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Stamina and Combat Tricks Stamina and Combat Tricks

 While magic deals with complex formulae, precise manipulation of components, and intense concentration, martial acumen often relies on seizing opportunities and pushing the body and the will to carve a path to victory on the battlefield. Those who make their way in the world by skill at arms know that the determination to test the limits of endurance often separates the living from the dead and the vanquished from the victorious.
 Stamina and combat tricks can help characters better reflect this opportunistic flexibility and the give-and-take of the battlefield. This system allows a character to draw upon an internal reservoir of will and gumption to overturn the assumed limitations of combat, at least for short bursts. With luck and proper timing, a martial character using this system can snatch victory from the jaws of defeat or put a despicable villain to a stunning end.
 There are several ways you can implement this system in your game.
 Feat Access:The easiest way to introduce stamina and combat tricks into your game is to grant access to the Combat Stamina feat, detailed below. This allows those taking the feat to opt into the system, gain a stamina pool, and use stamina to increase the utility of combat feats and class features they already have or will gain in the future. In general, the Combat Stamina feat is quite strong for martial characters with a variety of combat feats.
 Free for Fighters:If your goal is to provide an additional edge to the fighter class, you can allow fighters to gain the Combat Stamina feat as an additional bonus feat at 1st level.
 Fighter Bonus Feats Only:If you want to significantly strengthen fighters compared to all other classes and keep this system as a special fighter-only perk, you can restrict the Combat Stamina feat to fighters and limit the feats a character can use with his stamina pool to those gained with the fighter's bonus feats. A multiclass fighter can't use stamina with bonus feats he gained from any other class, even if that class can take fighter-only feats as bonus feats (like the warpriest and the swashbuckler). In this version, if a character really wants the stamina ability of a few key feats, he will need to diversify his martial training by taking a level in fighter.
 Free for Everyone:If your goal is to immediately boost all martial characters and the whole group is ready to handle the stamina and combat tricks system, you can grant Combat Stamina as an additional bonus feat for all martial characters, or even for all characters.

Stamina Pool Stamina Pool

 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.
 Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool.
 Temporary increases to your Constitution score, such as those granted by the core barbarian's rage class feature or bear's endurance, do not increase the number of stamina points in your pool or your pool's maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.
 You regain stamina points by resting for short periods of time. You don't have to sleep while resting in this way, but you can't exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

新しい特技 New Feats

 The following feats are used with the stamina and combat tricks system. The basic feat is Combat Stamina, which grants you a stamina pool and allows you to use the most basic combat trick for this system. The other feats give you options for expanding your stamina pool.

《Combat Stamina》(戦闘) Combat Stamina (Combat)

 You stop at nothing to drive your attack home.
 前提条件:Base attack bonus +1.
 利益:You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
 特殊:Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

《Extra Stamina》(戦闘) Extra Stamina (Combat)

 You can push yourself to higher limits.
 前提条件:Combat Stamina, base attack bonus +5.
 利益:Your stamina pool increases by 3 points.
 特殊:You can select this feat up to three times. Each time you do, your stamina pool grows by 3 points.

《Push the Limits》(戦闘) Push the Limits (Combat)

 Even when suffering from fatigue, you can fight through and overcome incredible opposition.
 前提条件:Con 13, Combat Stamina, base attack bonus +1.
 利益:You gain a secondary stamina pool with a number of stamina points equal to your Constitution modifier. You can spend these secondary stamina points only when you have 0 stamina points in your primary stamina pool or when you are fatigued, even though you normally can't spend stamina points while fatigued. You can spend these secondary stamina points as normal, but if the secondary pool drops to 0 points, you become exhausted until you have at least 1 stamina point in your primary pool. Even if you have points in your secondary pool, you are still fatigued as long as you have 0 points in your primary pool. Your secondary pool refreshes only after a full night's rest.

Combat Tricks Combat Tricks

 Nearly every combat feat has a combat trick associated with it. Some very basic feats, such as weapon and proficiency feats, do not; nor do feats that expand upon the stamina and combat tricks system. The following combat tricks are for the combat feats found in the Pathfinder RPG Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, Advanced Race Guide, and Advanced Class Guide.
 《毒蛇の打撃》(戦闘)/Adder Strike:You can spend 2 stamina points to apply poison to a manufactured weapon as a swift action.
 《軽妙なる戦術》(戦闘)/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.
 《素人ガンスリンガー》(戦闘)/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 Grit feat (even though that feat is not a combat feat).
 《素人スワッシュバックラー》(戦闘)/Amateur Swashbuckler:Choose a second 1st-level swashbuckler deed. You can spend panache 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 Panache feat (even though that feat is not a combat feat).
 《回避予測》(戦闘)/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).
 《弧をなす投石者》(戦闘)/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.
 《秘術使いの鎧体得》(戦闘)/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.
 《秘術使いの鎧訓練》(戦闘)/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.
 《秘術の打撃》(戦闘)/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.
 《酒場のブローラー》(戦闘)/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.
 《とどめの盾攻撃》(戦闘)/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.
 《鬨の声》(戦闘)/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.
 《混乱化打撃》(戦闘)/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.
 《絡み投げ》(戦闘)/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.
 《赤々たるオーラ》(戦闘)/Blazing Aura: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.
 《出血化クリティカル》(戦闘、クリティカル)/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.
 《無視界戦闘》(戦闘)/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.
 《盲目化クリティカル》(戦闘、クリティカル)/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.
 《赤熱のフェイント》(戦闘)/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.
 《血のくちばし》(戦闘)/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.
 《血の秘術打撃》(戦闘)/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.
 《鮮血の強襲》(戦闘)/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.
 《ぶん殴り屋》(戦闘)/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.
 《まぬけ防御》(戦闘)/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.
 《猪の蛮行》(戦闘)/Boar Ferocity:If your foe is demoralized before you tear its flesh with Boar Style, you can spend 5 stamina points to sicken it for 1 round.
 《猪の細断》(戦闘)/Boar Shred:You can spend 2 stamina points to demoralize an opponent as a swift action.
 《猪の型》(戦闘、スタイル)/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.
 《肉体の盾》(戦闘)/Body Shield:You can spend 5 stamina points to use this feat against a creature grappling you.
 《ボディガード》(戦闘)/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.
 《骨砕き》(戦闘)/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.
 《防御破り》(戦闘)/Break Guard:You can spend 5 stamina points to attack the opponent you disarmed with a free action instead of a swift action.
 《囮戦術》(戦闘、チームワーク)/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.
 《突き飛ばし打撃》(戦闘)/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.
 《脅しつける一振り》(戦闘)/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.
 《抜け目ない軽身》(戦闘)/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.
 《代用武器の巧み》(戦闘)/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.
 《慎重な戦士》(戦闘)/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.
 《騎兵陣形》(戦闘、チームワーク)/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.
 《エネルギー放出の一撃》(戦闘)/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.
 《力場放出》(戦闘)/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.
 《貫通突撃》(戦闘)/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.
 《突撃投擲》(戦闘)/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.
 《絞め落とし》(戦闘)/Chokehold:When you attempt a chokehold, you can spend 2 stamina points to reduce the penalty to -1.
 《爪による飛びかかり》(戦闘)/Claw Pounce:When you charge, you can spend 5 stamina points to make a second attack with one of your claws.
 《薙ぎ払い》(戦闘)/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.
 《貫通薙ぎ払い》(戦闘)/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.
 《追い打ち》(戦闘)/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.
 《近接投擲》(戦闘)/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.
 《割れ兜》(戦闘)/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.
 《収束射撃》(戦闘)/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.
 《コッカトリス打撃》(戦闘)/Cockatrice Strike:You can spend 5 stamina points to make a Cockatrice Strike attack against a foe you are flanking.
 《攻防一体》(戦闘)/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.
 《戦闘警戒》(戦闘)/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.
 《迎え討ち》(戦闘)/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.
 《戦闘スタイルの達人》(戦闘)/Combat Style Master:When it is not your turn, you can spend 2 stamina points to take the free action to switch your style.
 《統合突撃》(戦闘、チームワーク)/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.
 《協調防御》(戦闘、チームワーク)/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.
 《協調戦技》(戦闘、チームワーク)/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.
 《協調射撃》(戦闘、チームワーク)/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.
 《反射迎え討ち》(戦闘)/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.
 《カウンターパンチ》(戦闘)/Counterpunch:You can spend 5 stamina points to use this feat a second time during the same round.
 《覆い防御》(戦闘)/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.
 《鶴の突き返し》(戦闘)/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.
 《鶴の型》 (戦闘、スタイル)/《鶴の型》: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.
 《鶴翼》(戦闘)/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.
 《足萎えさせるクリティカル》 (戦闘、クリティカル)/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.
 《クリティカル熟練》(戦闘)/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.
 《クリティカル体得》(戦闘)/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).
 《多様なるクリティカル》(戦闘)/Critical Versatility:You can spend 5 stamina points to use this feat a second time per day.
 《クロスボウ体得》(戦闘)/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.
 《聖戦士の拳》(戦闘)/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.
 《粉砕打撃》(戦闘)/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.
 《卑劣なとどめ》(戦闘)/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 full-round action. This provokes attacks of opportunity twice――one for each coup de grace.
 《幻惑強襲》(戦闘)/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.
 《幻惑化打撃》(戦闘)/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.
 《威圧演舞》(戦闘)/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.
 《致命的な狙い》(戦闘)/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.
 《致命的なとどめ》(戦闘)/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.
 《手ひどい一打》(戦闘)/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.
 《聴覚喪失化クリティカル》(戦闘、クリティカル)/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.
 《降下突撃》(戦闘)/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.
 《一か八か》(戦闘)/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.
 《不死身の入門者》(戦闘)/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.
 《不死身の達人》(戦闘)/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.
 《不死身の熱狂者》(戦闘)/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.
 《防御的戦闘訓練》(戦闘)/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.
 《防御的武器訓練》(戦闘)/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.
 《矢止め》(戦闘)/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.
 《士気を奪う鞭》(戦闘)/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.
 《へこみ兜》(戦闘)/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.
 《やけっぱちの一振り》(戦闘)/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.
 《破壊者の祝福》(戦闘)/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.
 《破壊の一打》(戦闘)/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.
 《武器落とし打撃》(戦闘)/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.
 《離脱フェイント》(戦闘)/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.
 《離脱集団フェイント》(戦闘)/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.
 《離脱攻撃》(戦闘)/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.
 《喪心演舞》(戦闘)/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.
 《妨害射撃》(戦闘)/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).
 《発動妨害》(戦闘)/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.
 《遠投》(戦闘)/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.
 《気を逸らす突撃》(戦闘、チームワーク)/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.
 《ジンの回転》(戦闘)/Djinni Spin:Instead of spending two uses of Elemental Fist to surround yourself in a whirlwind of electrified air, you can spend one use of Elemental Fist and 2 stamina points.
 《ジンの魂》(戦闘)/Djinni Spirit:When you make an Elemental Fist 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.
 《ジンの型》(戦闘、スタイル)/Djinni Style:When you make an Elemental Fist 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.
 《回避》(戦闘)/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.
 《領域打撃》(戦闘)/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.
 《二重斬り》(戦闘)/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.
 《引き倒し》(戦闘)/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.
 《竜の蛮行》(戦闘)/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.
 《竜の咆哮》(戦闘)/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.
 《竜の型》(戦闘、スタイル)/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 modifier to that attack's damage roll.
 《疲労化打撃》(戦闘)/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.
 《劇的な演武》(戦闘、演武)/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.
 《恐るべき虐殺》(戦闘)/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).
 《決闘のケープの発露》(戦闘、心意気)/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.
 《地の民の束縛》(戦闘)/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.
 《地の民の型》(戦闘、スタイル)/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.
 《地の民の足払い》(戦闘)/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.
 《イフリートの構え》(戦闘)/Efreeti Stance:When making an Elemental Fist 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.
 《イフリートの型》(戦闘、スタイル)/Efreeti Style:When you make an Elemental Fist 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.
 《イフリートの接触》(戦闘)/Efreeti Touch:Instead of spending two uses of Elemental Fist to unleash a cone of flame, you can spend one use of Elemental Fist and 2 stamina points.
 《魔力の爪》(戦闘)/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.
 《エレメンタルの拳》(戦闘)/Elemental Fist:You can spend 5 stamina points to declare the use of Elemental Fist after making a successful attack roll.
 《エルフの精密性》(戦闘)/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.
 《エルフの戦闘訓練》(戦闘)/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.
 《縦射》(戦闘、チームワーク)/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.
 《脅し屋》(戦闘)/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.
 《過労化クリティカル》(戦闘、クリティカル)/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.
 《極端な憎悪》(戦闘)/Extreme Prejudice:When you succeed at a sneak attack against a creature that is not the target of your Seething Hatred feat, you can spend 5 stamina points to treat the creature as if it were the target of your Seething Hatred for that attack.
 《フェアリーの一打》(戦闘)/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.
 《騙し撃ち》(戦闘)/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).
 《遠射》(戦闘)/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.
 《フェイントの協力者》(戦闘、チームワーク)/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.
 《かわし投げ》(戦闘)/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.
 《打ち潰し》(戦闘)/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.
 《野性的な戦闘訓練》(戦闘)/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.
 《凶暴なる執念》(戦闘)/Ferocious Tenacity:When using this feat, you can spend 2 stamina points in place of 1 round of rage to gain the same effects.
 《最後の抱擁》(戦闘)/Final Embrace:You can spend 2 stamina points to grab a creature one size category larger than you.
 《最後の抱擁の恐怖》(戦闘)/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.
 《最後の抱擁体得》(戦闘)/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.
 《炎の手》(戦闘)/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.
 《挟撃阻止》(戦闘)/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.
 《乾坤の一射》(戦闘)/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.
 《追尾強化》(戦闘)/Following Step:When you use this feat to move, you can spend 2 stamina points to increase your movement to 15 feet.
 《強化された鎧訓練》(戦闘)/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.
 《狂乱集中》(戦闘)/Furious Focus:When using the Power Attack feat and wielding a two-handed melee weapon or a one-handed 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.
 《団結挟撃》(戦闘)/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).
 《巨人殺し》(戦闘)/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.
 《暗がりの一撃》(戦闘)/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.
 《ノームの武器熟練》(戦闘)/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.
 《ゴブリン薙ぎ》(戦闘)/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.
 《ゴブリン・ガンスリンガー》(戦闘)/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.
 《ゴルゴンの拳》(戦闘)/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.
 《残虐なとどめ》(戦闘)/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.
 《掴み引きずり》(戦闘)/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.
 《掴みの達人》(戦闘)/Grabbing Master:When you are grappling only one opponent while using Grabbing Style, 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.
 《掴みの型》(戦闘、スタイル)/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.
 《捉える一打》(戦闘)/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.
 《薙ぎ払い強化》(戦闘)/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.
 《激しい嫌悪》(戦闘)/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.
 《上級無視界戦闘》(戦闘)/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.
 《上級突き飛ばし》(戦闘)/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.
 《上級裏技》(戦闘)/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 trick 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).
 《上級武器落とし》(戦闘)/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.
 《上級引きずり》(戦闘)/Greater Drag:When you succeed at a drag 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.
 《上級フェイント》(戦闘)/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.
 《上級組みつき》(戦闘)/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.
 《上級蹴散らし》(戦闘)/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.
 《上級貫通打撃》(戦闘)/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.
 《上級狂暴なかきむしり》(戦闘)/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.
 《上級位置ずらし》(戦闘)/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.
 《上級盾熟練》(戦闘)/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.
 《上級盾開眼》(戦闘)/Greater Shield Specialization:You can spend 5 stamina points to use your selected shield to negate a critical hit a second time each day.
 《上級射撃機会攻撃》(戦闘)/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.
 《上級盗み取り》(戦闘)/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 steal combat maneuver with a whip, you can spend 2 stamina points to negate the -4 penalty on the check.
 《上級武器破壊》(戦闘)/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.
 《上級足払い》(戦闘)/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.
 《上級二刀流》(戦闘)/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.
 《上級渾身の一打》(戦闘)/Greater Vital Strike:When using the Vital Strike combat trick, you can spend 4 stamina points instead of 2 to reroll four damage dice.
 《上級武器熟練》(戦闘)/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.
 《上級選ばれし者の武器》(戦闘)/Greater Weapon of the Chosen:When making an attack as part of a full attack with the weapon designated by your Weapon of the Chosen feat, you can spend 5 stamina points to gain the benefits of this feat on that attack.
 《上級武器開眼》(戦闘)/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.
 《上級ウィップ体得》(戦闘)/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.
 《恨みの戦士》(戦闘)/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.
 《身の毛のよだつ殺戮》(戦闘)/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.
 《間隙への連撃》(戦闘)/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.
 《石頭》(戦闘)/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.
 《呪われしノーム》(戦闘)/Haunted Gnome:You can spend 5 stamina points to use haunted fey aspect an additional time in a day.
 《呪われしノームの強襲》(戦闘)/Haunted Gnome Assault:When you hit an opponent with a charge attack or confirm a critical hit, you can spend 2 stamina points to make the target of the attack shaken for 1 round without discharging haunted fey aspect.
 《呪われしノームの経帷子》(戦闘)/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.
 《英雄的な演武》(戦闘、演武)/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).
 《呪術打撃》(戦闘)/Hex Strike:You can spend 5 stamina points to apply the effects of your chosen hex as a free action instead of a swift action.
 《馬術体得》(戦闘)/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.
 《衝撃の一射》(戦闘、クリティカル)/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.
 《串刺し化クリティカル》(戦闘、クリティカル)/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).
 《ふっとばし攻撃強化》(戦闘)/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.
 《無視界戦闘強化》(戦闘)/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%).
 《突き飛ばし強化》(戦闘)/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.
 《突撃投擲強化》(戦闘)/Improved Charging Hurler:When using Charging Hurler 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.
 《追い打ち強化》(戦闘)/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 Finish feat.
 《クリティカル強化》(戦闘)/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.
 《破壊の一打強化》(戦闘)/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.
 《裏技強化》(戦闘)/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 trick 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.
 《武器落とし強化》(戦闘)/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.
 《引きずり強化》(戦闘)/Improved Drag:When you are the target of a drag 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.
 《フェイント強化》(戦闘)/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.
 《フェイントの協力者強化》(戦闘、チームワーク)/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.
 《組みつき強化》(戦闘)/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.
 《串刺し化クリティカル強化》(戦闘、クリティカル)/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.
 《イニシアチブ強化》(戦闘)/Improved Initiative:Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
 《合気投げ強化》(戦闘)/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.
 《下からの攻撃強化》(戦闘)/Improved Low Blow:You can spend 5 stamina points to reroll a second critical hit confirmation roll in the same day.
 《蹴散らし強化》(戦闘)/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.
 《精密射撃強化》(戦闘)/Improved Precise Shot:When you use the ability of the Precise Shot combat trick, the bonuses increase to +4.
 《狂暴なかきむしり強化》(戦闘)/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.
 《位置ずらし強化》(戦闘)/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 reposition 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.
 《二度目の正直強化》(戦闘)/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 Chance 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.
 《盾攻撃強化》(戦闘)/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.
 《回避移動強化》(戦闘)/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.
 《射撃機会攻撃強化》(戦闘)/Improved Snap Shot:At the end of your turn, you can spend 5 stamina points to threaten an additional 15 feet with Snap Shot (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.
 《盗み取り強化》(戦闘)/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 steal 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.
 《武器破壊強化》(戦闘)/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.
 《不意討ち振り払い強化》(戦闘)/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.
 《位置入れ替え強化》(戦闘、チームワーク)/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).
 《足払い強化》(戦闘)/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.
 《二刀のフェイント強化》(戦闘)/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.
 《二刀流強化》(戦闘)/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.
 《素手打撃強化》(戦闘)/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.
 《渾身の一打強化》(戦闘)/Improved Vital Strike:When using the Vital Strike combat trick, you can spend 3 stamina points instead of 2 to reroll three damage dice.
 《代用武器体得》(戦闘)/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).
 《選ばれし者の武器強化》(戦闘)/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.
 《ウィップ体得強化》(戦闘)/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.
 《庇う》(戦闘)/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.
 《内なる火》(戦闘)/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.
 《突撃妨害》(戦闘、チームワーク)/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.
 《腕力による威圧》(戦闘)/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.
 《刻み突きの舞踏家》(戦闘)/Jabbing Dancer:After you use Jabbing Style 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.
 《刻み突きの達人》(戦闘)/Jabbing Master:When you threaten a critical hit with an unarmed strike while using Jabbing Style, 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.
 《刻み突きの型》(戦闘、スタイル)/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.
 《ジャーンの乱打》(戦闘)/Janni Rush:You can spend 5 stamina points to multiply the extra damage dice from this feat on a critical hit.
 《ジャーンの型》(戦闘、スタイル)/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.
 《ジャーンの暴風》(戦闘)/Janni Tempest:When you hit an opponent with an unarmed strike while using Janni Style, 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 drag or reposition combat maneuver instead of a bull rush or trip.
 《顎砕き》(戦闘)/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.
 《合気投げ》(戦闘)/Ki Throw:You can spend 5 stamina points to throw a creature one size category larger than you.
 《蹴り上げ》(戦闘)/Kick Up:You can spend 2 stamina points to kick up an unattended object in an adjacent space occupied by an enemy.
 《殺しの惨状》(戦闘)/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.
 《麒麟の軌道》(戦闘)/Kirin Path:When using Kirin Style, you can spend 5 stamina points instead of using an attack of opportunity to move a distance equal to 5 feet × your Intelligence modifier.
 《麒麟撃》(戦闘)/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 Style, 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.
 《麒麟の型》(戦闘、スタイル)/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.
 《コボルド奇襲兵》(戦闘)/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.
 《コボルド狙撃兵》(戦闘)/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.
 《回転受身》(戦闘)/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.
 《電光の如き脚》(戦闘)/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.
 《協調見張り》(戦闘、チームワーク)/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.
 《低い姿勢》(戦闘)/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.
 《幸運の一打》(戦闘)/Lucky Strike:You can spend 5 stamina points instead of a use of adaptable luck to reroll the damage from a single attack.
 《踏み込み》(戦闘)/Lunge:When you use this feat, you can spend 2 stamina points to avoid taking the -2 penalty to AC for that use.
 《蟷螂の型》(戦闘、スタイル)/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.
 《蟷螂の激痛》(戦闘)/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.
 《蟷螂の判断力》(戦闘)/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.
 《束ね射ち》(戦闘)/Manyshot:When using this feat, you can spend 5 stamina points to fire two arrows with your final iterative attack during the full attack.
 《マーリドの氷撃》(戦闘)/Marid Coldsnap:Instead of spending two uses of Elemental Fist to unleash a line of frigid water, you can spend one use of Elemental Fist and 2 stamina points.
 《マーリドの魂》(戦闘)/Marid Spirit:When a creature takes cold damage from your Elemental Fist 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.
 《マーリドの型》(戦闘、スタイル)/Marid Style:When you make an Elemental Fist 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.
 《武勇体得》(戦闘)/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.
 《多様なる武勇》(戦闘)/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.
 《演武体得》(戦闘)/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.
 《攻城技師体得》(戦闘)/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.
 《素晴らしき演武》(戦闘、演武)/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.
 《メドゥサの怒り》(戦闘)/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.
 《無慈悲な屠殺者》(戦闘)/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.
 《矢を弾く盾》(戦闘)/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.
 《強行突破》(戦闘)/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.
 《あざける舞踏》(戦闘、演武)/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.
 《修道院の遺産》(戦闘)/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.
 《猿の移動》(戦闘)/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.
 《猿の輝き》(戦闘)/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.
 《猿の型》(戦闘、スタイル)/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.
 《闇討ち》(戦闘)/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.
 《闇討ちフェイント》(戦闘)/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.
 《闇討ち体得》(戦闘)/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%.
 《騎射》(戦闘)/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.
 《騎乗戦闘》(戦闘)/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.
 《騎乗盾》(戦闘)/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.
 《騎乗する殺戮者》(戦闘)/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.
 《殺人者の輪》(戦闘、演武)/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.
 《首砕き》(戦闘)/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.
 《ネットの熟達者》(戦闘)/Net Adept:You can spend 2 stamina points to fold a net as a standard action.
 《ネットとトライデント》(戦闘)/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.
 《ネット戦技》(戦闘)/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.
 《ネット計略》(戦闘)/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 trick combat maneuver instead of blinding it.
 《悪夢の拳》(戦闘)/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.
 《悪夢の打ち手》(戦闘)/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.
 《悪夢の織り手》(戦闘)/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.
 《素早き攻撃》(戦闘)/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.
 《斉射による好機》(戦闘)/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.
 《オーク斬り》(戦闘)/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.
 《オーク武器専門知識》(戦闘)/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.
 《協調挟撃》(戦闘、チームワーク)/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.
 《集団攻撃》(戦闘、チームワーク)/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.
 《機会を見逃さぬ相棒》(戦闘、チームワーク)/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.
 《豹の爪》(戦闘)/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.
 《豹の受け流し》(戦闘)/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.
 《豹の型》(戦闘、スタイル)/Panther Style:Whenever you provoke an attack of opportunity, you can spend 5 stamina points to make a retaliatory strike as a swift action.
 《麻痺化打撃》(戦闘)/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.
 《撤退射撃》(戦闘)/Parting Shot:You can spend 2 stamina points to use this feat's benefit 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.
 《すり抜けフェイント》(戦闘)/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.
 《貫通打撃》(戦闘)/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.
 《完璧なる打撃》(戦闘)/Perfect Strike:You can spend 5 stamina points to use Perfect Strike a second time during the same round.
 《演武武器体得》(戦闘)/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 performance weapon quality.
 《演武戦闘員》(戦闘)/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.
 《撤退阻止》(戦闘)/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.
 《組み打ち》(戦闘)/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.
 《組みつきかきむしり》(戦闘)/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.
 《針先の毒殺者》(戦闘)/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.
 《針の目を通す狙い》(戦闘)/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.
 《近距離射撃体得》(戦闘)/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.
 《近距離射撃》(戦闘)/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.
 《強打》(戦闘)/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.
 《精密射撃》(戦闘)/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.
 《精密なる協調攻撃》(戦闘、チームワーク)/Precise Strike:When dealing precision damage with this feat, you can spend 2 stamina points to increase that precision damage to 2d6.
 《伏せ射撃》(戦闘)/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.
 《伏せ投石》(戦闘)/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.
 《拳打のごろつき》(戦闘)/Pummeling Bully:When you hit with a Pummeling Style attack, you can spend 2 stamina points to make a bull rush attempt as a free action instead of a reposition attempt.
 《拳打突撃》(戦闘)/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.
 《拳打の型》(戦闘、スタイル)/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.
 《蹴り飛ばし》(戦闘)/Punishing Kick:You can spend 5 stamina points to declare you are using this feat after you make a successful unarmed strike attack.
 《押しやり強襲》(戦闘)/Pushing Assault:You can spend 5 stamina points to gain the effects of this feat and still deal the extra damage from Power Attack.
 《クオータースタッフ体得》(戦闘)/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.
 《迅速な突き飛ばし》(戦闘)/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.
 《迅速な裏技》(戦闘)/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 trick 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.
 《迅速な引きずり》(戦闘)/Quick Drag:You can spend 2 stamina points to change an attack that does not have your highest base attack bonus into a drag 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.
 《早抜き》(戦闘)/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.
 《迅速な位置ずらし》(戦闘)/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 reposition 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.
 《迅速な盗み取り》(戦闘)/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 steal 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.
 《素早き拘束者》(戦闘)/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.
 《高速装填》(戦闘)/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.
 《速射》(戦闘)/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.
 《光線を弾く盾》(戦闘)/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.
 《跳ね返るランス跳躍》(戦闘)/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.
 《拒絶するダメージ減少》(戦闘)/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.
 《爪のかきむしり》(戦闘)/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.
 《狂暴なかきむしり》(戦闘)/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.
 《位置ずらし打撃》(戦闘)/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 reposition 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.
 《啓示打撃》(戦闘)/Revelation Strike:After hitting with an unarmed strike, you can spend 2 stamina points to apply the effects of your chosen revelationas a free action instead of a swift action. If the chosen revelation has unlimited daily uses, this combat trick costs 5 stamina points instead.
 《返し技》(戦闘)/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.
 《駆け抜け攻撃》(戦闘)/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.
 《危険な打撃者》(戦闘)/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.
 《切り開く打撃》(戦闘)/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.
 《サップの熟達者》(戦闘)/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.
 《サップ体得》(戦闘)/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.
 《野蛮な演武》(戦闘、演武)/Savage Display:When using this feat, you can spend 2 stamina points to gain a +2d6 bonus on damage rolls (instead of +1d6).
 《救いの盾》(戦闘)/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.
 《秘術系統打撃》(戦闘)/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.
 《灼熱の武器》(戦闘)/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).
 《蠍の型》(戦闘)/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.
 《海の狩人》(戦闘)/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.
 《二度目の正直》(戦闘)/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.
 《怒り心頭》(戦闘)/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.
 《好機を掴む》(戦闘)/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.
 《掴みとる好機》(戦闘、チームワーク)/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.
 《影への打撃》(戦闘)/Shadow Strike:You can spend 5 stamina points when you hit a creature with total concealment to deal precision damage to that creature.
 《シャイタンの酸撃》(戦闘)/Shaitan Earthblast:Instead of spending two uses of Elemental Fist to unleash a column of acid, you can spend one use of Elemental Fist and 2 stamina points.
 《シャイタンの肌》(戦闘)/Shaitan Skin:When you make an Elemental Fist 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.
 《シャイタンの型》(戦闘、スタイル)/Shaitan Style:When you make an Elemental Fist 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.
 《鋭き爪》(戦闘)/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.
 《防御崩し》(戦闘)/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.
 《呪文粉砕》(戦闘)/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.
 《盾熟練》(戦闘)/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.
 《盾攻撃の達人》(戦闘)/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.
 《大業物の守り》(戦闘)/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.
 《盾のぶちかまし》(戦闘)/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, reposition, trip, or sunder combat maneuver. This combat maneuver attempt does not provoke an attack of opportunity from the target.
 《盾開眼》(戦闘)/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.
 《盾の壁》(戦闘、チームワーク)/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.
 《機動射撃》(戦闘)/Shot on the Run:You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.
 《不調化クリティカル》(戦闘、クリティカル)/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.
 《回避移動》(戦闘)/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.
 《攻城司令官》(戦闘)/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.
 《攻城技師》(戦闘)/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.
 《攻城射手》(戦闘)/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.
 《瞬殺》(戦闘)/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.
 《斬撃の優美》(戦闘)/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.
 《スレイヤーのフェイント》(戦闘)/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.
 《スリング・フレイル》(戦闘)/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.
 《打ち砕き》(戦闘)/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.
 《蛇の牙》(戦闘)/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.
 《蛇の横ばい》(戦闘)/Snake Sidewind:When you threaten a critical hit with your unarmed strike while using Snake Style 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.
 《蛇の型》(戦闘、スタイル)/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.
 《射撃機会攻撃》(戦闘)/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.
 《亀の掴み》(戦闘)/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.
 《亀の甲羅》(戦闘)/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 confirmation roll against you equal to the number of stamina points you spent.
 《亀の型》(戦闘、スタイル)/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.
 《矢つかみ》(戦闘)/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.
 《ソーサラーの打撃》(戦闘)/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.
 《呪文潰し》(戦闘)/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.
 《回転投げ》(戦闘)/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.
 《猛突撃》(戦闘)/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).
 《毒吐き》(戦闘)/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.
 《一撃離脱》(戦闘)/Spring Attack:You can spend 5 stamina points to use this feat as a standard action instead of a full-round action.
 《突き刺し射撃》(戦闘)/Stabbing Shot:When using this feat, you can spend 2 stamina points to negate the -2 penalty on all attacks for 1 round.
 《舞台戦闘員》(戦闘)/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.
 《よろめき化クリティカル》(戦闘、クリティカル)/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.
 《よろめき化打撃》(戦闘)/Staggering Fist:You can spend 5 stamina points to declare that you are using this feat after you've hit with an unarmed strike.
 《足止め》(戦闘)/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.
 《追尾》(戦闘)/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.
 《追尾打撃》(戦闘)/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.
 《絞殺者》(戦闘)/Strangler: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.
 《反撃の構え》(戦闘)/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.
 《朦朧化強襲》(戦闘)/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.
 《朦朧化クリティカル》(戦闘、クリティカル)/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.
 《朦朧化打撃》(戦闘)/Stunning Fist:You can spend 5 stamina points to declare that you are using Stunning Fist after you've hit with an unarmed strike.
 《朦朧化押さえこみ》(戦闘)/Stunning Pin:You can spend 5 stamina points to use Stunning Pin as a free action instead of a swift action.
 《武器破壊打撃》(戦闘)/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.
 《不意討ち振り払い》(戦闘)/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.
 《不意の一打》(戦闘)/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.
 《位置入れ替え》(戦闘、チームワーク)/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.
 《速やかなる援護》(戦闘)/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.
 《剣と銃》(戦闘)/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.
 《共感的激怒》(戦闘)/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.
 《脅威的な尾撃》(戦闘)/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.
 《縦列足払い》(戦闘、チームワーク)/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.
 《足がらめ》(戦闘)/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.
 《集中砲火》(戦闘、チームワーク)/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.
 《親方》(戦闘)/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.
 《団結援護》(戦闘)/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.
 《対瞬間移動戦術》(戦闘)/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.
 《恐怖の演舞》(戦闘)/Terrorizing Display:When you use this feat, you can spend 5 stamina points to affect allies within 60 feet instead of 30 feet.
 《万能投擲術》(戦闘)/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.
 《虎の爪》(戦闘)/Tiger Claws:If your bull rush attempt from this feat succeeds, you can spend 2 stamina points to move with your opponent normally.
 《虎の飛びかかり》(戦闘)/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.
 《虎の型》(戦闘、スタイル)/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).
 《疲労化クリティカル》(戦闘、クリティカル)/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.
 《平穏なる接触》(戦闘)/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.
 《騎乗蹂躙》(戦闘)/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.
 《尾によるぶら下がり》(戦闘)/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.
 《曲乗り》(戦闘)/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.
 《杖による足払い》(戦闘)/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.
 《足払い打撃》(戦闘)/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 confirmed. You still can't make the attempt if the target is immune to critical hits.
 《回転足払い》(戦闘)/Tripping Twirl: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.
 《対の雷鳴》(戦闘)/Twin Thunders:You can spend 2 stamina points to gain the benefits of this feat against a creature at least one size category larger than you that does not have the giant subtype. You gain this benefit until the start of your next turn.
 《対の雷鳴連打》(戦闘)/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.
 《対の雷鳴体得》(戦闘)/Twin Thunders Master:When you use the Twin Thunders feat to deal extra damage to an opponent, you can spend 2 stamina points to make that opponent shaken for 1d4 rounds.
 《対のフェイント》(戦闘)/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.
 《両手投擲》(戦闘)/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.
 《二刀の守り》(戦闘)/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.
 《二刀のフェイント》(戦闘)/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.
 《二刀流》(戦闘)/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.
 《二刀のかきむしり》(戦闘)/Two-Weapon Rend:You can spend 5 stamina points to use this feat's benefit a second time in a single round.
 《直感防御》(戦闘)/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.
 《上からには下から》(戦闘)/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.
 《足元駆け抜け》(戦闘)/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.
 《小型の乗騎》(戦闘)/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.
 《突き落とし》(戦闘)/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.
 《広範な嫌悪》(戦闘)/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.
 《危険な踏みつけ》(戦闘)/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.
 《渾身の一打》(戦闘)/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.
 《不意の打撃》(戦闘)/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.
 《武器の妙技》(戦闘)/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.
 《武器熟練》(戦闘)/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.
 《選ばれし者の武器》(戦闘)/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.
 《武器開眼》(戦闘)/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.
 《ウィップ体得》(戦闘)/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.
 《大旋風》(戦闘)/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.
 《風の如き脚》(戦闘)/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).
 《冬の一打》(戦闘)/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.
 《李代桃僵》(戦闘、チームワーク)/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.