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PFS StandardMartial Artist

Source Player Core 2 pg. 206
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.

Regardless of your origins, your path is one of iron, transforming your body into a deadly weapon. The techniques available are many, but the results are all the same. Whether you attack with your fist, fang, or foot, your prowess is undeniable. Many martial artists seek to master a stance to put form to their flurry of attacks. Such techniques allow one to channel their strength. However, some prefer freedom in form and reject stances altogether. You may find your own style or master one of the forms used by legendary martial artists.

Additional Feats

Source Player Core pg. 215 2.0
Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. 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’s trait (such as the fighter trait) doesn’t have that class trait.

Click here for the full rules on Additional Feats.


PFS StandardMartial Artist Dedication Feat 2

Archetype Dedication 
Source Player Core 2 pg. 206
Archetype Martial Artist

You have trained to use your fists as deadly weapons and can deliver devastatingly powerful blows with them. 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.

PFS LimitedPowder Punch Stance Feat 2

This Feat may contain spoilers from the Outlaws of Alkenstar Adventure Path

Legacy Content

Uncommon Archetype Stance 
Source Pathfinder #178: Punks in a Powderkeg pg. 79
Archetype Martial Artist
Prerequisites Martial Artist Dedication
Access You're from Alkenstar or the Mana Wastes.

You infuse your handwraps with black powder. On your first melee Strike each round with an unarmed attack, knuckle duster, or black powder knuckle duster, you deal an additional 1 fire damage. If you critically succeed at an attempt to Shove while in this stance, the target is pushed back an additional 5 feet.
Black Powder FeatsSource Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.

Related Feats: Black Powder Flash, Inured to Alchemy, Pain Tolerance, Thunder Clap

PFS StandardCrane Stance [one-action] Feat 4*

Monk Stance 
Source Player Core 2 pg. 118
Archetypes Martial Artist, Martial Artist, Wild Mimic
Requirements You are unarmored.
* 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.

Your arms flutter like a crane's wings. 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 [one-action] Feat 4*

Monk Stance 
Source Player Core 2 pg. 118
Archetypes Martial Artist, Martial Artist
Requirements You are unarmored.
* 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.

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 StandardMountain Stance [one-action] Feat 4*

Monk 
Source Player Core 2 pg. 118
Archetypes Martial Artist, Martial Artist
Requirements You are unarmored and touching the ground.
* 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.

You enter the stance of an implacable mountain—a technique created by dwarven monks—allowing you to strike with the weight of an avalanche and block blows with your garments. 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 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. 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. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mystic armor, and bands of force.

PFS StandardStumbling Stance [one-action] Feat 4*

Monk Stance 
Source Player Core 2 pg. 119
Archetypes Martial Artist, Martial Artist
Prerequisites trained in Deception
* 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.

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 off-guard against the next stumbling swing Strike you make against it before the end of your next turn.

PFS StandardTiger Stance [one-action] Feat 4*

Monk Stance 
Source Player Core 2 pg. 119
Archetypes Martial Artist, Martial Artist, Wild Mimic
Requirements You are unarmored.
* 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.

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 [one-action] Feat 4*

Monk Stance 
Source Player Core 2 pg. 119
Archetypes Martial Artist, Martial Artist, Wild Mimic
Requirements You are unarmored.
* 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.

You enter the stance of a wolf, low to the ground with your hands held like fangs. 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 StandardFollow-up Strike [one-action] Feat 6

Archetype Flourish 
Source Player Core 2 pg. 206
Archetype Martial Artist
Prerequisites Martial Artist Dedication
Requirements Your last action was a missed Strike with a melee unarmed attack.

You have trained rigorously 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 the missed Strike, if any.

PFS LimitedThunder Clap [two-actions] Feat 6

Legacy Content

Archetype Sonic 
Source Pathfinder #178: Punks in a Powderkeg pg. 79
Archetype Martial Artist
Prerequisites Powder Punch Stance
Requirements You're in Powder Punch Stance.

You slam your hands together to unleash a deafening blast. Creatures in a 15-foot cone take 3d6 sonic damage, with a basic Fortitude save against your class DC. Creatures that critically fail their save are also deafened for 1 minute. You can't use this ability again for 1d4 rounds as your hands recover from the thunderous vibrations.

At 8th level, and every 2 levels thereafter, the damage from Thunder Clap increases by 1d6.
Black Powder FeatsSource Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.

Related Feats: Black Powder Flash, Inured to Alchemy, Pain Tolerance, Powder Punch Stance

PFS StandardCrane Flutter [reaction] Feat 8*

Monk 
Source Player Core 2 pg. 121
Archetypes Martial Artist, Martial Artist, Wild Mimic
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
* 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.

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 and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a –2 penalty.

PFS StandardDragon Roar [one-action] Feat 8*

Auditory Emotion Fear Mental Monk 
Source Player Core 2 pg. 121
Archetypes Martial Artist, Martial Artist
Prerequisites Dragon Stance
Requirements You are in Dragon Stance.
* 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.

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 are then temporarily immune for 1 minute.

PFS StandardGrievous Blow [two-actions] Feat 8

Archetype Flourish 
Source Player Core 2 pg. 206
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. If this Strike hits, it deals two additional weapon damage dice and ignores an amount of resistance to physical damage (or to a specific physical damage type) equal to your level. This Strike counts as two attacks when calculating your multiple attack penalty.

If you are at least 18th level, increase the additional damage to three weapon damage dice.

PFS StandardMountain Stronghold [one-action] Feat 8*

Monk 
Source Player Core 2 pg. 122
Archetypes Martial Artist, Martial Artist
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
* 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.

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 StandardTiger Slash [two-actions] Feat 8*

Monk 
Source Player Core 2 pg. 123
Archetypes Martial Artist, Martial Artist, Wild Mimic
Prerequisites Tiger Stance
Requirements You are in Tiger Stance.
* 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.

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-actions] Feat 8*

Monk 
Source Player Core 2 pg. 123
Archetypes Martial Artist, Martial Artist, Wild Mimic
Prerequisites Wolf Stance
Requirements You are in Wolf Stance.
* 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.

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 LimitedBlack Powder Flash [two-actions] Feat 10

Legacy Content

Archetype Visual 
Source Pathfinder #178: Punks in a Powderkeg pg. 79
Archetype Martial Artist
Prerequisites Powder Punch Stance
Requirements You're in Powder Punch Stance.

You ignite a pinch of black powder in a foe's face. Choose an adjacent creature. It must attempt a Fortitude save against your class DC.

Critical Success The creature is unaffected.
Success The creature is dazzled for 1 round.
Failure The creature is blinded for 1 round and dazzled for 1 minute. The creature can rub its eyes as an Interact action to end this blinded condition.
Critical Failure The creature is blinded for 1 round and dazzled for 1 hour.
Black Powder FeatsSource Pathfinder #178: Punks in a Powderkeg pg. 55
If the characters agree to Nixbrix's challenge to defeat Bitey or otherwise impress the gang leader, he offers to teach them a few tricks. The characters gain access to the feats in the Black-Powder Berserkers section on page 79, even if they aren't from Alkenstar or the Mana Wastes, though they still must meet the feats' other prerequisites to take them.

Related Feats: Inured to Alchemy, Pain Tolerance, Powder Punch Stance, Thunder Clap

PFS StandardPath of Iron [three-actions] Feat 14

Archetype Flourish 
Source Player Core 2 pg. 206
Archetype Martial Artist
Frequency once per minute
Prerequisites Martial Artist Dedication

With a burst of effort and speed, you weave a nimble path through your many enemies, striking each in turn as you move past them. You Stride; this movement doesn’t trigger reactions. You can attempt a melee 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.

PFS StandardMountain Quake [one-action] Feat 16*

Monk 
Source Player Core 2 pg. 126
Archetypes Martial Artist, Martial Artist
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance.
* 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.

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), with a basic Fortitude save against your class DC. 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.