Pathfinder Society Legal Feats

Belier’s Bite1 [Combat]
Your unarmed strikes cause your opponent to bleed.
Prerequisites: Improved Unarmed Strike.
Benefit: When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.
The belier devil appears in Pathfinder Adventure Path volume #12.

Cornugon Shield1 [Combat]
You can use your spiked chain as both armor and weapon.
Prerequisites: Dex 15, Weapon Focus (spiked chain).
Benefit: When wielding a spiked chain, you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Cornugon Smash1 [Combat]
Your terrible attacks strike fear into your enemies.
Prerequisites: Power Attack, Intimidate 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.

Cornugon Stun1 [Combat]
You are able to make stunning attacks with special monk weapons.
Prerequisites: Stunning Fist.
Benefit: You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Normal: You can only use Stunning Fist when making an attack with an unarmed strike.

Cornugon Trip1 [Combat]
You can throw your spiked chain to make trip attacks.
Prerequisites: Dex 15, Improved Trip, Weapon Focus (spiked chain).
Benefit: You may throw your spiked chain (as if it were a thrown weapon with a range increment of 10 feet) and can make trip attacks when throwing it. Failing at this attack does not knock you prone.

Fury’s Fall1 [Combat]
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip.
Benefit: When making a trip attack, add your Dexterity bonus to your CMB.

Fury’s Snare1 [Combat]
You entangle your foe in your weapon.
Prerequisites: Fury’s Fall, Improved Trip.
Benefit: If you successfully use a whip to trip a foe, you can choose to drop your whip. Your tripped target gains the entangled condition. The target can break free of the whip by making a DC 10 Strength check or a DC 15 Escape Artist check (add the enhancement bonus of the whip to these DCs), or by using a full-round action to disentangle himself. Escaping the whip by making a Strength check means the whip gains the broken condition. If the whip has a magical quality such as flaming, apply this quality’s damage to the target every round on your turn.

Hamatula Grasp1 [Combat]
You deal terrible damage to impaled foes.
Prerequisites: Hamatula Strike, Improved Grapple,
Strength 13, base attack bonus +9.
Benefit: When attacking an impaled opponent (see Hamatula Strike) with the weapon that impales them, you only suffer a –2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.

Hamatula Strike1 [Combat]
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Grapple, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot
normally be used in a grapple.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.

Hellcat Pounce1 [Combat]
You attack unsuspecting foes twice.
Prerequisites: Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.
Benefit: Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the same attack bonus. The target is not considered flat-footed against this second attack.
Special: This ability only functions when carrying a light load or less.

Hellcat Stealth1
You are difficult to see in the light.
Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.
Benefit: You may make Stealth checks in normal or bright light even when observed, but at a –10 penalty.
Normal: You cannot make Stealth checks while observed.

Osyluth Guile1 [Combat]
You are skilled at misdirecting an opponent’s attacks.
Prerequisites: Bluff 8 ranks, Dodge.
Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

1 Pathfinder Companion: Cheliax, Empire of Devils