For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.
As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style.
The following feats are listed as Style feats for the sake of organisation, but only the feats that actually have “Style” in the name are actually categorized as Style feats, but all the feats here are categorized as Combat feats.
|Blitz Ace Style||Dex 13, proficiency with blitzballs or spiked blitzballs, base attack bonus +1 or acrobatics 1 rank||While in this style (which takes a swift action), you may throw blitzballs or spiked blitzballs up to two range increments, both above and below the water, without penalty (though it is still counted as a range increment when making attacks from the third range increment onwards). For every feat you possess that has Blitz Ace Style as a prerequisite, you may throw blitzballs or spiked blitzballs an additional range increment without penalty, to a maximum of four range increments.|
|└- Blitz Bizarre||Dex 13, proficiency with blitzballs or spiked blitzballs, base attack bonus +3 or Acrobatics 3 ranks, Blitz Ace Style||While using Blitz Ace Style, you may, as a move action, attempt to Feint against all targets in any range increment you are not taking penalties with your blitzball or spiked blitzball, making a single check against all targets. You only gain the benefit of feinting until your first successful attack, rather than your first attack at all, though targets you have successfully feinted cannot take readied or immediate actions or otherwise use abilities to catch or divert your blitzballs or spiked blitzballs for the entire round, not just until your first successful hit. You may use Acrobatics in place of Bluff for this feint attempt, though any bonuses you have to feint apply to this Acrobatics check.|
|└- Blitz Continuous||Dex 13, proficiency with blitzballs or spiked blitzballs, Blitz Ace Style, Blitz Bizarre, base attack bonus +6 or higher or Acrobatics 6 ranks||While using Blitz Ace Style, for every attack during a full attack with a blitzball or spiked blitzball you make due to your base attack bonus, (but not due to haste, two-weapon fighting, etc) you may make an additional attack with a blitzball or spiked blitzball at the same base attack bonus with a -5 penalty. Additional attacks made this way only add half your Strength modifier to the damage roll, as if you were making off-hand attacks.|
|Operator Style||Base Attack Bonus of +1, Weapon Focus with a single one-handed or two handed weapon.||When assuming this style (which is a swift action), you must be wielding a one-handed or two handed melee weapon that weighs 5 pounds or more and must be the selected weapon of Weapon Focus. Every time you miss a melee attack roll, you get a +1 Competence bonus to your next attack roll until the end of your next turn (this stacks up to a maximum of +5). In addition, you can add the Base weight of your weapon as a circumstance bonus to your CMD (up to your character level) against Bull rush, Trip, and Overrun maneuvers. You cannot gain these benefits with two weapon fighting|
|└- Assault Twister||Dex 13+, Operator Style, 3 ranks in Acrobatics.||When in Operator Style, whenever you successfully hit a creature with a melee weapon attack, you can immediately make an Acrobatics check to Tumble through an adjacent square the creature threatens (up to 10 feet) as a free action that can occur outside of your turn. You can add half your weapon's weight (up to your base attack bonus) as a circumstance bonus to the check. You can perform this feat once per round.|
|└- Improved Assault Twister||Dex 15+, Operator Style, Assault Twister, 5 ranks in Acrobatics.||Should you successfully Tumble through a square in a creature's threatened area, you can use your Acrobatics check, in place of a Bluff check, to perform a feint attempt against that opponent at the end of the movement, as a free action.|
|└- Weighted Strike||Operator Style, Str 13, Power Attack, Base Attack Bonus +3.||When in Operator Style, you can make a Weighted Strike as an Attack action or as part of a charge. When doing so, you can add half of the base weight of your weapon as a circumstance bonus (maximum of +10) to your damage rolls but suffer a penalty to the attack roll equal to the bonus gained. Whether the attack misses or not, you suffer a -2 penalty to AC until the start of your next turn.|
|└- Improved Weighted Strike||Str 15, Operator Style, Weighted Strike, Base Attack Bonus +5.||All adjacent creatures must make a Reflex save (DC 10 + half your character level + your Strength modifier) or be knocked prone. If you hit the target of your Weighted Strike, they must make a Fortitude save in addition to a Reflex save. If the target fails one of the saves, they are knocked prone. If the target fails both saves, they suffer the effects of the Awesome Blow combat maneuver and are knocked prone. A successful save against both negates the Awesome Blow and prone effects. Creatures that are one size size category larger than you gain a +2 bonus to the saves of either effect while creatures that are two sizes larger are immune. Creatures that are one size smaller than you receive a -2 penalty to the save of either effect, while creatures two sizes smaller receive a -4 penalty to either effect.|
|PSICOM Style||Proficiency with a Form Switch gun arm, base attack bonus +3 or Gunner or Gunbreaker level 1st||While in this style (which requires a swift action), you may change your gun arm’s form as a move action or once as a free action during a full attack. If you switch from melee to gun form, the first ranged attack you make with it after switching with the gun arm does not provoke attacks of opportunity, but if you switch from gun to melee form, the first melee attack you make with it after switching is made against the target’s flat-footed AC. (The target is not actually considered flat-footed, but Uncanny Dodge will still be effective.)|
|└- PSICOM Flow||PSICOM Style, PSICOM Switch, Two-Weapon Fighting, proficiency with a Form Switch gun arm, base attack bonus +8 or Gunner or Gunbreaker level 5th||While in PSICOM Style, you may switch between melee and ranged modes as a free action, effectively allowing each attack during a full attack to be either a ranged or melee attack, potentially gaining the benefits of PSICOM Style on every attack and enabling you to make as many additional “off-hand” attacks as you have the feats for when using it as a double weapon, though you must switch forms for “each” off-hand attack.|
|└- PSICOM Switch||PSICOM Style, Two-Weapon Fighting, proficiency with a Form Switch gun arm, base attack bonus +5 or Gunner or Gunbreaker level 3rd||While in PSICOM Style, you may use Form Switch gun arms quickly enough you can use them in a similar way to double weapons, treating the “other” form as the off-hand weapon, (if you start the full attack in ranged mode, you must switch to melee mode to gain your extra attack) allowing you to make an additional off-hand attack each round. However, you only gain a single extra attack, regardless of any two-weapon fighting feats you may have. Any abilities you possess that specifically affect double weapons do not apply to form switch gun arms. Additionally, you may switch between forms as a swift action, rather than a move action, though you may still only switch once during a full attack.|
|Shinsect Riot Style||Int 13, Combat Reflexes.||You can assume the Shinsect Riot Style as a swift action and you add your Intelligence modifier as a competence bonus to your CMB when making grapple, trip, feint and reposition attempts if you have a club, baton, or tonfa in one hand. In addition, when you are flanking a creature with an ally, you can sacrifice your flanking bonus to reroll a grapple, trip, feint or reposition combat maneuver check once per round. You must take the new roll regardless of the result. You regain your flanking bonus at the start of your next turn.|
|└- Riot Battery||Shinsect Riot Style, Weapon Focus (Club, Tonfa, or Baton).||While in Shinsect Riot Style and wielding a club, baton, or tonfa, you are treated as if you have the Bludgeoner feat when you choose to deal non-lethal damage to an opponent. In addition, you can perform a Forceful Strike as a standard action. Make a melee attack at your highest base attack bonus. Should you hit, that struck creature must make a Fortitude save (DC 10 + half your character level + your Intelligence modifier). On a failure, the opponent becomes staggered for 1 round. You can perform Forceful Strike a number of times per day equal to your Intelligence modifier and only with a club, baton, or tonfa.|
|└- Improved Riot Battery||Shinsect Riot Style, Riot Battery, Base Attack Bonus +5.||When you use Forceful Strike and deal non-lethal damage to your opponent, you can increase the DC by 1 for every 5 points of non-lethal damage dealt. In addition, should the opponent fail the DC of their save by 5 or more, they are stunned instead of staggered.|
|└- Riot Suppressive Fire||Shinsect Riot Style, Point-Blank Shot, proficiency with small firearms, 3 ranks in Intimidate or 3 ranks in Bluff.||When in Shinsect Riot Style and wielding a small firearm, you gain the benefits of the Ranged Feint feat. However, instead of feinting, you can also choose to demoralize a target creature as long as you are within the first range increment of your firearm. You can add your Intelligence modifier as a competence bonus to the feint or demoralize check.|
|└- Riot Dread and Dispersal||Shinsect Riot Style, Riot Suppressive Fire, 5 ranks in Intimidate or 5 ranks in Bluff.||When you succeed on the feint or demoralize attempt provided by the Riot Suppressive Fire feat by 5 or more, the condition of their foe worsens. If you pass the DC to feint your opponent by 5 or more, they suffer an additional penalty to AC equal to your Intelligence modifier for the duration of the feint. If you pass the DC to demoralize an opponent by 5 or more, any movement (except a 5-ft.-step and the movement used in a Withdraw action) in the first range increment of your firearm provokes an attack of opportunity from that opponent so long as they have the shaken condition|
|└- Riot Takedown||Shinsect Riot Style, Str 15 or Dex 15, Base Attack Bonus +3.||While in Shinsect Riot Style, you can perform a Takedown. Make either a grapple, trip or reposition combat maneuver as a full round action. Should you succeed at any of those maneuvers, you can immediately make a pin attempt as part of the maneuver (which is another grapple check). If you have a club, baton, tonfa and one free hand, you do not suffer the penalty of not having two hands free to grapple a creature.|
|└- Riot Brutality||Shinsect Riot Style, Riot Takedown, Improved Grapple.||When you succeed at grappling or pinning a creature with Riot Takedown, you can spend an attack of opportunity in order to slam them into the ground or into an adjacent, unattended surface or object (such as a wall, a crate, a door, etc.). If you hit, the slam deals 1d6 + your base attack bonus as bludgeoning damage to both the creature and the object or surface. If you choose to do non-lethal damage, the slam is increased to 2d6 + your base attack bonus as bludgeoning damage. You can perform this slam as an attack of opportunity at the end of your turn so long as you maintain the grappled or pinned condition against your opponent.|
|└- Riot Elite||Shinsect Riot Style, Riot Takedown, Riot Battery or Riot Suppressive Fire, and Throw Anything.||While in Shinsect Riot Style, you increase the range increment of the following thrown weapons by 10 feet: grenades (of all kinds) and alchemical splash weapons (such as alchemist fire, a flask of acid, flares, bombs, etc.). In addition, while in this style, you are treated as having the Splash Weapon Mastery feat.|
|└- Riot Expert||Shinsect Riot Style, Riot Elite, and a Base Attack Bonus +11.||While in Shinsect Riot Style, you gain an insight bonus equal to your Intelligence modifier to AC when you are surrounded by more than two creatures. You increase the DC to Reflex saves for splash weapons you wield by an amount equal to half your Intelligence modifier. You deal an extra 2d6 points of damage on a critical hit with a club, baton, tonfa or small firearm (this counts as precision damage). In addition, you cannot be staggered or stunned by non-magical sources (such as Stunning Fist) while wearing medium or heavy armor.|
|Shapeshifter Style||Beast Shape class feature||You reshape your body, gaining one of the following benefits. You choose the benefit when you enter the style, and while in the style you can change the benefit as a swift action.
• Brutal Attack: Choose one of your natural attacks. You gain a +1 bonus on damage rolls with that attack when using this style, plus an additional +1 for every feat you have that lists Shapeshifter Style as a prerequisite (maximum +3).
• Steady Grip: You gain a climb speed of 10 feet.
• Tensed Sinews: You gain a +1 bonus on Reflex saving throws and a +5 enhancement bonus to your base speed.
• Toughened Hide: You gain a +1 enhancement bonus to your existing natural armor bonus.
|└- Shapeshifter Savage||Shapeshifter Style, Shapeshifter Twist, Beast Shape class feature||While you are using Shapeshifter Style, if you use your beast shape ability as a standard action, you can also make a single melee attack with one of your natural weapons at your highest base attack bonus against one foe within your reach.|
|└- Shapeshifter Twist||Shapeshifter Style, Beast Shape class feature||While you are using Shapeshifter Style, you gain a +2 bonus to your CMD versus bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers. If you begin your turn with the grappled condition, you can attempt a combat maneuver check or an Escape Artist check as a move action to attempt to break the grapple.|
|Turkish Tactician Style||5 ranks in Sense Motive, Wis 15.||When entering this style as a swift action, you can perform an Assessment. As a standard action, you can perform a Sense Motive check against a creature within 30 feet (DC 10 + their Hit Dice + their Wisdom modifier). On a successful Sense Motive check, you gain the following: The creature's preferred method of Attack (such as using natural weapons, manufactured weapons, unarmed strikes, supernatural abilities, spells or spell-like abilities) and a +2 insight bonus to either AC, Reflex Saves, or to Wisdom or Intelligence checks against the creature (your choice). You retain these benefits for a number of rounds equal to your Wisdom modifier, at which point, you may make a swift action to perform a new Assessment.|
|└- Turkish Knack||Turkish Tactician Style, 7 ranks in Sense Motive, 3 ranks in Spellcraft or 3 ranks in Use Magic Device.||While in Turkish Tactician Style and in melee range of a spell caster, you are treated as if you have the Disruptive feat. If you perform a successful Assessment against a creature that can cast spells, you can apply your insight bonus to all saves against that creature's spells and spell-like abilities. In addition, you gain a +4 bonus on Disable Device or Disarm attempts against small magic items (such as wands and materia) and Use Magic Device checks for small magic items and materia.|
|└- Turkish Teamwork||Turkish Tactician Style, 7 ranks in Sense Motive and 3 ranks in Bluff.||While in Turkish Tactician Style and you have performed an Assessment, You can perform a Bluff check to convey a message to an ally within 30 feet that can see or hear you (this is a free action that can be performed once per round). The message must be no more than 10 words long and must be spoken in a language you and your ally understand or a signal you both know (such as a hand sign or a whistle). This message must reveal or hint at the details of your Assessment and you can add your Wisdom modifier as a competence bonus to the Bluff check. On a successful Bluff check, your ally receives the benefits of Assessment as if they used it themselves but can apply the insight bonus to attack rolls against the creature you assessed. This benefit lasts for a number of rounds equal to your Wisdom modifier and you can only have one creature Assessed at a time. If you Assess another creature before the previous assessment ends, the previous Assessment expires and the new one begins.|
|└- Turkish Two-Step||Turkish Tactician Style, Turkish Teamwork or Turkish Knack, 11 ranks in Sense Motive and a Base Attack Bonus +7.||When in Turkish Tactician Style and as long as you are benefiting from Assessment, you can perform one of the following:
• If your ally is benefiting from Turkish Teamwork, the first time each round you hit with a melee or ranged attack, Your ally can spend an attack of opportunity to attack the same creature so long as they are within range (within the first range increment for ranged attacks).
• If you have forced an enemy to fail a concentration check to cast a spell (such as with damage or by using Turkish Knack), you can spend an immediate action to cast a single spell you know that has an action cost no higher than a standard action that you know, use a magic device, spell trigger, or spell completion item without provoking an attack of opportunity.
• If you are flanking an opponent with an ally benefiting from Turkish Teamwork, you can sacrifice your Flanking bonus to make a single combat maneuver check without provoking an attack of opportunity. Should you succeed, your ally can spend an attack of opportunity to attack the targeted creature: dealing an additional 1d6 precision on a successful hit.