Aligned Weapon (Chaos, Evil, Good, or Law 4): Spend a Quick action to make weapons deal an additional 1d6 damage of the qualifying Alignment for 1 round, carrying this Alignment for bypassing DR. This is considered magical. At 11th level, this increases to 2d6. Can be taken multiple times, Alignment must match choice(s).
Armor Focus: Select one Armor Group, increase the Armor Bonus from that group by +1. Can be taken multiple times, applying to a new group. At 8th, 12th, and 16th levels this increases by +1 (max +4).
Armor Proficiency: Become proficient in armor. Do not apply the ACP to Attack Rolls, [Endurance], or Reflex saves. If Encumbered, only reduce speed 10ft.
Armor Specialization: Select one Armor Group, an attacker must confirm critical hits with a second Attack Roll at the same bonus or penalty while the armor is worn. Can be taken multiple times, applying to a new group.
Bane Attack: Select one Anatomy, +2 bonus on Attack and Damage against such Subjects. Can be taken multiple times, selecting a new Anatomy.
Cleave (STR 15): When felling or critically hitting with a melee attack, spend a Reaction to target another foe in range with an Opportunity Attack. Gain additional Reactions numbering STR.
Combat Expertise (INT 15): Elect a -2 penalty on one-handed attack rolls, add INT as a [Shield] bonus to AC. Gain additional Reactions numbering INT.
Combat Reflexes (DEX 15): Take Reactions while Surprised. Gain additional Reactions numbering DEX.
Defensive Parry: When attacked, spend a Reaction to make an attack roll; if it exceeds the attack triggering it, block the attack.
Defensive Stance: Elect a -1 penalty on attack rolls, +2 tactical bonus to AC. At 5th, 10th, and 15th levels, the penalty and the bonus increase by +1.
Distant Shot: Elect a -2 penalty on Ranged Attacks, double the range increment of ranged weapons.
Dodge: (DEX 15) When attacked, spend a Reaction to double DEX to AC against the attacker until the next turn.
Double Attack: Elect a -2 penalty on attack rolls to make attacks with weapons in both hands, alternating between different wielded melee or thrown weapons, or either side of a double weapon.
Eldritch Weapon (Su): 1/day as a Free Action, weapon attack deals an extra 1d6 damage. This increases by +1d6 at 5th, 10th, and 15th levels (max +4d6). Treat as Magical Quality for DR.
Elemental Weapon: Select one element (Chemical, Cold, Electricity, or Heat). Spend a Quick action to make weapon attacks deal an additional 1d6 of this element for 1 round. This is considered magical. At 11th level, this also deals an additional d10 on a critical hit. Can be taken multiple times, each time selecting a new element.
Finesse Attack (DEX 15): Melee/thrown Attacks with Light or Finesse weapons use DEX instead of STR for Damage. If the foe is Blind, Bleeding, Crippled, Encumbered, Fatigued, Nauseated, Prone, Restrained, Stunned, or Surprised, +1d6 Precision Damage, +1d6 at 4th, 8th, 12, and 16th levels (max 5d6).
Fleet Footed: When Dashing, make a single turn of 90 degrees or less. Cannot be used when Encumbered.
Hold The Line: Attack as a Reaction against a foe who enters a threatened square with an Advance or a Dash action. (Not a Sidestep)
Hurling Shot: (STR 15) Double the range of Thrown weapons. Elect a -2 penalty on Thrown Attacks, +3 damage. At 5th, 10, and 15th levels the penalty increases by 1, and the damage increases by +3.
Improved Bull Rush: +2 on Push checks. Don’t provoke Reactions. Push as a Reaction. Increase the distance for the Push by 5ft for every additional 5 by which the Push succeeds.
Improved Critical: Improve the Critical threat range with a single Weapon Group by 1. Can be taken multiple times, selecting a new Weapon Group.
Improved Disarm: +2 on Disarm checks; Disarm with any Attack action or a Reaction. Don't provoke Reactions upon failure. Steal the object being disarmed with a free hand; catch or deflect projectile weapons or ammunition by rolling vs the attack roll.
Improved Feint: +2 on Feint checks. Feint as a Quick Action.
Improved Grapple: +2 on Grapple checks. Don't provoke Reactions upon failure. Grapple with any Attack action or a Reaction. Ignore the Restrained condition from Grappling. Unarmed attacks gain the [Grab] trait.
Improved Initiative: +4 on Initiative.
Improved Overrun: Don't provoke reactions and gain +2 on Overrun checks. The target(s) cannot avoid the Overrun.
Improved Sunder: +2 on Sunder checks. Don't provoke reactions upon failure. Sunder with any Attack action or a Reaction. Deal full damage to objects instead of half. Unarmed attacks gain the [Sunder] trait.
Improved Trip: +2 on Trip checks. Don't provoke Reactions upon failure. Trip with any Attack action or a Reaction. Unarmed attacks gain the [Trip] trait.
Improved Tumble: +2 on Tumble checks. Move full speed when using Tumble.
Improved Unarmed Strike: Improve [Bash] Damage Dice one step, gaining one of the following traits: [Double, Finesse, Keen, Oversized, or Wound]. and may ignore Non-Lethal. At 5th, 10th, and 15th levels increase Damage Dice another step.
Improved Weapon Proficiency: Improve proficiency with a single Weapon Group (except Natural) one step. Can be taken multiple times.
Improvised Weapon: Treat any appropriate object (based on size and material) as a Simple Weapon, with a trait and damage type (B, P, or S) appropriate for the object.
Martial Weapon Proficiency: Become proficient in all Martial Weapons.
Mobile Defense: If moving more than 10ft, gain a +4 bonus to AC.
Opportunist: Whenever an ally hits a threatened foe, it provokes a Reaction.
Point-Blank Shot (DEX 15): Make Ranged Attacks without provoking Reactions.
Poison Focus: Apply Poison safely with a Quick Action. Increase the DC by 1; at 8th, 12th, and 16th levels improve this by 1.
Power Attack (STR 15): Double STR on damage rolls for melee weapons wielded two-handed. Elect a -2 penalty on melee attacks, +3 damage. At 5th, 10th, and 15th levels the penalty increases by 1, and the damage increases by +3.
Precise Shot (DEX 15): Elect a -4 penalty on ranged attacks, +1d6 Precision Damage, +1d6 at 4th, 8th, 12, and 16th levels (max 5d6).
Quick Draw: (Re-)Equip as a Quick action instead of a Move action.
Rapid Reload: Reload Ammunition as a Reaction instead of a Move Action.
Rapid Shot (DEX 15): Elect a -2 to -4 penalty on ranged attacks, make an additional ranged attack for each -2 penalty.
Reckless Attack: Elect a -2 penalty on AC, +1 bonus on melee attack rolls. At 5h, 10th, and 15th levels the penalty increases by 2 and the bonus increases by +1.
Returning Shot (STR 15): Elect a -2 penalty on thrown attacks, weapons ricochet, fly through the air and return, catch with a Free Action if a hand is free.
Run: When taking a Dash action, move triple speed instead of double in a straight line, and double speed instead of one-and-a-half in any direction.
Shield Bash: Retain the Shield bonus to AC when attacking with Shields.
Shield Focus: Increase the Shield Bonus from shields by +1. At 8th, 12th, and 16th levels this increases by +1 (max +4). Apply the Quality Modifier to the Shield Bonus in addition to Attack and Damage Rolls.
Spirited Charge: Increase the Weapon Dice on a Charge Attack by 1. This increases by 1 at 10th and 15th level.
Spring Attack: Split movement from Move or Dash actions between attacks. When using Pursuit, make an Opportunity Attack as a Free Action if the provoking target is in range.
Stand Still: When a foe’s movement provokes a Reaction, they must succeed on a Reflex save against the Attack Roll or immediately halt as if they had used up their movement for the round. Apply damage normally.
Sweeping Attack (STR 15): Elect a -2 penalty on melee attacks; choose two threatened squares that are adjacent to each other. This attack applies to Subjects in those two squares equally, but only applies to a Large or larger Subject once, albeit as a critical hit.
Tower Shield: Wield Heavy Shields one-handed. Use a Move Action to gain or provide Cover with one.
Uncanny Defense: Not considered Surprised when flanked, unless the attacker is 4 levels higher.
Vicious Attack (CON 15): When making a melee attack, take 1d6 HP damage, increase the damage by +2d6.
Warrior: Treat [Bash] as a Balanced Weapon, gaining two traits: Double, Finesse, Keen, Oversized, or Wounding; and may ignore Non-Lethal. Without Class HD, treat BAB as good.
Weapon Focus: Select one Weapon Group, attack and damage rolls with that group increase by +1. Can be taken multiple times, each time applying to a different Weapon Group. At 8th, 12th, and 16th levels this increases by +1 (max +4).