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PFS StandardMartial Artist

Source Advanced Player's Guide pg. 182
You have trained in the martial arts, making your unarmed strikes lethal. You seek neither mysticism nor enlightenment, and you don't view this training as some greater path to wisdom. Yours is the way of the fist striking flesh, the hand turning aside the blade, and the devastating kick taking your enemy down. Your training is focused and practical, and since you have turned every part of your body into a weapon, you never find yourself without one. While you might have learned your techniques in a dojo or school focused on training the body, you might just as easily have learned them in street brawls and bar fights, combining instincts with intense athleticism for a deadly combination.

PFS StandardMartial Artist Dedication Feat 2

ArchetypeDedication
Source Advanced Player's Guide pg. 182
Archetype Martial Artist

You have trained to use your fists as deadly weapons. The damage die for your fist unarmed attacks becomes 1d6 instead of 1d4. You don't take the –2 circumstance penalty for making a lethal attack with your nonlethal unarmed attacks. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency rank in all unarmed attacks.

Special You can't select another dedication feat until you have gained two other feats from the martial artist archetype.

PFS StandardFollow-Up Strike Single ActionFeat 6

ArchetypeFlourish
Source Advanced Player's Guide pg. 182
Archetype Martial Artist
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.

You have trained to use all parts of your body as a weapon, and when you miss with an attack, you can usually continue the attack with a different body part and still deal damage. Make another Strike with a melee unarmed attack, using the same multiple attack penalty as for the missed Strike, if any.

PFS StandardGrievous Blow Two ActionsFeat 8

ArchetypeFlourish
Source Advanced Player's Guide pg. 182
Archetype Martial Artist
Prerequisites Martial Artist Dedication

You know how to deliver focused, powerful blows that bypass your enemies' resistances. Make an unarmed melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal two extra weapon damage dice. If you are at least 18th level, increase this to three extra weapon damage dice.

This attack also ignores an amount of resistance to physical damage, or to a specific physical damage type, equal to your level.

PFS StandardPath of Iron Three ActionsFeat 14

ArchetypeFlourish
Source Advanced Player's Guide pg. 182
Archetype Martial Artist
Frequency once per minute
Prerequisites Martial Artist Dedication

With a burst of effort, you weave a path through your enemies, striking each in turn as you move past them. You Stride; this movement doesn't trigger reactions. You can Strike up to three times at any point during your movement, each against a different enemy. Each attack counts toward your multiple attack penalty, but your multiple attack penalty doesn't increase until you have made all your attacks.

Additional Feats

Source Advanced Player's Guide pg. 149
Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardBrawling Focus Feat 4*

Monk
* This version of the Brawling Focus feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 160 1.1

You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.

PFS StandardCrane Stance Single ActionFeat 4*

MonkStance
* This version of the Crane Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 158 1.1
Requirements You are unarmored.

You enter the stance of a crane, holding your arms in an imitation of a crane’s wings and using flowing, defensive motions. You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.

While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.

PFS StandardDragon Stance Single ActionFeat 4*

MonkStance
* This version of the Dragon Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 158 1.1
Requirements You are unarmored.

You enter the stance of a dragon and make powerful leg strikes like a lashing dragon’s tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.

While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.

PFS StandardGorilla Stance Single ActionFeat 4*

MonkStance
* This version of the Gorilla Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 128

You lower yourself to the ground and take an imposing, knuckle-walking stance. While in this stance, the only Strikes you can make are gorilla slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits. While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.

PFS StandardMountain Stance Single ActionFeat 4*

MonkStance
* This version of the Mountain Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 159 1.1
Requirements You are unarmored and touching the ground.

You enter the stance of an implacable mountain—a technique first discovered by dwarven monks—allowing you to strike with the weight of an avalanche. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.

While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet.

PFS StandardStumbling Stance Single ActionFeat 4*

MonkStance
* This version of the Stumbling Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 128
Prerequisites trained in Deception

You enter a seemingly unfocused stance that mimics the movements of the inebriated—bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes flat-footed against the next stumbling swing Strike you make against it before the end of your next turn.

PFS StandardTiger Stance Single ActionFeat 4*

MonkStance
* This version of the Tiger Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 159 1.1
Requirements You are unarmored.

You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.

As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.

PFS StandardWolf Stance Single ActionFeat 4*

MonkStance
* This version of the Wolf Stance feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 159 1.1
Requirements You are unarmored.

You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.

If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.

PFS StandardCrane Flutter ReactionFeat 8*

Monk
* This version of the Crane Flutter feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 161 1.1
Prerequisites Crane Stance
Requirements You are in Crane Stance
Trigger You are targeted with a melee attack by an attacker you can see.

You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you, you can immediately make a crane wing Strike against the attacker at a –2 penalty, even if the attacker isn’t within your reach.

PFS StandardDragon Roar Single ActionFeat 8*

AuditoryEmotionFearMentalMonk
* This version of the Dragon Roar feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 161 1.1
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.

You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a Will save against your Intimidation DC or be frightened 1 (frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can’t reduce its frightened value below 1 on that turn. Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.

After you use Dragon Roar, you can’t use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area of your roar are then temporarily immune for 1 minute.

PFS StandardGorilla Pound Single ActionFeat 8*

EmotionFlourishMentalMonk
* This version of the Gorilla Pound feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 129
Prerequisites expert in Intimidation, Gorilla Stance
Requirements You are in Gorilla Stance.

You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.

PFS StandardMountain Stronghold Single ActionFeat 8*

Monk
* This version of the Mountain Stronghold feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 161 1.1
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.

You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.

Special If you have this feat, the Dexterity modifier cap to your AC while you’re in Mountain Stance increases from +0 to +1.

PFS StandardStumbling Feint Feat 8*

Monk
* This version of the Stumbling Feint feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Advanced Player's Guide pg. 129
Prerequisites expert in Deception, Stumbling Stance
Requirements You are in Stumbling Stance.

You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe. When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike. On a success, instead of making the target flat-footed against your next attack, they become flat-footed against both attacks from the Flurry of Blows.

PFS StandardTiger Slash Two ActionsFeat 8*

Monk
* This version of the Tiger Slash feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 161 1.1
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.

You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you’re 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them. If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.

PFS StandardWolf Drag Two ActionsFeat 8*

Monk
* This version of the Wolf Drag feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 162 1.1
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.

You rip your enemy off their feet. Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target prone.

PFS StandardMountain Quake Single ActionFeat 16*

Monk
* This version of the Mountain Quake feat is intended for use with an Archetype and has a different level for access than the original feat.
Source Core Rulebook pg. 164 1.1
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.

You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), which they can resist with a basic Fortitude save. On a failure, they also fall prone. After you use this action, you can’t use it again for 1d4 rounds.

Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.