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Feats

Presented below are a variety of new feats for martial characters. Feats marked by a * are new feats.

Types of Feats

The feats presented below are combat, general, style, and teamwork feats. The style feat type is detailed below.

Style Feats

For centuries, great warriors have looked to nature and the multiverse to find inspiration in battle. Countless monastic and contemplative orders have crafted intricate unarmed fighting styles based on the deadliness and grace of natural and supernatural creatures. Although many such fighting techniques were created by secretive orders, they have since spread to practitioners the world over.

As a swift action, you can enter the stance employed by the fighting style a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until you spend a swift action to switch to a different combat style. You can use a feat that has a style feat as a prerequisite only while in the stance of the associated style. For example, if you have feats associated with Mantis Style and Tiger Style, you can use a swift action to adopt Tiger Style at the start of one turn, and then can use other feats that have Tiger Style as a prerequisite. By using another swift action at the start of your next turn, you could adopt Mantis Style and use other feats that have Mantis Style as a prerequisite.

Teamwork Feats

Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.

Table: Feats
Feat Type Prerequisites Benefit
Advanced Study Combat Martial disciple of 4th level or higher Learn additional maneuvers, additional stance
Buckler Bash Combat Shield proficiency, 1 Broken Blade or Iron Tortoise maneuver Make shield bashes with a buckler, treat buckler as associated weapon
Deadly Agility Combat Weapon Finesse, base attack bonus +1 Add Dex modifier instead of Str to damage
Deadly Pairing Teamwork Deadly Strike +1d6, 1 Steel Serpent stance Increase threat modifier when flanking
Defensive Expertise Combat Shield Focus, shield proficiency, base attack bonus +1 Shield bonus works against touch attacks
Discipline Expertise General - +2 bonus to skills associated to class disciplines
Discipline Focus General Ability to initiate 3 maneuvers of one discipline +2 to save DCs of chosen discipline, +2 damage when using discipline weapons
Discipline Mastery General 8 or more ranks in a discipline's associated skill Take 10 on discipline associated skill checks
Double Weapon Finesse Combat Proficiency with double weapon, Two-Weapon Fighting, Weapon Finesse Treat both heads of double weapon as light. +2 to CMB with a double weapon
Extended Mark Combat Armiger's mark class feature Double armiger's mark duration
Extra Gambit Combat Ability to initiate a gambit, Charisma 13, 3rd-level warlord Select another gambit method to regain maneuvers
Extra Ki General Ki pool class feature Increase ki pool by 2
Extra Marks Combat Armiger's mark class feature Use armiger's mark more times per day
Extra Readied Maneuver Combat Ability to initiate a martial maneuver Ready an additional martial maneuver
Extra Stalker Art Combat 3rd-level stalker, Wisdom 13 Learn a new stalker art
Fuse Styles Combat, Style One style feat, one stance known Enter style and stance at same time
Greater Unarmed Strike Combat Improved Unarmed Strike, base attack bonus +3 Unarmed strikes deal more damage
Guard's Glare Combat Armiger's mark class feature, Intimidate 4 ranks Scared creatures have a hard time moving away from you
Lightning Recovery Combat Ability to initiate martial maneuvers Recover maneuver as a free action 1/day
Lightning Swap Combat Quick Draw, Dex 15, base attack bonus +5 Switch weapons as a free action
Martial Charge Combat Base attack bonus +3, ability to initiate a martial strike Initiate strike at the end of a charge
Martial Power Combat Con 13, knowledge of at least one maneuver Take a penalty on attack rolls to gain temporary hit points
Martial Training I Combat Base attack bonus +3 or Knowledge (martial) 3 ranks Gain ability to use 1st level martial maneuvers. Gain discipline skill as class skill.
Martial Training II Combat Martial Training I, base attack bonus +5 or Knowledge (martial) 5 ranks Gain ability to use 2nd level martial maneuvers.
Martial Training III Combat Martial Training II, base attack bonus +7 or Knowledge (martial) 7 ranks Gain ability to use 3rd level martial maneuvers.
Martial Training IV Combat Martial Training II, base attack bonus +9 or Knowledge (martial) 9 ranks Gain ability to use 4th level martial maneuvers.
Martial Training V Combat Martial Training II, base attack bonus +11 or Knowledge (martial) 11 ranks Gain ability to use 5th level martial maneuvers.
Martial Training VI Combat Martial Training II, base attack bonus +13 or Knowledge (martial) 13 ranks Gain ability to use 6y level martial maneuvers.
Powerful Mark Combat Armiger's mark class feature Armiger's mark penalty increased by 2, +2 to grand challenge DC
Ricochet Weapon Combat Point-Blank Shot, Dex 13 Thrown weapon returns to your hand
Serene Stride (General) General Ki pool, Wis 13 Ignore difficult terrain penalties, walk on liquids
Tactical Rush Combat One maneuver known from Iron Tortoise, Scarlet Throne, or Veiled Moon Move up to your speed as a swift action once per encounter
Take the Blow Combat Armiger's mark class feature Use armiger's mark to be the target of an attack
Victorious Recovery Combat Able to initiate maneuvers Once per encounter you can recover maneuvers when you defeat an opponent
Weapon Group Adaptation Combat - Add weapons to discipline weapon group
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Advanced Study (Combat)

You've delved deeper into your martial learning to find new skills.

Prerequisite(s): Martial disciple of 4th level or higher.

Benefit(s): You may select two maneuvers or one stance from your class's list of disciplines and add them to your known maneuvers and stances. You must meet all prerequisites for the new maneuvers or stance to qualify for you to learn them. You may select maneuvers from a discipline that is not in class to you with this feat; doing so reduces the effectiveness of this feat to one maneuver or stance of your choice from an out of class discipline.

Special: You may select this feat multiple times.

Buckler Bash (Combat)

You have learned to use your buckler as an effective weapon.

Prerequisite(s): Shield proficiency, at least one maneuver known from the Broken Blade or Iron Tortoise disciplines.

Benefit(s): 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.

Deadly Agility (Combat)

You have learned how to use your agility to greater purpose in battle.

Prerequisite(s): Weapon Finesse, base attack bonus +1.

Benefit(s): 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.

Deadly Pairing [Teamwork]

Through working together, you and an ally are capable of striking vital locations.

Prerequisite(s): Deadly Strike +1d6, at least one Steel Serpent stance known.

Benefit(s): 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.

Defensive Expertise (Combat)

You are able to use your defenses to greater effect.

Prerequisite(s): Shield Focus, shield proficiency, base attack bonus +1

Benefit(s): 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 (General)

You are quite adept at the use of your available discipline's associated skills.

Benefit(s): 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.

Discipline Focus (General)

You've trained extensively in the arts of a single martial discipline.

Prerequisite(s): Ability to initiate three maneuvers of a single discipline.

Benefit(s): 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.

Discipline Mastery (General)

You've learned to use certain skills in reference to your martial ability with practiced ease.

Prerequisite(s): 8 or more ranks in a discipline's associated skill.

Benefit(s): 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.

Double Weapon Finesse (Combat)

You have mastered ways to take a double weapon and turn it into a spinning majesty of deadly grace.

Prerequisite(s): Proficiency with one or more double weapons, Two-Weapon Fighting, Weapon Finesse.

Benefit(s): 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.

Extended Mark (Combat)

Your marks are more potent and are capable of keeping your foe's attention longer.

Prerequisite(s): Armiger's mark class feature

Benefit(s): The duration of your armiger's mark is doubled.

Extra Gambit (Combat)

You have learned another manner in which to take a chance for success.

Prerequisite(s): The ability to initiate a gambit, Cha 13, 3rd-level warlord.

Benefit(s): 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.

Extra Ki (General)

You can use your ki pool more times per day than most.

Prerequisite(s): Ki pool class feature.

Benefit(s): Your ki pool increases by 2.

Special: You can gain Extra Ki multiple times. Its effects stack.

Extra Marks (Combat)

You are able to mark more opponents than most.

Prerequisite(s): Armiger's mark class feature.

Benefit(s): You gain two additional daily uses of your armiger's mark class feature.

Special: This feat can be taken multiple times. Its effects stack.

Extra Readied Maneuver (Combat)

You have learned how to increase your ability to maintain martial forms in your mind.

Prerequisite(s): Ability to initiate a martial maneuver.

Benefit(s): 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.

Extra Stalker Art (Combat)

You've learned a new way to use your stalker training.

Prerequisite(s): 3rd-level stalker, Wis 13.

Benefit(s): 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.

Fuse Styles (Combat, Style)

You are capable of mingling mundane and martial combat styles.

Prerequisite(s): One style feat, one stance known.

Benefit(s): You can enter a fighting style and a martial stance with the same swift action.

Greater Unarmed Strike (Combat)

Your unarmed attacks show a master's skill.

Prerequisite(s): Improved Unarmed Strike, base attack bonus +3.

Benefit(s): Your unarmed strikes inflict more damage than ever before, inflicting damage as indicated below. The damage listed is for Medium creatures. Adjust damage amounts according to size if necessary.

Table: Greater Unarmed Strike Damage
Base Attack Bonus Unarmed Strike Damage
+3 - +6 1d4
+7 - +10 1d6
+11 - +14 1d8
+15 or higher 1d10

Guard's Glare (Combat)

Your unflinching stare keeps your targets terrified of fleeing from you.

Prerequisite(s): Armiger's mark class feature, Intimidate 4 ranks.

Benefit(s): 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.

Lightning Recovery (Combat)

With a flash of insight, you retain the knowledge of a martial maneuver you've just used.

Prerequisite(s): Ability to initiate martial maneuvers.

Benefit(s): 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.

Lightning Swap (Combat)

Your speed is legendary, allowing you to switch weapons at a frightening pace.

Prerequisite(s): Quick Draw, Dex 15, base attack bonus +5.

Benefit(s): 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.

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(s): Base attack bonus +3, ability to initiate a martial strike.

Benefit(s): You may initiate a strike instead of making an attack at the end of a charge.

Martial Power (Combat)

You are able to instinctively call upon reserves of untapped power within yourself to defend yourself.

Prerequisite(s): Constitution 13, knowledge of at least one maneuver or stance.

Benefit(s): 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.

Martial Training I (Combat)

You've learned the basics in a martial discipline.

Prerequisite(s): Base attack bonus +3 or Knowledge (martial) 3 ranks.

Benefit(s): 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.

Martial Training II (Combat)

You've continued to progress your martial studies.

Prerequisite(s): Martial Training I*, base attack bonus +5 or Knowledge (martial) 5 ranks.

Benefit(s): 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.

Martial Training III (Combat)

Your mastery of your martial discipline improves.

Prerequisite(s): Martial Training II*, base attack bonus +7 or Knowledge (martial) 7 ranks.

Benefit(s): 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.

Martial Training IV (Combat)

You are fast approaching mastery of your chosen discipline.

Prerequisite(s): Martial Training III*, base attack bonus +9 or Knowledge (martial) 9 ranks.

Benefit(s): 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.

Martial Training V (Combat)

You are truly enlightened with using your chosen discipline.

Prerequisite(s): Martial Training IV*, base attack bonus +11 or Knowledge (martial) 11 ranks.

Benefit(s): 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.

Martial Training VI (Combat)

You have reached your limits in mastering your chosen discipline.

Prerequisite(s): Martial Training V*, base attack bonus +13 or Knowledge (martial) 13 ranks.

Benefit(s): 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.

Powerful Mark (Combat)

Your ability to mark foes is more potent than others of your trade.

Prerequisite(s): Armiger's mark class feature.

Benefit(s): 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.

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(s): Point-Blank Shot, Dex 13.

Benefit(s): 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.

Serene Stride (General)

Your ki allows for the lightest touch upon almost any surface.

Prerequisite(s): Ki pool, Wis 13.

Benefit(s): 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.

Tactical Rush (Combat)

You are capable of making a fast sprint in the midst of combat, allowing you the ability to better position yourself. Prerequisites: At least one maneuver known from the Iron Tortoise, Scarlet Throne, or Veiled Moon disciplines.

Benefit(s): 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.

Take the Blow (Combat)

You are swift in positioning yourself to aid your allies.

Prerequisite(s): Armiger's mark class feature.

Benefit(s): 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.).

Victorious Recovery (Combat)

You learn how to use victory over a foe to your advantage, repositioning yourself and recovering a martial maneuver.

Prerequisite(s): Able to initiate maneuvers.

Benefit(s): 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(s): 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.