Unarmed Fighting Style (3.5e Feat)

''You only gain the benefits of a style as long as you are making unarmed attacks, attacks made with any other weapons do not benefits from the benefits or penalties granted by a style. Special effects of all level stack together unless they specifically overlap.''

''Note on damage dice: The damage dice are fixed and do not increase or decrease with size. Yes this can lead to a pixie dealing absurd damages but then if you allowed a player to play a diminutive or smaller creature you just reap what you sowed. The damage dice is essentially fixed, if your unarmed attack would deal greater damage (such as being a colossal ++++++ creature) use whichever is higher. ''

 : The drunken oni style is awkward and hard to control, thus you any user get a -3 penalty to AC and a -1 penalty to attack while using the style. The penalty to attack vanish while the penalty to AC is lowered to -1 if the user is inebriated.

 : Nobody is quite sure where the blow gonna land. Whenever you miss a target you may make an immediate attack against another adjacent target. Only use this ability once per round.

 : You may take a -3 penalty to attack and AC (stack with awkward) for one round if you do all unarmed attacks you make in this round deal double damage dice and count as two-handed for the purpose of damage and power attack.

 : Your unarmed attacks gain the unholy property. You do not actually take any penalty if you are not evil. As long as you inebriated your attack also count as flaming.

 : Your unarmed attacks count as two-handed for damages and power attack.

 : As a full-round action you may make a single melee attack, this attack is a touch attack.

 : You may have your unarmed attacks deal slashing damages, if you do it also count as wounding.

 : Your unarmed attacks bypass all damage reduction except DR/-.

 : When using the lightning kick style you cannot benefits from fist weapons such as electric fist, spiked gauntlets or pneumatic-powered fist.

 : You may make an additional unarmed attack when taking a full-attack action even if wielding a weapon. All attacks in that round are made with a -2 penalty.

 : You may make an unarmed attack at your highest attack bonus as a swift action.

 : Your Lightning Strike can now be used as an immediate action.

 : As long as you are unarmed you get a +1 dodge bonus to AC and a +1 dodge bonus to reflex save. You may decide to halve your land speed as a swift action, if you do so the dodge bonus to AC and reflex increase by 1. You may restore you base land speed (but lose the increasing bonus as a swift) action.

 : Whenever you make an unarmed attack you may choose to take a free 5' foot step before or after the attack is made (but not both).

 : Whenever you hit a creature with an unarmed attack you gets +2 bonus on damage against that creature until the end of the turn, this bonus stack with itself and increase by 2 for each attack that hit beyond the first (+2, +4, +6, +8 and etc.). Additionally you gain a climb speed equal to your base land speed (not halved by Agile Monkey Dance's special stance).

 : You may make full-attacks as standard action.

 : As a full-round action the Stone Palm user may make an unarmed attack that deal no damage but grounds her opponents feet. The creature must be on the ground during the strike and is subject to a Fort save, failure results in the target becoming entangled. The target remain anchored until he can free himself with a DC 10 +1/2 HD+your highest ability score strength check or a DC 20 escape artist check.

 : Any unattended objects and constructs struck by your unarmed strike are affected as subject to the shatter spell. (save DC based on it user highest ability score).

 : As a full-round action you may make an unarmed attack that deals no damage. If the attack hits, the target loses its dexterity bonus to AC and reflex saves, loses the benefits of evasion, and has their movement speed in all modes reduced to 0 until the end of their next turn. Targets with improved evasion are treated as if they only had evasion during this time. A successful fortitude save negates these penalties, but the target is still entangled as per Stone Anchor. The DC on this ability is based on the users highest ability score.

 : Once per encounter when using Immobilizing Palm technique you may attempt to permanently paralyses your opponent. The target must be below half hit point otherwise the ability automatically fail, if the target fail his fortitude save he is permanently paralyzed and appear dead unless a heal DC 20 check is passed. As a full-round action you may return the creature to normal.

 :When charging you may have your attacks deal piercing damage (vice standard bludgeoning), if you do all attacks made in your charge deal +1d6 damage.

 : Your unarmed attack have the bane enhancement against all humanoid.

 : When you charge, if you hit with two or more unarmed attack you may deal an additional 3d6+1 1/2 strength modifier slashing damage.

 : As the rogue's class feature.

 : The reach of your unarmed attack increase by 5'.

 : Your unarmed attack are as poisonous as an actual large viper. The saving throw is based on your highest mental ability score. Each opponent can only be affected once per round by your poisoned chi, even if multiple attacks hit.

 : Your unarmed attack poison now affect creatures normally immune to poison, if that creature doesn't have a constitution score it deal wisdom damage instead.