CMB feats

Feats
Improved [Insert Combat Maneuver]
(Combat)
You are skilled at performing a specific combat maneuver.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a [Insert Combat Maneuver] combat maneuver. In addition, you receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to perform this combat maneuver against you.
Normal: You provoke an attack of opportunity when performing a [Insert Combat maneuver] combat maneuver.

Greater Blind Opponent (Combat)
You are skilled at blinding your foes.
Prerequisites: Combat Expertise, Improved Blind Opponent, base attack bonus 6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Blind Opponent. In addition, whenever you use Blind Opponent to cause an opponent to gain the Blinded condition, she gains that condition permanently.
Normal: A creature you Blind Opponent usually suffers the Blinded condition for 1 round or 1d3
1 rounds. Greater Bypass Armor (Combat) You are skilled at slipping past your opponent’s armor.
Prerequisites: Combat Expertise, Improved Bypass Armor, base attack bonus, +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Bypass Armor. You can bypass armor as a move action, whenever you use Bypass Armor to cause an opponent to lose his Armor and/or Natural Armor bonus; he loses that bonus until the beginning of your next turn, in addition to losing that bonus against your next attack.
Normal: You normally Bypass armor as a standard action. A creature you Bypass Armor loses its Armor and/or Natural Armor bonus against your next attack.

Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Int 13, Combat Expertise, Improved Called Shot, base attack bonus +6.
Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow.
Normal: You can make only one called shot in a round as a standard action. A called shot that deals 50 points of damage is a debilitating blow.

Greater Confuse Opponent (Combat)
You are skilled at confusing your opponents.
Prerequisites: Combat Expertise, Improved Confuse Opponent, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Confuse Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Create Opening
You are skilled at confusing your opponents.
Prerequisites: Combat Expertise, Improved Create Opening, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Create Opening. Once per round you can perform a create opening combat maneuver as a swift action.

Greater Cut Clothing
You are skilled at damaging the garments of your opponents.
Prerequisites: Combat Expertise, Improved Cut Clothing, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Cut Clothing. Once per round you can perform a cut clothing combat maneuver as a swift action.

Greater Disorient Opponent (Combat)
You are skilled at disorienting your opponents.
Prerequisites: Combat Expertise, Improved Disorient Opponent, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Disorient Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Entangle Opponent
You are skilled at entangling your opponents.
Prerequisites: Combat Expertise, Improved Entangle Opponent, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Entangle Opponent. Once per round you can perform a cut clothing combat maneuver as a swift action.

Greater Enemy Cover
You are skilled at using your opponents for cover.
Prerequisites: Combat Expertise, Improved Enemy Cover, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Enemy Cover. You gain an addition 10’ of movement when using this feet as you allow your opponents momentum to move your forward.

Greater Force Movement (Combat)
Enemies must dive to avoid your dangerous move.
Prerequisites: Combat Expertise, Improved Force Movement, base attack bonus +6, Int 13.
Benefit You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Force Movement. Whenever you force movement opponents, they provoke attacks of opportunity.
Normal: Creatures subject to force movement normally do not provoke an attack of opportunity.

Greater Garrote Opponent (Combat)
You are skilled at strangling and choking your opponents.
Prerequisites: Combat Expertise, Improved Garrote Opponent, base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Garrote Opponent. In addition, you add a +2 to the DC of the Constitution Check against the effects of this maneuver.

Greater Hinder Natural Attacks (Combat)
You are skilled at hindering your opponent’s natural attacks.
Prerequisites: Combat Expertise, Improved Hinder Natural Attacks; base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Hinder Natural Attacks. In addition, you deal full damage to the creature rather than half damage.

Greater Hinder Special Abilities (Combat)
You are skilled at hindering your opponent’s special abilities.
Prerequisites: Combat Expertise, Improved Hinder
Special abilities; base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Hinder Special Abilities. In addition, you deal full damage to the creature rather than half damage.

Greater Impede Movement (Combat)
You are skilled at hindering your opponent’s movement.
Prerequisites: Combat Expertise, Improved Impede Movement; base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Impede Movement. In addition, you deal full damage to the creature rather than half damage.

Greater Strike Joint (Combat)
You are skilled at damaging your opponent’s joints.
Prerequisites: Combat Expertise, Improved Strike Joint, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Strike Joint. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Low Blow (Combat)
You are skilled at striking your opponents loins.
Prerequisites: Combat Expertise, Improved Low Blow, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performin/g this combat
maneuver against a foe. This bonus stacks with the bonus granted by Improved Low Blow. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Nauseate Opponent (Combat)
You are skilled at nauseating your opponents.
Prerequisites: Combat Expertise, Improved Nauseate Opponent, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Nauseate Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Paralyze Opponent (Combat)
You are skilled at paralyzing your opponents.
Prerequisites: Combat Expertise, Improved Paralyze Opponent, base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Paralyze Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Parry Attack (Combat)
You are skilled at paralyzing your opponents.
Prerequisites: Combat Expertise, Improved Parry Attack, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Parry Attack. If you riposte, you also gain a +1 bonus to your attack roll.

Greater Rope-A-Dope (Combat)
You are skilled at tiring out your opponents.
Prerequisites: Combat Expertise, Improved Rope- A-Dope, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Rope-A-Dope. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Sacrificial Critical (Combat, Critical)
You are skilled at accepting an attack that leaves your opponent vulnerable.
Prerequisites: Combat Expertise, Critical Focus, Improved Sacrificial Critical, base attack bonus +17, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Sacrificial Critical. Once per day when you perform this maneuver if you confirm the critical you opponent must make a successful Fortitude Saving throw or Die (DC 10 + ½ your character level + your strength or dexterity modifier).

Greater Sap (Combat)
You are skilled at knocking out your opponents.
Prerequisites: Combat Expertise, Improved Sap, base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Sap. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Scar Opponent (Combat)
You are skilled at knocking out your opponents.
Prerequisites: Combat Expertise, Improved Scar Opponent, base attack bonus +12, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Scar Opponent. Once per round you can perform a Scar Opponent combat maneuver as a swift action.

Greater Seize Massive Attack (Combat)
You are skilled at knocking out your opponents.
Prerequisites: Combat Expertise, Improved Seize Massive Attack, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Seize Massive Attack. Once per round you can perform a Scar Opponent combat maneuver as a immediate action.

Greater Taunt Opponent (Combat)
You are skilled at insulting and embarrassing out your opponents and enraging them.
Prerequisites: Combat Expertise, Improved Taunt Opponent, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Taunt Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Torment Opponent (Combat)
You are skilled at inflicting extreme pain rather than attempting to kill your opponent.
Prerequisites: Combat Expertise, Improved Torment Opponent, base attack bonus +9, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Torment Opponent. In addition, you add a +2 to the DC of the saving throw against the effects of this maneuver.

Greater Unbalance Opponent (Combat)
You are skilled at hindering the reflexes of your opponent.
Prerequisites: Combat Expertise, Improved Unbalance Opponent, base attack bonus +6, Int 13.
Benefit: You receive a +2 bonus to your Combat Maneuver Bonus when performing this combat maneuver against a foe. This bonus stacks with the bonus granted by Improved Unbalance Opponent. Once per round you can perform a unbalance opponent combat maneuver as a swift action.

Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Int 13, Combat Expertise.
Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal: You can make one called shot per round as a standard action.

Improved Dirty Trick (Combat)
You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.

Improved Drag (Combat)
You are skilled at dragging foes around the battlefield.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.
Normal: You provoke an attack of opportunity when performing a drag combat maneuver.

Improved Ki Throw (Combat)
Your enemies are living weapons in your hands.
Prerequisites: Improved Bull Rush, Ki Throw.
Benefit: When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with a –4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target’s square, while the secondary target is pushed back and knocked prone in an adjacent square. If the check fails, the thrown creature lands prone in the nearest square you threaten adjacent to the secondary target. If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of –4 on your combat maneuver check for each target after the first.
Special: A monk may take this as a bonus feat at 14th level.

Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Normal: You provoke an attack of opportunity when performing a reposition combat maneuver.

Improved Second Chance (Combat)
You can turn a missed strike into a second chance without
sacrificing later attacks.
Prerequisites: Int 13, Combat Expertise, Second Chance,
base attack bonus +11.
Benefit: When you reroll a missed attack using the
Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack.
Normal: When using the Second Chance feat, you must normally forgo the rest of your attacks that turn.

Improved Steal (Combat)
You have a knack for snatching items from your opponents.
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Normal: You provoke an attack of opportunity when performing a steal combat maneuver.

CMB feats

Carrion Crown: Kyle's ktle1985