xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --- Feat: Aberrant Form Type: Summ: The daeva within you is a bit different from its kin. Prereq: Cha 15, Passion class feature --- ## Aberrant Form The daeva within you is a bit different from its kin. **Prerequisite:** Cha 15, Passion class feature **Benefit:** Select one veil granted by your Passion, and one veil from the daevic veilweaving list. You permanently remove the selected Passion veil from your list of Passion veils and replace it with the selected veil from the daevic veilweaving list. --- Feat: Chakra-Enhanced Fortitude Type: Akashic Summ: You can use akasha to strengthen your blood and harden your internal organs. You boost your ability to resist effects that would adversely affect your health. Prereq: Con 13 or veilweaver level 1 --- ## Chakra-Enhanced Fortitude (Akashic) You can use akasha to strengthen your blood and harden your internal organs. You boost your ability to resist effects that would adversely affect your health. **Prerequisite:** Con 13 or veilweaver level 1 **Benefit:** You can invest essence into this feat. You gain an insight bonus on Fortitude saves equal to the invested essence. You gain 1 point of essence. --- Feat: Chakra Power Type: Akashic, Combat Summ: You can take your body’s toughness and natural resilience and use it to fuel attacks whose power exceeds mere physical strength. Prereq: Con 13, Str 13, Power Attack --- ## Chakra Power (Akashic, Combat) You can take your body’s toughness and natural resilience and use it to fuel attacks whose power exceeds mere physical strength. **Prerequisite:** Con 13, Str 13, Power Attack **Benefit:** You can invest essence into this feat. You gain an insight bonus to CMB to succeed on a Bull Rush, Overrun, or Sunder attack equal to the invested essence. You also gain an insight bonus equal to the invested essence on damage rolls made when using Power Attack. You gain 1 point of essence. --- Feat: Chakra Targeting Type: Akashic, Combat Summ: You can focus akashic energy into your ranged attacks, dealing more damage with successful critical hits. Prereq: Con 13 or veilweaver level 1, Deadly Aim --- ## Chakra Targeting (Akashic, Combat) You can focus akashic energy into your ranged attacks, dealing more damage with successful critical hits. **Prerequisite:** Con 13 or veilweaver level 1, Deadly Aim **Benefit:** You can invest essence into this feat. While using the Deadly Aim feat, you gain an insight bonus equal to the invested essence on ranged attack rolls against targets within 30 feet, and an insight bonus equal to the invested essence on ranged damage rolls. You gain 1 point of essence. ## Daevic Rage (Akashic) You can channel akasha to enhance your rage. When you do essence into this feat. While raging, you deal an additional 2 points of untyped energy damage per point of essence invested on all melee attacks and a +1 insight bonus per point of essence invested on all saves vs. spells and spell-like abilities for one round after taking hit point damage. This ability can only be triggered once per round. You gain 1 point of essence. --- Feat: Divine Essence Type: Akashic, Divine Summ: You can channel positive or negative energy to imbue yourself with akasha. Prereq: Con 13 or veilweaver level 1, Channel Energy class feature --- ## Divine Essence (Akashic, Divine) You can channel positive or negative energy to imbue yourself with akasha. **Prerequisite:** Con 13 or veilweaver level 1, Channel Energy class feature **Benefit:** You can spend a use of Channel Energy as a move action to add 1 point of essence to your essence pool for 1 round. For the duration of this effect, your essence capacity in all veils, akashic feats, and other essence powered abilities is increased by 1. At 5th level and every 5 levels thereafter you may spend an additional use of channel energy when activating this ability to increase the bonus to capacity by an additional 1 (for example, a 15th level cleric could spend 4 uses of channel energy to increase his total essence capacity by 4 for 1 round). You can use this ability once per round. You gain 1 point of essence. --- Feat: Diving Fury Type: Akashic, Combat Summ: Swooping down on your foe, you unleash a furious avian barrage. Prereq: Base attack bonus +1, suqur --- ## Diving Fury (Akashic, Combat) Swooping down on your foe, you unleash a furious avian barrage. **Prerequisite:** Base attack bonus +1, suqur **Benefit:** When using the charge action to attack with a manufactured or veil weapon while flying, you may also make a single free attack with each of your talons as part of the charge (these are treated as secondary natural attacks). In addition, your falcon blood racial trait may now be invested with essence, increasing the bonus to Fly and Perception checks by +1 per point of essence invested. You gain 1 point of essence. --- Feat: Enhanced Capacity Type: Summ: Your capacity for channeling Akasha allows you to maintain more essence in a single Veil. Prereq: Con 15 or veilweaver level 7th --- ## Enhanced Capacity Your capacity for channeling Akasha allows you to maintain more essence in a single Veil. **Prerequisite:** Con 15 or veilweaver level 7th **Benefit:** When you shape your veils for the day, choose one essence receptacle such as a veil, magic item designed to contain essence, or class feature. Your essence capacity for that receptacle is increased by 1. Each time you shape your veils, you can change the receptacle that benefits from this feat. **Special:** You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional receptacle while shaping. You can’t apply this feat’s affects more than once to the same receptacle. --- Feat: Essence Focus Type: Akashic, Psionic Summ: The blending of akasha and psionics you have mastered gives you unusual focus and recovery. Prereq: Con 13 or veilweaver level 1, a power point reserve --- ## Essence Focus (Akashic, Psionic) The blending of akasha and psionics you have mastered gives you unusual focus and recovery. **Prerequisite:** Con 13 or veilweaver level 1, a power point reserve **Benefit:** You can invest a point of essence into this feat as a move action to regain your psionic focus. Essence invested in this way cannot be reassigned for 3 rounds. In addition, while essence is invested in this feat you gain the ability to activate two abilities which require you to expend your psionic focus as part of the same action (for example, a psion using this ability could gain the benefits of both Quicken Power and Talented as part of the same expenditure). You gain 1 point of essence. --- Feat: Essence of Movement Type: Akashic, Combat Summ: You flow through the battlefield, nimbly evading the blows of your enemies. Prereq: Con 13 or veilweaver level 1, Dex 13, Dodge --- ## Essence of Movement (Akashic, Combat) You flow through the battlefield, nimbly evading the blows of your enemies. **Prerequisite:** Con 13 or veilweaver level 1, Dex 13, Dodge **Benefit:** You get a +1 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area, plus an additional +1 per point of essence invested in this feat. In addition, you gain a +1 insight bonus per point of essence invested on all acrobatics checks. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose the dodge and acrobatics bonuses. This feat counts as the Mobility feat for determining prerequisites. You gain 1 point of essence. --- Feat: Essence of Recovery Type: Akashic Summ: You can channel akasha to enhance your ability to heal. When you use your akasha-infused healing class feature, your body and hands hum with eldritch energy. Prereq: Con 13 or veilweaver level 1, lay on hands or wholeness of body class feature --- ## Essence of Recovery (Akashic) You can channel akasha to enhance your ability to heal. When you use your akasha-infused healing class feature, your body and hands hum with eldritch energy. **Prerequisite:** Con 13 or veilweaver level 1, lay on hands or wholeness of body class feature **Benefit:** You can bind essence into this feat. Add the bound essence to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both. You gain 1 point of essence. --- Feat: Essence Rejection Type: Summ: A strange defect or racial quirk has left you utterly devoid of even the vaguest hints of akashic energy, and your chakra energy is unusually resistant to akashic effects. Prereq: No essence pool --- ## Essence Rejection A strange defect or racial quirk has left you utterly devoid of even the vaguest hints of akashic energy, and your chakra energy is unusually resistant to akashic effects. **Prerequisite:** No essence pool **Benefit:** You gain a +1 bonus on saving throws against effects generated by veils and other akashic abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter (to a maximum bonus of +6 at 20th level). **Special:** You lose the benefit of this feat if you gain any essence. --- Feat: Focused Critical Type: Akashic, Combat Summ: You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes. Prereq: Con 13 or veilweaver level 1 --- ## Focused Critical (Akashic, Combat) You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes. **Prerequisite:** Con 13 or veilweaver level 1 **Benefit:** You can invest essence into this feat. You gain an insight bonus equal to the invested essence on attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essence on damage rolls made as part of a critical hit. (This extra damage is also multiplied for the critical hit.) You gain 1 point of essence. --- Feat: Life Bond Type: Akashic Summ: You can transfer your own vital essence into another. Prereq: Con 17, veilweaver level 5 --- ## Life Bond (Akashic) You can transfer your own vital essence into another. **Prerequisite:** Con 17, veilweaver level 5 **Benefit:** You gain the ability to transfer your life force to other living creatures. As long as you are in physical contact with another creature, you can spend a full round action to transfer any number of your own hit points to that creature. You must transfer at least 1 hit point when using this ability, and you cannot lower your current hit points below zero. For each point of essence invested in this ability, increase the amount of healing your target receives by 5 hit points. You gain 1 point of essence. --- Feat: Pistolero’s Bind Type: Akashic Summ: With a flick of the wrist you repair your damaged weapon with a thin layer of akasha. Prereq: Con 13 or veilweaver level 1, proficient with at least one firearm, ability to bind veils to your Hands slot --- ## Pistolero’s Bind (Akashic) With a flick of the wrist you repair your damaged weapon with a thin layer of akasha. **Prerequisite:** Con 13 or veilweaver level 1, proficient with at least one firearm, ability to bind veils to your Hands slot **Benefit:** You can use a swift action to remove the broken condition from a single firearm you are currently wielding, as long as that condition was gained by a firearm misfire. This is not a permanent fix, as you have merely reinforced the weapon with a weak akashic veil. An additional misfire will shatter the akashic bonds, returning the weapon to the broken condition. --- Feat: Powerful Throw Type: Combat Summ: You can leverage your great strength to control the flight of your thrown weapons. Prereq: Strength 15, base attack bonus +1, Power Attack --- ## Powerful Throw (Combat) You can leverage your great strength to control the flight of your thrown weapons. **Prerequisite:** Strength 15, base attack bonus +1, Power Attack **Benefit:** You may use your Strength modifier in place of your Dexterity modifier for your attack rolls when making a ranged attack with thrown weapons. You may also use the Power Attack feat instead of the Deadly Aim feat when attacking with thrown weapons. **Normal:** Power Attack cannot be used with thrown weapons, and Dexterity, not Strength, is used for ranged attack rolls. --- Feat: Sand Slide Type: Akashic, Combat Summ: The gamla’s size and awkward hands belie their uncanny adroitness when battling in their natural environs. Prereq: Base attack bonus +1, gamla --- ## Sand Slide (Akashic, Combat) The gamla’s size and awkward hands belie their uncanny adroitness when battling in their natural environs. **Prerequisite:** Base attack bonus +1, gamla **Benefit:** When you successfully trip an opponent, you may use your spit racial ability against the target of your trip as a free action. In addition to the spit’s normal effects, when this ability is used in a sandy environment the spit mixes with sand on the tripped opponent’s face to form a clay - like substance that blinds the target until they spend a standard action to clear it away. In addition, your desert strider racial ability may now be invested with essence, granting you a +1 racial bonus to CMD to resist a trip and to Acrobatics checks in sandy environments per point of essence invested. You gain 1 point of essence. --- Feat: Shape Veil Type: Summ: You gain the ability to shape a single veil. Prereq: Con 13 or veilweaver level 1, Wis 13 --- ## Shape Veil You gain the ability to shape a single veil. **Prerequisite:** Con 13 or veilweaver level 1, Wis 13 **Benefit:** When this feat is selected, choose a veil from any class’s veil list. The veil must match one of the following slots: Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. A veil that can be shaped in multiple slots is not eligible to be taken unless both slots are included in this list. You can shape that veil using the normal veilweaving rules. If you do not have levels in a veilweaving class, you have total veils shaped of 1 and use your Wisdom to determine the DC’s and effects of your veil abilities. If you gain any levels in a veilweaving class, your primary veilweaving attribute is determined by that class. Once chosen, the veil granted by this feat can never be changed. Your veilweaver level for this veil is equal to your character level. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new veil. --- Feat: Shared Veil Type: Summ: You can share a veil with an ally with which you have a special bond. Prereq: Ability to shape veils and an animal companion, eidolon, familiar, mount, or creature whose services are granted as part of a known veil --- ## Shared Veil You can share a veil with an ally with which you have a special bond. **Prerequisite:** Ability to shape veils and an animal companion, eidolon, familiar, mount, or creature whose services are granted as part of a known veil **Benefit:** When shaping your veils, any one veil shaped by you can also affect your familiar, animal companion, mount, or any creature currently created or controlled by one of your shaped veils. You may change which veil is shared in this way, or which companion it is shared with, as a standard action. The creature in question must remain within 15 feet of you to receive the benefit and must have the appropriate limb or body part (a horse cannot benefit from a veil that occupies the Hands slot,for example). If the creature leaves this radius of effect, it loses the benefits of the veil until such time as it returns within 15 feet. If the veil has an activated ability (like Gorget of the Wyrm’s breath weapon attack) the companion instinctively knows how to use it and can be commanded to do so with a Handle Animal check as though it were a trained trick. Familiars do not require a check, and can be commanded to utilize their veil as a free action (though they must still spend the appropriate action to activate it). Your companion also shares the benefits of any essence you have invested in the veil. --- Feat: Tainted Essence Type: Summ: Your essence is tainted with the energy of some dark entity or shadowed bloodline, giving your veils and akashic abilities a sinister cast. Prereq: Ability to shape veils --- ## Tainted Essence Your essence is tainted with the energy of some dark entity or shadowed bloodline, giving your veils and akashic abilities a sinister cast. **Prerequisite:** Ability to shape veils **Benefit:** You gain a +1 profane bonus to the save DCs of veils with the evil descriptor and increase any profane bonuses normally offered by such veils by +1. If your alignment is not evil, you appear as one alignment step closer to evil for each veil with the evil descriptor you have equipped when subjected to abilities like an antipaladin’s detect good ability or detect alignment spells. If you have at least three veils with the evil descriptor bound, you are treated as being evil aligned for spells and abilities whose effects are determined by alignment, such as an antipaladin’s smite good or an unholy blight spell. --- Feat: Treewalker Type: Akashic Summ: You can run up trees and other living vertical surfaces as though they were solid ground. Prereq: Con 15 or veilweaver level 3, ability to bind veils to your Feet slot --- ## Treewalker (Akashic) You can run up trees and other living vertical surfaces as though they were solid ground. **Prerequisite:** Con 15 or veilweaver level 3, ability to bind veils to your Feet slot **Benefit:** You gain the ability to bind your essence to trees, plants, and other non - sentient living things, allowing you to move up and down the surfaces of these as though you had a climb speed equal to your base land speed. You gain 1 point of essence. --- Feat: Twin Veil Type: Summ: One of your chakra slots becomes more receptive and capable of sustaining more akasha than would normally be possible Prereq: Veilweaver level 9th --- ## Twin Veil One of your chakra slots becomes more receptive and capable of sustaining more akasha than would normally be possible **Prerequisite:** Veilweaver level 9th **Benefit:** When this feat is selected, choose a chakra to which you can bind veils. Two of your shaped veils can occupy (and be bound to) that chakra simultaneously. This still counts as two veils towards your total number of active veils. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra. **Normal:** Without this feat, each chakra slot can only be occupied or bound by a single veil. --- Feat: Philosophy of Battle Type: Combat Summ: Whatever your beliefs, there’s one thing you know for sure—nothing beats having the right tool for the job. Prereq: Proficiency with selected weapon, Weapon Focus with selected weapon, Philosophy class feature --- ## Philosophy of Battle (Combat) Whatever your beliefs, there’s one thing you know for sure—nothing beats having the right tool for the job. **Prerequisite:** Proficiency with selected weapon, Weapon Focus with selected weapon, Philosophy class feature **Benefit:** Choose one weapon for which you have already selected the Weapon Focus feat. This weapon now counts as a Philosophy weapon for you and may be used in conjunction with your Gentle Touch ability and other Philosophy abilities. --- Feat: Veilbound Metamagic Type: Akashic Summ: You can use essence to enhance your spells. Prereq: Con 13 or veilweaver level 1, ability to cast 1st - level spells, any metamagic feat --- ## Veilbound Metamagic (Akashic) You can use essence to enhance your spells. **Prerequisite:** Con 13 or veilweaver level 1, ability to cast 1st - level spells, any metamagic feat **Benefit:** When you take this feat, choose one metamagic feat you know. Once per day, you can invest essence into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effects of the selected feat to. Using this ability adds one hour to the normal time required for spell preparation (for spontaneous casters this requires an hour of meditation). You must invest a number of points of essence equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essence) for each spell to be affected. The next time you cast that spell, the spell gains the effect of that feat without any change to its level (or casting time, if you cast spells spontaneously). You can apply the effect of this feat to as many spells as you can afford to invest with essence. For example, you could invest 4 points of essence to quicken one spell (as Quicken Spell), or 12 points of essence to quicken 3 spells, as long as you had at least 12 points of essence to invest, an essence capacity of at least 4, and knew the Quicken Spell feat. Once essence is invested in a spell, it remains invested until the spell is cast, at which point the essence returns to your essence pool. You gain 1 point of essence --- Feat: Veilbound Resilience Type: Akashic Summ: You can use akasha to seal your wounds, causing the wounds to throb with eldritch energy while they mend. Prereq: Con 13 or veilweaver level 1, Heal 1 rank --- ## Veilbound Resilience (Akashic) You can use akasha to seal your wounds, causing the wounds to throb with eldritch energy while they mend. **Prerequisite:** Con 13 or veilweaver level 1, Heal 1 rank **Benefit:** Once per day, you can invest essence in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 3 hit points per point of essence invested in the feat, and you can use the feat a number of times per day equal to the invested essence. This is a supernatural ability. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours. If you have the ability to bind a veil to your body slot, each use of this ability instead heals 5 hp per point of essence invested in the feat. You gain 1 point of essence. --- Feat: Veiled In Purity Type: Akashic Summ: You can wrap your chakra in positive energy, concealing your true nature. Prereq: Ability to shape veils --- ## Veiled In Purity (Akashic) You can wrap your chakra in positive energy, concealing your true nature. **Prerequisite:** Ability to shape veils **Benefit:** You gain a +1 sacred bonus to the save DCs of veils with the good descriptor and increase any sacred bonuses normally offered by such veils by +1. If your alignment is not good, you appear as one alignment step closer to good for each veil with the good descriptor you have equipped when subjected to abilities like a paladin’s detect evil ability or detect alignment spells. If you have at least three veils with the Good descriptor bound, you are treated as being good aligned for spells and abilities whose effects are determined by alignment, such as a paladin’s smite evil or a holy smite spell. --- Feat: Weaver’s Reflexes Type: Akashic Summ: You can use akasha to boost your ability to avoid harm by giving yourself enhanced reaction speed. Prereq: Con 13 or veilweaver level 1 --- ## Weaver’s Reflexes (Akashic) You can use akasha to boost your ability to avoid harm by giving yourself enhanced reaction speed. **Prerequisite:** Con 13 or veilweaver level 1 **Benefit:** You can invest essence into this feat. You gain an insight bonus on Reflex saves equal to the invested essence. You gain 1 point of essence. --- Feat: Wildclaw Chakra Type: Akashic Summ: You can channel akasha to enhance your combat prowess while wild shaped. Prereq: Con 13 or veilweaver level 1, wild shape class feature --- ## Wildclaw Chakra (Akashic) You can channel akasha to enhance your combat prowess while wild shaped. **Prerequisite:** Con 13 or veilweaver level 1, wild shape class feature **Benefit:** You can invest essence into this feat. While wild shaped, you gain an insight bonus on attack rolls made with natural weapons equal to the invested essence. You gain 1 point of essence. --- Feat: Will of the Daeva Type: Akashic Summ: You can use akasha to boost your willpower, giving you newfound strength of purpose. Prereq: Con 13 or veilweaver level 1 --- ## Will of the Daeva (Akashic) You can use akasha to boost your willpower, giving you newfound strength of purpose. **Prerequisite:** Con 13 or veilweaver level 1 **Benefit:** You can invest essence into this feat. You gain an insight bonus on Will saves equal to the invested essence. You gain 1 point of essence. --- Feat: Willful Throw Type: Akashic, Combat Summ: It is the strength of your desire, not the finesse of your hand, that determines your weapon’s destination. Prereq: Cha 15, essence pool 5 --- ## Willful Throw (Akashic, Combat) It is the strength of your desire, not the finesse of your hand, that determines your weapon’s destination. **Prerequisite:** Cha 15, essence pool 5 **Benefit:** You may invest essence in this feat. When you have at least 1 point of essence invested in this feat, you may use your Charisma modifier in place of your Dexterity modifier for your attack rolls when attacking with thrown weapons, and gain a bonus to damage rolls with these attacks equal to the total essence invested in this feat. In addition, for each point of essence invested your thrown weapon attacks ignore 1 point of AC your target has due to cover, and reduce the penalty for attacking a prone target by 1. You gain 1 point of essence. --- Feat: Buckler Bash Type: Combat Summ: You have learned to use your buckler as an effective weapon. Prereq: Shield proficiency, at least one maneuver known from the Broken Blade or Iron Tortoise disciplines --- ## Buckler Bash (Combat) You have learned to use your buckler as an effective weapon. **Prerequisite:** Shield proficiency, at least one maneuver known from the Broken Blade or Iron Tortoise disciplines **Benefit:** You may make shield bash attacks with a buckler as though it was a light shield. You treat your buckler as an associated weapon for the Iron Tortoise and Broken Blade disciplines and may substitute a buckler bash for an unarmed strike if a maneuver calls for one. --- Feat: Deadly Agility Type: Combat Summ: You have learned how to use your agility to greater purpose in battle. Prereq: Weapon Finesse, base attack bonus +1 --- ## Deadly Agility (Combat) You have learned how to use your agility to greater purpose in battle. **Prerequisite:** Weapon Finesse, base attack bonus +1 **Benefit:** You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack. This modifier to damage is not increased for two-handed weapons, but is not reduced for off-hand weapons. --- Feat: Deadly Pairing Type: Teamwork Summ: Through working together, you and an ally are capable of striking vital locations. Prereq: Deadly Strike +1d6, at least one Steel Serpent stance known --- ## Deadly Pairing (Teamwork) Through working together, you and an ally are capable of striking vital locations. **Prerequisite:** Deadly Strike +1d6, at least one Steel Serpent stance known **Benefit:** Whenever you and another ally flank a creature both you and that ally increase the critical threat range of your weapons by 1 (so a weapon with a 19-20 threat range would increase to 18-20) if you or your ally are in a stance from the Steel Serpent discipline. This additional critical threat range is not multiplied by abilities such as keen or the Improved Critical feat and is applied after abilities such as those are applied. --- Feat: Defensive Expertise Type: Combat Summ: You are able to use your defenses to greater effect. Prereq: Shield Focus, shield proficiency, base attack bonus +1 --- ## Defensive Expertise (Combat) You are able to use your defenses to greater effect. **Prerequisite:** Shield Focus, shield proficiency, base attack bonus +1 **Benefit:** Your shield bonus to armor class applies against touch attacks. Additionally, you may add the enhancement bonus of your shield (if any) as a competence bonus to Reflex saves. ## Discipline Expertise You are quite adept at the use of your available discipline’s associated skills. **Benefit:** Choose a class you have at least one level in. You gain a +2 competence bonus to checks with the skills associated with maneuvers available to that class. --- Feat: Discipline Focus Type: Summ: You’ve trained extensively in the arts of a single martial discipline. Prereq: Ability to initiate three maneuvers of a single discipline --- ## Discipline Focus You’ve trained extensively in the arts of a single martial discipline. **Prerequisite:** Ability to initiate three maneuvers of a single discipline **Benefit:** You gain a +2 bonus to saving throw DCs when using maneuvers of the selected discipline. You also inflict an additional +2 points of damage when wielding associated weapons of the chosen discipline. **Special:** If the character ever has fewer than three maneuvers known from the specialized discipline, then he loses the benefits of this feat until such a time that he does. This feat may be selected multiple times, each time selecting a new discipline to receive the benefits of this feat. --- Feat: Discipline Mastery Type: Summ: You’ve learned to use certain skills in reference to your martial ability with practiced ease. Prereq: 8 or more ranks in a discipline’s associated skill --- ## Discipline Mastery You’ve learned to use certain skills in reference to your martial ability with practiced ease. **Prerequisite:** 8 or more ranks in a discipline’s associated skill **Benefit:** You may take 10 on skill checks made with any associated skill of a discipline you possess (with 8 or more ranks) without increasing the time needed to make the check, even if combat or distractions would otherwise prevent you from doing so. --- Feat: Double Weapon Finesse Type: Combat Summ: You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace. Prereq: Proficiency with one or more double weapons, Two-Weapon Fighting, Weapon Finesse --- ## Double Weapon Finesse (Combat) You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace. **Prerequisite:** Proficiency with one or more double weapons, Two-Weapon Fighting, Weapon Finesse **Benefit:** While wielding a double weapon that you are proficient in, you may treat both heads of the weapon as light weapons for the purposes of the Weapon Finesse feat and for Two-Weapon Fighting. You also receive a +2 competence bonus to CMD when using a double weapon. --- Feat: Extended Mark Type: Combat Summ: Your marks are more potent and are capable of keeping your foe’s attention longer. Prereq: Armiger’s mark class feature --- ## Extended Mark (Combat) Your marks are more potent and are capable of keeping your foe’s attention longer. **Prerequisite:** Armiger’s mark class feature **Benefit:** The duration of your armiger’s mark is doubled. --- Feat: Extra Gambit Type: Combat Summ: You have learned another manner in which to take a chance for success. Prereq: The ability to initiate a gambit, Cha 13, 3rd-level warlord --- ## Extra Gambit (Combat) You have learned another manner in which to take a chance for success. **Prerequisite:** The ability to initiate a gambit, Cha 13, 3rd-level warlord **Benefit:** You may select another gambit method in which to regain maneuvers. **Special:** You may select this feat multiple times, selecting a new gambit each time. --- Feat: Extra Ki Type: Summ: You can use your ki pool more times per day than most. Prereq: Ki pool class feature --- ## Extra Ki You can use your ki pool more times per day than most. **Prerequisite:** Ki pool class feature **Benefit:** Your ki pool increases by 2. **Special:** You can gain Extra Ki multiple times. Its effects stack. --- Feat: Extra Marks Type: Combat Summ: You are able to mark more opponents than most. Prereq: Armiger’s mark class feature --- ## Extra Marks (Combat) You are able to mark more opponents than most. **Prerequisite:** Armiger’s mark class feature **Benefit:** You gain two additional daily uses of your armiger’s mark class feature. **Special:** This feat can be taken multiple times. Its effects stack. --- Feat: Extra Readied Maneuver Type: Combat Summ: You have learned how to increase your ability to maintain martial forms in your mind. Prereq: Ability to initiate a martial maneuver --- ## Extra Readied Maneuver (Combat) You have learned how to increase your ability to maintain martial forms in your mind. **Prerequisite:** Ability to initiate a martial maneuver **Benefit:** Select a martial maneuver using class that you possess one or more levels in. You may ready an additional martial maneuver from your maneuvers known from that class. **Special:** You may select this feat multiple times, applying it to multiple classes (if you possess multiple initiator classes) or multiple times to single class. This feat may not alter maneuvers readied from the Martial Training feat chain. --- Feat: Extra Stalker Art Type: Combat Summ: You’ve learned a new way to use your stalker training. Prereq: 3rd-level stalker, Wis 13 --- ## Extra Stalker Art (Combat) You’ve learned a new way to use your stalker training. **Prerequisite:** 3rd-level stalker, Wis 13 **Benefit:** You may select a new stalker art and add it to your known stalker arts. **Special:** You may select this feat multiple times, selecting a new stalker art each time. --- Feat: Fuse Styles Type: Combat, Style Summ: You are capable of mingling mundane and martial combat styles. Prereq: One style feat, one stance known --- ## Fuse Styles (Combat, Style) You are capable of mingling mundane and martial combat styles. **Prerequisite:** One style feat, one stance known **Benefit:** You can enter a fighting style and a martial stance with the same swift action. --- Feat: Guard’s Glare Type: Combat Summ: Your unflinching stare keeps your targets terrified of fleeing from you. Prereq: Armiger’s mark class feature, Intimidate 4 ranks --- ## Guard’s Glare (Combat) Your unflinching stare keeps your targets terrified of fleeing from you. **Prerequisite:** Armiger’s mark class feature, Intimidate 4 ranks **Benefit:** A creature that is demoralized, frightened, shaken, or panicked and marked by your armiger’s mark must make a Will save (DC 10 + half your warder level + Intelligence modifier) to move in a direction away from you. A creature only needs to make this save once per round. This is a mind-affecting fear effect. --- Feat: Lightning Recovery Type: Combat Summ: With a flash of insight, you retain the knowledge of a martial maneuver you’ve just used. Prereq: Ability to initiate martial maneuvers --- ## Lightning Recovery (Combat) With a flash of insight, you retain the knowledge of a martial maneuver you’ve just used. **Prerequisite:** Ability to initiate martial maneuvers **Benefit:** As a free action, after you’ve use a martial strike, counter, or boost, you may instantly recover that maneuver. You may do this once per day. **Special:** You may select this feat multiple times, gaining multiple uses per day. --- Feat: Lightning Swap Type: Combat Summ: Your speed is legendary, allowing you to switch weapons at a frightening pace. Prereq: Quick Draw, Dex 15, base attack bonus +5 --- ## Lightning Swap (Combat) Your speed is legendary, allowing you to switch weapons at a frightening pace. **Prerequisite:** Quick Draw, Dex 15, base attack bonus +5 **Benefit:** You may draw or put away a weapon as a free action. You cannot make more weapon swaps per round than your Dexterity modifier. You also gain a +2 bonus to CMD to resist attempts to be disarmed due to your fast hands and reflexes. --- Feat: Martial Charge Type: Combat Summ: You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack. Prereq: Base attack bonus +3, ability to initiate a martial strike --- ## Martial Charge (Combat) You have learned how to initiate a martial strike on the move, delivering them at the end of a charge attack. **Prerequisite:** Base attack bonus +3, ability to initiate a martial strike **Benefit:** You may initiate a strike instead of making an attack at the end of a charge. --- Feat: Martial Power Type: Combat Summ: You are able to instinctively call upon reserves of untapped power within yourself to defend yourself. Prereq: Constitution 13, knowledge of at least one maneuver or stance --- ## Martial Power (Combat) You are able to instinctively call upon reserves of untapped power within yourself to defend yourself. **Prerequisite:** Constitution 13, knowledge of at least one maneuver or stance **Benefit:** You can choose to take a –1 penalty on attack rolls and combat maneuver checks to gain 2 temporary hit points. This bonus is increased by half (50%) when you are using a shield of any kind. When your base attack bonus reaches +3 and every +2 thereafter, the penalty increases by –1 and the temporary hit point bonus increases by 2. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon, or when you are initiating a maneuver. The penalty to attack rolls and temporary hit points gained from use of this feat last until the start of your next turn. **Special:** Martial Power can be used in place of Combat Expertise to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Expertise. --- Feat: Martial Training I Type: Combat Summ: You’ve learned the basics in a martial discipline. Prereq: Base attack bonus +3 or Knowledge (martial) 3 ranks --- ## Martial Training I (Combat) You’ve learned the basics in a martial discipline. **Prerequisite:** Base attack bonus +3 or Knowledge (martial) 3 ranks **Benefit:** Select a martial discipline. The associated skill for this discipline is now a class skill. Your martial initiator level maneuvers granted by this feat (and subsequent Martial Training feats) is equal to half your character level + your attribute modifier that modifies your chosen discipline for use with this discipline (example, Dexterity for a discipline that uses Acrobatics), not to exceed your character level. Likewise, your initiation modifier is the attribute modifier that effects the associated skill of this chosen discipline (for example, Charisma if the discipline uses Diplomacy). You may select any two maneuvers from the 1st level maneuvers from this discipline, and you may ready one of your maneuvers for use. You may recover one maneuver by expending a full round action to recover it. **Special:** If you ever gain levels in a martial adept class or possess them previously, these maneuvers continue to use their own initiator level and recovery method, independent of your martial adept level. Those wishing to add new maneuvers from a discipline that is already available to their class should instead select the Advanced Study feat instead. --- Feat: Martial Training II Type: Combat Summ: You’ve continued to progress your martial studies. Prereq: Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks --- ## Martial Training II (Combat) You’ve continued to progress your martial studies. **Prerequisite:** Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks **Benefit:** You may select two new maneuvers and one stance from your chosen discipline of up to 2nd level, and you may ready an additional maneuver. You must meet the minimum initiator level to select any maneuver. --- Feat: Martial Training III Type: Combat Summ: Your mastery of your martial discipline improves. Prereq: Martial Training II, base attack bonus +7 or Knowledge (martial) 7 ranks --- ## Martial Training III (Combat) Your mastery of your martial discipline improves. **Prerequisite:** Martial Training II, base attack bonus +7 or Knowledge (martial) 7 ranks **Benefit:** You may select an additional new maneuver from your chosen discipline of up to 3rd level, plus one new stance, and you may ready an additional maneuver. You may also trade out any one maneuver from your chosen discipline you know and replace it with a different maneuver from that discipline of up to 2nd level. You must meet the minimum initiator level to select any maneuver. --- Feat: Martial Training IV Type: Combat Summ: You are fast approaching mastery of your chosen discipline. Prereq: Martial Training III, base attack bonus +9 or Knowledge (martial) 9 ranks --- ## Martial Training IV (Combat) You are fast approaching mastery of your chosen discipline. **Prerequisite:** Martial Training III, base attack bonus +9 or Knowledge (martial) 9 ranks **Benefit:** You may select two new maneuvers from your chosen discipline of up to 4th level, and you may ready an additional maneuver. You must meet the minimum initiator level to select any maneuver. --- Feat: Martial Training V Type: Combat Summ: You are truly enlightened with using your chosen discipline. Prereq: Martial Training IV, base attack bonus +11 or Knowledge (martial) 11 ranks --- ## Martial Training V (Combat) You are truly enlightened with using your chosen discipline. **Prerequisite:** Martial Training IV, base attack bonus +11 or Knowledge (martial) 11 ranks **Benefit:** You may select two new maneuvers or one new maneuver and one new stance from your chosen discipline of up to 5th level, and you may ready an additional maneuver. You may also trade out any one maneuver from your chosen discipline you know and replace it with a different maneuver from that discipline of up to 4th level. You must meet the minimum initiator level to select any maneuver. --- Feat: Martial Training VI Type: Combat Summ: You have reached your limits in mastering your chosen discipline. Prereq: Martial Training V, base attack bonus +13 or Knowledge (martial) 13 ranks --- ## Martial Training VI (Combat) You have reached your limits in mastering your chosen discipline. **Prerequisite:** Martial Training V, base attack bonus +13 or Knowledge (martial) 13 ranks **Benefit:** You may select two new maneuvers or one new maneuver and one new stance from your chosen discipline of up to 6th level, and you may ready an additional maneuver. You may also trade out any one maneuver from your chosen discipline you know and replace it with a different maneuver from that discipline of up to 5th level. You must meet the minimum initiator level to select any maneuver. --- Feat: Powerful Mark Type: Combat Summ: Your ability to mark foes is more potent than others of your trade. Prereq: Armiger’s mark class feature --- ## Powerful Mark (Combat) Your ability to mark foes is more potent than others of your trade. **Prerequisite:** Armiger’s mark class feature **Benefit:** The penalty for your armiger’s mark ability increases by 2, and the save DC for your armiger’s mark grand challenge increases by +2. --- Feat: Ricochet Weapon Type: Combat Summ: When throwing weapons as part of a martial strike, you are quite capable of bouncing the weapon in such a way as to have it return to you. Prereq: Point Blank Shot, Dex 13 --- ## Ricochet Weapon (Combat) When throwing weapons as part of a martial strike, you are quite capable of bouncing the weapon in such a way as to have it return to you. **Prerequisite:** Point Blank Shot, Dex 13 **Benefit:** Whenever you throw a weapon as part of a martial strike, that weapon bounces or ricochets off your target and returns to your hand at the end of your turn. You must have a free hand to be able to catch the weapon on its return, otherwise it falls into your space at your feet. --- Feat: Serene Stride Type: Summ: Your ki allows for the lightest touch upon almost any surface. Prereq: Ki pool, Wis 13 --- ## Serene Stride Your ki allows for the lightest touch upon almost any surface. **Prerequisite:** Ki pool, Wis 13 **Benefit:** As long as you have at least one point in your ki pool you may ignore movement and Acrobatics penalties from difficult terrain and move across liquid surfaces just as if they were solid. You may still choose to swim if you wish to. --- Feat: Tactical Rush Type: Combat Summ: You are capable of making a fast sprint in the midst of combat, allowing you the ability to better position yourself. Prereq: At least one maneuver known from the Iron Tortoise, Scarlet Throne, or Veiled Moon disciplines --- ## Tactical Rush (Combat) You are capable of making a fast sprint in the midst of combat, allowing you the ability to better position yourself. **Prerequisite:** At least one maneuver known from the Iron Tortoise, Scarlet Throne, or Veiled Moon disciplines **Benefit:** Once per encounter you may move up to your speed as a swift action. **Special:** This feat may be taken up to three times, each time granting another use of this feat. --- Feat: Take the Blow Type: Combat Summ: You are swift in positioning yourself to aid your allies. Prereq: Armiger’s mark class feature --- ## Take the Blow (Combat) You are swift in positioning yourself to aid your allies. **Prerequisite:** Armiger’s mark class feature **Benefit:** When a creature within your reach who is marked by your armiger’s mark targets an ally with a melee or ranged attack, you can expend a use of your armiger’s mark as an immediate action to force the opponent’s attack to target you instead. You are considered the target for all effects of the attack (the creature must make a successful attack roll, you are allowed a save, if any, etc.). --- Feat: Victorious Recovery Type: Combat Summ: You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver. Prereq: Able to initiate maneuvers --- ## Victorious Recovery (Combat) You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver. **Prerequisite:** Able to initiate maneuvers **Benefit:** Once per encounter, you may recover maneuvers equal to your initiator modifier when you reduce an opponent to zero or less hit points. ## Weapon Group Adaptation (Combat) You specialize in a specific family of weaponry, adapting many techniques to suit them. **Benefit:** Choose a weapon group (excluding siege weapons and siege firearms). That weapon group is considered associated with disciplines you have access to. Note that this does not change the initiation requirements of maneuvers from those disciplines (for example, a warlord who takes this feat might have heavy blades associated with Solar Wind, but still cannot make a ranged attack with them without further feats or abilities that allow him to use a heavy blade as a ranged weapon). **Special:** This may be taken multiple times. --- Feat: Animus Healing Type: Combat Summ: You can channel your animus into healing energies. Prereq: Animus pool or equivalent ability (such as a rubato bard’s tempo class feature or the Tap Animus feat) --- ## Animus Healing (Combat) You can channel your animus into healing energies. **Prerequisite:** Animus pool or equivalent ability (such as a rubato bard’s tempo class feature or the Tap Animus feat) **Benefit:** Once per encounter, you can spend one point of animus as a move action to heal 2d6 hit points. At 4th level and every four levels thereafter, you can spend one additional point of animus when you use this ability, healing 2d6 hit points for each point spent. --- Feat: Awakened Animus Type: Combat Summ: You can use mental power to modulate the roiling energies within your soul. Prereq: Animus pool or equivalent ability (such as a rubato bard’s tempo class feature or the Tap Animus feat) --- ## Awakened Animus (Combat) You can use mental power to modulate the roiling energies within your soul. **Prerequisite:** Animus pool or equivalent ability (such as a rubato bard’s tempo class feature or the Tap Animus feat) **Benefit:** When initiating maneuvers with a psionic augment, you may spend points of animus as if they were power points. In addition, you gain a reserve of 1 power point and the psionic subtype, allowing you to take psionic feats, metapsionic feats, and psionic item creation feats, and to gain psionic focus. --- Feat: Battle Fervor Type: Combat Summ: Your divine powers provide ample courage for battle. Prereq: Fervor, guardian’s shield, or lay on hands class feature, ability to initiate maneuvers --- ## Battle Fervor (Combat) Your divine powers provide ample courage for battle. **Prerequisite:** Fervor, guardian’s shield, or lay on hands class feature, ability to initiate maneuvers **Benefit:** When you use fervor or lay on hands to heal yourself as a swift action or when you apply your guardian’s shield to an ally, the next strike you initiate deals additional damage equal to half the amount of healing or temporary hit points granted. --- Feat: Channeled Recovery Type: Divine Summ: You are able to use divine energy recover. Prereq: Channel energy class feature --- ## Channeled Recovery (Divine) You are able to use divine energy recover. **Prerequisite:** Channel energy class feature **Benefit:** When you use channel energy to heal allies, affected allies recover one expended maneuver. --- Feat: Dark Allure Type: Combat Summ: Those you have Claimed by become distracted by your presence. Prereq: Ability to Claim creatures --- ## Dark Allure (Combat) Those you have Claimed by become distracted by your presence. **Prerequisite:** Ability to Claim creatures **Benefit:** Creatures Claimed by you take a penalty on attack rolls against creatures other than you equal to the number of creatures you currently have Claimed. **Special:** Characters with the Dark Authority feat cannot take this feat. --- Feat: Dark Authority Type: Combat Summ: Those you have Claimed tremble at the mere thought of defying you. Prereq: Ability to Claim creatures --- ## Dark Authority (Combat) Those you have Claimed tremble at the mere thought of defying you. **Prerequisite:** Ability to Claim creatures **Benefit:** Creatures Claimed by you take a penalty on attack rolls against you equal to the number of creatures you currently have Claimed. **Special:** Characters with the Dark Allure feat cannot take this feat. --- Feat: Dark Presence Type: Combat Summ: Those you have Claimed cannot escape your malice. Prereq: Ability to Claim creatures --- ## Dark Presence (Combat) Those you have Claimed cannot escape your malice. **Prerequisite:** Ability to Claim creatures **Benefit:** Creatures Claimed by you provoke an attack of opportunity from you whenever they make a 5-foot step into or out of one of your threatened squares. --- Feat: Electrum Manticore Type: Combat Summ: You’ve learned how to blend the arts of the Golden Lion and Silver Crane disciplines. Prereq: Two Golden Lion maneuvers known, two Silver Crane maneuvers known --- ## Electrum Manticore (Combat) You’ve learned how to blend the arts of the Golden Lion and Silver Crane disciplines. **Prerequisite:** Two Golden Lion maneuvers known, two Silver Crane maneuvers known **Benefit:** You can initiate a Golden Lion boost as part of entering a Silver Crane stance, and can initiate a Silver Crane boost as part of entering a Golden Lion stance. --- Feat: Elemental Current Type: Combat Summ: You’ve learned how to blend the skills of the Elemental Flux discipline with that of Mithral Current. Prereq: Quick Draw, two Elemental Flux maneuvers known, two Mithral Current maneuvers known --- ## Elemental Current (Combat) You’ve learned how to blend the skills of the Elemental Flux discipline with that of Mithral Current. **Prerequisite:** Quick Draw, two Elemental Flux maneuvers known, two Mithral Current maneuvers known **Benefit:** Whenever you use a Mithral Current strike or stance to make a creature vulnerable to silver, you can instead make that creature vulnerable to your active element’s associated energy type. Creatures with vulnerability to an energy type take half again as much (+50%) damage as normal from that energy type, as normal. If your target is normally immune to that energy type, they instead take half damage from that energy type instead of none for as long as they are vulnerable. --- Feat: Elemental Focus Type: Combat Summ: You have chosen a singular element with which to excel. Prereq: Elemental attunement class feature or one Elemental Flux maneuver known --- ## Elemental Focus (Combat) You have chosen a singular element with which to excel. **Prerequisite:** Elemental attunement class feature or one Elemental Flux maneuver known **Benefit:** Choose one element available as an active element for the Elemental Flux discipline. When this element is your active element, your maneuvers that deal damage of that element’s associated energy type ignore up to your character level in energy resistance. In addition, starting at character level 10th, creatures that are immune to that element’s energy type take half damage instead of none from your attacks and abilities. --- Feat: Elemental Sun Type: Combat Summ: You’ve can blend your techniques with the Elemental Flux and Solar Wind disciplines. Prereq: Two Elemental Flux maneuvers known, two Solar Wind maneuvers known --- ## Elemental Sun (Combat) You’ve can blend your techniques with the Elemental Flux and Solar Wind disciplines. **Prerequisite:** Two Elemental Flux maneuvers known, two Solar Wind maneuvers known **Benefit:** When you hit with an attack as part of a Solar Wind maneuver while maintaining an Elemental Flux stance, you can reduce your target’s resistances to acid, cold, electricity, and fire by 1/2 your initiator level for one round. Multiple uses of this ability do not stack; instead, the duration increases by one round. --- Feat: Enduring Protector Type: Combat Summ: Your determination to win grows with defeated foe. Prereq: Combat Reflexes, Martial Power --- ## Enduring Protector (Combat) Your determination to win grows with defeated foe. **Prerequisite:** Combat Reflexes, Martial Power **Benefit:** Whenever you reduce an opponent to 0 or fewer hit points with an attack of opportunity, you gain temporary hit points equal to that opponent’s Hit Dice or the amount of temporary hit points you would normally gain when you use the Martial Power feat, whichever is higher. These temporary hit points do not stack with themselves, and last for one round. --- Feat: Eternal Hourglass Type: Combat Summ: Time is your weapon and your shield. Prereq: Two Eternal Guardian maneuvers known, two Riven Hourglass maneuvers known --- ## Eternal Hourglass (Combat) Time is your weapon and your shield. **Prerequisite:** Two Eternal Guardian maneuvers known, two Riven Hourglass maneuvers known **Benefit:** Once per encounter, while you maintain a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action rather than an immediate action (even if it isn’t your turn). --- Feat: Extra Animus Type: Combat Summ: Your reserves of animus are stronger. Prereq: Must possess an animus pool --- ## Extra Animus (Combat) Your reserves of animus are stronger. **Prerequisite:** Must possess an animus pool **Benefit:** Your initial animus pool at the start of each combat increases by 2 points. **Special:** You can take this feat multiple times. Each additional time you take the feat, your initial animus pool increases by 1 point instead of 2. --- Feat: Extra Conviction Type: Summ: You’ve more conviction than that of your fellows. Prereq: Conviction class feature --- ## Extra Conviction You’ve more conviction than that of your fellows. **Prerequisite:** Conviction class feature **Benefit:** Choose a conviction that you meet the prerequisites for. You gain the benefit of that conviction. **Special:** You can take this feat multiple times. Each time you take the feat, you choose an additional conviction you meet the prerequisites for. --- Feat: Extra Granted Maneuver Type: Combat Summ: You’re quite capable at sorting through your flashes of mystic inspiration for maneuvers you need. Prereq: Granted maneuvers, initiator level 3rd --- ## Extra Granted Maneuver (Combat) You’re quite capable at sorting through your flashes of mystic inspiration for maneuvers you need. **Prerequisite:** Granted maneuvers, initiator level 3rd **Benefit:** When you are granted your maneuvers at the start of combat and after you expend all your remaining maneuvers, you can choose one additional maneuver to be granted from your withheld maneuvers. **Normal:** Your granted maneuvers are equal to your normal allotment, and any granted maneuvers beyond the ones you are allowed to select are randomly-determined. --- Feat: Extra Presence Type: Combat Summ: You’ve learned more presence abilities for your tactical presence class feature. Prereq: Tactical presence class feature --- ## Extra Presence (Combat) You’ve learned more presence abilities for your tactical presence class feature. **Prerequisite:** Tactical presence class feature **Benefit:** Choose a tactical presence that you meet the prerequisites for. You can assume that tactical presence when you use your tactical presence class feature. **Special:** You can take this feat multiple times. Each time you take the feat, you choose an additional tactical presence you meet the prerequisites for (see the Warlord section on page 91). You can select tactical presences normally available only to a specific warlord archetype with this feat even if you do not possess that archetype. --- Feat: Feral Goddess Type: Psionic Summ: Your use of the Sleeping Goddess discipline enhances your psionically-generated natural weapons. Prereq: One Sleeping goddess maneuver known, ability to manifest a psionic power that grants natural weapons (such as claws of the beast or metamorphosis) --- ## Feral Goddess (Psionic) Your use of the Sleeping Goddess discipline enhances your psionically-generated natural weapons. **Prerequisite:** One Sleeping goddess maneuver known, ability to manifest a psionic power that grants natural weapons (such as claws of the beast or metamorphosis) **Benefit:** You reduce the power point cost for manifesting a power that grants you a natural weapon by 1 (to a minimum of 0). In addition, you treat natural weapons created by psionic powers as Sleeping Goddess discipline weapons and as magic weapons for the purposes of overcoming damage reduction. --- Feat: Flowing Mithral Fist Type: Combat Summ: You have learned how to make your unassuming hands and feet into swift moving, deadly weapons. Prereq: Improved Unarmed Strike, one Mithral Current stance known --- ## Flowing Mithral Fist (Combat) You have learned how to make your unassuming hands and feet into swift moving, deadly weapons. **Prerequisite:** Improved Unarmed Strike, one Mithral Current stance known **Benefit:** You treat unarmed strikes as Mithral Current discipline weapons and as silver weapons for the purposes of overcoming damage reduction or dealing additional damage to a creature vulnerable to silver. In addition, you can sheath your hands once per round as a free action that does not provoke attacks of opportunity (even if it isn’t your turn) by placing them in your pockets, under your sleeves, or in an otherwise non-threatening position. --- Feat: Forge of the Goddess Type: Psionic Summ: Your ability to call forth psionically-generated weapons is tempered by your skill with the Sleeping Goddess discipline. Prereq: One Sleeping Goddess maneuver known, ability to manifest call weaponry --- ## Forge of the Goddess (Psionic) Your ability to call forth psionically-generated weapons is tempered by your skill with the Sleeping Goddess discipline. **Prerequisite:** One Sleeping Goddess maneuver known, ability to manifest call weaponry **Benefit:** You treat any weapon you create with the call weaponry power as a Sleeping Goddess discipline weapon. In addition, you reduce the power point cost for manifesting call weaponry by 1 (to a minimum of 0). ## Giant Slayer (Combat) You know how to turn a foe’s size and reach against them. **Benefit:** When you make a charge attack, you do not provoke attacks of opportunity from the target of your charge. In addition, you gain a +1 bonus on attack rolls made during charges for each size category larger than you the target of the attack is. --- Feat: Grasp of Darkness Type: Combat Summ: Your malicious intentions can ensnare many at once. Prereq: Dark claim class feature --- ## Grasp of Darkness (Combat) Your malicious intentions can ensnare many at once. **Prerequisite:** Dark claim class feature **Benefit:** When you use your dark claim class feature to Claim a creature, you recover two expended maneuvers rather than one, and can Claim two additional opponents within close range. You do not recover additional maneuvers for Claiming these opponents beyond the one granted by this feat. --- Feat: Haft Strike Type: Combat Summ: Holding your polearm further up its length, you can strike adjacent foes as well as those further away. Prereq: Base attack bonus +5 --- ## Haft Strike (Combat) Holding your polearm further up its length, you can strike adjacent foes as well as those further away. **Prerequisite:** Base attack bonus +5 **Benefit:** You can choose to take a –2 penalty to your AC to gain the ability to threaten all opponents within the reach of your reach weapon, rather than those you would normally threaten with your weapon. You must choose to use this feat before making an attack roll during your turn, and its effects last until the start of your next turn. --- Feat: Improved Blade Meditation Type: Combat Summ: You’ve mastered the art form of your blade meditation. Prereq: Blade meditation class feature, mystic level 7th --- ## Improved Blade Meditation (Combat) You’ve mastered the art form of your blade meditation. **Prerequisite:** Blade meditation class feature, mystic level 7th **Benefit:** You can activate your blade meditation class feature as a standard action instead of as a full-round action. --- Feat: Improved Quick Draw Type: Combat Summ: Even with your weapon still sheathed, your presence is enough to threaten enemies. Prereq: Quick Draw --- ## Improved Quick Draw (Combat) Even with your weapon still sheathed, your presence is enough to threaten enemies. **Prerequisite:** Quick Draw **Benefit:** You may draw items from holsters and bandoleers that are not weapons, but are similar size and weight, such as potions or wands. Additionally, you can steath weapons and weapon-like items as a free action. Lastly, you can draw a weapon as an immediate action, potentially allowing you to make attacks of opporunity while unarmed. --- Feat: Lurker in Darkness Type: Summ: Your training allows you to foil even magical and unusual senses. Prereq: Stealth 6 ranks --- ## Lurker in Darkness Your training allows you to foil even magical and unusual senses. **Prerequisite:** Stealth 6 ranks **Benefit:** Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal (with a +10 bonus) to detect you when you make use of the Stealth skill. --- Feat: Malevolence Type: Combat Summ: Your Claim carries a hindering curse. Prereq: Ability to Claim creatures --- ## Malevolence (Combat) Your Claim carries a hindering curse. **Prerequisite:** Ability to Claim creatures **Benefit:** Creatures Claimed by you become cursed and take a –2 penalty on combat maneuver checks and skill checks for as long as they are Claimed. --- Feat: Mass Murder Type: Combat Summ: You are impelled to acts of horrific violence. Prereq: Massacre class feature --- ## Mass Murder (Combat) You are impelled to acts of horrific violence. **Prerequisite:** Massacre class feature **Benefit:** You can use your massacre class feature an additional time per encounter. **Special:** You can take this feat up to two times. Its effects stack. --- Feat: Mirror of the Moon Type: Combat Summ: You can bend light as well as space. Prereq: Two Shattered Mirror maneuvers known, two Veiled Moon maneuvers known, ability to initiate maneuvers of 4th level or higher --- ## Mirror of the Moon (Combat) You can bend light as well as space. **Prerequisite:** Two Shattered Mirror maneuvers known, two Veiled Moon maneuvers known, ability to initiate maneuvers of 4th level or higher **Benefit:** Whenever you initiate a maneuver that allows you to teleport, you leave behind an illusory duplicate of yourself in the space you teleport from. This duplicate functions as a major image spell with a caster level equal to your initiator level, except that it only lasts for one round and does not require you to concentrate to maintain or direct it. You can only create a single duplicate with this feat at any given time. This is a supernatural ability. --- Feat: Mixed Combat Type: Combat Summ: You are trained at using ranged and melee attacks at the same time. Prereq: Base attack bonus +6 --- ## Mixed Combat (Combat) You are trained at using ranged and melee attacks at the same time. **Prerequisite:** Base attack bonus +6 **Benefit:** If you hit a creature with a melee attack, your attacks with ranged weapons until the end of your turn do not provoke attacks of opportunity from that creature. --- Feat: Molten Silver Strike Type: Combat Summ: Your powerful strikes are imbued with fiery wrath. Prereq: Quick Draw, two Mithral Current maneuvers known, two Solar Wind maneuvers known --- ## Molten Silver Strike (Combat) Your powerful strikes are imbued with fiery wrath. **Prerequisite:** Quick Draw, two Mithral Current maneuvers known, two Solar Wind maneuvers known **Benefit:** You can gain the effects of Solar Wind boosts when initiating Mithral Current strikes that allow you to attack enemies at range as a melee attack, even if those boosts would normally only function for ranged attacks. When you do so, you increase the range of the Mithral Current strike by 10 feet plus an additional 5 feet per four initiator levels you possess. **Normal:** Mithral Current strikes that attack enemies at range are still melee attacks, and as such would not gain the benefits of Solar Wind’s boosts. --- Feat: Pikeman’s Training Type: Combat Summ: Militaries across the land rely on lines of pikemen carrying both their long spears and a shield. You are familiar with this fighting style. Prereq: Base attack bonus +1 --- ## Pikeman’s Training (Combat) Militaries across the land rely on lines of pikemen carrying both their long spears and a shield. You are familiar with this fighting style. **Prerequisite:** Base attack bonus +1 **Benefit:** You can wield a normally two-handed polearm or spear in one hand, provided you are wielding a light or heavy shield in your other hand. When wielding a weapon in this manner, you treat it in all ways as being a one-handed weapon, rather than a weapon of its normal handedness. --- Feat: Pinning Arrow Type: Combat Summ: You are capable of such exceptional aim that you can pin a foot to the ground, or a wing to a side. Prereq: Point-Blank Shot, Precise Shot --- ## Pinning Arrow (Combat) You are capable of such exceptional aim that you can pin a foot to the ground, or a wing to a side. **Prerequisite:** Point-Blank Shot, Precise Shot **Benefit:** You can make a pinning shot in place of an attack action or an attack as part of a full attack. When you do, make a ranged attack. If it hits, it deals no damage, but the target must succeed at a Reflex save (DC 10 + the damage your attack would have dealt) or stop in their tracks and become unable to move for one round. They can still take other actions as normal, but cannot leave their space. A flying creature that fails its saving throw falls unless it succeeds at a Fly check with the same DC as the Reflex save, potentially taking falling damage. --- Feat: Polearm Dancer Type: Combat Summ: Your motions with your spear are agile and graceful. Prereq: Perform (dance) 1 rank, base attack bonus +1 --- ## Polearm Dancer (Combat) Your motions with your spear are agile and graceful. **Prerequisite:** Perform (dance) 1 rank, base attack bonus +1 **Benefit:** You may use your Dexterity modifier instead of your Strength modifier on attack rolls with spears and polearms. **Special:** This feat counts as Weapon Finesse for purposes of meeting prerequisites and requirements. --- Feat: Prodigious Two-Weapon Fighting Type: Combat Summ: Your great physical might allows you to wield two large weapons with ease. Prereq: Str 13 --- ## Prodigious Two-Weapon Fighting (Combat) Your great physical might allows you to wield two large weapons with ease. **Prerequisite:** Str 13 **Benefit:** You may fight with a one-handed weapon in your offhand as if it were a light weapon. In addition, you may use your Strength score instead of your Dexterity score for the purpose of qualifying for Two-Weapon Fighting and any feats with Two-Weapon Fighting as a prerequisite. --- Feat: Seize the Opportunity Type: Combat Summ: You possess an exceptional knack for exploiting sudden openings by your opponents. Prereq: Combat Reflexes, base attack bonus +1 --- ## Seize the Opportunity (Combat) You possess an exceptional knack for exploiting sudden openings by your opponents. **Prerequisite:** Combat Reflexes, base attack bonus +1 **Benefit:** When you make an attack of opportunity, you can take an attack action (such as vital strike) or attempt a combat maneuver (such as a bull rush, disarm or dirty trick) in place of your attack of opportunity. This feat does not allow you to move when it isn’t your turn. --- Feat: Sin Eater Type: Combat Summ: You prosper as your enemies fail. Prereq: Ability to Claim creatures --- ## Sin Eater (Combat) You prosper as your enemies fail. **Prerequisite:** Ability to Claim creatures **Benefit:** Whenever a creature Claimed by you is reduced to 0 or fewer hit points, you gain temporary hit points equal to twice that creature’s Hit Dice. These temporary hit points last for one minute. --- Feat: Silver Fang Initiate Type: Combat Summ: You have learned how to combine talents from the Mithral Current and Steel Serpent disciplines. Prereq: Quick Draw, two Mithral Current maneuvers known, two Steel Serpent maneuvers known --- ## Silver Fang Initiate (Combat) You have learned how to combine talents from the Mithral Current and Steel Serpent disciplines. **Prerequisite:** Quick Draw, two Mithral Current maneuvers known, two Steel Serpent maneuvers known **Benefit:** Whenever you use a Steel Serpent maneuver to deal ability score damage to a creature with vulnerability to silver, increase that ability score damage by 50%. --- Feat: Tap Animus Type: Combat Summ: You gain the ability to tap a small wellspring of animus within you. Prereq: You may not possess the animus class feature --- ## Tap Animus (Combat) You gain the ability to tap a small wellspring of animus within you. **Prerequisite:** You may not possess the animus class feature **Benefit:** When you enter combat, you gain an animus pool with one point of animus at the start of your first turn, and add one point of animus to your animus pool at the start of each of your turns thereafter. Your animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which you initiate a maneuver, you add an additional point of animus to you pool. You can use this animus pool to augment maneuvers or power animus-related feats as normal. **Special:** If you ever gain the animus class feature, this feat is immediately exchanged for the Extra Animus feat. --- Feat: Unhindered Way Type: Psionic Summ: You psionically augment your mobility in armor. Prereq: Speed of Thought, proficiency with medium armor --- ## Unhindered Way (Psionic) You psionically augment your mobility in armor. **Prerequisite:** Speed of Thought, proficiency with medium armor **Benefit:** Your speed is not reduced by medium and heavy armor, and you can gain the benefit of your Speed of Thought feat while wearing heavy armor. --- Feat: Variable Wind Type: Combat Summ: You’ve learned to use the many styles of the Solar Wind discipline. Prereq: One Solar Wind maneuver known, one Solar Wind stance known --- ## Variable Wind (Combat) You’ve learned to use the many styles of the Solar Wind discipline. **Prerequisite:** One Solar Wind maneuver known, one Solar Wind stance known **Benefit:** You gain the ability to change your active element if you cannot already. Any Solar Wind maneuver you initiate that deals fire damage instead deals damage of your active element’s associated energy type. --- Feat: Weaken the Prey Type: Combat Summ: The weak crumble before your power. Prereq: One Cursed Razor, Eternal Guardian or Steel Serpent maneuver known --- ## Weaken the Prey (Combat) The weak crumble before your power. **Prerequisite:** One Cursed Razor, Eternal Guardian or Steel Serpent maneuver known **Benefit:** Cursed creatures, diseased creatures, and creatures suffering from ability damage take a –2 penalty on saving throws against your maneuvers. --- Feat: Winds of War Type: Combat Summ: Those you have Claimed cannot hide, and now they can no longer even run. Prereq: Ability to Claim creatures --- ## Winds of War (Combat) Those you have Claimed cannot hide, and now they can no longer even run. **Prerequisite:** Ability to Claim creatures **Benefit:** You gain a +5-foot bonus to each of your movement speeds. This bonus increases by +5 feet for each creature you currently have Claimed. --- Feat: Zealous Blade Type: Psionic Summ: Your conviction fuels the power of the weapon you have idealized for your cause. Prereq: Enhanced mind blade class feature, zeal class feature --- ## Zealous Blade (Psionic) Your conviction fuels the power of the weapon you have idealized for your cause. **Prerequisite:** Enhanced mind blade class feature, zeal class feature **Benefit:** You add your zealot level to your soulknife level to determine the enhancement bonus granted by your enhanced mind blade class feature, the maximum enhancement bonus of your mind blade, the effects of your blade skills, and which blade skills you can select. --- Feat: Black Seraph Style Type: Combat, Style Summ: You laugh off the cowardly assaults of your foes. Prereq: Intimidate 3 ranks, one Black Seraph stance known --- ## Black Seraph Style (Combat, Style) You laugh off the cowardly assaults of your foes. **Prerequisite:** Intimidate 3 ranks, one Black Seraph stance known **Benefit:** Against the abilities of creatures that are shaken, frightened, panicked, or cowering, you gain a +1 profane bonus to your AC and on saving throws. This bonus increases by +1 at character level 5th and at every five levels thereafter. --- Feat: Black Seraph’s Malevolence Type: Combat Summ: You rip into creatures that cannot withstand your terror. Prereq: Black Seraph Style, Intimidate 7 ranks --- ## Black Seraph’s Malevolence (Combat) You rip into creatures that cannot withstand your terror. **Prerequisite:** Black Seraph Style, Intimidate 7 ranks **Benefit:** You treat creatures that are shaken, frightened, panicked, or cowering as being good-aligned for the purpose of dealing profane damage to them. --- Feat: Black Seraph Annihilation Type: Combat Summ: You drive your foes before you. Prereq: Black Seraph Style, Black Seraph’s Malevolence, Intimidate 11 ranks --- ## Black Seraph Annihilation (Combat) You drive your foes before you. **Prerequisite:** Black Seraph Style, Black Seraph’s Malevolence, Intimidate 11 ranks **Benefit:** Creatures within 30 feet of you can be affected by fear effects even if they are normally immune to fear. Creatures within 30 feet of you that are normally immune to mind-affecting effects can still be affected by fear effects, although they gain a +5 resistance bonus on saves against such effects. --- Feat: Broken Blade Style Type: Combat, Style Summ: Your fists strike harder than any blade. Prereq: Improved Unarmed Strike, Acrobatics 3 ranks, one Broken Blade stance known --- ## Broken Blade Style (Combat, Style) Your fists strike harder than any blade. **Prerequisite:** Improved Unarmed Strike, Acrobatics 3 ranks, one Broken Blade stance known **Benefit:** Your unarmed strikes ignore 1/2 your character level in damage reduction and hardness. This ability does not affect material with harness 20 or higher, nor does it affect Epic damage reduction. --- Feat: Broken Blade Crush Type: Combat Summ: A blow from your fist crushes armor as easily as bones. Prereq: Broken Blade Style, Acrobatics 7 ranks --- ## Broken Blade Crush (Combat) A blow from your fist crushes armor as easily as bones. **Prerequisite:** Broken Blade Style, Acrobatics 7 ranks **Benefit:** Once per round, when you make an unarmed strike against an opponent wearing armor, you can make a sunder attempt against that opponent’s armor as a free action that does not provoke attacks of opportunity. This sunder attempt takes place before your unarmed strike. --- Feat: Broken Blade Rhythm Type: Combat Summ: Every blow from your fist builds on the last. Prereq: Broken Blade Style, Broken Blade Crush, Acrobatics 11 ranks --- ## Broken Blade Rhythm (Combat) Every blow from your fist builds on the last. **Prerequisite:** Broken Blade Style, Broken Blade Crush, Acrobatics 11 ranks **Benefit:** Once per round, when you hit with a Broken Blade strike, you can make a combat maneuver attempt against a creature within your melee reach as a free action. This combat maneuver attempt does not provoke attacks of opportunity. --- Feat: Cursed Razor Style Type: Combat, Style Summ: You persecute those under the influence of your dark power. Prereq: Spellcraft 3 ranks, one Cursed Razor stance known --- ## Cursed Razor Style (Combat, Style) You persecute those under the influence of your dark power. **Prerequisite:** Spellcraft 3 ranks, one Cursed Razor stance known **Benefit:** Whenever you damage a cursed creature with a melee attack, that creature takes 2 points of bleed damage plus an additional 2 points of bleed damage for every four character levels you possess. The creature continues to bleed until the bleeding is stopped via magical healing or a successful DC 15 Heal check. --- Feat: Cursed Razor Plague Type: Combat Summ: Your curses spread amongst your enemies. Prereq: Cursed Razor Style, Spellcraft 7 ranks --- ## Cursed Razor Plague (Combat) Your curses spread amongst your enemies. **Prerequisite:** Cursed Razor Style, Spellcraft 7 ranks **Benefit:** Whenever you cause an opponent to become cursed by an effect other than this feat, you may select an additional opponent within 30 feet of you to become cursed for the same duration. This only gives that opponent the cursed condition; it does not inflict any other effects from the first curse. This is a supernatural ability. --- Feat: Cursed Razor Massacre Type: Combat Summ: You tear into your victims like a plague-laced wind. Prereq: Cursed Razor Style, Cursed Razor Plague, Spellcraft 11 ranks --- ## Cursed Razor Massacre (Combat) You tear into your victims like a plague-laced wind. **Prerequisite:** Cursed Razor Style, Cursed Razor Plague, Spellcraft 11 ranks **Benefit:** Once per round, when you hit a cursed creature with a melee attack, you can make a melee attack against a different cursed creature within your reach at your highest base attack bonus as a free action, even if it isn’t your turn. --- Feat: Elemental Flux Style Type: Combat, Style Summ: You understand the fluid and changing nature of elemental magics. Prereq: Spellcraft 3 ranks, one Elemental Flux stance known --- ## Elemental Flux Style (Combat, Style) You understand the fluid and changing nature of elemental magics. **Prerequisite:** Spellcraft 3 ranks, one Elemental Flux stance known **Benefit:** You can change your active element once per round as a free action. --- Feat: Elemental Flux Shift Type: Combat Summ: Your insight into the elements expands, allowing you to fuse disparate energies. Prereq: Elemental Flux Style, Spellcraft 7 ranks --- ## Elemental Flux Shift (Combat) Your insight into the elements expands, allowing you to fuse disparate energies. **Prerequisite:** Elemental Flux Style, Spellcraft 7 ranks **Benefit:** When you change your active element, your next attack before the start of your next turn deals additional damage equal to your highest initiation modifier of your previous active element’s associated energy type. This is a supernatural ability. --- Feat: Elemental Flux Explosion Type: Combat Summ: Your strikes explode with elemental ferocity. Prereq: Elemental Flux Style, Elemental Flux Shift, Spellcraft 11 ranks --- ## Elemental Flux Explosion (Combat) Your strikes explode with elemental ferocity. **Prerequisite:** Elemental Flux Style, Elemental Flux Shift, Spellcraft 11 ranks **Benefit:** Your weapons gain the benefit of the elemental burst weapon special ability appropriate to your active element’s associated energy type (for example, your weapons would gain the benefit of the flaming burst weapon special ability if your active element is fire). This is a supernatural ability. --- Feat: Eternal Guardian Style Type: Combat, Style Summ: Your combat maneuvers are empowered by psychic curses. Prereq: Intimidate 3 ranks, one Eternal Guardian stance known --- ## Eternal Guardian Style (Combat, Style) Your combat maneuvers are empowered by psychic curses. **Prerequisite:** Intimidate 3 ranks, one Eternal Guardian stance known **Benefit:** Whenever you succeed on a combat maneuver attempt against an opponent, they become cursed for one round. This is a supernatural ability. --- Feat: Eternal Guardian Oath Type: Combat Summ: You presence impairs the ability to fight of those you have cursed. Prereq: Eternal Guardian Style, Intimidate 7 ranks --- ## Eternal Guardian Oath (Combat) You presence impairs the ability to fight of those you have cursed. **Prerequisite:** Eternal Guardian Style, Intimidate 7 ranks **Benefit:** You can expend a readied counter as an immediate action to cause cursed creatures you threaten to take a –4 penalty on attack rolls against creatures other than you until the start of your next turn. --- Feat: Eternal Guardian Endurance Type: Combat Summ: You feed on the energy of fallen foes to renew your combat abilities. Prereq: Eternal Guardian Style, Eternal Guardian Oath, Intimidate 11 ranks --- ## Eternal Guardian Endurance (Combat) You feed on the energy of fallen foes to renew your combat abilities. **Prerequisite:** Eternal Guardian Style, Eternal Guardian Oath, Intimidate 11 ranks **Benefit:** Once per round, when you reduce a cursed opponent to 0 or fewer hit points, you can recover an expended maneuver as a free action. --- Feat: Golden Lion Style Type: Combat, Style Summ: You are adept at taking advantage of your allies’ missed opportunities. Prereq: Diplomacy 3 ranks, one Golden Lion stance known --- ## Golden Lion Style (Combat, Style) You are adept at taking advantage of your allies’ missed opportunities. **Prerequisite:** Diplomacy 3 ranks, one Golden Lion stance known **Benefit:** Once per round, when an ally (other than yourself) misses an attack against an opponent you both flank, you can make an attack of opportunity against that opponent. **Special:** A character can choose this feat in place of a bonus teamwork feat they would gain. --- Feat: Golden Lion Charge Type: Combat Summ: Your awareness of the battlefield lets you seize opportunity at a moment’s notice. Prereq: Golden Lion Style, Diplomacy 7 ranks --- ## Golden Lion Charge (Combat) Your awareness of the battlefield lets you seize opportunity at a moment’s notice. **Prerequisite:** Golden Lion Style, Diplomacy 7 ranks **Benefit:** Whenever an opponent within 30 feet misses an ally with an attack, you can expend a readied counter as an immediate action to move up to your speed towards that opponent, provided you end your movement with that opponent within your melee reach, and make an attack of opportunity against them. **Special:** A character can choose this feat in place of a bonus teamwork feat they would gain. --- Feat: Golden Lion Command Type: Combat Summ: Your battlefield presence bolsters the will of your allies. Prereq: Golden Lion Style, Golden Lion Charge, Diplomacy 11 ranks --- ## Golden Lion Command (Combat) Your battlefield presence bolsters the will of your allies. **Prerequisite:** Golden Lion Style, Golden Lion Charge, Diplomacy 11 ranks **Benefit:** You can expend a readied boost as a swift action to grant all allies within 30 feet 5 temporary hit points each time you make an attack this round. These temporary hit points stack with themselves and last for one round. **Special:** A character can choose this feat in place of a bonus teamwork feat they would gain. --- Feat: Iron Tortoise Style Type: Combat, Style Summ: You guard yourself and allies with your trusty shield at your side. Prereq: Bluff 3 ranks, proficiency with shields, one Iron Tortoise stance known --- ## Iron Tortoise Style (Combat, Style) You guard yourself and allies with your trusty shield at your side. **Prerequisite:** Bluff 3 ranks, proficiency with shields, one Iron Tortoise stance known **Benefit:** You deal damage with shield bash attacks as though you were one size larger than you actually are. This stacks with other effects that increase you or your weapons’ size. --- Feat: Iron Tortoise Shell Type: Combat Summ: Your shield protects you from more than just physical assaults. Prereq: Iron Tortoise Style, Bluff 7 ranks --- ## Iron Tortoise Shell (Combat) Your shield protects you from more than just physical assaults. **Prerequisite:** Iron Tortoise Style, Bluff 7 ranks **Benefit:** Whenever you initiate a counter, you gain evasion (as the rogue class feature) until the end of your next turn. --- Feat: Iron Tortoise Snap Type: Combat Summ: Your sword-and-shield style is brutally efficient. Prereq: Iron Tortoise Style, Iron Tortoise Shell, Bluff 13 ranks --- ## Iron Tortoise Snap (Combat) Your sword-and-shield style is brutally efficient. **Prerequisite:** Iron Tortoise Style, Iron Tortoise Shell, Bluff 13 ranks **Benefit:** Whenever you hit a creature with a shield bash, you can make an attack with a different weapon at your highest base attack bonus against that creature. You can only make two additional attacks per round in this manner. --- Feat: Mithral Current Style Type: Combat, Style Summ: Your dazzling and graceful motions allow you to catch foes off guard. Prereq: Quick Draw, Perform (dance) 3 ranks, one Mithral Current stance known --- ## Mithral Current Style (Combat, Style) Your dazzling and graceful motions allow you to catch foes off guard. **Prerequisite:** Quick Draw, Perform (dance) 3 ranks, one Mithral Current stance known **Benefit:** While you have a sheathed weapon on your person, you can make a feint against an opponent within your melee reach as a swift action. You may make Perform (dance) checks in place of Bluff checks when feinting in this way. --- Feat: Mithral Current Flow Type: Combat Summ: Every mistake your opponent makes allows you to place yourself in better position to strike. Prereq: Mithral Current Style, Perform (dance) 7 ranks --- ## Mithral Current Flow (Combat) Every mistake your opponent makes allows you to place yourself in better position to strike. **Prerequisite:** Mithral Current Style, Perform (dance) 7 ranks **Benefit:** Whenever an opponent misses an attack against you, you can move up to 10 feet without provoking attacks of opportunity as a free action, even if it isn’t your turn. --- Feat: Mithral Current Slice Type: Combat Summ: Drawing your weapon from its sheath as you strike allows you to hit harder and faster. Prereq: Mithral Current Style, Mithral Current Flow, Perform (dance) 11 ranks --- ## Mithral Current Slice (Combat) Drawing your weapon from its sheath as you strike allows you to hit harder and faster. **Prerequisite:** Mithral Current Style, Mithral Current Flow, Perform (dance) 11 ranks **Benefit:** Your first attack in a round in which you drew a weapon deals damage to your target as if they were vulnerable to silver. **Normal:** Creatures with vulnerability to silver take 50% more damage from silver weapons. --- Feat: Piercing Thunder Style Type: Combat, Style Summ: You can use the natural reach of a spear or polearm with greater effectiveness. Prereq: Acrobatics 3 ranks, one Piercing Thunder stance known --- ## Piercing Thunder Style (Combat, Style) You can use the natural reach of a spear or polearm with greater effectiveness. **Prerequisite:** Acrobatics 3 ranks, one Piercing Thunder stance known **Benefit:** While you are wielding a reach weapon, opponents provoke an attack of opportunity from you when they enter a square you threaten. If an opponent would also provoke an attack of opportunity from leaving a threatened square when they do, they still only provoke a single attack of opportunity from you. --- Feat: Piercing Thunder Push Type: Combat Summ: Your weapon guards you against hordes of charging foes. Prereq: Piercing Thunder Style, Acrobatics 7 ranks --- ## Piercing Thunder Push (Combat) Your weapon guards you against hordes of charging foes. **Prerequisite:** Piercing Thunder Style, Acrobatics 7 ranks **Benefit:** You can ready spears or polearms againscharges as if they had the brace quality. If you hit charging opponent with your readied weapon, you pusthem back 5 feet (potentially stopping their charge). --- Feat: Piercing Thunder Trample Type: Combat Summ: Your charges are unstoppable, even by those you strike. Prereq: Piercing Thunder Style, PiercinThunder Push, Acrobatics 13 ranks --- ## Piercing Thunder Trample (Combat) Your charges are unstoppable, even by those you strike. **Prerequisite:** Piercing Thunder Style, PiercinThunder Push, Acrobatics 13 ranks **Benefit:** Whenever you charge a creature whilwielding a Piercing Thunder discipline weapon, you camake a bull rush attempt and an overrun attempt againsthe target of your charge. These combat maneuveattempts do not provoke attacks of opportunity, and cabe made before or after your charge attack in any order. --- Feat: Primal Fury Style Type: Combat, Style Summ: Your fury drives you to close with your foes so that yocan tear into them more easily. Prereq: Survival 3 ranks, one Primal Furstance known --- ## Primal Fury Style (Combat, Style) Your fury drives you to close with your foes so that yocan tear into them more easily. **Prerequisite:** Survival 3 ranks, one Primal Furstance known **Benefit:** You can make Survival checks in place oAcrobatics checks to move through threatened squares. In addition, you can charge through difficult terrain anspaces containing opponents. You do not provoke attackof opportunity for entering an opponent’s space whecharging, although you provoke attacks of opportunitas normal for moving through an opponent’s threatenearea. --- Feat: Primal Fury Slash Type: Combat Summ: Your swift movements and skill allow you to strikenemies as you close with your target. Prereq: Primal Fury Style, Survival 7 ranks --- ## Primal Fury Slash (Combat) Your swift movements and skill allow you to strikenemies as you close with your target. **Prerequisite:** Primal Fury Style, Survival 7 ranks **Benefit:** When you charge a creature, you can maka single melee attack against another creature that iadjacent to you at any point during your movement.## Primal Fury Leap (Combat) --- Feat: Primal Leap Fury Type: Combat Summ: Not even the sky is safe from your wrath. Prereq: Primal Fury Style, Primal Fury Slash, Survival 11 ranks --- ## Primal Leap Fury (Combat) Not even the sky is safe from your wrath. **Prerequisite:** Primal Fury Style, Primal Fury Slash, Survival 11 ranks **Benefit:** You can make charge attacks against opponents in the air. If you do, you are treated as havina fly speed equal to your land speed during the chargewith good maneuverability. If you do not normally hava fly speed, you fall after this charge. You reduce theffective distance of this fall by 10 feet per initiator level. --- Feat: Riven Hourglass Style Type: Combat, Style Summ: Your understanding of temporal nature can give yoinsight into your enemies movements. Prereq: Autohypnosis 5 ranks, one RiveHourglass stance known --- ## Riven Hourglass Style (Combat, Style) Your understanding of temporal nature can give yoinsight into your enemies movements. **Prerequisite:** Autohypnosis 5 ranks, one RiveHourglass stance known **Benefit:** Whenever you miss an attack, you caexpend a readied maneuver as an immediate action treroll your attack roll. You must take the result of yousecond roll. --- Feat: Riven Hourglass Eternity Type: Combat Summ: Your grasp of time allows you to extend effects whicbenefit you. Prereq: Riven Hourglass Style, Autohypnosis ranks --- ## Riven Hourglass Eternity (Combat) Your grasp of time allows you to extend effects whicbenefit you. **Prerequisite:** Riven Hourglass Style, Autohypnosis ranks **Benefit:** Once per round, while you maintain a RiveHourglass stance, you can expend a readied maneuveas a free action to extend the duration of one spellpower, or boost affecting you by one round. This is supernatural ability. --- Feat: Riven Hourglass Rewind Type: Combat Summ: You are able to reverse the flow of temporality to recovefrom debilitating effects for a short time. Prereq: Riven Hourglass Style, Riven HourglasEternity Autohypnosis 11 ranks --- ## Riven Hourglass Rewind (Combat) You are able to reverse the flow of temporality to recovefrom debilitating effects for a short time. **Prerequisite:** Riven Hourglass Style, Riven HourglasEternity Autohypnosis 11 ranks **Benefit:** You can expend a readied counter as aimmediate action to suppress one ongoing conditioaffecting you for one minute (see conditions in Appendi2 of the Pathfinder Roleplaying Game Core Rulebook). Thidoes not allow you to suppress the dead, dying, helplesor unconscious conditions. This is a supernatural ability. --- Feat: Scarlet Throne Style Type: Combat, Style Summ: Your skill with a single blade allows you to strike witthe same force as those much stronger than you. Prereq: Sense Motive 3 ranks, one ScarleThrone stance known --- ## Scarlet Throne Style (Combat, Style) Your skill with a single blade allows you to strike witthe same force as those much stronger than you. **Prerequisite:** Sense Motive 3 ranks, one ScarleThrone stance known **Benefit:** As long as you only attack with a singlweapon wielded in one hand during a round, you treathat weapon as if you were wielding it in two hands fothe purposes of feats and abilities that would benefifrom this change. This does not increase your Strengtbonus to damage with the weapon. --- Feat: Scarlet Throne Dignity Type: Combat Summ: Noble training has enabled you to withstand attacks thawould harm those of lesser breeding. Prereq: Scarlet Throne Style, Sense Motive ranks --- ## Scarlet Throne Dignity (Combat) Noble training has enabled you to withstand attacks thawould harm those of lesser breeding. **Prerequisite:** Scarlet Throne Style, Sense Motive ranks **Benefit:** You can expend a readied maneuver as aimmediate action in response to an attack being madagainst you. If you do, make an attack roll with a weapoyou are wielding. If your attack roll is higher than youopponent’s, their attack is negated, and you can take 5-foot step, even if you have already moved or taken 5-foot step this round. --- Feat: Scarlet Throne Riposte Type: Combat Summ: You seize opportunity as it comes, taking advantage oyour enemy’s poor position after a missed attack. Prereq: Scarlet Throne Style, Scarlet ThronDignity, Sense Motive 11 Ranks --- ## Scarlet Throne Riposte (Combat) You seize opportunity as it comes, taking advantage oyour enemy’s poor position after a missed attack. **Prerequisite:** Scarlet Throne Style, Scarlet ThronDignity, Sense Motive 11 Ranks **Benefit:** Whenever you use an ability to negate aattack from an opponent (such as with a counter or witthe Scarlet Throne Dignity feat), that opponent provokean attack of opportunity from you. A given creature caonly provoke an attack of opportunity from you in thiway once per round. --- Feat: Shattered Mirror Style Type: Combat, Style Summ: You are skilled in the art of reflective combat. Prereq: Craft 3 ranks, one Shattered Mirrostance known --- ## Shattered Mirror Style (Combat, Style) You are skilled in the art of reflective combat. **Prerequisite:** Craft 3 ranks, one Shattered Mirrostance known **Benefit:** When wielding one or more ShattereMirror discipline weapons, your shield bonus to your Aincreases by +2 (if you don’t already have a shield bonusyou are considered to have a shield bonus of +0). --- Feat: Shattered Mirror Waltz Type: Combat Summ: Your supernatural swordplay lets you move like aillusion. Prereq: Shattered Mirror Style, Craft 7 ranks --- ## Shattered Mirror Waltz (Combat) Your supernatural swordplay lets you move like aillusion. **Prerequisite:** Shattered Mirror Style, Craft 7 ranks **Benefit:** You ignore movement penalties from difficulterrain. Other effects of the terrain affect you as normal. --- Feat: Shattered Mirror Duality Type: Combat Summ: Your reality-distorting power reflects your attacksmaking it hard to defend against you. Prereq: Shattered Mirror Style, ShattereMirror Waltz, Craft 13 ranks --- ## Shattered Mirror Duality (Combat) Your reality-distorting power reflects your attacksmaking it hard to defend against you. **Prerequisite:** Shattered Mirror Style, ShattereMirror Waltz, Craft 13 ranks **Benefit:** Once per round, you can expend a readieboost as a swift action. If you do, you roll twice for eacattack roll you make this round and use the better result. This is a supernatural ability. --- Feat: Silver Crane Style Type: Combat, Style Summ: Your mercy shields your allies. Prereq: Perception 3 ranks, one Silver Cranstance known --- ## Silver Crane Style (Combat, Style) Your mercy shields your allies. **Prerequisite:** Perception 3 ranks, one Silver Cranstance known **Benefit:** As a free action, you can choose to take a –penalty to your AC and on Reflex saves to grant otheallies within 30 feet a +1 bonus to their AC and on Reflesaves until the start of your next turn. At character leve4th and at every four levels thereafter, this penaltincreases by –1 and the bonuses granted increase by +1. --- Feat: Silver Crane Feathers Type: Combat Summ: You sacrifice yourself for others. Prereq: Silver Crane Style, Perception 7 ranks --- ## Silver Crane Feathers (Combat) You sacrifice yourself for others. **Prerequisite:** Silver Crane Style, Perception 7 ranks **Benefit:** Whenever an ally within 30 feet would takability damage or hit point damage, you can expend readied counter as an immediate action to take thdamage in place of that ally. This is a supernatural ability. --- Feat: Silver Crane Wing Type: Combat Summ: Your sacrifice to others grants you divine protection. Prereq: Silver Crane Style, Silver CranFeathers, Perception 11 ranks --- ## Silver Crane Wing (Combat) Your sacrifice to others grants you divine protection. **Prerequisite:** Silver Crane Style, Silver CranFeathers, Perception 11 ranks **Benefit:** When you use your Silver Crane Feathers featyou can make a Will save (DC equal to the ability damagdealt + the hit point damage dealt). If you succeed, thdamage is negated rather than being redirected to you. --- Feat: Sleeping Goddess Style Type: Combat, Style Summ: You can tap into the your mind to refresh your body. Prereq: Autohypnosis 3 ranks, one SleepinGoddess stance known --- ## Sleeping Goddess Style (Combat, Style) You can tap into the your mind to refresh your body. **Prerequisite:** Autohypnosis 3 ranks, one SleepinGoddess stance known **Benefit:** You gain gain psionic focus as a standaraction. When you do, you recover recover an expendemaneuver as a free action. If you have the PsioniMeditation feat, you can instead gain psionic focus anrecover an expended maneuver as a move action. --- Feat: Sleeping Goddess Slumber Type: Combat Summ: Your attacks drag your foe’s mind into a dream world. Prereq: Sleeping Goddess Style, Autohypnosi7 ranks --- ## Sleeping Goddess Slumber (Combat) Your attacks drag your foe’s mind into a dream world. **Prerequisite:** Sleeping Goddess Style, Autohypnosi7 ranks **Benefit:** Whenever you hit a creature with an attackyou can expend your psionic focus as a free action. Iyou do, that creature must succeed at a Will save (D= 10 + 1/2 your character level + your highest initiatiomodifier) or become confused for one round. A creaturthat successfully saves cannot be affected by this feat fo24 hours. This is a supernatural ability. --- Feat: Sleeping Goddess Strike Type: Combat Summ: Your strikes forge a temporary connection with thtarget, through which you can affect them more strongly. Prereq: Sleeping Goddess Style, SleepinGoddess Slumber, Autohypnosis 11 ranks --- ## Sleeping Goddess Strike (Combat) Your strikes forge a temporary connection with thtarget, through which you can affect them more strongly. **Prerequisite:** Sleeping Goddess Style, SleepinGoddess Slumber, Autohypnosis 11 ranks **Benefit:** Whenever you hit an opponent with aattack, they take a –2 penalty on saving throws againsyour maneuvers until the end of their next turn. --- Feat: Solar Wind Style Type: Combat, Style Summ: Your arrows glow as bright as the sun. Prereq: Perception 3 ranks, one Solar Winstance known --- ## Solar Wind Style (Combat, Style) Your arrows glow as bright as the sun. **Prerequisite:** Perception 3 ranks, one Solar Winstance known **Benefit:** Your ranged attacks deal 1 point of additionafire damage. At character level 5th and at every fivlevels thereafter, this damage increases by 1. In additionwhenever you hit a creature with a ranged attack, yocan choose to have your target become outlined as if ba faerie fire spell, with a caster level equal to the youinitiator level. Successive uses of this ability against thsame creature do not stack; instead, they extend thduration. You can suppress or resume the light on aaffected creature you can see as a free action. This is supernatural abilit**Special:** If you have the Variable Wind feat, thadditional damage of this feat is of your active element’associated energy type. --- Feat: Solar Wind Flash Type: Combat Summ: The light of your arrows is blinding. Prereq: Solar Wind Style, Perception 7 ranks --- ## Solar Wind Flash (Combat) The light of your arrows is blinding. **Prerequisite:** Solar Wind Style, Perception 7 ranks **Benefit:** Whenever you hit a creature with a rangeattack, you can expend one of your readied boosts as swift action. If you do, that creature must succeed at Fortitude save (DC = 10 + 1/2 your character level + youhighest initiation modifier) or become blinded for onround. This is a supernatural ability. ## Solar Wind Inferno (Combat) The burning power of your arrows sears the flesh oeven those immune to fir**Prerequisite:** Solar Wind Style, Solar Wind FlashPerception 11 ranks **Benefit:** Your ranged attacks ignore up to youcharacter level in fire resistance. In addition, you cadeal fire damage to creatures that are immune to firetreating their immunity as fire resistance 30 for thpurposes of this feat and dealing damage to them. **Special:** If you have the Variable Wind feat, youranged attacks ignore energy resistance of your activelement’s associated energy type, and you treat immunitto that energy type as resistance 30 to that energy type. --- Feat: Steel Serpent Style Type: Combat, Style Summ: Your training lets you take advantage of weakened foes. Prereq: Heal 3 ranks, one Steel Serpent stancknown --- ## Steel Serpent Style (Combat, Style) Your training lets you take advantage of weakened foes. **Prerequisite:** Heal 3 ranks, one Steel Serpent stancknown **Benefit:** Whenever you hit a creature with a SteeSerpent maneuver, that creature takes a –1 penalty oattack rolls and to their AC for two rounds. At charactelevel 5th and at every five levels thereafter, this penaltincreases by –1. --- Feat: Steel Serpent Fangs Type: Combat Summ: You have honed your lethal intent to an art form. Prereq: Steel Serpent Style, Heal 7 ranks --- ## Steel Serpent Fangs (Combat) You have honed your lethal intent to an art form. **Prerequisite:** Steel Serpent Style, Heal 7 ranks **Benefit:** As a swift action, you can expend a readieboost to treat opponents suffering from ability damagas flat-footed until the start of your next turn. --- Feat: Steel Serpent Venom Type: Combat Summ: You amplify the weakness of your victims. Prereq: Steel Serpent Style, Steel Serpent FangsHeal 13 ranks --- ## Steel Serpent Venom (Combat) You amplify the weakness of your victims. **Prerequisite:** Steel Serpent Style, Steel Serpent FangsHeal 13 ranks **Benefit:** Whenever you deal weapon damage ta creature suffering from ability score damage, thacreature must succeed at a Fortitude save (DC = 10 + 1/your character level + your highest initiation modifier) or become nauseated for one round. Multiple uses of thieffect do not stack, nor do they increase the duration. --- Feat: Tempest Gale Style Type: Combat, Style Summ: Your arrows and slings are able to strike targets iunusual ways. Prereq: Sleight of Hand 3 ranks, one TempesGale stance known --- ## Tempest Gale Style (Combat, Style) Your arrows and slings are able to strike targets iunusual ways. **Prerequisite:** Sleight of Hand 3 ranks, one TempesGale stance known **Benefit:** You can make bull rush, dirty trick, disarmand trip attempts using a ranged weapon against antarget within your first range increment. Attempting combat maneuver in this way is a standard action thaprovokes an attack of opportunity (unless you havthe appropriate improved combat maneuver feat). Youse your Dexterity modifier instead of your Strengtmodifier for determining your combat maneuver bonufor these attempts. --- Feat: Tempest Gale Haze Type: Combat Summ: The very wind that carries your attacks to the enemprotects you from retaliation. Prereq: Tempest Gale Style, Sleight of Hand ranks --- ## Tempest Gale Haze (Combat) The very wind that carries your attacks to the enemprotects you from retaliation. **Prerequisite:** Tempest Gale Style, Sleight of Hand ranks **Benefit:** Ranged attacks against you suffer a 20% mischance. --- Feat: Tempest Gale Storm Type: Combat Summ: You can fire off precisely aimed shots at rapid pace. Prereq: Tempest Gale Style, Tempest Gale HazeSleight of Hand 11 ranks --- ## Tempest Gale Storm (Combat) You can fire off precisely aimed shots at rapid pace. **Prerequisite:** Tempest Gale Style, Tempest Gale HazeSleight of Hand 11 ranks **Benefit:** You can make two different ranged combamaneuver attempts with your Tempest Gale Style feaagainst a single target as a standard action. You onlprovoke attacks of opportunity once when doing so. --- Feat: Thrashing Dragon Style Type: Combat, Style Summ: Your skill with two weapons makes you as dangerous afoes who wield one larger weapon. Prereq: Acrobatics 3 ranks, one ThrashinDragon stance known --- ## Thrashing Dragon Style (Combat, Style) Your skill with two weapons makes you as dangerous afoes who wield one larger weapon. **Prerequisite:** Acrobatics 3 ranks, one ThrashinDragon stance known **Benefit:** Once per round, when you make an attacas a standard action or attack action, you can make aadditional attack with another weapon as a free action. This attack is made at your highest base attack bonusalthough you take the penalties for fighting with twweapons as normal. --- Feat: Thrashing Dragon Pounce Type: Combat Summ: Your swift movements allow you to close the gap anstrike quickly against your foe. Prereq: Thrashing Dragon Style, Acrobatics ranks --- ## Thrashing Dragon Pounce (Combat) Your swift movements allow you to close the gap anstrike quickly against your foe. **Prerequisite:** Thrashing Dragon Style, Acrobatics ranks **Benefit:** Whenever you initiate a strike that requireyou to make only a single melee attack, you can make aadditional attack with another weapon as a free action. This attack is made at your highest base attack bonusalthough you take the penalties for fighting with twweapons as normal. This attack does not gain any of thbenefits of the strike you initiated. --- Feat: Thrashing Dragon Whirlwind Type: Combat Summ: Your fury strikes out at all enemies around you. Prereq: Thrashing Dragon Style, Thrashing Dragon Pounce, Acrobatics 11 ranks --- ## Thrashing Dragon Whirlwind (Combat) Your fury strikes out at all enemies around you. **Prerequisite:** Thrashing Dragon Style, Thrashing Dragon Pounce, Acrobatics 11 ranks **Benefit:** As a full-round action, you can make one melee attack with a weapon in your main hand and a weapon in your off hand against each opponent within reach. This attack is made at your highest base attack bonus, and you do not take the penalties for fighting with two weapons on these attacks. --- Feat: Veiled Moon Style Type: Combat, Style Summ: Your secret knowledge of ethereal pathways allows you to slip through cracks in this world and come out the other side. Prereq: Stealth 3 ranks, one Veiled Moon stance known --- ## Veiled Moon Style (Combat, Style) Your secret knowledge of ethereal pathways allows you to slip through cracks in this world and come out the other side. **Prerequisite:** Stealth 3 ranks, one Veiled Moon stance known **Benefit:** Whenever you move, you can treat up to 10 feet of that movement as teleportation. This teleportation may be taken at any point during your movement, and cannot exceed the total movement you would normally be allowed to make. You must have line of sight to your destination, and cannot teleport into an occupied space. This is a supernatural ability. **Special:** You can use this feat to bypass a 5 feet worth of obstacles when making a charge; you treat a square you bypass as empty for the purposes of determining if you can charge your target. --- Feat: Veiled Moon Shunt Type: Combat Summ: You twist an enemy’s location, shunting them into a dangerous position of weakness. Prereq: Veiled Moon Style, Stealth 11 ranks --- ## Veiled Moon Shunt (Combat) You twist an enemy’s location, shunting them into a dangerous position of weakness. **Prerequisite:** Veiled Moon Style, Stealth 11 ranks **Benefit:** Once per round, when you hit with an attack, you can expend a readied maneuver as a free action to forcibly teleport your target. That creature must succeed at a Will save (DC 10 + the expended maneuver’s level + your highest initiation modifier) or be teleported to any unoccupied space within 30 feet of them that you can see. You need not teleport them to a location that can support them; you can teleport them into the air, into difficult terrain, or into dangerous situations as you see fit. This is a supernatural ability, and is considered a Veiled Moon maneuver for the purposes of save DCs and abilities such as the Discipline Focus feat. --- Feat: Veiled Moon Warp Type: Combat Summ: Your strikes can force an enemy into the aether for a short time. Prereq: Veiled Moon Style, Veiled Moon Shunt, Stealth 15 ranks --- ## Veiled Moon Warp (Combat) Your strikes can force an enemy into the aether for a short time. **Prerequisite:** Veiled Moon Style, Veiled Moon Shunt, Stealth 15 ranks **Benefit:** As a standard action, you may expend one of your readied strikes and make a melee attack against an opponent. If it hits, deal weapon damage as normal and the target must succeed at a Will save (DC 10 + 1/2 your character level + your highest initiation modifier) or become incorporeal for one round. The target can no longer grasp their weapons (unless they could be wielded by incorporeal creatures) but their other equipment remains on their body without becoming incorporeal, effectively rendering them incapable of using any items that do not have the ghost touch property or an equivalent effect. This is a supernatural ability.