Codex Unarmed Fighting Style (3.5e Feat)

Asura's Flurry: You may make an unarmed attack as a swift action if you have not attacked this turn, if you have the two-weapon fighting or multiweapon fighting feat you may make an appropriated number of attacks with that swift attack with the appropriated penalties. Using Asura's Flurry immediately end your turn.

Cobra Hand Stance: As a swift action you can grant yourself an extra 5 feet to your reach until the end of your turn. Additionally your unarmed attack critical range improve to 18-20.

Flying Attack: You may make a single attack as an immediate action at the end of a run action, this attack deal double damage and knock the struck creature prone if it hit. Additionally when you run you ignore difficult terrain.

Gigas Unarmed Strike: Your unarmed strike deal damage as if it was one size category larger.

Lion's Grip: You unarmed strike count as a two-handed weapon when it would be beneficial (such as when adding strength to damage or when power attacking).

Metal Bending Chop: Your unarmed attacks ignore hardness and DR (except DR/-) and deal 1d12 damage (for a medium creature).

Monk Slayer: You ignore any ability that add a certain ability score other than dexterity to AC (such as a monk or a swordsage's or monk's wisdom bonus to AC). Additionally your unarmed attack deal an additional 2 point of damage against unarmed opponents.

Monkey Paw Barrage: You can take a full-attack action as a standard action. Doing so however leave you staggered until the end of your next turn. Additionally your unarmed attack critical range improve to 19-20.

Monkey Roll: Whenever a creature score a critical threat against you and fail to confirm, you may move up to half your base land speed without provoking attacks of opportunity. You may move as such as an immediate action when a creature attack you in melee but fail to hit as well.

Steel Wire Strike: Your unarmed strike can deal slashing damage and when it does it does 2 points of bleedout point with each successful hit. Additionally you unarmed attack deal 1d10 damage (for a medium creature) and it critical threat range become 18-20.

Zodiac Stance: As a one-round action you can grant yourself a number of temporary hit points equal to three time your character level, these hit points does not stack with other source of temporary hit points and last indefinitely. You may only use this ability while unarmed. Additionally you unarmed attack deal 1d10 damage (for a medium creature) and it critical threat become 20/x3.