Uncanny Dodge (Ex): Keeps Dex, improved avoids flanking, etc.
Pulse of the Pits (Ex): Your time fighting in gladiatorial arenas has given you a gut instinct for how people perceive you. You can automatically tell what a creature's attitude is (hostile, unfriendly, indifferent, friendly, helpful, or fanatic) towards you and your allies as long as you can observe that creature. Similarly, you can approximate the overall attitude of a crowd towards you and your allies.
Additionally, you can use your Constitution modifier in place of your Wisdom modifier on Sense Motive checks.
Unconventional Tactics (Ex): You've picked up various techniques to protect yourself against some of the unconventional fighting styles you've faced. At 2nd level and again every 2 levels thereafter, choose one of the following abilities, each designed to counter or offset a specific fighting style. That knowledge also helps you perform those same techniques it protects against.
- Aid Another: Add 4 to the Armor Class for aid another attempts to grant a bonus on attack rolls against you or to AC against your attacks and for suppressing fire attempts against you. You gain a +2 bonus on attack rolls and skill checks made to aid another or perform suppressing fire.
- Bull Rush: Attacks of opportunity made against you while moving in a bull rush have an additional 10% chance to accidentally target your opponent (for a total of 35%), and attacks of opportunity made against your opponent are not at risk of accidentally targeting you. You gain a +2 bonus on opposed checks made to perform or resist a bull rush attempt.
- Charge: When you make an attack that is readied against a charge, if your attack hits and deals damage, your opponent's attacks against you as part of that charge are made with a -4 penalty on their attack and weapon damage rolls. The penalty you suffer to your Armor Class for charging is reduced by 1 (to -1).
- Demoralize: An opponent that fails a demoralize attempt against you provokes an attack of opportunity from you. You gain a +2 bonus on opposed checks made to perform or resist a demoralize attempt.
- Disarm: You can pick up a loose object from the ground as though you were drawing it instead. This means that you don't provoke an attack of opportunity, you can do so as a free action combined with a regular move if your Base Attack Bonus is +1 or higher, you can pick up two light or one-handed weapons as part of the same action if you have the Two-Weapon fighting feat, you can do so as a free action if you are picking up ammunition or have the Quick Draw feat, and so forth. You gain a +2 bonus on opposed checks made to perform or resist a disarm attempt.
- Feint: An opponent that fails a feint attempt against you provokes an attack of opportunity from you. You gain a +2 bonus on opposed checks made to perform or resist a feint attempt.
- Grapple: You can draw a light or one-handed weapon while grappling without needing to make a grapple check. When you attack your opponent while grappling, the penalty that you take on your attack roll is reduced by 2 (to -2), and you can attack with a one-handed weapon. You gain a +2 bonus on grapple checks.
- Overrun: Your opponents treat spaces you occupy as difficult terrain when trying to move through them. When an opponent provokes an attack of opportunity due to trying to enter your space or trample you, if your attack hits and deals damage, that creature must make a Reflex save with a save DC equal to the damage dealt. If they fail, they immediately stop moving as though they had spent all their movement for the round. You gain a +2 bonus on opposed checks made to perform or resist an overrun attempt.
- Trip: The penalties you take on attack rolls and to your Armor Class against melee attacks while prone are reduced by 2 (to -2). When you stand from prone, you do not provoke attacks of opportunity for creatures that you've attacked earlier in the same turn. You gain a +2 bonus on opposed checks made to perform or resist a trip attempt.
At the DM's discretion, unconventional tactics for other fighting styles and abilities may be available.
Exotic Tactics (Ex): At 12th level and onwards, you can also choose from the following abilities for your unconventional tactics, each designed to counter or offset a more exotic or supernatural combat style.
- Blindsight: Creatures that cannot visually see you only know your general direction instead of being able to pinpoint you and can only pinpoint you instead of perceiving you as well as if they could see you. This effect only applies if the creature neither threatens nor is threatened by you and neither of you have attacked the other within the past 1 round (attempting to attack but targeting the wrong square entirely doesn't count). Additionally, you know the general direction of creatures whose presence you are aware of but cannot see.
- Breath Weapon: When you succeed on a saving throw against a spell or ability that affects a cone or line area, you take no damage for that effect (although you are still subject to any non-damaging effects of a successful saving throw) and your space blocks line of effect against that area effect. You gain a +1 bonus to the save DCs of spells and abilities you employ that affect a cone or line area.
- Invisibility: You gain Blindfight as a bonus feat. You gain an additional +2 bonus on attack rolls against creatures that can't see you.
- Poison: Whenever you succeed on the saving throw against a poison's initial damage, you gain immunity to that type of poison for 5 minutes. You gain the poison use ability, as per the 1st-level assassin ability.
- Power Attack: When you are attacked with a weapon wielded in two or more hands, your attacker's bonus on damage rolls is as though they wielded it in one fewer hand. You gain the brutal strike ability, as per the dreadnought battle talent.
- Spring Attack: Whenever a creature you threaten moves away from you after having made an attack against you in the same turn, you can move 5 feet towards that creature. Your movement does not provoke attacks of opportunity. When you make an attack after moving during your turn, you can continue moving using up to 5 feet of your remaining movement and without provoking attacks of opportunity from the creature you attacked. If you make multiple attacks after moving, you only get to move 5 feet once, but you don't provoke attacks of opportunity from any of the creatures you attacked before using those last 5 feet of your movement.
- Whirlwind Attack: When a creature attacks you during its turn, if you are not the first creature it attacked during the turn or if it's attacking you simultaneously with another creature, you get a +4 dodge bonus to your Armor Class against its attack. After you make a full attack, if you attacked three or more creatures (including with bonus attacks from effects such as the Cleave feat or the war mind's sweeping strikes ability), you can make one additional attack at your highest attack bonus against one of those creature that you directed the least attacks against (you choose which creature if multiple are tied for the least number of attacks).
At the DM's discretion, exotic tactics for other fighting styles and abilities may be available.