The Requiem of the Fallen Priest-King
Black Seraph Style: From Path of War
Grabbing Drag (homebrew, requires bab 8 or monk 4, and kineticist 1): You can use a move action to attempt a grapple combat maneuver against a creature within 30 feet to pull it towards you. This movement as well as the ability itself provoke attack of opportunity.
Grabbing Master (homebrew, requires bab 12 or monk 8, and kineticist 2): Your grapple may target anyone, even if the creature is immune to grapple.
Use Kraken Style Feats as prerequisites since they are all tentacle-like.
Jabbing Dancer: Pointless in wotr due to how full attack is implemented, thus replaced with Outslug Sprint effect.
Spear Dancing Style: While using this style, you can wield any weapon from the polearm or spear fighter weapon groups as a one-handed weapon. (homebrew, requires Weapon Finesse)
Spear Dancing Spiral: While using Spear Dancing Style, you gain the benefit of Weapon Finesse with these weapons. In addition, you can use Flurry of Blows, Stick-Fighting Counter and Stick-Fighting Maneuver with them.
Spear Dancing Reach: While using Spear Dancing Style, you add 5 feet to your reach.
Ripple in Still Water: From Path of War
Greater Unarmed Strike: From Path of War
Deadly Agility: From Path of War, requires 10 str for balance
Where is Spell Synthesis? In Mystical Mayhem!
Bodyguard (owlcat-brew)
In Harm’s Way (owlcat-brew)
Magic Trick (mage hand) and its mythic feat!
Snatch Arrows (thrown back only)
Deflect Arrows (Mythic): You deflect projectiles and ray spells with uncanny skill. When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can also deflect a single ray from a ray spell or effect targeting you.
Racial Heritage (Mythic): Celestial Crusader, Negative Energy Affinity, Champion of Dark Powers, Multi-Armed and Kitsune Magic!
Like the Sun (Light, Flare Burst, Burst of Radiance, Dark-Light, Mydriatic Spontaneity, Judgment Light, Chains of Light, Sunbeam, Sunburst, and Mydriatic Spontaneity, Mass)
Ace Trip: You don’t take the –2 penalty for making trip attempts with a ranged weapon using Ranged Trip, and you can attempt trip combat maneuver checks against anyone, even if the creature is immune to trip.
Down Like Dominoes: When you successfully trip a foe, as a free action you can attempt an additional trip attack against an adjacent creature at a –4 penalty. If this second trip is successful, you immediately move to its square and may continue to attempt to trip other creatures, taking a cumulative –4 penalty on each trip attempt after the first. In a round, you can trip a number of creatures equal to 1 + half your tier in this way.
Sunder Storm: When you succeed at a sunder combat maneuver check, you drive the shattered pieces of the item into the flesh of its wearer, dealing 1d6 + a number of points equal to your tier of divine damage. Additionally, as a full-round action, you can attempt a sunder combat maneuver against each opponent within reach.
Tear Apart: Your sunder combat maneuver no longer disables armor, but rends it. If the check is successful, deal your weapon damage to the target and reduce the target’s armor bonus, natural armor bonus, or shield bonus by half your tier (minimum 1). If the creature has an enhancement bonus to the bonus you chose, reduce the normal bonus first, then apply any leftover reduction to the enhancement bonus. You can’t reduce the bonus below 0.
Drive Back: As a full-round action, you can make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent, then attempt a free bull rush combat maneuver check against each foe that you hit.
Combat Trickery: Through buffoonery and deceit, you can trick opponents into moving where you want them. You can make a bull rush combat maneuver check to all adjacent opponents as a standard action, using your Bluff check modifier in place of your CMB.
Ace Disarm: You don’t take the –2 penalty for attempting disarm combat maneuver checks with a ranged weapon using Ranged Disarm, and you can steal a random equipment on a successful disarm combat maneuver check if the target uses natural weapons.
Ranged Disarm (Mythic): You can effortlessly use ranged attacks to disarm an opponent. Add your tier to the Ranged Disarm roll. If the disarm attempt is successful, make a second disarm attempt.
Ninja Trick: Deflect Arrows, Snatch Arrows, Unarmed Combat Training, Style Master, Blood Debt, Kami Warden
You have a good aura if and only if, you are a cleric/warpriest worshipping a good deity, a paladin or a good subtype outsider.
It has nothing to do with your own alignment, or any other auras you might have.
Use a move action to end the spell instead of moving out of range, so that you won't lose it during cutscene, tavern etc.
Inheritor's Smite: requires worshipping Iomedae
Rovagug's Fury: requires worshipping Rovagug
Where is Hydraulic Push? In Expanded Content!
Thunderstomp and Greater!
Debilitating Pain and Mass!
Tooth Hunt: a variant of Fey Form III
Unbreakable Defense: You no longer have a limited amount of Defensive Stance rounds per day.
Riposte (Mythic): The duelist adds her mythic tier as a bonus on her attack roll when attempting a parry and riposte. This bonus does not stack with Ever Ready mythic feat.
Metaphysical Sneak Attack: If the student of war deals sneak attack damage to a target, he can study that target, allowing him to apply his Know Your Enemy effects. Additionally, his sneak attack no longer deals precision damage.
Mystic Catalyst: You can use Lesser Spell Synthesis ability at will.
Esoteric Dragons for Dragon Disciple: A dragon disciple can choose such a bloodline and replace her bloodline arcana with extra psychic spells.
Catechesis for Hellknight Signifer
Quick Draw: If a Swordlord already has Quick Draw or Alertness, he gains Aldori Dueling Mastery as a bonus feat.
Tabletop Grappling Infusion: There's a toggle to let you attempt a combat maneuver check to have the blast grapple that opponent, instead of allowing a reflex save. Your bonus on this check is equal to 2 + your kineticist level + your Constitution modifier (treat the blast as a Huge creature). The DC for the purposes of escaping the grapple, is equal to 10 + its CMB.
It takes effect as per tabletop rules, but the break-free part is still owl-brew.
Enduring Spells Stay On Death (default on): Now with Enduring Spells, your buff stay on death, less save scumming :)
Dimensional Retribution Bypasses Dimensional Lock (default on): Now with Dimensional Retribution, teleportation effect no longer restricted in certain areas
Estimated THC: Show hit chance and spell (not) saved chance in turn based mode. This is not precise because it doesn't take into consideration certain effects such as concealment, spell penetration or conditional save bonus, but still better than nothing, eh? (default off)
Infernal Healing: You can fully heal outside of combat by spending gold, as if you buy a wand of infernal healing and use it! (gold : hp = 3:2)
Weak Crits against Enemies: Symmetrical with owlcat weak crits settings, making it fair (default off)
English Learning Mode: Show English dialogues along with any other language of yours (default off)
Lazy Crusade: Global map speed 1000, reveal range 1000, unlimited army movement, easier level up (default off)
Spell Turning effects no longer reflect touch spells and AoE spells, as per tabletop
Razmiri Mask no longer reflects anything more than Aroden Belt would
Enemy AI now recognize your permanent Spell Turning effects and act like a sane person
Fix Difficulty CMD Tripple-Dipped: This will significantly reduce enemy CMD at higher difficulties. CMD is calculated by adding STR bonus, DEX bonus and AC bonus, which means difficulty stat advancement is applied 3 times in vanilla, leading to total madness.
Fix Power Attack: now working as descripted: This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon. Note that Piranha Strike has the same bug but it isn't fixed because this might give Piranha Strike an edge over Power Attack, which is pretty coool.
Fix the bug that prone unit can be tripped. If you would allow some kind of head kicking, turn this off in mod menu.
Fix the bug that physical kinetic blasts that create an area effect don't count as magical.
Fix the bug(?) that a sawtooth saber can't be wielded with two hands.
Fix the bug that eldritch scion's arcane accuracy incorrectly uses INT.
Fix the bug that aeon bane giving crazy attack bonus.
Fix the bug that Clemency of Shadows triggers every AoO regardless of whether it crits or not.
Fix the bug that Dragon Disciple can't progress spell books other than spontaneous arcane ones (2-4, 6-8, 9-10)
Fix the bug(?) that enemies can't take a 5 foot step.
Fix the bug(?) that you can't skip selections.
Fix the bug(?) that some prestige class requirements still apply after taking the first level.
Fix the bug that Drunken Technique: Firewater Breath doesn't deal any damage when saved.
Fix the bug that activate abilities are effectively missing the last charge.
Fix the bug that stat damage can't kill you for some reason.
Add a null check to SavingThrowBonusAgainstDescriptor.
Joy Patches: Fix the owner blueprint issue Wrath Patches keep complaining about.
You can no longer directly target an enemy with an ability which it's immune to.
Better AI: No longer choose invalid targets, no longer try to dominate other creatures with dominate person (vampire), no longer cast contagion (unreasonably weak, and also buggy for AI)