Anatomical Savant (Combat)
Source Monster Hunter's Handbook pg. 19
You know how to perform deadly strikes against even the most nebulous of targets.
Prerequisites: Weapon Focus, base attack bonus +12.
Benefit: Choose one weapon with which you have the Weapon Focus feat. When you strike an opponent that has a chance of negating critical hits or sneak attacks, such as from the fortification armor special ability, reduce that chance by 25%. Treat creatures that are normally immune to critical hits and sneak attacks as instead having a 75% chance to negate the critical hit or sneak attack, taking only the attack’s normal damage.
Special: You can take this feat multiple times. Each time you take the feat, it applies to a different weapon.
Baneful Judgment (Combat)
Source Monster Hunter's Handbook pg. 5
You dole out judgment to a particular foe.
Prerequisites: BaneAPG class feature, judgmentAPG class feature, monster loreAPG class feature.
Benefit: You can declare a specialized judgment against a creature as a swift action. When pronouncing this judgment, you attempt a Knowledge check to identify the creature, or refer to your previous result if you’ve already identified the creature. If you succeed at the check or have already identified the creature, you can spend 1 round of bane and choose one judgment other than the healing judgment. You gain the benefits of this judgment against that creature for only 1 round plus 1 additional round for every 5 by which you exceeded the DC to identify the target. Subsequent uses of this judgment do not stack with this ability. A creature cannot be the target of this ability again for 24 hours.
Bull-Catcher Style (Combat, Style)
Source Monster Hunter's Handbook pg. 8
You brace yourself to catch oncoming foes.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit: As a standard action, you can ready yourself against oncoming foes. Until the start of your next turn, if a creature moves at least 10 feet in your direction and enters a square you threaten, you can attempt a grapple combat maneuver against that creature. If the creature is charging, you gain a +2 bonus on the check. A creature you grapple with this style can make only a single natural attack after its movement or charge, even if it has the pounce ability. You can make only one grapple attempt in this manner per round.
Bull-Catcher Toss (Combat)
Source Monster Hunter's Handbook pg. 8
You can use a charging foe’s momentum to throw them aside.
Prerequisites: Dex 13, Bull-Catcher Style, Improved Grapple, Improved Unarmed Strike; base attack bonus +8, brawlerACG level 4th, or monk level 4th.
Benefit: When you successfully grapple a creature with the Bull-Catcher Style feat, you can immediately move that creature into any square you threaten. After it is placed, you can break your grapple as an immediate action to move the creature an additional 5 feet in any direction. You can’t use this maneuver to move a foe into a space that is intrinsically dangerous or unstable, such as a pit, wall of fire, or midair.
Bull-Catcher Wrangler (Combat)
Source Monster Hunter's Handbook pg. 9
You can wrestle a charging foe to the ground.
Prerequisites: Dex 13, Bull-Catcher Style, Bull-Catcher Toss, Improved Grapple, Improved Unarmed Strike; base attack bonus +12, brawlerACG level 8th, or monk level 8th.
Benefit: When a creature is charging you, and you successfully grapple it with the Bull-Catcher Style feat, you can immediately move it as per the Bull-Catcher Toss feat. Once the creature is moved, you can break your grapple as an immediate action. If you do, select another creature in the repositioned target’s threatened area. That creature becomes the new target of the initial charge attack.
Claw Wrench (Combat)
Source Monster Hunter's Handbook pg. 9
You can pry open a mighty beast’s grasp or snapping jaws.
Prerequisites: Dex 13, Improved Grapple, Improved Unarmed Strike.
Benefit: As a standard action, you can attempt a grapple combat maneuver with a –5 penalty against a creature that is currently grappling another creature via its grab special ability. If you succeed, you pry open the creature’s grasp, releasing any creatures it had grappled.
Additionally, you can ready an action to trigger if a creature attempts a bite attack against you. When the readied action triggers, you can attempt a grapple combat maneuver with a +2 bonus. If you succeed, you grapple the creature and cause the bite attack to miss. As long as you maintain the grapple, the creature can’t use its bite attack.
Creature Focus
Source Monster Hunter's Handbook pg. 22
You have deadly experience with a certain type of creature, granting you an edge in fighting its kind.
Prerequisites: No levels in a class that grants the favored enemy class feature.
Benefit: Choose a creature type from the ranger favored enemies table (Pathfinder RPG Core Rulebook 64) except for humanoid or monstrous humanoid. You gain a +2 bonus on Perception checks, Survival checks, and weapon damage rolls against creatures of the selected type. You can attempt Knowledge skill checks untrained when attempting to identify such creatures.
Special: This feat counts as the favored enemy class feature for the purpose of meeting feat prerequisites. If another ability references your favored enemy bonus for the creature type selected, you treat your favored enemy bonus as +2. If you later gain the favored enemy class feature, you can replace this feat with a different feat for which you qualify and whose prerequisites include the favored enemy class feature.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different creature type.
Dimensional Step Up
Source Monster Hunter's Handbook pg. 19
Even teleportation cannot keep you from confronting your foe.
Prerequisites: Dimensional AgilityUC, Step Up, base attack bonus +12, abundant step class feature or ability to cast dimension door.
Benefit: Once per day, when an adjacent foe moves using a teleportation spell, spell-like ability, or similar ability (including effects like a shadowdancer’s shadow jump ability), you can follow the creature as an immediate action. This ability has no range limit; you simply appear adjacent to the target wherever its destination happens to be. You cannot use this ability to travel to another plane. This feat does not provide you any means of returning, nor does it grant you knowledge of where your foe is going.
Expanded Hunter Tactics (Combat)
Source Monster Hunter's Handbook pg. 5
You’re able to train your allies as you do your animal companion.
Prerequisites: Hunter tacticsACG class feature.
Benefit: As a move action, you can grant a teamwork feat you know to a single ally within 30 feet who can see and hear you. The selected ally gains the benefits of this bonus feat for 1 round plus 1 additional round for every 2 character levels you have, but only while the ally is adjacent to you or your animal companion. A given ally can benefit from this feat only once per day.
Focused Aberration Expertise (Combat)
Source Monster Hunter's Handbook pg. 22
You hold strong against aberrations.
Prerequisites: Favored enemy (aberration) class feature.
Benefit: Choose either Fortitude saves against transformation effects (including transmutation spells and spell-like abilities) or Will saves against mind-affecting effects. You gain a bonus on the selected saving throw equal to half your favored enemy (aberration) bonus. Against aberrations’ spells and abilities, you gain this bonus on Fortitude saves against transmutation effects and on Will saves against mind-affecting effects.
Focused Animal Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’re skilled at patiently hiding from your favored enemies, particularly animals.
Prerequisites: Favored enemy (animal) class feature.
Benefit: You gain a bonus on Stealth checks equal to half your favored enemy (animal) bonus. Against animals, this bonus is equal to your full favored enemy bonus.
Focused Construct Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are skilled at breaking the defenses of constructs and other creatures.
Prerequisites: Favored enemy (construct) class feature.
Benefit: Your weapon attacks ignore a number of points of damage reduction or hardness equal to half your favored enemy (construct) bonus. This feat allows you to only ignore damage reduction that is normally bypassed by adamantine, bludgeoning, piercing, and slashing weapons. Against constructs, the amount of damage reduction and hardness you ignore is equal to your full favored enemy bonus.
Focused Fey Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your attacks strike true against capricious targets like fey.
Prerequisites: Favored enemy (fey) class feature.
Benefit: You gain a bonus on attack rolls to confirm critical hits equal to half your favored enemy (fey) bonus. You treat your weapon attacks against fey as cold iron for the purpose of overcoming damage reduction and regeneration.
Focused Magical Beast Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You move in ways that confound creatures that would strike you repeatedly.
Prerequisites: Favored enemy (magical beast) class feature.
Benefit: If a creature makes three or more attacks with natural weapons against you during its turn, you gain partial cover against the third and subsequent natural attacks from that creature. If the creature makes five or more attacks against you with natural weapons, you gain cover (instead of partial cover) against the fifth and subsequent natural attacks. If the attacker is a magical beast, reduce by one the number of natural attacks it must make in order for you to gain cover or partial cover.
Focused Ooze Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to avoid and overcome the engulfing attacks of your studied prey.
Prerequisites: Favored enemy (ooze) class feature.
Benefit: You gain a bonus to your CMD equal to half your favored enemy (ooze) bonus. You also gain acid resistance equal to half your favored enemy (ooze) bonus. Against oozes, you instead apply your full favored enemy (ooze) bonus for both benefits.
Focused Outsider Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You’ve learned to attack in a way that stymies the natural resistances common in outsiders.
Prerequisites: Favored enemy (outsider) class feature.
Benefit: Your weapon attacks ignore a number of points of damage reduction equal to half your favored enemy (outsider [any one]) bonus. This feat allows you to ignore only damage reduction that is normally bypassed by chaotic-, evil-, good-, or lawful-aligned weapons. Against outsiders that match your favored enemy subtype, the amount of damage reduction and hardness you ignore is equal to your full favored class bonus.
Focused Plant Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
You are quick to dodge and slash anything that would ensnare you.
Prerequisites: Favored enemy (plant) class feature.
Benefit: You gain a bonus equal to half your favored enemy (plant) bonus on Reflex saves to avoid being entangled and to your CMD whenever an opponent attempts to grapple you. Your weapons’ critical hit multipliers increase by one against creatures with the plant type.
Focused Target (Combat)
Source Monster Hunter's Handbook pg. 5
You pour your entire focus into slaying your chosen target.
Prerequisites: Studied targetACG class feature (second studied target).
Benefit: When you study a target, you can reduce the number of additional targets you can maintain as a studied target. For each target reduced in this way, you increase your studied target bonus by 1 for either attack rolls, damage rolls, skill checks, or the DCs of your abilities. Each such increase must be applied to a different category (attack rolls, damage rolls, skill checks, or DCs). You can end the effects of this feat as a free action.
Focused Undead Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your knowledge of the undead makes you especially effective when fighting them.
Prerequisites: Favored enemy (undead) class feature.
Benefit: You gain a bonus equal to half your favored enemy (undead) bonus on saving throws against ability damage, ability drain, energy drain, and negative energy effects. Once per day, when an undead creature’s natural attack against you deals ability damage, deals ability drain, or bestows 1 or more negative levels, you can negate the damage, drain, or negative levels as an immediate action.
Focused Vermin Expertise (Combat)
Source Monster Hunter's Handbook pg. 23
Your experience with vermin resists the attacks of swarms.
Prerequisites: Favored enemy (vermin) class feature.
Benefit: You gain DR/— equal to half your favored enemy (vermin) bonus against vermin and creatures with the swarm subtype. When attempting Fortitude saves against a swarm’s distraction ability, you gain a bonus on the save equal to the damage prevented by this feat. Against vermin with the swarm subtype, the amount of damage reduction is equal to your full favored enemy (vermin) bonus. This damage reduction does not stack with that from other sources.
Grisly Ornament (Item Creation)
Source Monster Hunter's Handbook pg. 24
You adorn your gear with mementos from your foes.
Prerequisites: Harvest Parts.
Benefit: You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s been dead for less than an hour. You take a –4 penalty on this check if you or an ally didn’t slay the creature. You can craft one ornament per character level per day. Each corpse provides enough material for one ornament plus one additional ornament per size category above Medium. You can wear one ornament in each magic item slot not already occupied by another item. When you craft an ornament, you choose whether it affects Armor Class, attack rolls, CMB, CMD, saving throws, or skill checks. The ornament provides a morale bonus equal to the monster’s CR divided by 4 (round down, minimum 1) to the selected statistic against creatures of the same creature type as the source of the ornament. This bonus increases by 1 against creatures of the exact same variety (so a red dragon’s talon provides the increased bonus against red dragons but not all dragons). An ornament remains effective for 1 day, plus 1 additional day for every 5 by which you exceed the DC to craft it. You can give ornaments to others, but gifted ornaments have a morale bonus equal to the monster’s CR divided by 6 (round down, minimum 0) and remain effective for only 24 hours.
Harvest Parts (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.
Prerequisites: Craft (any) 1 rank or Heal 1 rank.
Benefit: You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.
Crafting Trophies
Although any character can take trophies from fallen creatures for cosmetic or roleplaying purposes, the following feats allow characters to derive functionality from items they salvage from monstrous corpses. These feats work similarly to item creation feats, except trophies are created using a single Craft or Heal check, they are nonmagical, and the benefits they provide are typically temporary. The DC of such a check is equal to 15 + the creature’s CR, and creating a trophy takes a number of minutes equal to the creature’s CR.
Improved Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 14
You know how to take advantage of a devastating charge.
Prerequisites: Dex 13, Dodge, Punishing Step, base attack bonus +8.
Benefit: Your bonus to AC from the Dodge feat increases to +2 against charge attacks. When a creature charges you and misses with its attack, it loses its Dexterity bonus to AC against the next melee attack you make against it before the end of your next turn. If a creature misses with multiple attacks (such as when using the pounce ability), you can make one such attack against the creature’s flat-footed AC before the end of your next turn for each of that creature’s attacks that missed you.
Knowledgeable Spellcaster
Source Monster Hunter's Handbook pg. 19
Your vast knowledge of opponents lets you more effectively cast spells on them.
Prerequisites: Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 5 ranks, caster level 7th.
Benefit: When you select this feat, choose one Knowledge skill in which you have at least 5 ranks. When you succeed at a check with that Knowledge skill to identify a creature’s abilities and weaknesses, you can learn one less piece of information in order to gain a +3 bonus on caster level checks to overcome that creature’s spell resistance (if any). If you have 10 or more ranks in the selected Knowledge skill, you can learn two fewer pieces of information to increase this bonus to +5.
Normal: You can take this feat multiple times. Each time you take this feat, you must select a different Knowledge skill.
Maze Expert
Source Monster Hunter's Handbook pg. 15
You have a near-perfect sense of direction.
Prerequisites: Skill Focus (Survival), Survival 5 ranks.
Benefit: You gain a +4 bonus on Survival checks to avoid becoming lost and to determine whether you are lost. You also gain a +4 bonus on Intelligence checks to navigate mazes, including to escape a maze spell. Once per day, you can use your intuition to determine whether traveling a particular direction from a fork in the road (or other junction) might be productive or dangerous. This functions like the augury spell, except it provides weal or woe based on traveling in a particular direction.
Monster Spotter
Source Monster Hunter's Handbook pg. 7
Your knowledge of strange life forms makes you adept at piercing their disguises and detecting their hiding places.
Prerequisites: Skill Focus (Knowledge [any]), Knowledge (any) 3 ranks.
Benefit: You can substitute a Knowledge skill for opposed Perception checks against creatures’ Disguise and Stealth checks, and for Survival checks to track creatures. You must have 3 ranks in the Knowledge skill that corresponds to the creature’s type (Pathfinder RPG Core Rulebook 99–100).
Monstrous Crafter (Item Creation)
Source Monster Hunter's Handbook pg. 24
You can weave pieces of beasts into your magic items.
Prerequisites: Craft Wondrous Item, Grisly Ornament, Harvest Parts.
Benefit: Whenever you use the Grisly Ornament feat, you are able to permanently integrate one ornament you have crafted using the harvested creature parts into a wondrous item. The ornament grants no ongoing benefits, but once per day you can activate an integrated ornament as a free action to gain its full benefits for 1 minute. You can integrate an ornament into a wondrous item (or replace an item’s existing ornament) by spending 8 hours of work and 100 gp × the creature’s CR.
Monstrous Disguise
Source Monster Hunter's Handbook pg. 15
You can disguise yourself as a monstrous humanoid.
Prerequisites: Disguise 5 ranks, Knowledge (nature) 5 ranks.
Benefit: You can use the Disguise skill to emulate creatures of the monstrous humanoid type, at a –5 penalty. Creating a monstrous humanoid disguise takes 1d3 hours.
Monstrous Masquerade
Source Monster Hunter's Handbook pg. 15
When you disguise yourself as a monstrous humanoid, you can gain some of its qualities.
Prerequisites: Monstrous Disguise, Disguise 9 ranks, Knowledge (nature) 9 ranks.
Benefit: When you use the Monstrous Disguise feat to assume the shape of a monstrous humanoid, you can gain a rudimentary version of one of that creature’s abilities selected from the following list: climb 10 feet, fly 20 feet (clumsy maneuverability), swim 20 feet, damage reduction 3/magic, or resistance 5 to one energy type. Preparing a disguise in this way takes 1 additional hour and costs an extra 500 gp. The bonus ability granted by this feat has a 25% chance to cease functioning every hour after you apply the disguise. This disguise automatically falls apart after 8 hours.
Needle in a Haystack
Source Monster Hunter's Handbook pg. 15
Once you have even the trace of a creature you’re tracking, you can’t be thrown off the trail.
Prerequisites: Skill Focus (Perception), Perception 3 ranks.
Benefit: You can use Perception (rather than Survival) to follow tracks. After you track a creature using the Perception skill, you gain a +2 insight bonus on Perception checks to avoid being surprised by that creature for 1 hour. If you have 10 or more ranks in Perception, this bonus increases to +4.
Pacify Animal
Source Monster Hunter's Handbook pg. 9
You are able to calm rampaging animals.
Prerequisites: Wild empathy class feature.
Benefit: As a full-round action, you attempt to mollify an animal or magical beast with an Intelligence score of 1 or 2 and an attitude of hostile toward you or your allies. You attempt a wild empathy check (DC = 10 + the target’s Hit Dice + the target’s Charisma modifier). If you succeed, the target’s attitude toward you and your allies becomes indifferent for 1 minute, and it does not attack during this time. If the target is attacked during this time or if the target can see you or your allies after 1 minute, it becomes hostile again. A creature can be affected by this pacification attempt only once in a 24-hour period.
Special: Animal companions and creatures under magical compulsion are harder to pacify; the DC for such creatures equals 15 + the target’s Hit Dice + the target’s Charisma modifier. An animal companion also applies its bonus on Will saves from the devotion ability to this DC, and attacking the animal’s master also breaks this effect. An animal companion’s master can direct the animal to attack again, but the DC of this Handle Animal check is increased by your wild empathy modifier.
Punishing Step (Combat)
Source Monster Hunter's Handbook pg. 15
You can hurt a foe that uses a combat maneuver against you.
Prerequisites: Dex 13, Dodge.
Benefit: Your bonus to AC from the Dodge feat increases to +2 when calculating your CMD. When a creature attempts a combat maneuver against you and fails, you gain a +2 circumstance bonus on attack rolls against that creature until the end of your next turn.
Resisting Grappler (Combat)
Source Monster Hunter's Handbook pg. 7
You are especially adept at fighting off the grabbing appendages of aberrations and other tentacled horrors.
Prerequisites: Dex 13.
Benefit: When a creature hits you with a melee attack and attempts to use the grab ability, it provokes an attack of opportunity from you unless it has the Improved Grapple feat. If you hit the opponent with your attack, treat the damage you deal as 5 higher when calculating the penalty on the attacker’s combat maneuver check to grapple you.
Normal: Creatures using the grab ability does not provoke attacks of opportunity.
Shared Quarry (Combat)
Source Monster Hunter's Handbook pg. 5
When working together, you and your companions are skilled at taking down particular targets.
Prerequisites: Hunter’s bond class feature, quarry class feature.
Benefit: Allies sharing your favored enemy bonuses from hunter’s bond gain an additional benefit against a creature you’ve denoted as your quarry. Affected allies gain a +1 insight bonus on attack rolls against your quarry; this bonus increases to +4 on attack rolls to confirm critical hits against your quarry.
If your hunter’s bond is with an animal companion, your companion gains the full benefits of your quarry class feature. when you denote a quarry.
Stone to Flesh Savant
Source Monster Hunter's Handbook pg. 15
You can use your mercies to transform petrified victims back to flesh.
Prerequisites: Paladin level 12th, lay on hands class feature, mercy class feature.
Benefit: You gain a unique mercy, which aids victims of petrification. Whenever you use your lay on hands ability to heal damage, you can emulate stone to flesh on the target, using your paladin level as your caster level. This functions only on a creature that has been petrified, and it has no effect on other stone.