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Stunning Fist (Combat)

Source PRPG Core Rulebook pg. 135
You know just where to strike to temporarily stun a foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Combat Trick (from the Combat Stamina feat)

Source Pathfinder Unchained pg. 133
You can spend 5 stamina points to declare that you are using Stunning Fist after you’ve hit with an unarmed strike.

Mythic Stunning Fist

Source Mythic Adventures pg. 75
With greater potency and frequency, your fists stun those who stand against you.

Prerequisites: Stunning Fist.

Benefit: The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same round. As a free action, you can expend one use of your mythic power to use Stunning Fist without spending one of your daily uses of the feat.