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Those trained in the art of war often seek out new methods of employing their skill at arms. While monastic orders and martial artists looked to nature for their inspiration, mighty warriors and battle-hardened crusaders instead looked to the stars, shaping their techniques after the powerful outsiders of the multiverse.
As a swift action, you enter the stance employed by the combat technique that a technique feat embodies. Although you cannot use a technique feat before combat begins, the technique you are using persists until you spend a swift action to switch to a different combat technique. You can use a feat that has a technique feat as a prerequisite only while in the stance of the associated technique. For example, you if you have feats associated with Archon Technique and Inevitable Technique, you can use a swift action to adopt Inevitable Technique at the start of one turn, and then can use other feats that have Inevitable Technique as a prerequisite. By using another swift action at the start of your next turn, you could adopt Archon Technique and use other feats that have Archon Technique as a prerequisite.
As techniques rely on using a weapon as an extension of your body, they must be used with weapons.
They cannot be used with unarmed strikes or natural
weapons, even if the effects of the technique do not rely on a specific weapon. For example, although Protean
Technique does not specify a weapon, you would not
gain its benefits with an unarmed strike. You cannot use
a Technique feat while you are using a Style feat.
Angel Technique: The concept of a guardian angel
is one shared among the common folk, and true angels
are known to protect the helpless just by being in their
presence. Practitioners of the Angel Technique focus on
defending themselves and nearby allies, taking special
care to ward and avenge those that cannot defend
themselves.
Feat Path: Angel Technique, Angel Retaliation, Angel Protection
Archon Technique: Steadfast in the face of impossible odds, users of the Archon Technique emulate
the stalwart shield archon’s impassable defense. They are
experts at utilizing a tower shield to defend themselves,
even when doling out telling blows.
Feat Path: Archon Technique, Archon Defense, Archon Bulwark
Asura Technique: Asuras are known for their ruthless efficiency in combat, many of them learning
and mastering a form of combat unique to that asura.
One of these is the adukhait asura, who dances about
the battlefield with great agility while attacking its
victims. Survivors of an encounter with an adukhait first
developed the Asura Technique to fight more evenly
with this foe, moving rapidly around the battlefield to
strike several opponents in short order.
Feat Path: Asura Technique, Asura Motion, Asura Dance
Bebilith Technique: The bebilith is feared even among demons for its ruthless attacks and its signature
ability to tear armor asunder with frightening ease. Those
who use Bebilith technique tear at their opponents’
armor and even their very flesh, ripping their defenses
apart. Bebilith Technique users prefer weapons that
emulate a bebilith’s claws such as sickles and heavy picks
to strike at their prey.
Feat Path: Bebilith Technique, Bebilith Claw, Bebilith Rend
Demon Technique: Few demons are as widely feared as the balor, whose flaming sword and vicious
whip drives forth the hordes of the Abyss. Masters of
the Demon Technique learn to use the balor’s signature
of wielding a weapon along with a whip; while many
complete the technique with a longsword, not all do.
They lash out and entangle foes with quick strikes,
pulling them closer to attack with their primary weapon.
Feat Path: Demon Technique, Demon Grasp, Demon Lash
Devil Technique: The legions of Hell are
experienced with prolonged torture and suffering. The
Devil Technique teaches how to strike in such a manner
that the inflicted wounds bleed profusely. These wounds
are deadly enough that they can cause lasting physical
trauma and can be very difficult to heal.
Feat Path: Devil Technique, Devil Pact, Devil Wound
Inevitable Technique: The cold and calculating Inevitables seek to keep the world in complete order.
Those that observed the works of these beings sought to
replicate their even-handed, practiced form, developing
a fighting technique that focuses on consistent assault
until victory is guaranteed.
Feat Path: Inevitable Technique, Inevitable Justice, Inevitable Order
Kami Technique: The mysterious and tranquil Kami observe the world around them and become one with
it. Sightings of these beings, especially the shikigami
kami, have led people to also seek strength through keen
observation and the environment, becoming masters of
improvised weaponry and focused senses.
Feat Path: Kami Technique, Kami Insight, Kami Ward
Protean Technique: Proteans, as beings of pure chaos, fight in an unpredictable and flailing manner,
striking and defending in confusing ways. Warriors
sought to copy this wild combat, using the momentum
of their critical strikes and complete fumbles to catch
foes off-guard.
Feat Path: Protean Technique, Protean Twist, Protean Chaos
Rakshasa Technique: Rakshasas live to deceive, fooling even the strongest of minds. The Rakshasa
Technique similarly aims to deceive foes, allowing its
users to feint out and strike foes with ease. Users of this
technique often wield their weapons with a reversed grip
as an homage to the inverted hands of the rakshasas that
inspired their deadly art.
Feat Path: Rakshasa Technique, Rakshasa Deception, Rakshasa Corruption
Shinigami Technique: The scythe is iconic of the death-bringing shinigami, even if they are often
mistaken as the grim reapers found within folklore.
Experts of the Shinigami Technique utilize their scythes
with deadly efficiency, darting across the battlefield to
bring swift death to as many foes as possible.
Feat Path: Shinigami Technique, Shinigami Reap, Shinigami Pursuit
Titan Technique: The powerful titans are feared and respected for their immense power and equally-
immense weapons. The Titan Technique teaches how to
wield weapons of incredible heft as easily as one wields
a normal sword, striking out with weapons that are even
larger than the wielder.
Feat Path: Titan Technique, Titan Grip, Titan Slayer
Feat Descriptions
Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.
The following format is used for all feat descriptions.
Feat Name: The feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Paizo Style Feats | ||||
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Feat Name | Category/Type | Prerequisites | Benefit | Source |
Angel Technique |
Combat, Technique | Combat Expertise, base attack bonus +4 | Reduced penalty for Combat Expertise, use Combat Expertise to grant dodge bonuses to allies. | AG:PI |
Angel Retaliation |
Combat |
Angel Technique, Combat Expertise, Combat Reflexes, base attack bonus +8 | Make attacks of opportunity against allies you are guarding, either dealing damage or stopping the attack. | AG:PI |
Angel Protection |
Combat |
Angel Retaliation, Angel Technique, Combat Expertise, Combat Reflexes, base attack bonus +12 | Further reduce Combat Expertise penalty. Protect muliple nearby allies with Angel Technique, and do so from further away. | AG:PI |
Archon Technique |
Combat, Technique | Tower Shield proficiency, Improved Shield Bash | Reduced penalty for using a tower shield, make shield bash attacks with a tower shield. | AG:PI |
Archon Defense |
Combat |
Archon Technique, Improved Shield Bash, base attack bonus +4 | Further reduce penalty for using a tower shield. Defend yourself more quickly with a tower shield, and reposition your tower shield as an immediate action. | AG:PI |
Archon Bulwark |
Combat | Archon Defense, Archon Technique, Improved Shield Bash, base attack bonus +6 | Defend yourself with a tower shield as a swift action when making a full-attack. Defending with a tower shield blocks more sides of your space. | AG:PI |
Asura Technique |
Combat, Technique | Combat Reflexes, base attack bonus +4 | Improved defenses when moving or when flanked, move 10 feet whenever you make an attack of opportunity. | AG:PI |
Asura Motion |
Combat | Asura Technique, Combat Reflexes, base attack bonus +6 | Deal an additional 2d6 damage each time you hit a different creature than the last, up to 4d6. | AG:PI |
Asura Dance |
Combat | Asura Motion, Asura Technique, Combat Reflexes, base attack bonus +9 | Defenses when moving or when flanked from Asura Technique improved. Move 10 feet after any attack you make as part of a full-attack action. | AG:PI |
Bebilith Technique |
Combat, Technique | Improved Sunder, Power Attack, base attack bonus +6 | Make a sunder check as a free action after hitting at least twice in a round. | AG:PI |
Bebilith Claw |
Combat |
Bebilith Technique, Improved Sunder, Power Attack, base attack bonus +9 | Make sunder checks against an opponent’s natural armor. | AG:PI |
Bebilith Rend |
Combat | Bebilith Claw, Bebilith Technique, Improved Sunder, Power Attack, base attack bonus +11 | Reduce opponent’s armor rating when making a critical hit or a sunder check, destroy armor once it reaches AC 0. | AG:PI |
Demon Technique |
Combat, Technique | Two-Weapon Fighting, Weapon Focus (whip), Whip Mastery, base attack bonus +5 | Use a whip as a light weapon, threaten spaces while using a whip. | AG:PI |
Demon Grasp |
Combat | Demon Technique, Greater Whip Mastery, Two-Weapon Fighting, Weapon Focus (whip), Whip Mastery, base attack bonus +9 | Grapple an opponent when making a critical hit with a whip. Move foes adjacent to you upon grappling, and gain a +2 bonus to maintain grapple checks with whips. | AG:PI |
Demon Lash |
Combat | Demon Grasp, Demon Technique, Greater Whip Mastery, Two-Weapon Fighting, Weapon Focus (whip), Whip Mastery, base attack bonus +11 | No longer gain the grappled condition when grappling with a whip, make a free attack upon grappling a foe. | AG:PI |
Devil Technique |
Combat, Technique | Power Attack or Two-Weapon Fighting, base attack bonus +6 | Deal bleed damage when striking a creature more than once in a round. | AG:PI |
Devil Pact |
Combat | Devil Technique, Power Attack or Two-Weapon Fighting, base attack bonus +8 | Creatures you inflict bleed damage on using Devil Technique take penalties to AC and saves, bleeding is harder to stop. | AG:PI |
Devil Wound |
Combat | Devil Pact, Devil Technique, Power Attack or Two-Weapon Fighting, base attack bonus +10 | Bleed damage now stacks, and the penalties from Devil Pact increase. Critical hits on bleeding foes cause ability damage. | AG:PI |
Inevitable Technique |
Combat, Technique | Combat Expertise, base attack bonus +3 | Increase your minimum d20 roll by 2 each time you miss, stacks up to minimum of 11. | AG:PI |
Inevitable Justice |
Combat | Combat Expertise, Inevitable Technique, base attack bonus +5 | Make a single attack to maximize the benefit of Inevitable Technique. | AG:PI |
Inevitable Order |
Combat |
Combat Expertise, Inevitable Justice, Inevitable Technique, base attack bonus +9 | Impose half your d20 minimum roll bonus from Inevitable Technique as a penalty to a foe’s maximum d20 roll. | AG:PI |
Kami Technique |
Combat, Technique | Catch Off-Guard or Throw Anything, Perception 4 ranks, base attack bonus +3 | Deal varying damage with improvised weapons, use Perception in place of your AC against attacks. | AG:PI |
Kami Insight |
Combat | Catch Off-Guard or Throw Anything, Kami Technique, Perception 7 ranks, base attack bonus +5 | Use Perception in place of AC when flat-footed, use Perception to confirm critical hits with improvised weapons. | AG:PI |
Kami Ward |
Combat |
Catch Off-Guard or Throw Anything, Improvised Weapon Mastery, Kami Technique, Kami Insight, Perception 11 ranks, base attack bonus +8 | Locate creatures within 30 feet of you that attack you, increase the critical multiplier of improvised weapons when using Perception for your critical hit confirmations. | AG:PI |
Protean Technique |
Combat, Technique | Combat Expertise, Dodge, base attack bonus +7 | Gain +1 dodge AC when rolling a 19 or 20, gain +1 attack roll bonus when rolling a 1 or 2, stacks. | AG:PI |
Protean Twist |
Combat |
Combat Expertise, Dodge, Protean Technique, base attack bonus +11 | Gain dodge bonus on 18–20, gain attack roll bonus on 1–3. Bonuses increased for critical confirmations. | AG:PI |
Protean Chaos |
Combat | Combat Expertise, Dodge, Protean Technique, Protean Twist, base attack bonus +13 | Gain dodge bonus on 17–20, gain attack roll bonus on 1–4. maximum bonus from Protean Technique increases to +3. Use bonuses to negate hits against you or your own missed attacks. | AG:PI |
Rakshasa Technique |
Combat, Technique | Improved Feint, Bluff 4 ranks, base attack bonus +3 | +2 bonus on feint checks, deal 1d6 extra damage against flat-footed foes. | AG:PI |
Rakshasa Deception |
Combat | Improved Feint, Rakshasa Technique, Bluff 6 ranks, base attack bonus +4 | Feint as part of a full-attack action, cause creature to lose its Dex bonus to AC against all attacks for one round. | AG:PI |
Rakshasa Corruption |
Combat |
Improved Feint, Rakshasa Deception, Rakshasa Technique, Bluff 9 ranks, base attack bonus +6 | No penalty when feinting non-humanoid creatures. Less penalty for feinting animal Intelligence creatures, can feint non-intelligent creatures at a -8 penalty. | AG:PI |
Shinigami Technique |
Combat, Technique | Power Attack, Weapon Focus (scythe), base attack bonus +4 | Move 10 feet and gain +2 bonus to attack rolls and AC when you kill a foe. | AG:PI |
Shinigami Reap |
Combat |
Power Attack, Shinigami Technique, Weapon Focus (scythe), Whirlwind Attack, base attack bonus +8 | No attack of opportunity when performing a coup de grace . No penalty for using Power Attack when making a Whirlwind Attack, hit creatures outside your reach. | AG:PI |
Shinigami Pursuit |
Combat |
Power Attack, Shinigami Reap, Shinigami Technique, Spring Attack, Weapon Focus (scythe), Whirlwind Attack, base attack bonus +11 | Use movement and bonuses from Shinigami Technique as an immediate action, rather than a swift action, move farther when doing so. Move up to your speed when performing a coup de grace or Whirlwind Attack. | AG:PI |
Titan Technique |
Combat, Technique |
Power Attack, Str 15 | Wield weapons intended for larger creatures. | AG:PI |
Titan Grip |
Combat | Power Attack, Titan Technique, Str 17, base attack bonus +4 | Reduce penalties for wielding oversized weapons. | AG:PI |
Titan Slayer |
Combat |
Power Attack, Titan Grip, Titan Technique, Str 19, base attack bonus +8 | Wield weapons for creatures two sizes large than you, increased reach when doing so. | AG:PI |