attack to deal fire damage, you can spend up to 5 stamina points. When you do, you deal an amount of additional fire damage equal to double the number of stamina points you spent.

Efreeti Touch

Source Pathfinder Unchained pg. 119
Related Feat Efreeti Touch
Instead of spending two uses of Elemental FistAPG to unleash a cone of flame, you can spend one use of Elemental Fist and 2 stamina points.

Eldritch Claws

Source Pathfinder Unchained pg. 119
Related Feat Eldritch Claws
As long as you have 1 stamina point in your stamina pool, your claws are also considered to be cold iron weapons for the purpose of overcoming damage reduction.

Elemental Fist

Source Pathfinder Unchained pg. 119
Related Feat Elemental Fist
You can spend 5 stamina points to declare the use of Elemental Fist after making a successful attack roll.

Elven Accuracy

Source Pathfinder Unchained pg. 119
Related Feat Elven Accuracy
If you miss an attack with a longbow or shortbow due to concealment, you can spend 5 stamina points to automatically succeed at the miss chance reroll from this feat.

Elven Battle Training

Source Pathfinder Unchained pg. 119
Related Feat Elven Battle Training
When you are wielding a traditional elven weapon as defined in the feat, you can spend 5 stamina points to make one additional attack of opportunity with that weapon. This stacks with additional attacks of opportunity granted by this feat, Combat Reflexes, and similar abilities.

Enfilading Fire

Source Pathfinder Unchained pg. 119
Related Feat Enfilading Fire
Before making a ranged attack roll, you can spend 1 stamina point to gain the benefits of this feat against a target that is flanked by two or more allies, even if those allies don’t have this feat.

Enforcer

Source Pathfinder Unchained pg. 119
Related Feat Enforcer
When you score a critical hit with a weapon dealing nonlethal damage, you can spend 5 stamina points to frighten the target for 1d4 rounds instead of 1 round.

Exhausting Critical

Source Pathfinder Unchained pg. 119
Related Feat Exhausting Critical
When you threaten a critical hit against an exhausted target and choose to use Exhausting Critical, you can spend up to 5 stamina points. If you do, you gain a +2 bonus on the confirmation roll for each stamina point you spent.

Extend the Bulwark

Source Armor Master's Handbook pg. 20
Related Feat Extend the Bulwark
You can spend 5 stamina points either to use this feat without losing your own armor bonus to AC, or to use this feat to grant the bonus to an ally. (Magical Marketplace 6)

Extreme Prejudice

Source Pathfinder Unchained pg. 119
Related Feat Extreme Prejudice
When you succeed at a sneak attack against a creature that is not the target of your Seething HatredACG feat, you can spend 5 stamina points to treat the creature as if it were the target of your Seething Hatred for that attack.

Faerie's Strike

Source Pathfinder Unchained pg. 119
Related Feat Faerie's Strike
When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.

Falling Water Gambit

Source Weapon Master's Handbook pg. 25
Related Feat Falling Water Gambit
By spending 4 stamina points, you gain the ability to attempt a dueling dodge or a dueling parry against attacks made by a shaken, frightened, or panicked opponent, even if you aren’t participating in a duel.

False Opening

Source Pathfinder Unchained pg. 119
Related Feat False Opening
When you use this feat, you can spend 5 stamina points to make an attack of opportunity against an opponent who misses you with the provoked attack (after it loses its Dexterity bonus to AC against you).

Far Shot

Source Pathfinder Unchained pg. 119
Related Feat Far Shot
When making a single ranged attack as a standard action, you can spend 5 stamina points to ignore all range penalties on that attack.

Feint Defender

Source Armor Master's Handbook pg. 20
Related Feat Feint Defender
You can spend 5 stamina points to force a foe to attempt two Bluff checks when trying to feint against you in combat, and use the lower of the two results. (See page 18.)

Feint Partner

Source Pathfinder Unchained pg. 119
Related Feat Feint Partner
When feinting an opponent, you can spend 5 stamina points to have that opponent lose its Dexterity bonus to AC against the next attack made by any of your allies. If the next ally to attack that opponent also has this feat, that ally’s attacks do not count as the next attack for the purpose of this combat trick, allowing another ally to gain this benefit.

Felling Escape

Source Pathfinder Unchained pg. 119
Related Feat Felling Escape
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make the trip attempt from this feat as a free action instead of a swift action.

Felling Smash

Source Pathfinder Unchained pg. 119
Related Feat Felling Smash
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to make the trip attempt from this feat as a free action instead of a swift action.

Feral Combat Training

Source Pathfinder Unchained pg. 119
Related Feat Feral Combat Training
At the start of your turn, you can spend any number of stamina points. Until the beginning of your next turn, for every 2 stamina points you spent this way, you can apply the effects of Feral Combat Training to a single natural weapon attack made with a natural weapon other than the weapon chosen with this feat.

Ferocious Tenacity

Source Pathfinder Unchained pg. 119
Related Feat Ferocious Tenacity
When using this feat, you can spend 2 stamina points in place of 1 round of rage to gain the same effects.

Final Embrace

Source Pathfinder Unchained pg. 119
Related Feat Final Embrace
You can spend 2 stamina points to grab a creature one size category larger than you.

Final Embrace Horror

Source Pathfinder Unchained pg. 119
Related Feat Final Embrace Horror
When a creature is damaged by your constrict ability, you can spend 5 stamina points to sicken that creature until the start of your next turn.

Final Embrace Master

Source Pathfinder Unchained pg. 119
Related Feat Final Embrace Master
Each time you constrict, you can spend 5 stamina points to triple the damage dice of your constrict ability instead of doubling them.

Fire Hand

Source Pathfinder Unchained pg. 119
Related Feat Fire Hand
When you hit with a torch attack, you can spend 1 stamina point. If you do, the fire damage dealt with that attack increases to 1d6 points of fire damage.

Flagbearer

Source Weapon Master's Handbook pg. 25
Related Feat Flagbearer
Whenever you can see your flag but aren’t holding it, you can spend 1 stamina point to gain the benefits of Flagbearer for 1 minute as if you were holding it.

Flanking Foil

Source Pathfinder Unchained pg. 119
Related Feat Flanking Foil
When using this feat, you can spend 5 stamina points. If you do, your target cannot flank with its allies against you until the start of your next turn.

Focused Discipline

Source Weapon Master's Handbook pg. 25
Related Feat Focused Discipline
You can spend 2 stamina points in order to gain the benefit of Focused Discipline for 1 round as if you had been targeted by a fear effect that failed to affect you.

Focused Shot

Source Pathfinder Unchained pg. 120
Related Feat Focused Shot
You can spend 2 stamina points to make a Focused Shot attack against a target anywhere within your weapon’s first range increment.

Following Step

Source Pathfinder Unchained pg. 120
Related Feat Following Step
When you use this feat to move, you can spend 2 stamina points to increase your movement to 15 feet.

Fortified Armor Training

Source Pathfinder Unchained pg. 120
Related Feat Fortified Armor Training
When you use this feat to negate a critical hit, you can spend 5 stamina points to give your armor or shield a 50% chance to avoid gaining the broken condition.

Furious Focus

Source Pathfinder Unchained pg. 120
Related Feat Furious Focus
When using the Power Attack feat and wielding a two-handed melee weapon or a onehanded melee weapon with two hands, you can spend 5 stamina points. If you do, each successful attack you make against a target reduces your Power Attack penalty against that target by 1 (to a minimum of 0) until the beginning of your next turn.

Gang Up

Source Pathfinder Unchained pg. 120
Related Feat Gang Up
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend 5 stamina points, you can gain the feat’s benefits when you and one other ally are threatening an opponent (instead of two other allies).

Giant Killer

Source Pathfinder Unchained pg. 120
Related Feat Giant Killer
As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against humanoids with the giant subtype increases to +4.

Gloom Strike

Source Pathfinder Unchained pg. 120
Related Feat Gloom Strike
As long as you have at least 1 stamina point in your stamina pool, you gain the bonus for this feat when you are in dim light or darkness, even if the creature you are attacking is not.

Gnome Weapon Focus

Source Pathfinder Unchained pg. 120
Related Feat Gnome Weapon Focus
When you make a successful attack with a gnome weapon against an opponent that is at least one size category larger than you, you can spend up to 5 stamina points. If you do, you gain a bonus on the damage roll equal to double the number of stamina points you spent.

Goblin Cleaver

Source Pathfinder Unchained pg. 120
Related Feat Goblin Cleaver
As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks made against goblinoids increases to +4.

Goblin Gunslinger

Source Pathfinder Unchained pg. 120
Related Feat Goblin Gunslinger
When wielding a firearm that deals fire damage, when you threaten but fail to confirm a critical hit, you can spend 5 stamina points to regain 1 grit point. You still can’t gain a grit point if the target is immune to critical hits.

Gorgon's Fist

Source Pathfinder Unchained pg. 120
Related Feat Gorgon's Fist
You can spend 5 stamina points to make a Gorgon’s Fist attack as one of the individual attacks made during a full attack.

Gory Finish

Source Pathfinder Unchained pg. 120
Related Feat Gory Finish
You can spend 5 stamina points when confirming a critical on a Gory Finish attack to attempt an Intimidate check to demoralize all foes within 30 feet of you who can see your attack.

Got Your Back

Source Armor Master's Handbook pg. 20
Related Feat Got Your Back
If you spend 3 stamina points when you use this feat, your ally benefits from the AC bonus until the beginning of your next turn. (Melee Tactics Toolbox 10)

Grabbing Drag

Source Pathfinder Unchained pg. 120
Related Feat Grabbing Drag
After using the move grapple action and moving your full speed, you can spend 5 stamina points to move your full speed again (instead of half your speed) without the need to attempt another grapple check.

Grabbing Master

Source Pathfinder Unchained pg. 120
Related Feat Grabbing Master
When you are grappling only one opponent while using Grabbing StyleACG, you can spend 5 stamina points to continue to threaten the area within your reach with your free hand until the beginning of your next turn.

Grabbing Style

Source Pathfinder Unchained pg. 120
Related Feat Grabbing Style
When you make a grapple attempt with two hands while using this style, you can spend 1 stamina point to gain a +2 bonus on the grapple combat maneuver check.

Grasping Strike

Source Pathfinder Unchained pg. 120
Related Feat Grasping Strike
When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.

Great Cleave

Source Pathfinder Unchained pg. 120
Related Feat Great Cleave
Once per round when you miss a foe with an attack gained from Cleave, you can spend 5 stamina points to make another Cleave attack anyway.

Great Hatred

Source Pathfinder Unchained pg. 120
Related Feat Great Hatred
When you hit an opponent of a subtype subject to your hatred racial trait, you can spend up to 5 stamina points to deal an amount of extra damage equal to double the number of stamina points you spent.

Greater Blind-Fight

Source Pathfinder Unchained pg. 120
Related Feat Greater Blind-Fight
When you attack a creature subject to the blink spell, you can spend 5 stamina points. If you do, your Greater Blind-Fight feat works against that creature until the beginning of your next turn, either treating the blink miss chance as 20% and allowing a reroll or ignoring the blink miss chance if you have a way to see or strike ethereal creatures.

Greater Bull Rush

Source Pathfinder Unchained pg. 120
Related Feat Greater Bull Rush
When you bull rush an opponent, you can spend 5 stamina points to have the opponent’s movement from the bull rush provoke an attack of opportunity from you as well.

Greater Dirty Trick

Source Pathfinder Unchained pg. 120
Related Feat Greater Dirty Trick
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully complete a dirty trickAPG combat maneuver, you can spend 5 stamina points to make the condition you inflicted with that maneuver require a full-round action to remove (instead of a standard action).

Greater Disarm

Source Pathfinder Unchained pg. 120
Related Feat Greater Disarm
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you successfully disarm a foe, you can spend 5 stamina points to select where the weapon lands by choosing a square within 15 feet of the disarmed foe. If you choose a square in your space and have at least one hand free, you can grab the weapon as part of the disarm attempt.

Greater Drag

Source Pathfinder Unchained pg. 121
Related Feat Greater Drag
When you succeed at a dragAPG combat maneuver check, you can spend 5 stamina points to gain up to 10 feet of movement for your drag. You can use this movement in place of your normal movement, but only to drag an opponent.

Greater Feint

Source Pathfinder Unchained pg. 121
Related Feat Greater Feint
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. If you have at least 1 point in your stamina pool, you can feint as a swift action, but the feint causes the opponent to become flat-footed only for your next attack rather than for all attacks until the beginning of your next turn.

Greater Grapple

Source Pathfinder Unchained pg. 121
Related Feat Greater Grapple
After you take a move action to successfully maintain a grapple, you can spend 5 stamina points before the end of your turn to maintain that grapple as a swift action. This allows you to make up to three grapple checks to maintain a grapple during a round, but you still can’t maintain a grapple until the round after you initiate it.

Greater Ironclad Reactions

Source Armor Master's Handbook pg. 20
Related Feat Greater Ironclad Reactions
You can spend 5 stamina points to use this feat without it counting against your maximum number of attacks of opportunity for that round. (See page 16.)

Greater Overrun

Source Pathfinder Unchained pg. 121
Related Feat Greater Overrun
If you succeed at a combat maneuver check to overrun an opponent, but do not exceed your opponent’s CMD by 5 or more, you can spend 2 stamina points to knock the target prone anyway.

Greater Penetrating Strike

Source Pathfinder Unchained pg. 121
Related Feat Greater Penetrating Strike
When you use a weapon with which you have Weapon Focus to damage a creature that has damage reduction, you can spend 5 stamina points to allow all your allies within 30 feet to ignore 10 points of that creature’s damage reduction for 1 round. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—). This effect does not stack with Greater Penetrating Strike’s normal effect, but it does allow you to apply the effect to all your other weapons for the duration.

Greater Ray Shield

Source Armor Master's Handbook pg. 20
Related Feat Greater Ray Shield
When you successfully deflect a ranged touch attack, you can spend 10 stamina points as a swift or immediate action to reflect the attack toward another target, which must be within 60 feet of you. The total distance from the original attacker, to you, and then to the new target cannot exceed the original attack’s maximum range. You take a –5 penalty on the ranged touch attack to hit the new target. (See page 18.)

Greater Rending Fury

Source Pathfinder Unchained pg. 121
Related Feat Greater Rending Fury
When you rend an opponent, you can spend 2 stamina points to deal 1d6+2 points of bleed damage to your opponent instead of 1d6 points of bleed damage.

Greater Reposition

Source Pathfinder Unchained pg. 121
Related Feat Greater Reposition
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting to reposition a foe, you can spend 5 stamina points to increase your melee reach by 5 feet for the purpose of determining where you can move the foe.

Greater Shield Focus

Source Pathfinder Unchained pg. 121
Related Feat Greater Shield Focus
When an attack is made against you while you are using a shield, you can spend up to 4 stamina points. For that attack, your shield bonus increases by an amount equal to the number of stamina points you spent. This increase does not stack with any gained from the Shield Focus combat trick.

Greater Shield Specialization

Source Pathfinder Unchained pg. 121
Related Feat Greater Shield Specialization
You can spend 5 stamina points to use your selected shield to negate a critical hit a second time each day.

Greater Snap Shot

Source Pathfinder Unchained pg. 121
Related Feat Greater Snap Shot
When you make an attack of opportunity using a ranged weapon, you can spend 3 stamina points to gain your bonus from Greater Snap Shot on the attack roll.

Greater Steal

Source Pathfinder Unchained pg. 121
Related Feat Greater Steal
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When attempting a stealAPG combat maneuver with a whip, you can spend 2 stamina points to negate the –4 penalty on the check.

Greater Sunder

Source Pathfinder Unchained pg. 121
Related Feat Greater Sunder
When you succeed at a sunder combat maneuver check, you can spend a number of stamina points up to your Strength bonus to deal an amount of extra damage to the target equal to double the number of stamina points you spent. The damage type is the same as that of the weapon you used to attempt the maneuver.

Greater Trip

Source Pathfinder Unchained pg. 122
Related Feat Greater Trip
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points after you successfully trip an opponent to deal 1d6 points of falling damage to the target.

Greater Two-Weapon Fighting

Source Pathfinder Unchained pg. 122
Related Feat Greater Two-Weapon Fighting
If you hit with the third attack granted by this feat and your base attack bonus is 16 or higher, you can spend 2 stamina points to make another attack with your off hand at a –15 penalty.

Greater Vital Strike

Source Pathfinder Unchained pg. 122
Related Feat Greater Vital Strike
When using the Vital Strike combat trick, you can spend 4 stamina points instead of 2 to reroll four damage dice.

Greater Weapon Focus

Source Pathfinder Unchained pg. 122
Related Feat Greater Weapon Focus
Once per round, you can spend 2 stamina points to gain your Greater Weapon Focus bonus on attack rolls with another weapon. This bonus lasts until the start of your next turn.

Greater Weapon of the Chosen

Source Pathfinder Unchained pg. 122
Related Feat Greater Weapon of the Chosen
When making an attack as part of a full attack with the weapon designated by your Weapon of the ChosenACG feat, you can spend 5 stamina points to gain the benefits of this feat on that attack.

Greater Weapon Specialization

Source Pathfinder Unchained pg. 122
Related Feat Greater Weapon Specialization
Once per round, you can spend 2 stamina points to gain your Greater Weapon Specialization bonus on damage rolls with another weapon. This bonus lasts until the start of your next turn.

Greater Whip Mastery

Source Pathfinder Unchained pg. 122
Related Feat Greater Whip Mastery
When you initiate a grapple with a whip, you can spend 5 stamina points to attempt a second grapple check as a swift action to either move or damage the creature you are grappling. This is not a check to maintain the grapple.

Grudge Fighter

Source Pathfinder Unchained pg. 122
Related Feat Grudge Fighter
When you hit a creature that attacked you in the current combat, you can spend up to 2 stamina points to deal an amount of extra damage to it equal to double the number of stamina points you spent.

Gruesome Slaughter

Source Pathfinder Unchained pg. 122
Related Feat Gruesome Slaughter
When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.

Hamatulatsu

Source Weapon Master's Handbook pg. 25
Related Feat Hamatulatsu
By spending 5 stamina points, you can treat a hit with an unarmed strike as a critical hit for the purpose of determining the benefits that you gain from Hamatulatsu.

Hammer the Gap

Source Pathfinder Unchained pg. 122
Related Feat Hammer the Gap
When you use this feat, you can spend 5 stamina points to increase the amount of extra damage dealt by 1 point per consecutive hit you make.

Hard-Headed

Source Pathfinder Unchained pg. 122
Related Feat Hard-Headed
When targeted by a spell or a special ability that could cause you to become staggered or stunned, you can spend up to 2 stamina points before attempting the save to gain a bonus on the saving throw equal to the number of stamina points you spent.

Harrying Partners

Source Armor Master's Handbook pg. 20
Related Feat Harrying Partners
When using the aid another action to help an ally who also has this feat, you can spend 5 stamina points to grant a +4 bonus instead of the normal +2. Alternatively, you can grant your ally a +2 bonus both on her next attack roll and to her AC against the next attack against her. (Melee Tactics Toolbox 10)

Haunted Gnome

Source Pathfinder Unchained pg. 122
Related Feat Haunted Gnome
You can spend 5 stamina points to use haunted fey aspectUC an additional time in a day.

Haunted Gnome Assault

Source Pathfinder Unchained pg. 122
Related Feat Haunted Gnome Assault
When you hit an opponent with a charge attack or conf irm a critical hit, you can spend 2 stamina points to make the target of the attack shaken for 1 round without discharging haunted fey aspectUC.

Haunted Gnome Shroud

Source Pathfinder Unchained pg. 122
Related Feat Haunted Gnome Shroud
When an opponent misses you due to the miss chance from Haunted Gnome Shroud, you can spend 5 stamina points to impose a –2 penalty on all that opponent’s attack rolls against you until that opponent deals damage to you. This ability doesn’t stack with itself.

Heroic Interposition

Source Weapon Master's Handbook pg. 25
Related Feat Heroic Interposition
By spending 4 stamina points, you can use this feat an additional time per day.

Hero's Display

Source Pathfinder Unchained pg. 122
Related Feat Hero's Display
When using this feat, you can spend up to 6 stamina points to increase the radius of the demoralizing effect by 5 feet per stamina point you spent (to a maximum of 60 feet).

Hex Strike

Source Pathfinder Unchained pg. 122
Related Feat Hex Strike
You can spend 5 stamina points to apply the effects of your chosen hexAPG as a free action instead of a swift action.

Horse Master

Source Pathfinder Unchained pg. 122
Related Feat Horse Master
You can spend 5 stamina points to grant your mount a number of temporary hit points equal to your character level. These temporary hit points last for 1 minute.

Impact Critical Shot

Source Pathfinder Unchained pg. 122
Related Feat Impact Critical Shot
When you confirm a critical hit and use this feat to either bull rush or trip the target, you can spend 5 stamina points to perform the other combat maneuver as well. Use the confirmation roll for the combat maneuver check of both maneuvers.

Impaling Critical

Source Pathfinder Unchained pg. 122
Related Feat Impaling Critical
When you impale a foe with this feat, you can spend 5 stamina points to make the weapon require a standard action to remove (rather than a move action).

Imposing Bearing

Source Armor Master's Handbook pg. 20
Related Feat Imposing Bearing
You can spend 5 stamina points as a swift action to add half your armor bonus to your next combat maneuver check this turn. Alternatively, you can spend 5 stamina points as an immediate action to add half your armor bonus to your CMD against a single combat maneuver this turn. (See page 17.)

Improved Armor Focus

Source Armor Master's Handbook pg. 20
Related Feat Improved Armor Focus
You can spend 5 stamina points to negate your armor’s armor check penalty for 1 skill check. (See page 16.)

Improved Awesome Blow

Source Pathfinder Unchained pg. 122
Related Feat Improved Awesome Blow
When a creature attempts an awesome blow combat maneuver against you, you can spend up to 3 stamina points to increase your Combat Maneuver Defense against that combat maneuver by an amount equal to the number of stamina points you spent. This bonus stacks with the bonus granted by Improved Awesome Blow.

Improved Blind-Fight

Source Pathfinder Unchained pg. 122
Related Feat Improved Blind-Fight
When attacking a foe with total concealment, you can spend 5 stamina points to treat that foe as having normal concealment (20% miss chance instead of 50%).

Improved Bull Rush

Source Pathfinder Unchained pg. 122
Related Feat Improved Bull Rush
When you are the target of a bull rush combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that bull rush attempt.

Improved Charging Hurler

Source Pathfinder Unchained pg. 122
Related Feat Improved Charging Hurler
When using Charging HurlerUC against a target within 30 feet, you can spend up to 2 stamina points. When you do, the bonus on your damage roll for that attack increases by double the number of stamina points you spent.

Improved Cleaving Finish

Source Pathfinder Unchained pg. 122
Related Feat Improved Cleaving Finish
Once per round when you confirm a critical hit, you can spend 5 stamina points to treat that attack as if you reduced the target to 0 or fewer hit points for the purpose of using the Cleaving FinishUC feat.

Improved Critical

Source Pathfinder Unchained pg. 123
Related Feat Improved Critical
When you hit with an attack and the roll fails to threaten a critical hit by 3 or less, you can spend 5 stamina points to attempt to deal double damage anyway. Roll as if confirming a critical hit. If this confirmation roll succeeds, your attack is still not a critical hit, but it deals double damage.

Improved Devastating Strike

Source Pathfinder Unchained pg. 123
Related Feat Improved Devastating Strike
Whenever you use the Devastating Strike combat trick, increase the bonus damage to +6 on each of the extra sets of weapon damage dice. For weapons with more than one damage die, count all the weapon’s base damage dice together as one set.

Improved Dirty Trick

Source Pathfinder Unchained pg. 123
Related Feat Improved Dirty Trick
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a dirty trickAPG combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that dirty trick attempt increases by that number.

Improved Disarm

Source Pathfinder Unchained pg. 123
Related Feat Improved Disarm
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a disarm combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that disarm attempt increases by that number.

Improved Drag

Source Pathfinder Unchained pg. 123
Related Feat Improved Drag
When you are the target of a dragAPG combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that drag attempt increases by that number.

Improved Feint

Source Pathfinder Unchained pg. 123
Related Feat Improved Feint
You can select this feat even if you don’t meet the Ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to feint as a move action.

Improved Feint Partner

Source Pathfinder Unchained pg. 123
Related Feat Improved Feint Partner
When you feint, you can spend 5 stamina points for each additional ally to grant an attack of opportunity to any number of additional allies—not just those with this feat.

Improved Grapple

Source Pathfinder Unchained pg. 123
Related Feat Improved Grapple
When you are the target of a grapple combat maneuver to initiate or maintain a grapple, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that grapple attempt increases by that number.

Improved Impaling Critical

Source Pathfinder Unchained pg. 123
Related Feat Improved Impaling Critical
When using this feat to impale a foe, you can spend 5 stamina points to immobilize the foe in its current space (instead of halving its movement) for as long as you maintain your grip and the foe is impaled. If you let go of the weapon, the foe can move, but its movement is still halved.

Improved Initiative

Source Pathfinder Unchained pg. 123
Related Feat Improved Initiative
Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.

Improved Ki Throw

Source Pathfinder Unchained pg. 123
Related Feat Improved Ki Throw
When using this feat to throw a target into another creature’s space, you can spend up to 6 stamina points to reduce the penalty on the bull rush attempt against the secondary target by an amount equal to the number of stamina points you spent.

Improved Low Blow

Source Pathfinder Unchained pg. 123
Related Feat Improved Low Blow
You can spend 5 stamina points to reroll a second critical hit confirmation roll in the same day.

Improved Overrun

Source Pathfinder Unchained pg. 123
Related Feat Improved Overrun
When you are the target of an overrun combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that overrun attempt increases by that number.

Improved Precise Shot

Source Pathfinder Unchained pg. 123
Related Feat Improved Precise Shot
When you use the ability of the Precise Shot combat trick, the bonuses increase to +4.

Improved Rending Fury

Source Pathfinder Unchained pg. 123
Related Feat Improved Rending Fury
As long as you have at least 1 stamina point in your stamina pool, the extra damage from this feat is multiplied on a critical hit.

Improved Reposition

Source Pathfinder Unchained pg. 123
Related Feat Improved Reposition
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a repositionAPG combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that reposition attempt increases by that number.

Improved Second Chance

Source Pathfinder Unchained pg. 123
Related Feat Improved Second Chance
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to use Second ChanceAPG to reroll any attack after the first in a full attack at the same bonus. If you use Second Chance more than once in the same full attack, the penalties stack.

Improved Shield Bash

Source Pathfinder Unchained pg. 123
Related Feat Improved Shield Bash
When attempting a shield bash attack, you can spend 5 stamina points to either wield a heavy shield as if it were a light weapon or gain a +2 bonus on the shield bash attack roll with a light shield. Whichever option you choose, the effect lasts until the start of your next turn.

Improved Shield Focus

Source Armor Master's Handbook pg. 21
Related Feat Improved Shield Focus
You can spend 3 stamina points to negate your shield’s armor check penalty for one skill check. (See page 18.)

Improved Sidestep

Source Pathfinder Unchained pg. 123
Related Feat Improved Sidestep
As long as you have at least 1 stamina point in your stamina pool, you can use the Improved Sidestep feat as a free action that you can take during your opponent’s turn.

Improved Snap Shot

Source Pathfinder Unchained pg. 123
Related Feat Improved Snap Shot
At the end of your turn, you can spend 5 stamina points to threaten an additional 15 feet with Snap ShotAPG (instead of an additional 10 feet) until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first.

Improved Steal

Source Pathfinder Unchained pg. 124
Related Feat Improved Steal
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a stealAPG combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that steal attempt increases by that number.

Improved Sunder

Source Pathfinder Unchained pg. 124
Related Feat Improved Sunder
When you are the target of a sunder combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD increases by that number for that sunder attempt.

Improved Surprise Follow-Through

Source Pathfinder Unchained pg. 124
Related Feat Improved Surprise Follow-Through
When you hit a foe that’s denied its Dexterity bonus via this feat and you use the Surprise Follow-Through combat trick to deal extra damage, the amount of extra damage dealt increases to 1d6 points.

Improved Swap Places

Source Pathfinder Unchained pg. 124
Related Feat Improved Swap Places
When you attempt a bull rush when using this feat, you can spend 2 stamina points to gain the ability to move the target of that combat maneuver more than 5 feet if necessary to create space for your ally (you must still roll high enough on the bull rush attempt to move the target an extra distance, as normal).

Improved Trip

Source Pathfinder Unchained pg. 124
Related Feat Improved Trip
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When you are the target of a trip combat maneuver, you can spend a number of stamina points up to your Strength or Dexterity bonus, whichever is greater. Your CMD against that trip attempt increases by that number.

Improved Two-Weapon Feint

Source Pathfinder Unchained pg. 124
Related Feat Improved Two-Weapon Feint
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 5 stamina points to increase the duration for which the opponent is denied its Dexterity bonus until the start of your next turn.

Improved Two-Weapon Fighting

Source Pathfinder Unchained pg. 124
Related Feat Improved Two-Weapon Fighting
When making an attack of opportunity, you can spend 5 stamina points to also make an attack of opportunity with your off-hand weapon. That second attack takes a –5 penalty.

Improved Unarmed Strike

Source Pathfinder Unchained pg. 124
Related Feat Improved Unarmed Strike
When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.

Improved Vital Strike

Source Pathfinder Unchained pg. 124
Related Feat Improved Vital Strike
When using the Vital Strike combat trick, you can spend 3 stamina points instead of 2 to reroll three damage dice.

Improved Weapon of the Chosen

Source Pathfinder Unchained pg. 124
Related Feat Improved Weapon of the Chosen
When using this feat, at the end of its normal duration you can spend 2 stamina points to extend the duration until the end of your next turn.

Improved Whip Mastery

Source Pathfinder Unchained pg. 124
Related Feat Improved Whip Mastery
At the start of your turn, you can spend 5 stamina points to increase the radius of the area you threaten while wielding a whip by an additional 5 feet until you make an attack against an opponent in the expanded reach or the beginning of your next turn, whichever comes first.

Improvised Weapon Mastery

Source Pathfinder Unchained pg. 124
Related Feat Improvised Weapon Mastery
When making an improvised weapon attack, you can spend 2 stamina points to increase the damage of the attack by an additional step (to a maximum of 1d10, or 2d8 if the improvised weapon is two-handed).

In Harm's Way

Source Pathfinder Unchained pg. 124
Related Feat In Harm's Way
When using this feat’s benefit, you can spend up to 5 stamina points to reduce the damage from the intercepted attack by an amount equal to double the number of stamina points you spent this way. This does not alter other effects from that attack (such as bleed, poison, etc.), even if the damage is reduced to 0.

Inner Flame

Source Pathfinder Unchained pg. 124
Related Feat Inner Flame
When you fail a saving throw against an effect that has the fire or light descriptor, you can spend 5 stamina points to reroll the saving throw. You must take the second result, even if it is worse.

Intense Blows

Source Armor Master's Handbook pg. 21
Related Feat Intense Blows
You can spend 5 stamina points to double this feat’s bonus to your CMD for one combat maneuver check. (See page 17.)

Intercept Charge

Source Pathfinder Unchained pg. 124
Related Feat Intercept Charge
When using this feat, you can spend 5 stamina points to not have your movement count toward your movement on your next turn.

Intimidating Prowess

Source Pathfinder Unchained pg. 124
Related Feat Intimidating Prowess
When attempting an Intimidate check, you can spend 2 stamina points for each size category smaller you are than a given target to ignore the size difference penalty against that target.

Intrepid Rescuer

Source Weapon Master's Handbook pg. 25
Related Feat Intrepid Rescuer
When an opponent provokes an attack of opportunity from you as a result of the Intrepid Rescuer feat, if your attack of opportunity hits, you can spend 5 stamina points to cause the opponent’s attack to automatically miss your ally.

Ironclad Reactions

Source Armor Master's Handbook pg. 21
Related Feat Ironclad Reactions
You can spend 3 stamina points to use this feat even if an attack of opportunity against you misses. (See page 17.)

Jabbing Dancer

Source Pathfinder Unchained pg. 124
Related Feat Jabbing Dancer
After you use Jabbing StyleACG to move 5 feet without provoking attacks of opportunity, if you have at least 1 stamina point in your stamina pool, you can still take a 5-foot step on your next turn.

Jabbing Master

Source Pathfinder Unchained pg. 124
Related Feat Jabbing Master
When you threaten a critical hit with an unarmed strike while using Jabbing StyleACG, you can spend 5 stamina points to double your extra damage from Jabbing Master against that target. You can use this ability only once per target per round.

Jabbing Style

Source Pathfinder Unchained pg. 124
Related Feat Jabbing Style
When you gain the extra damage from this style after hitting a single target with two or more unarmed strikes, you can spend 2 stamina points to increase the extra unarmed strike damage by 1d6 points.

Janni Rush

Source Pathfinder Unchained pg. 124
Related Feat Janni Rush
You can spend 5 stamina points to multiply the extra damage dice from this feat on a critical hit.

Janni Style

Source Pathfinder Unchained pg. 124
Related Feat Janni Style
When you charge while using this style, you can spend 2 stamina points to take no penalty to AC for charging and move an additional 10 feet as part of the charge.

Janni Tempest

Source Pathfinder Unchained pg. 124
Related Feat Janni Tempest
When you hit an opponent with an unarmed strike while using Janni StyleUC, you can spend 2 stamina points to increase this feat’s bonus by 2. You can also spend 2 stamina points to apply the feat’s bonus on checks to a dragAPG or repositionAPG combat maneuver instead of a bull rush or trip.

Jawbreaker

Source Pathfinder Unchained pg. 125
Related Feat Jawbreaker
When you hit with a Jawbreaker attack, you can spend 5 stamina points to increase the bleed damage to 1d6 points, increase the DC of the Heal check to end the bleed to 20, and require the user of a spell or ability that cures hit point damage to succeed at a DC 15 caster level check to end the bleed effect.

Just Out of Reach

Source Armor Master's Handbook pg. 21
Related Feat Just Out of Reach
You can spend 5 stamina points to gain the benefits of this feat against any one melee attack. (Melee Tactics Toolbox 9)

Ki Throw

Source Pathfinder Unchained pg. 125
Related Feat Ki Throw
You can spend 5 stamina points to throw a creature one size category larger than you.

Kick Up

Source Pathfinder Unchained pg. 125
Related Feat Kick Up
You can spend 2 stamina points to kick up an unattended object in an adjacent space occupied by an enemy.

Killing Flourish

Source Pathfinder Unchained pg. 125
Related Feat Killing Flourish
When you confirm a critical hit, you can spend 5 stamina points and take a swift action to attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack.

Kirin Path

Source Pathfinder Unchained pg. 125
Related Feat Kirin Path
When using Kirin StyleUC, you can spend 5 stamina points instead of using an attack of opportunity to move a distance equal to 5 feet × your Intelligence modifier.

Kirin Strike

Source Pathfinder Unchained pg. 125
Related Feat Kirin Strike
As long as you have at least 1 stamina point in your stamina pool, when you hit a creature you have identified with Kirin StyleUC, you add your Intelligence modifier to melee and ranged attack damage rolls against that creature for the next 24 hours. You still can take a swift action to add twice your Intelligence modifier to damage rolls, but that damage doesn’t stack with the damage from this combat trick.

Kirin Style

Source Pathfinder Unchained pg. 125
Related Feat Kirin Style
When you attempt a Knowledge check to identify a creature, you can spend up to 2 stamina points to gain a bonus on that check equal to double the number of stamina points you spent.

Knocking Blows

Source Armor Master's Handbook pg. 21
Related Feat Knocking Blows
You can spend 5 stamina points when using this feat to change the target’s penalty to CMD to –6. (See page 17.)

Kobold Ambusher

Source Pathfinder Unchained pg. 125
Related Feat Kobold Ambusher
When you use the run or charge action and wish to remain hidden, you can spend 2 stamina points to decrease the penalty for doing so to –5.

Kobold Sniper

Source Pathfinder Unchained pg. 125
Related Feat Kobold Sniper
When you are sniping, you can spend 5 stamina points to decrease the penalty on Stealth checks to stay hidden to –5 until the start of your next turn.

Landing Roll

Source Pathfinder Unchained pg. 125
Related Feat Landing Roll
When using this feat, you can spend 5 stamina points to stand up as part of your immediate action after you move. Standing up provokes attacks of opportunity.

Leaping Evasion

Source Armor Master's Handbook pg. 21
Related Feat Leaping Evasion
You can spend 5 stamina points to ignore the staggered condition normally imparted by this feat. (Melee Tactics Toolbox 9)

Lightning Stance

Source Pathfinder Unchained pg. 125
Related Feat Lightning Stance
When you take a single move action and move no less than your speed, you can spend 5 stamina points to benefit from a 50% miss chance until the start of your next turn.

Lookout

Source Pathfinder Unchained pg. 125
Related Feat Lookout
As long as you have at least 1 stamina point in your stamina pool, you gain the benefit of this feat as long as you are within 10 feet of an ally who has this feat.

Low Profile

Source Pathfinder Unchained pg. 125
Related Feat Low Profile
When targeted by a ranged attack, you can spend a number of stamina points up to your Dexterity bonus. For each stamina point you spend in this way, your dodge bonus to AC against that attack increases by 1.

Lucky Strike

Source Pathfinder Unchained pg. 125
Related Feat Lucky Strike
You can spend 5 stamina points instead of a use of adaptable luckARG to reroll the damage from a single attack.

Lunge

Source Pathfinder Unchained pg. 125
Related Feat Lunge
When you use this feat, you can spend 2 stamina points to avoid taking the –2 penalty to AC for that use.

Mantis Style

Source Pathfinder Unchained pg. 125
Related Feat Mantis Style
While using this style, you can spend 5 stamina points to use Stunning Fist without expending a use of Stunning Fist for the day.

Mantis Torment

Source Pathfinder Unchained pg. 125
Related Feat Mantis Torment
Instead of expending two uses of Stunning Fist to make the Mantis Torment unarmed strike, you can choose to spend either 5 stamina points or one use of Stunning Fist and 2 stamina points.

Mantis Wisdom

Source Pathfinder Unchained pg. 126
Related Feat Mantis Wisdom
You can spend 2 stamina points and take a standard action to remove any Stunning Fist effect you have applied to a creature without making a touch attack. You can use this ability no matter where the affected creature is located.

Manyshot

Source Pathfinder Unchained pg. 126
Related Feat Manyshot
When using this feat, you can spend 5 stamina points to fire two arrows with your final iterative attack during the full attack.

Marid Coldsnap

Source Pathfinder Unchained pg. 126
Related Feat Marid Coldsnap
Instead of spending two uses of Elemental FistAPG to unleash a line of frigid water, you can spend one use of Elemental Fist and 2 stamina points.

Marid Spirit

Source Pathfinder Unchained pg. 126
Related Feat Marid Spirit
When a creature takes cold damage from your Elemental FistAPG attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid becoming entangled by an amount equal to the number of stamina points you spent.

Marid Style

Source Pathfinder Unchained pg. 126
Related Feat Marid Style
When you make an Elemental FistAPG attack to deal cold damage, you can spend up to 5 stamina points to deal an amount of additional cold damage equal to double the number of stamina points you spent.

Martial Mastery

Source Pathfinder Unchained pg. 126
Related Feat Martial Mastery
At the start of your turn, you can spend 5 stamina points to apply the feats to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn.

Martial Versatility

Source Pathfinder Unchained pg. 126
Related Feat Martial Versatility
At the start of your turn, you can spend 2 stamina points to apply the selected feat to another weapon that is not of the same weapon group. You gain this benefit until the start of your next turn.

Master Combat Performer

Source Pathfinder Unchained pg. 126
Related Feat Master Combat Performer
When you attempt a performance combat check, you can spend up to 5 stamina points to gain a bonus on the check equal to the number of stamina points you spent.

Master Siege Engineer

Source Pathfinder Unchained pg. 126
Related Feat Master Siege Engineer
You can spend 5 stamina points to reduce the number of actions it takes to aim and load a siege engine by one for 1 round (minimum one action). You must be the crew lead of that siege engine.

Masterful Display

Source Pathfinder Unchained pg. 126
Related Feat Masterful Display
When choosing the effects of any two performance feats you possess, you can spend 2 stamina points to gain the bonus from both feats on your performance combat check.

Measured Response

Source Weapon Master's Handbook pg. 25
Related Feat Measured Response
You can spend 5 stamina points before making a melee or ranged attack with Measured Response to treat the attack roll’s result as a 10.

Medusa's Wrath

Source Pathfinder Unchained pg. 126
Related Feat Medusa's Wrath
While using this feat, you can spend 10 stamina points to make the bonus attacks against a foe that you are flanking, instead of only a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

Merciless Butchery

Source Pathfinder Unchained pg. 127
Related Feat Merciless Butchery
You can spend 10 stamina points when you use this feat to increase your weapon’s critical multiplier by 1 (×2 becomes ×3, and ×3 becomes ×4) for your coup de grace.

Mirror Move

Source Armor Master's Handbook pg. 21
Related Feat Mirror Move
You can spend up to 5 stamina points to extend the duration that you benefit from a mirrored feat by 1 round per stamina point spent. (Melee Tactics Toolbox 7)

Missile Shield

Source Pathfinder Unchained pg. 127
Related Feat Missile Shield
As long as you have at least 1 stamina point in your stamina pool, you can use this feat with a buckler. You can spend 5 stamina points to deflect an arrow even while you’re flat-footed. You must still be aware of the attack.

Mobility

Source Pathfinder Unchained pg. 127
Related Feat Mobility
Your dodge bonus to AC from the Dodge feat combat trick is doubled against attacks of opportunity provoked by movement. If you don’t have the Dodge feat, you can still use its combat trick.

Mocking Dance

Source Pathfinder Unchained pg. 127
Related Feat Mocking Dance
When using this feat, you can spend 5 stamina points to move up to half your speed (instead of only 5 feet) without provoking attacks of opportunity.

Monastic Legacy

Source Pathfinder Unchained pg. 127
Related Feat Monastic Legacy
At the start of your turn, you can spend 5 stamina points to use your full character level to determine your effective monk level for your unarmed strike damage. This increase lasts until the start of your next turn.

Monkey Moves

Source Pathfinder Unchained pg. 127
Related Feat Monkey Moves
At the start of your turn, you can spend 5 stamina points to gain a climb speed equal to your land speed until the start of your next turn.

Monkey Shine

Source Pathfinder Unchained pg. 127
Related Feat Monkey Shine
After you have used this feat to enter an opponent’s space, if that opponent moves away from you, you can spend stamina points to move along with the opponent. You must spend 2 stamina points per 5 feet you move. The opponent’s movement doesn’t provoke attacks of opportunity from you if you move with the opponent, nor do you provoke attacks of opportunity when moving in this way.

Monkey Style

Source Pathfinder Unchained pg. 127
Related Feat Monkey Style
When using this style, you can spend 2 stamina points to stand up as a swift action without having to succeed at a DC 20 Acrobatics check.

Moonlight Stalker

Source Pathfinder Unchained pg. 127
Related Feat Moonlight Stalker
When you have total concealment from an opponent, you can spend 2 stamina points to increase your bonuses on attack and damage rolls from this feat to +4.

Moonlight Stalker Feint

Source Pathfinder Unchained pg. 127
Related Feat Moonlight Stalker Feint
When you attempt a Bluff check to feint against an opponent from whom you have concealment, you can spend up to 5 stamina points to gain a bonus on the Bluff check equal to double the number of stamina points you spent.

Moonlight Stalker Master

Source Pathfinder Unchained pg. 127
Related Feat Moonlight Stalker Master
When an opponent makes an attack against you while you have concealment, you can spend 5 stamina points to increase that attack’s miss chance by an additional 20%.

Mounted Archery

Source Pathfinder Unchained pg. 127
Related Feat Mounted Archery
When making an attack using a ranged weapon while mounted, you can spend 1 or 2 stamina points to reduce the penalties on the attack roll by double the number of stamina points you spent.

Mounted Combat

Source Pathfinder Unchained pg. 127
Related Feat Mounted Combat
Once you have already used this feat, you can spend 5 stamina points to use it an additional time during the same round. You can use this trick as many times in a round as you like, as long as you spend 5 stamina points per use.

Mounted Shield

Source Pathfinder Unchained pg. 127
Related Feat Mounted Shield
As long as you have at least 1 stamina point in your stamina pool, you can add your shield’s enhancement bonus to your mount’s Armor Class.

Mounted Skirmisher

Source Pathfinder Unchained pg. 127
Related Feat Mounted Skirmisher
When your mount moves its speed or less, you can spend 5 stamina points to spur it on 10 additional feet. This is bonus movement, and you can still make a full attack when your mount takes this bonus movement.

Murderer's Circle

Source Pathfinder Unchained pg. 127
Related Feat Murderer's Circle
You can spend 2 stamina points to use this feat after dealing maximum damage to or successfully feinting against a creature. You must still be adjacent to the creature.

Neckbreaker

Source Pathfinder Unchained pg. 127
Related Feat Neckbreaker
When using this feat, you can spend 10 stamina points to deal 1d6 points of Constitution damage instead of 2d6 points of Strength or Dexterity damage.

Net Adept

Source Pathfinder Unchained pg. 127
Related Feat Net Adept
You can spend 2 stamina points to fold a net as a standard action.

Net and Trident

Source Pathfinder Unchained pg. 127
Related Feat Net and Trident
When you use a light or one-handed melee weapon to attack an opponent entangled by your net, you can spend up to 5 stamina points when you hit the opponent to gain a bonus on the damage roll equal to double the number of stamina points you spent.

Net Maneuvering

Source Pathfinder Unchained pg. 127
Related Feat Net Maneuvering
As long as you have at least 1 stamina point in your stamina pool, you can also use a net to drag or reposition an opponent.

Net Trickery

Source Pathfinder Unchained pg. 127
Related Feat Net Trickery
As long as you have at least 1 stamina point in your stamina pool, you can dazzle or sicken the opponent with a dirty trickAPG combat maneuver instead of blinding it.

Nightmare Fist

Source Pathfinder Unchained pg. 127
Related Feat Nightmare Fist
When fighting in an area of magical darkness, you can spend up to 5 stamina points to increase the bonus granted by this feat on one damage roll by double the number of stamina points you spent.

Nightmare Striker

Source Pathfinder Unchained pg. 127
Related Feat Nightmare Striker
When you hit an opponent with a Stunning Fist attack and that opponent fails its saving throw, you can spend 5 stamina points to make the opponent frightened for 1d4 rounds instead of shaken.

Nightmare Weaver

Source Pathfinder Unchained pg. 127
Related Feat Nightmare Weaver
When you cast darkness as a standard action, you can spend 5 stamina points to also attempt Intimidate checks to demoralize all foes in the spell’s initial area.

Nimble Striker

Source Pathfinder Unchained pg. 127
Related Feat Nimble Striker
When you use the Cleave or Lunge feats or when you charge, you can spend 5 stamina points to gain a +2 dodge bonus to AC. This bonus lasts until the start of your next turn.

Opening Volley

Source Pathfinder Unchained pg. 127
Related Feat Opening Volley
When you deal damage with a ranged attack, you can spend 2 stamina points to gain a +4 circumstance bonus on the next two melee attack rolls you make against that opponent until the end of your next turn, instead of on only the next melee attack.

Orc Hewer

Source Pathfinder Unchained pg. 128
Related Feat Orc Hewer
As long as you have at least 1 stamina point in your stamina pool, the bonus on Cleave attacks against humanoids with the orc subtype increases to +4.

Orc Weapon Expertise

Source Pathfinder Unchained pg. 128
Related Feat Orc Weapon Expertise
When wielding a weapon with “orc” in its name that you are proficient with, you can spend 5 stamina points to gain one of the benefits for this feat that you don’t already have for 1 minute.

Ostentatious Weakness

Source Weapon Master's Handbook pg. 25
Related Feat Ostentatious Weakness
You can spend 2 stamina points to select another type of favored enemy (and subtype if humanoid or outsider is chosen). For the purposes of Ostentatious Weakness, that type counts as having been chosen with the favored enemy class feature, with a bonus equal to your highest favored enemy bonus.

Outflank

Source Pathfinder Unchained pg. 128
Related Feat Outflank
When you threaten but fail to confirm a critical hit against a creature you are flanking, you can spend 5 stamina points. If you do, that creature provokes an attack of opportunity from each ally with this feat who is flanking the creature, even though you didn’t confirm the critical hit. You still can’t use this ability against targets immune to critical hits.

Pack Attack

Source Pathfinder Unchained pg. 128
Related Feat Pack Attack
When you are adjacent to an ally that also has this feat, you can spend 2 stamina points to take a 5-foot step as a free action instead of an immediate action. You can still use this feat’s ability only once per round.

Paired Opportunists

Source Pathfinder Unchained pg. 128
Related Feat Paired Opportunists
As long as an ally that also has this feat is within your melee reach, you can spend 2 stamina points to gain this feat’s benefits until the end of your next turn.

Panther Claw

Source Pathfinder Unchained pg. 128
Related Feat Panther Claw
When making a retaliatory strike, you can spend up to 5 stamina points to gain a bonus on the damage roll equal to double the number of stamina points you spent.

Panther Parry

Source Pathfinder Unchained pg. 128
Related Feat Panther Parry
When your retaliatory strike damages an opponent, you can spend 5 stamina points to increase the penalty the target takes on attack and damage rolls to –4.

Panther Style

Source Pathfinder Unchained pg. 128
Related Feat Panther Style
Whenever you provoke an attack of opportunity, you can spend 5 stamina points to make a retaliatory strike as a swift action.

Paralyzing Strike

Source Pathfinder Unchained pg. 128
Related Feat Paralyzing Strike
You can spend 5 stamina points to declare that you are using this feat after you’ve hit with an unarmed strike roll.

Parting Shot

Source Pathfinder Unchained pg. 128
Related Feat Parting Shot
You can spend 2 stamina points to use this feat’s benef it a second time during a single encounter. You can use this combat trick only once per encounter, so you still can’t make more than two Parting Shot attacks total in one encounter.

Passing Trick

Source Pathfinder Unchained pg. 128
Related Feat Passing Trick
You can spend 5 stamina points to attempt a Bluff check as a free action instead of a swift action when using this feat.

Penetrating Strike

Source Pathfinder Unchained pg. 128
Related Feat Penetrating Strike
Whenever you deal damage to a creature with damage reduction using the selected weapons, you can spend 5 stamina points to allow all your allies (other than yourself ) within 30 feet of the creature to ignore 5 points of the creature’s damage reduction for 1 round. This has no effect on creatures with damage reduction without a type (such as DR 10/—). This effect does not stack with Penetrating Strike’s normal effect, but it does allow you to apply the effect to all your other weapons for the duration.

Perfect Strike

Source Pathfinder Unchained pg. 128
Related Feat Perfect Strike
You can spend 5 stamina points to use Perfect Strike a second time during the same round.

Perfect Style

Source Weapon Master's Handbook pg. 25
Related Feat Perfect Style
You can spend up to 5 stamina points to increase the resistance granted to you by Perfect Style by 2 per stamina point spent.

Performance Weapon Mastery

Source Pathfinder Unchained pg. 128
Related Feat Performance Weapon Mastery
As long as you have at least 1 stamina point in your stamina pool, you treat all weapons—not just the ones you are proficient with—as if they had the performanceUC weapon quality.

Performing Combatant

Source Pathfinder Unchained pg. 128
Related Feat Performing Combatant
When using this feat, you can spend up to 5 stamina points to gain a bonus on your performance combat check equal to the number of stamina points you spent.

Pin Down

Source Pathfinder Unchained pg. 129
Related Feat Pin Down
When using this feat, you can spend 5 stamina points to gain its benefits and still deal damage with the attack of opportunity.

Pinning Knockout

Source Pathfinder Unchained pg. 129
Related Feat Pinning Knockout
When using an unarmed strike or a light or one-handed weapon to deal nonlethal damage to a pinned opponent with this feat, you can spend 5 stamina points to triple the damage instead of doubling it.

Pinning Rend

Source Pathfinder Unchained pg. 129
Related Feat Pinning Rend
When you deal bleed damage with this feat, you can spend up to 5 stamina points to increase the bleed damage by an amount equal to the number of stamina points you spent.

Pinpoint Poisoner

Source Pathfinder Unchained pg. 129
Related Feat Pinpoint Poisoner
When throwing blowgun darts as shuriken with this feat while you’re within 10 feet of your target, you can spend 5 stamina points to make your attack roll against the target’s touch AC instead.

Pinpoint Targeting

Source Pathfinder Unchained pg. 129
Related Feat Pinpoint Targeting
When you use this feat, you can spend stamina points to retain the ability to move. If you spend 2 stamina points, you can take a 5-foot step after you make the attack. If you instead spend 5 stamina points, you can move up to half your speed as a move action.

Point-Blank Master

Source Pathfinder Unchained pg. 129
Related Feat Point-Blank Master
When firing any type of ranged weapon, throwing a weapon, or making a ranged touch attack, you can spend 2 stamina points to avoid provoking an attack of opportunity.

Point-Blank Shot

Source Pathfinder Unchained pg. 129
Related Feat Point-Blank Shot
You can spend up to 6 stamina points to increase this feat’s range by 5 feet for each stamina point you spent.

Poised Bearing

Source Armor Master's Handbook pg. 21
Related Feat Poised Bearing
You can spend 3 stamina points as a swift action to have this feat’s effect on your size for the purposes of specific combat maneuvers also determine what size a creature must be to perform the combat maneuvers against you. (See page 17.)

Porcupine Defense

Source Armor Master's Handbook pg. 21
Related Feat Porcupine Defense
You can spend 5 stamina points to make an attack of opportunity against an opponent at least one size category larger than you if that opponent attempts a combat maneuver check against you. You can perform this attack of opportunity even if your opponent can attempt such combat maneuvers without normally provoking attacks of opportunity. (Dragonslayer’s Handbook 25)

Power Attack

Source Pathfinder Unchained pg. 129
Related Feat Power Attack
When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Precise Shot

Source Pathfinder Unchained pg. 129
Related Feat Precise Shot
As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.

Precise Strike

Source Pathfinder Unchained pg. 129
Related Feat Precise Strike
When dealing precision damage with this feat, you can spend 2 stamina points to increase that precision damage to 2d6.

Prone Shooter

Source Pathfinder Unchained pg. 129
Related Feat Prone Shooter
As long as you have at least 1 stamina point in your stamina pool, you gain the bonuses from this feat even if you haven’t been prone since the end of your last turn.

Prone Slinger

Source Pathfinder Unchained pg. 129
Related Feat Prone Slinger
As long as you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls made while prone and using a sling.

Pummeling Bully

Source Pathfinder Unchained pg. 129
Related Feat Pummeling Bully
When you hit with a Pummeling StyleACG attack, you can spend 2 stamina points to make a bull rush attempt as a free action instead of a reposition attempt.

Pummeling Charge

Source Pathfinder Unchained pg. 129
Related Feat Pummeling Charge
When you make a Pummeling Charge attack, you can spend 5 stamina points to make a single extra attack at your highest bonus.

Pummeling Style

Source Pathfinder Unchained pg. 129
Related Feat Pummeling Style
While using this style, you can spend 5 stamina points to pool all of your attacks as a standard action, instead of a full-round action.

Punishing Kick

Source Pathfinder Unchained pg. 129
Related Feat Punishing Kick
You can spend 5 stamina points to declare you are using this feat after you make a successful unarmed strike attack.

Pushing Assault

Source Pathfinder Unchained pg. 129
Related Feat Pushing Assault
You can spend 5 stamina points to gain the effects of this feat and still deal the extra damage from Power Attack.

Quarterstaff Master

Source Pathfinder Unchained pg. 129
Related Feat Quarterstaff Master
When you use this feat to wield a quarterstaff as a one-handed weapon, you can spend 5 stamina points to retain the ability to use it as a double weapon and still keep a hand free. This effect lasts until the beginning of your next turn.

Quick Bull Rush

Source Pathfinder Unchained pg. 129
Related Feat Quick Bull Rush
You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a bull rush combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to bull rush.

Quick Dirty Trick

Source Pathfinder Unchained pg. 129
Related Feat Quick Dirty Trick
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a dirty trickAPG combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus for a dirty trick.

Quick Drag

Source Pathfinder Unchained pg. 129
Related Feat Quick Drag
You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a dragAPG combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to drag.

Quick Draw

Source Pathfinder Unchained pg. 129
Related Feat Quick Draw
As long as you have at least 1 stamina point in your stamina pool, you can sheathe a weapon as a swift action.

Quick Reposition

Source Pathfinder Unchained pg. 129
Related Feat Quick Reposition
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a repositionAPG combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to reposition.

Quick Steal

Source Pathfinder Unchained pg. 130
Related Feat Quick Steal
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a stealAPG combat maneuver. You can use this combat trick only once per round, but you can use it even if you already used your attack at the highest base attack bonus to steal.

Quillbreaker Defense

Source Armor Master's Handbook pg. 21
Related Feat Quillbreaker Defense
If you choose to spend 5 stamina points when using this feat, there is a 50% chance that your armor spikes do not gain the broken condition. This combat trick has no effect if your armor spikes already have the broken condition. (Magical Marketplace 6)

Rapid Grappler

Source Pathfinder Unchained pg. 130
Related Feat Rapid Grappler
You can spend 2 stamina points to gain a +2 bonus on a grapple check made as a swift action with this feat.

Rapid Reload

Source Pathfinder Unchained pg. 130
Related Feat Rapid Reload
When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn’t need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.

Rapid Shot

Source Pathfinder Unchained pg. 130
Related Feat Rapid Shot
When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.

Ray Shield

Source Pathfinder Unchained pg. 130
Related Feat Ray Shield
You can spend 2 stamina points to gain the effect of this feat while preventing the spell or effect from affecting your shield.

Reach Defense

Source Armor Master's Handbook pg. 21
Related Feat Reach Defense
You can spend 5 stamina points to grant the benefit of this feat to any adjacent allies for 1 round. (Dragonslayer’s Handbook 25)

Rebounding Leap

Source Pathfinder Unchained pg. 130
Related Feat Rebounding Leap
When attempting an Acrobatics check to jump as part of your leaping lance class feature, you can spend up to 5 stamina points to gain a bonus on that check equal to the number of stamina points you spent.

Rebuffing Reduction

Source Pathfinder Unchained pg. 130
Related Feat Rebuffing Reduction
When you succeed at a bull rush combat maneuver check with this feat, you can spend 2 stamina points to move up to 5 feet with the target.

Redirect Attack

Source Armor Master's Handbook pg. 21
Related Feat Redirect Attack
You can spend up to 5 stamina points to grant yourself a bonus on the combat maneuver check equal to the number of stamina points you spent. (Melee Tactics Toolbox 7)

Redirected Shot

Source Weapon Master's Handbook pg. 25
Related Feat Redirected Shot
By spending 4 stamina points, you can use this feat an additional time per round.

Rending Claws

Source Pathfinder Unchained pg. 130
Related Feat Rending Claws
When you make two claw attacks but hit with only one, you can spend 5 stamina points to deal the precision damage granted by this feat anyway.

Rending Fury

Source Pathfinder Unchained pg. 130
Related Feat Rending Fury
When you make a rend attack, you can spend up to 5 stamina points to deal an amount of additional damage equal to double the number of stamina points you spent.

Repositioning Strike

Source Pathfinder Unchained pg. 130
Related Feat Repositioning Strike
When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to reposition the target anyway. If you do, reroll the confirmation roll and use it to determine if the repositionAPG attempt exceeds the opponent’s CMD. This reroll is used only for the reposition combat maneuver; it can’t cause the critical hit to be confirmed. You still can’t make the attempt if the target is immune to critical hits.

Revelation Strike

Source Pathfinder Unchained pg. 130
Related Feat Revelation Strike
After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen revelationAPG as a free action instead of a swift action. If the chosen revelation has unlimited daily uses, this combat trick costs 5 stamina points instead.

Reverse-Feint

Source Pathfinder Unchained pg. 130
Related Feat Reverse-Feint
You can spend 2 stamina points to make the attack granted by this feat as a free action rather than an immediate action. You can still make the attack only once per use of this feat.

Ride-By Attack

Source Pathfinder Unchained pg. 130
Related Feat Ride-By Attack
After making a mounted charge attack using this feat, you can spend 5 stamina points to change the direction of your movement instead of continuing to move in a straight line.

Riptide Attack

Source Weapon Master's Handbook pg. 25
Related Feat Riptide Attack
By spending 4 stamina points, you can attempt a dragAPG combat maneuver check against any opponent that you successfully trip using Riptide Attack as a free action instead of a swift action.

Risky Striker

Source Pathfinder Unchained pg. 130
Related Feat Risky Striker
When using this feat, you can spend 5 stamina points to gain the bonus on damage rolls against creatures one or more size categories larger than you. This benefit ends when you stop using this feat or after 1 minute, whichever comes first.

Riving Strike

Source Pathfinder Unchained pg. 130
Related Feat Riving Strike
When you use this feat, you can spend up to 3 stamina points to increase the duration of the effect by 1 round for each stamina point spent.

Sap Adept

Source Pathfinder Unchained pg. 130
Related Feat Sap Adept
When you use this feat, you can spend a number of stamina points equal to the number of sneak attack dice you roll to increase the amount of nonlethal damage dealt by double the number of stamina points you spent.

Sap Master

Source Pathfinder Unchained pg. 130
Related Feat Sap Master
You can spend 10 stamina points to use this feat on one attack against an opponent you are flanking, instead of one that is flat-footed.

Savage Display

Source Pathfinder Unchained pg. 130
Related Feat Savage Display
When using this feat, you can spend 2 stamina points to gain a +2d6 bonus on damage rolls (instead of +1d6).

Savage Surge

Source Weapon Master's Handbook pg. 25
Related Feat Savage Surge
You can spend stamina points instead of rounds of rage when using Savage Surge.

Saving Shield

Source Pathfinder Unchained pg. 130
Related Feat Saving Shield
When you use this feat, you can spend 2 stamina points to increase the shield bonus granted to your ally by an amount equal to the enhancement bonus of the shield you are using.

School Strike

Source Pathfinder Unchained pg. 130
Related Feat School Strike
After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen arcane school power as a free action instead of a swift action.

Scorching Weapons

Source Pathfinder Unchained pg. 130
Related Feat Scorching Weapons
When you use this feat to make one or more metallic weapons red hot for 1 round, you can spend 2 stamina points to increase the additional fire damage to 2 points, and have that damage stack with other effects that add fire damage to a weapon (such as the flaming weapon special ability).

Scorpion Style

Source Pathfinder Unchained pg. 130
Related Feat Scorpion Style
When you hit with an unarmed attack using this feat and the target successfully saves against the effect, you can spend 2 stamina points to reduce the target’s movement speed by half for 1 round.

Sea Hunter

Source Pathfinder Unchained pg. 130
Related Feat Sea Hunter
When you successfully knock a target off balance while using this feat, you can spend up to 5 stamina points to apply a penalty on the target’s Swim checks to recover its balance from the effect equal to the number of stamina points you spent.

Second Chance

Source Pathfinder Unchained pg. 131
Related Feat Second Chance
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. After you use Second Chance, you can spend 5 stamina points to still make an attack at your second-highest attack bonus after rerolling your first attack.

Secured Armor

Source Armor Master's Handbook pg. 21
Related Feat Secured Armor
If you fail to negate a critical hit against you, you can spend 5 stamina points to cause the attack to deal half damage. (See page 17.)

Seething Hatred

Source Pathfinder Unchained pg. 131
Related Feat Seething Hatred
You can spend 5 stamina points to change your favored enemy type to any other favored enemy on the Ranger Favored Enemies table (Core Rulebook 64). This change lasts until the start of your next turn.

Seize Advantage

Source Pathfinder Unchained pg. 131
Related Feat Seize Advantage
When you make a riposte using this feat, you can spend up to 5 stamina points to increase the damage of the riposte by double the number of stamina points you spent.

Seize the Moment

Source Pathfinder Unchained pg. 131
Related Feat Seize the Moment
When an ally with this feat threatens a critical hit but fails to confirm it, you can spend 5 stamina points to make your attack of opportunity anyway.

Shadow Strike

Source Pathfinder Unchained pg. 131
Related Feat Shadow Strike
You can spend 5 stamina points when you hit a creature with total concealment to deal precision damage to that creature.

Shaitan Earthblast

Source Pathfinder Unchained pg. 131
Related Feat Shaitan Earthblast
Instead of spending two uses of Elemental FistAPG to unleash a column of acid, you can spend one use of Elemental Fist and 2 stamina points.

Shaitan Skin

Source Pathfinder Unchained pg. 131
Related Feat Shaitan Skin
When you make an Elemental FistAPG attack, you can spend up to 5 stamina points to increase the DC of the saving throw to avoid being staggered by an amount equal to the number of stamina points you spent.

Shaitan Style

Source Pathfinder Unchained pg. 131
Related Feat Shaitan Style
When you make an Elemental FistAPG attack to deal acid damage, you can spend up to 5 stamina points. When you do, you deal an amount of additional acid damage equal to double the number of stamina points you spent.

Sharpclaw

Source Pathfinder Unchained pg. 131
Related Feat Sharpclaw
You can spend 2 stamina points to increase the damage die of your claw attacks to 1d6 until the start of your next turn.

Shatter Defenses

Source Pathfinder Unchained pg. 131
Related Feat Shatter Defenses
When you hit an opponent that has been made flat-footed to your attacks by this feat, you can spend 5 stamina points to make that opponent flat-footed to the attacks of one ally who is within 30 feet of that creature until the start of your next turn.

Shatterspell

Source Pathfinder Unchained pg. 131
Related Feat Shatterspell
When you have depleted all uses of this feat for a day, you can spend 5 stamina points to use this feat one additional time that day.

Shield Brace

Source Armor Master's Handbook pg. 21
Related Feat Shield Brace
You can spend 1 stamina point to negate the penalty on attacks for using this feat for a single round. (See page 19.)

Shield Focus

Source Pathfinder Unchained pg. 131
Related Feat Shield Focus
When an attack is made against you while you are using a shield, you can spend up to 2 stamina points. If you do, the shield’s bonus to AC against that attack increases by an amount equal to the number of stamina points you spent.

Shield Master

Source Pathfinder Unchained pg. 131
Related Feat Shield Master
Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield’s enhancement bonus as a bonus on the saving throw.

Shield of Swings

Source Pathfinder Unchained pg. 131
Related Feat Shield of Swings
When using this feat, you can spend 2 stamina points to reduce your damage dealt by half only until the end of your turn, but you gain the +2 shield bonus to AC only from the end of your turn until the start of your next turn.

Shield Slam

Source Pathfinder Unchained pg. 131
Related Feat Shield Slam
Instead of attempting a free bull rush when using the Shield Slam feat, you can spend 2 stamina points to attempt a disarm, repositionAPG, trip, or sunder combat maneuver. This combat maneuver attempt does not provoke an attack of opportunity from the target.

Shield Snag

Source Armor Master's Handbook pg. 21
Related Feat Shield Snag
You can spend 5 stamina points to use this feat in the same round as a bull rush combat maneuver performed with the Shield Slam feat. (Magical Marketplace 6)

Shield Specialization

Source Pathfinder Unchained pg. 131
Related Feat Shield Specialization
When you are the target of a combat maneuver, you can spend 2 stamina points to add your shield’s enhancement bonus to your CMD for that combat maneuver.

Shield Wall

Source Pathfinder Unchained pg. 131
Related Feat Shield Wall
You can spend 2 stamina points to increase the bonus you grant to your ally with this feat by 1 until the end of your next turn.

Shot on the Run

Source Pathfinder Unchained pg. 131
Related Feat Shot on the Run
You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.

Shrewd Tactician

Source Weapon Master's Handbook pg. 25
Related Feat Shrewd Tactician
When an opponent attempts a feint against you, you can spend up to 5 stamina points to increase the DC of the skill check made to feint by 1 per point of stamina spent.

Sickening Critical

Source Pathfinder Unchained pg. 131
Related Feat Sickening Critical
When you threaten a critical hit using this feat, before rolling the confirmation roll, you can spend 5 stamina points. If you do and the critical hit is confirmed, the foe is nauseated for 1d4+1 rounds unless it succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, which reduces the effect to the normal sickened condition.

Sidestep

Source Pathfinder Unchained pg. 131
Related Feat Sidestep
When this feat lets you move, you can spend 2 stamina points to move 10 feet instead of 5. You must still remain in your opponent’s threatened area. You still lose your 5-foot step or 5 feet of movement—the movement lost doesn’t increase to 10 feet.

Siege Commander

Source Pathfinder Unchained pg. 131
Related Feat Siege Commander
As long as you have at least 1 stamina point in your stamina pool, when you lead a siege engine assembly crew, even those among the crew who are not trained in Craft (siege engine) can take 10 on the check to assemble the siege engine.

Siege Engineer

Source Pathfinder Unchained pg. 131
Related Feat Siege Engineer
As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons.

Siege Gunner

Source Pathfinder Unchained pg. 131
Related Feat Siege Gunner
As long as you have at least 1 stamina point in your stamina pool, you gain a +1 bonus on attack rolls with all siege weapons you are proficient with.

Silent Kill

Source Pathfinder Unchained pg. 131
Related Feat Silent Kill
When you use this feat, you can spend a number of stamina points up to your Dexterity bonus and gain a bonus on the Stealth check equal to the number of stamina points you spent.

Slashing Grace

Source Pathfinder Unchained pg. 131
Related Feat Slashing Grace
You can spend 2 stamina points to select another light or one-handed slashing weapon. That weapon counts as a chosen weapon for Slashing Grace until the start of your next turn.

Slayer's Feint

Source Pathfinder Unchained pg. 132
Related Feat Slayer's Feint
When attempting a feint using Acrobatics, you can spend a number of stamina points up to your Dexterity bonus. If you do, you gain a bonus on that feint attempt equal to the number of stamina points you spent.

Sling Flail

Source Pathfinder Unchained pg. 132
Related Feat Sling Flail
You can spend 2 stamina points to increase the damage dealt by the melee attacks you make with a loaded sling as if your sling were one size category larger than its actual size. For example, a Small sling would deal 1d4 points of damage, while a Medium one would deal 1d6. This benefit lasts until the start of your next turn, and doesn’t stack with other effects that treat the sling as a larger size category unless they increase the sling’s actual size.

Smash

Source Pathfinder Unchained pg. 132
Related Feat Smash
When attempting a sunder combat maneuver or making an attack against a construct that has a hardness, you can spend 5 stamina points to ignore the first 10 points of the target’s hardness.

Snake Fang

Source Pathfinder Unchained pg. 132
Related Feat Snake Fang
When you miss with an attack of opportunity you made due to Snake Fang, you can spend 5 stamina points to reroll the attack roll. You can use this combat trick only once per attack of opportunity.

Snake Sidewind

Source Pathfinder Unchained pg. 132
Related Feat Snake Sidewind
When you threaten a critical hit with your unarmed strike while using Snake StyleUC and choose to attempt a Sense Motive check in place of the confirmation roll, you can spend up to 5 stamina points to gain a bonus on the Sense Motive check equal to the number of stamina points you spent.

Snake Style

Source Pathfinder Unchained pg. 132
Related Feat Snake Style
When targeted by a melee or ranged attack, you can spend 5 stamina points to attempt the Sense Motive check by using one of your attacks of opportunity for the round instead of taking an immediate action.

Snap Shot

Source Pathfinder Unchained pg. 132
Related Feat Snap Shot
At the end of your turn, you can spend 2 stamina points to increase the range at which you threaten squares with ranged weapons to 10 feet until you take an attack of opportunity against an opponent in the expanded threat range or the beginning of your next turn, whichever comes first.

Snapping Turtle Clutch

Source Pathfinder Unchained pg. 132
Related Feat Snapping Turtle Clutch
When you attempt a grapple combat maneuver as an immediate action as a result of this feat, you can spend 2 stamina points to negate the –2 penalty on that combat maneuver check.

Snapping Turtle Shell

Source Pathfinder Unchained pg. 132
Related Feat Snapping Turtle Shell
While using Snapping Turtle Style, you can spend up to 5 stamina points to cause an enemy to take an additional penalty on one critical conf irmation roll against you equal to the number of stamina points you spent.

Snapping Turtle Style

Source Pathfinder Unchained pg. 132
Related Feat Snapping Turtle Style
When using this style, as long as you have at least 1 stamina point in your stamina pool, your shield bonus to AC increases by 1.

Snatch Arrows

Source Pathfinder Unchained pg. 132
Related Feat Snatch Arrows
When you snatch a thrown weapon, as long as you have at least 1 stamina point in your stamina pool, you can make a thrown ranged attack with it against any target, not just the original attacker.

Sorcerous Strike

Source Pathfinder Unchained pg. 132
Related Feat Sorcerous Strike
After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen bloodline power as a free action instead of a swift action.

Spear Dancer

Source Weapon Master's Handbook pg. 25
Related Feat Spear Dancer
When you inflict the dazzled condition on an opponent using the Spear Dancer feat, you can spend up to 5 stamina points to increase the duration of the effect by 1 round per stamina point spent.

Spectacular Exit

Source Weapon Master's Handbook pg. 25
Related Feat Spectacular Exit
When you use Spectacular Exit to withdraw without taking the –5 penalty on performance combat checks and you spend 5 stamina points, you don’t need to succeed at an Acrobatics check in order to avoid the penalty.

Spellbreaker

Source Pathfinder Unchained pg. 132
Related Feat Spellbreaker
When you hit a caster with an attack of opportunity it provoked by failing to cast defensively, you can spend 5 stamina points to daze the caster until the end of its next turn. If the caster succeeds at a Fortitude save with a DC equal to 10 + your base attack bonus, it is staggered instead.

Spiked Destroyer

Source Weapon Master's Handbook pg. 25
Related Feat Spiked Destroyer
You can spend 4 stamina points after succeeding at a bull rush or overrun combat maneuver check to use Spiked Destroyer against that target as a free action.

Spinning Throw

Source Pathfinder Unchained pg. 132
Related Feat Spinning Throw
If you succeed at the bull rush check, you can spend 2 stamina points to push the opponent 5 additional feet, or 4 stamina points to push the target 10 additional feet.

Spirited Charge

Source Pathfinder Unchained pg. 132
Related Feat Spirited Charge
When making a mounted charge, you can spend a number of stamina points up to your Strength bonus. If your charge attack hits, you deal an amount of extra damage equal to the number of stamina points you spent. This additional damage is doubled by this feat (or tripled if you’re using a lance).

Spit Venom

Source Pathfinder Unchained pg. 132
Related Feat Spit Venom
When you spit poison, you can spend up to 5 stamina points. For each stamina point spent, you can increase the range of the attack by 5 feet.

Sprightly Armor

Source Armor Master's Handbook pg. 21
Related Feat Sprightly Armor
You can spend 5 stamina points as an immediate action to gain a circumstance bonus on your Reflex saves equal to your armor’s enhancement bonus for 1 turn. (See page 17.)

Spring Attack

Source Pathfinder Unchained pg. 132
Related Feat Spring Attack
You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.

Squash Flat

Source Weapon Master's Handbook pg. 25
Related Feat Squash Flat
After succeeding at a bull rush combat maneuver check, you can spend 4 stamina points to attempt to trip the target with Squash Flat regardless of your bull rush combat maneuver check’s result.

Stabbing Shot

Source Pathfinder Unchained pg. 132
Related Feat Stabbing Shot
When using this feat, you can spend 2 stamina points to negate the –2 penalty on all attacks for 1 round.

Stage Combatant

Source Pathfinder Unchained pg. 132
Related Feat Stage Combatant
If you have at least 1 stamina point in your stamina pool, you gain a +2 bonus on attack rolls with a weapon with which you have Weapon Focus when you attempt to make an attack that deals no damage.

Staggering Critical

Source Pathfinder Unchained pg. 132
Related Feat Staggering Critical
When you score a critical hit and attempt to stagger an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Staggering Fist

Source Pathfinder Unchained pg. 132
Related Feat Staggering Fist
You can spend 5 stamina points to declare that you are using this feat after you’ve hit with an unarmed strike.

Stand Still

Source Pathfinder Unchained pg. 132
Related Feat Stand Still
When you succeed at a combat maneuver check to stop a creature’s movement with this feat, you can spend 5 stamina points. If you do, on that creature’s next turn, its movement speed is halved and it can’t take a 5-foot step.

Steady Engagement

Source Weapon Master's Handbook pg. 25
Related Feat Steady Engagement
You can spend up to 4 stamina points to gain a +1 bonus per stamina point spent on any combat maneuver check that you attempt as part of Steady Engagement.

Step Up

Source Pathfinder Unchained pg. 132
Related Feat Step Up
As long as you have at least 1 stamina point in your stamina pool, on the turn after you use this feat, you can still take a 5-foot step, and you don’t reduce your speed if you take an action to move due to this feat.

Step Up and Strike

Source Pathfinder Unchained pg. 132
Related Feat Step Up and Strike
You can spend 5 stamina points to make this feat’s attack without having that attack count as one of your attacks of opportunity for the round.

Strangler (UC)

Source Pathfinder Unchained pg. 133
Related Feat Strangler (UC)
As long as you have at least 1 stamina point in your stamina pool, you can automatically deal your sneak attack damage to a creature you are grappling when you successfully maintain the grapple, instead of taking a swift action to deal damage.

Strike Back

Source Pathfinder Unchained pg. 133
Related Feat Strike Back
When you ready an action to attack someone outside of your melee reach, you can spend 5 stamina points to take a 5-foot step, but you must move closer to the attacking creature. You can take this 5-foot step even if your readied action includes a 5-foot step.

Stunning Assault

Source Pathfinder Unchained pg. 133
Related Feat Stunning Assault
You can spend 2 stamina points to end the effects of this feat at the end of your turn instead of the start of your next turn.

Stunning Critical

Source Pathfinder Unchained pg. 133
Related Feat Stunning Critical
When you confirm a critical hit and attempt to stun an opponent with this feat, you can spend up to 5 stamina points to increase the DC of this feat’s saving throw by an amount equal to the number of stamina points you spent.

Stunning Fist

Source Pathfinder Unchained pg. 133
Related Feat Stunning Fist
You can spend 5 stamina points to declare that you are using Stunning Fist after you’ve hit with an unarmed strike.

Stunning Pin

Source Pathfinder Unchained pg. 133
Related Feat Stunning Pin
You can spend 5 stamina points to use Stunning Pin as a free action instead of a swift action.

Sun Striker

Source Weapon Master's Handbook pg. 25
Related Feat Sun Striker
Whenever you threaten a critical hit against an undead creature, you can spend up to 4 stamina points to gain a +1 bonus per stamina point spent to confirm the critical hit.

Sundering Strike

Source Pathfinder Unchained pg. 133
Related Feat Sundering Strike
When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to sunder the target’s weapon anyway. When you do, reroll the confirmation roll and use it to determine if the sunder attempt exceeds the opponent’s CMD. This reroll is used only for the sunder combat maneuver; it can’t cause the critical hit to be confirmed. You still can’t make the attempt if the target is immune to critical hits.

Surprise Follow-Through

Source Pathfinder Unchained pg. 133
Related Feat Surprise Follow-Through
When you hit a foe that has been denied its Dexterity bonus by this feat, you can spend 2 stamina points to deal an extra 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit.

Surprise Strike

Source Pathfinder Unchained pg. 133
Related Feat Surprise Strike
After you have used this feat once, you can spend 5 stamina points to use it additional times per day, at a cost of 5 stamina points per use.

Swap Places

Source Pathfinder Unchained pg. 133
Related Feat Swap Places
When using this feat, you can spend 2 stamina points. If you do, your movement during the swap doesn’t provoke attacks of opportunity.

Swift Aid

Source Pathfinder Unchained pg. 133
Related Feat Swift Aid
As long as you have at least 1 stamina point in your stamina pool, you can use this feat to aid another as a move action.

Sword and Pistol

Source Pathfinder Unchained pg. 133
Related Feat Sword and Pistol
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, as long as you have 1 stamina point in your stamina pool, you gain a +1 bonus on all attack rolls made with the crossbow or firearm.

Sympathetic Rage

Source Pathfinder Unchained pg. 133
Related Feat Sympathetic Rage
When an ally within 30 feet is raging, you can spend 5 stamina points to enter a sympathetic rage even if you aren’t adjacent to that ally. Until the rage ends, you only need to stay within 30 feet of a raging ally to maintain your sympathetic rage.

Tail Terror

Source Pathfinder Unchained pg. 133
Related Feat Tail Terror
At the start of your turn, you can spend 5 stamina points to treat your tail slap as a primary natural attack until the beginning of your next turn. The tail slap is treated as a primary attack even if used along with weapon attacks as part of a full attack.

Taldan Duelist

Source Weapon Master's Handbook pg. 25
Related Feat Taldan Duelist
When you make an attack with a falcata using two hands while wearing a buckler, you can spend 3 stamina points to ignore the –1 penalty on attack rolls for using your shield arm to wield a weapon while wearing a buckler and to retain the buckler’s shield bonus for 1 round.

Tandem Evasion

Source Armor Master's Handbook pg. 21
Related Feat Tandem Evasion
You can spend 5 stamina points to benefit from this feat even if there are no adjacent allies who also have this feat. However, if you fail your save, you are knocked prone. (Dragonslayer’s Handbook 21)

Tandem Trip

Source Pathfinder Unchained pg. 133
Related Feat Tandem Trip
When attempting to trip a target that is threatened by one of your allies, you can spend 2 stamina points to gain this feat’s benefit even if the threatening ally doesn’t have this feat.

Tangle Feet

Source Pathfinder Unchained pg. 133
Related Feat Tangle Feet
When you make an opponent lose its balance with this feat, you can spend 2 stamina points to increase the DC of its Acrobatics check to avoid falling prone to 20.

Target of Opportunity

Source Pathfinder Unchained pg. 133
Related Feat Target of Opportunity
You can spend 5 stamina points to make the attack granted by this feat as an attack of opportunity instead of an immediate action. You can use this combat trick only once per round.

Taskmaster

Source Pathfinder Unchained pg. 133
Related Feat Taskmaster
When using this feat, you can spend 5 stamina points to affect a creature with up to 5 more Hit Dice than you possess.

Team Up

Source Pathfinder Unchained pg. 133
Related Feat Team Up
When you and at least two of your allies are adjacent to an opponent, you can spend 2 stamina points to attempt to aid another as a swift action.

Teleport Tactician

Source Pathfinder Unchained pg. 133
Related Feat Teleport Tactician
When you hit a target with an attack of opportunity granted by this feat, you can spend 2 stamina points to daze the target for 1 round. The target can attempt a Fortitude save with a DC equal to 10 + your base attack bonus to negate this effect.

Terrorizing Display

Source Pathfinder Unchained pg. 133
Related Feat Terrorizing Display
When you use this feat, you can spend 5 stamina points to affect allies within 60 feet instead of 30 feet.

Thrilling Vengeance

Source Weapon Master's Handbook pg. 25
Related Feat Thrilling Vengeance
You can spend 3 stamina points to increase the bonus on performance combat checks that you gain from Thrilling Vengeance by 2.

Throw Anything

Source Pathfinder Unchained pg. 133
Related Feat Throw Anything
As long as you have at least 1 stamina point in your stamina pool, when you use a melee weapon that is not a thrown weapon for a ranged improvised weapon attack, you use the weapon’s melee critical threat range and multiplier instead of the normal 20/×2 for improvised weapons. You can spend 2 stamina points to increase your range increment for thrown weapon attacks (including ranged improvised weapons) by 10 feet until the beginning of your next turn.

Tiger Claws

Source Pathfinder Unchained pg. 133
Related Feat Tiger Claws
If your bull rush attempt from this feat succeeds, you can spend 2 stamina points to move with your opponent normally.

Tiger Pounce

Source Pathfinder Unchained pg. 133
Related Feat Tiger Pounce
When using Tiger Style, you can spend 2 stamina points and take a swift action to move closer to an enemy you’ve hit with an unarmed strike or made a successful combat maneuver against at any point during this combat, instead of one you hit on this or your last turn.

Tiger Style

Source Pathfinder Unchained pg. 133
Related Feat Tiger Style
When you score a critical hit with your slashing unarmed strike, you can spend 2 stamina points to make the bleed damage last until the target is healed either with a Heal check or magical healing (instead of lasting only 2 turns).

Tiring Critical

Source Pathfinder Unchained pg. 134
Related Feat Tiring Critical
When you threaten a critical hit against a fatigued foe, you can spend 5 stamina points before attempting the confirmation roll. If you confirm the critical hit, the foe becomes exhausted.

To the Last

Source Weapon Master's Handbook pg. 25
Related Feat To the Last
You can spend 1 stamina when disabled to take a standard action without losing a hit point.

Toppling Bash

Source Armor Master's Handbook pg. 21
Related Feat Toppling Bash
You can spend 5 stamina points to negate the penalty on your combat maneuver check to knock a creature prone. (See page 19.)

Torch Bearer

Source Weapon Master's Handbook pg. 25
Related Feat Torch Bearer
By spending 2 stamina points when you hit an opponent with a torch, you can increase the amount of fire damage dealt by the torch to 1d4.

Touch of Serenity

Source Pathfinder Unchained pg. 134
Related Feat Touch of Serenity
You can spend 5 stamina points to declare you are using this feat after you hit with an attack roll. The target can still attempt the saving throw to resist Touch of Serenity’s effects.

Trample

Source Pathfinder Unchained pg. 134
Related Feat Trample
When you attempt to overrun an opponent while mounted and you don’t succeed at the overrun combat maneuver check, you can spend 2 stamina points and continue to move as if the target of the overrun had moved out of the way.

Tree Hanger

Source Pathfinder Unchained pg. 134
Related Feat Tree Hanger
When you jump upward to use your tail to hang from an object, you can spend up to 5 stamina points. You gain a bonus on the Acrobatics check equal to the number of stamina points you spent.

Trick Riding

Source Pathfinder Unchained pg. 134
Related Feat Trick Riding
As long as you have 1 stamina point in your stamina pool, you gain the effects of this feat when wearing medium armor.

Tripping Staff

Source Pathfinder Unchained pg. 134
Related Feat Tripping Staff
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool.

Tripping Strike

Source Pathfinder Unchained pg. 134
Related Feat Tripping Strike
When you fail to confirm a critical hit with a melee attack, you can spend 2 stamina points to attempt to trip the target anyway. When you do, reroll the confirmation roll and use it to determine if the trip attempt exceeds the opponent’s CMD. This reroll is used only for the trip combat maneuver; it can’t cause the critical hit to be conf irmed. You still can’t make the attempt if the target is immune to critical hits.

Tripping Twirl

Source Pathfinder Unchained pg. 134
Related Feat Tripping Twirl
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benef its of this feat only as long as you have at least 1 stamina point in your stamina pool.

Twin Thunders

Source Pathfinder Unchained pg. 134
Related Feat Twin Thunders
You can spend 2 stamina points to gain the benef its of this feat against a creature at least one size category larger than you that does not have the giant subtype. You gain this benef it until the start of your next turn.

Twin Thunders Flurry

Source Pathfinder Unchained pg. 134
Related Feat Twin Thunders Flurry
You can spend 2 stamina points to attempt a trip combat maneuver against a Huge creature that does not have the giant subtype.

Twin Thunders Master

Source Pathfinder Unchained pg. 134
Related Feat Twin Thunders Master
When you use the Twin ThundersUC feat to deal extra damage to an opponent, you can spend 2 stamina points to make that opponent shaken for 1d4 rounds.

Twinned Feint

Source Pathfinder Unchained pg. 134
Related Feat Twinned Feint
After succeeding at the first feint while using this feat, you can spend 2 stamina points to attempt a second feint against any foe within your reach, even if it’s not adjacent to the first foe.

Two-Handed Thrower

Source Pathfinder Unchained pg. 134
Related Feat Two-Handed Thrower
When you throw a one-handed thrown weapon with two hands or throw a two-handed thrown weapon, you can spend 2 stamina points to add twice your Strength bonus to that attack’s damage instead of 1-1/2 times your Strength bonus.

Two-Weapon Defense

Source Pathfinder Unchained pg. 135
Related Feat Two-Weapon Defense
Once per round, you can spend 2 stamina points to double the bonuses granted by this feat until the start of your next turn.

Two-Weapon Feint

Source Pathfinder Unchained pg. 135
Related Feat Two-Weapon Feint
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefits of this feat only as long as you have at least 1 stamina point in your stamina pool. When using Two-Weapon Fighting to make a melee attack, you can spend 5 stamina points to forgo any one of your melee attacks (not just your first primary-hand attack) to attempt a Bluff check to feint an opponent. This feint attempt occurs before all of your attacks, even if you give up a later attack.

Two-Weapon Fighting

Source Pathfinder Unchained pg. 135
Related Feat Two-Weapon Fighting
You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can’t reduce the penalty below 0.

Two-Weapon Rend

Source Pathfinder Unchained pg. 135
Related Feat Two-Weapon Rend
You can spend 5 stamina points to use this feat’s benefit a second time in a single round.

Unblinking Flame Feint

Source Weapon Master's Handbook pg. 25
Related Feat Unblinking Flame Feint
You can spend 2 stamina points instead of 1 ki point when using Unblinking Flame Feint.

Unblinking Flame Fist

Source Weapon Master's Handbook pg. 25
Related Feat Unblinking Flame Fist
You can spend 2 stamina points instead of 1 ki point when using Unblinking Flame Fist.

Uncanny Defense

Source Pathfinder Unchained pg. 135
Related Feat Uncanny Defense
When fighting defensively or taking the total defense action, if you attempt a Reflex saving throw or are the target of a combat maneuver, you can spend a number of stamina points up to your Dexterity bonus to gain a bonus on the Reflex save or to your CMD equal to the number of stamina points you spent.

Under and Over

Source Pathfinder Unchained pg. 135
Related Feat Under and Over
When using this feat, you can spend a number of stamina points up to your Dexterity bonus to increase the bonus on the trip attempt by 2 for each stamina point spent.

Underfoot

Source Pathfinder Unchained pg. 135
Related Feat Underfoot
You can spend 2 stamina points to use the benefit of this feat against opponents of your size until the end of your turn.

Undersized Mount

Source Pathfinder Unchained pg. 135
Related Feat Undersized Mount
While you have at least 1 stamina point in your stamina pool, the DCs of your Ride checks to leap with a mount of your size, and to perform a fast mount or dismount with such a mount, decrease by 5.

Unfolding Wind Rush

Source Weapon Master's Handbook pg. 25
Related Feat Unfolding Wind Rush
You can spend 2 stamina points instead of 1 ki point when using Unfolding Wind Rush.

Unfolding Wind Strike

Source Weapon Master's Handbook pg. 25
Related Feat Unfolding Wind Strike
You can spend 2 stamina points instead of 1 ki point when using Unfolding Wind Strike.

Unseat

Source Pathfinder Unchained pg. 135
Related Feat Unseat
When you use this feat to successfully unseat a foe, you can spend 5 stamina points to make the rider fall prone in an unoccupied space of your choice adjacent to the mount instead of a space directly away from you.

Untwisting Iron Skin

Source Weapon Master's Handbook pg. 25
Related Feat Untwisting Iron Skin
You can spend 2 stamina points instead of 1 ki point when using Untwisting Iron Skin.

Untwisting Iron Strength

Source Weapon Master's Handbook pg. 25
Related Feat Untwisting Iron Strength
You can spend 2 stamina points instead of 1 ki point when using Untwisting Iron Strength.

Vast Hatred

Source Pathfinder Unchained pg. 135
Related Feat Vast Hatred
You can spend 5 stamina points to designate a creature type (and subtype, if appropriate) from the Ranger Favored Enemies table (Core Rulebook 64). Your attack bonus from the hatred racial trait also applies to creatures of the selected type (and subtype, if appropriate) until the start of your next turn.

Vicious Stomp

Source Pathfinder Unchained pg. 135
Related Feat Vicious Stomp
When an opponent provokes an unarmed strike attack of opportunity from you by falling prone, you can spend 2 stamina points to deal an additional 1d6 points of damage with that unarmed strike.

Vital Strike

Source Pathfinder Unchained pg. 135
Related Feat Vital Strike
After rolling the damage of a Vital Strike attack, you can spend 2 stamina points to reroll up to two of the weapon’s damage dice. (For weapons with more than one damage die, count all the weapon’s base damage dice together as one.) You must take the second result, even if it’s lower.

Wave Strike

Source Pathfinder Unchained pg. 135
Related Feat Wave Strike
You can spend 2 stamina points to use this feat on your second or subsequent turns in a combat. You can use this combat trick only once per combat, though you can use it in addition to using the feat on your first turn.

Weapon Finesse

Source Pathfinder Unchained pg. 135
Related Feat Weapon Finesse
You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.

Weapon Focus

Source Pathfinder Unchained pg. 135
Related Feat Weapon Focus
Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Weapon of the Chosen

Source Pathfinder Unchained pg. 135
Related Feat Weapon of the Chosen
When using this feat, you can spend 5 stamina points to designate a weapon other than your deity’s favored weapon. You gain this feat’s benefits with that weapon until the start of your next turn.

Weapon Specialization

Source Pathfinder Unchained pg. 135
Related Feat Weapon Specialization
Once per round, you can spend 2 stamina points to gain your Weapon Specialization bonus on damage rolls with a weapon with which you don’t have Weapon Specialization. This bonus lasts until the start of your next turn.

Whip Mastery

Source Pathfinder Unchained pg. 135
Related Feat Whip Mastery
When using a whip to deal nonlethal damage, as long as you have at least 1 stamina point in your stamina pool, the whip deals 1d8 points of nonlethal damage (1d6 for a Small whip). At the start of your turn, you can spend 2 stamina points to increase the damage die of the whip as if it were one size category larger for your next attack, regardless of whether you are dealing lethal or nonlethal damage. For nonlethal attacks, these two increases stack. This effect doesn’t stack with other effects that treat the weapon as a larger size category unless they increase the actual size.

Whirlwind Attack

Source Pathfinder Unchained pg. 135
Related Feat Whirlwind Attack
When using this feat, you can spend stamina points to still take bonus or extra attacks granted by other feats, spells, or abilities. You must spend 5 stamina points per extra attack you take in this way. This combat trick allows you to make extra attacks to which you have access—it doesn’t by itself grant extra attacks.

Wind Stance

Source Pathfinder Unchained pg. 135
Related Feat Wind Stance
When using this feat, you can spend 5 stamina points to gain 20% concealment for 1 round against all attacks (not just ranged attacks).

Winter's Strike

Source Pathfinder Unchained pg. 135
Related Feat Winter's Strike
When using this feat, you can spend up to 5 stamina points to increase the DC of the effect by an amount equal to the number of stamina points you spent.

Wounded Paw Gambit

Source Pathfinder Unchained pg. 135
Related Feat Wounded Paw Gambit
When you make a ranged attack granted by this feat, you can spend 5 stamina points to make that ranged attack as an attack of opportunity instead of as an immediate action. You can still use this feat to make an extra attack only once per round.