You have learned how to make your unassuming hands
and feet into swift moving, deadly weapons.
Prerequisites:
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. Normal: Unarmed strikes are not Mithral Current
discipline weapons.
Forge of the Goddess (psionic)
Your ability to call forth psionically-generated weapons is tempered by your skill with the Sleeping Goddess
discipline.
Prerequisites: 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 an enemy’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.
Grasp of Darkness
Your malicious intentions ensnare many creatures at once, placing them under your power.
Prerequisites: 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.
Haft Strike (combat)
Holding your polearm further up its length, you can strike adjacent foes as well as those further away.
Prerequisites: Base attack bonus +5.
Benefit: You can choose to take a –2 penalty to your AC to gain the ability to threaten and attack adjacent
opponents with your reach 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.
Hone Weapon (combat)
You’ve learned the art of bringing a fine cutting edge to your weapons.
Prerequisites: Knowledge (martial) 3 ranks.
Benefit: You can spend ten minutes using a whetstone to sharpen a piercing or slashing weapon or up to 20
pieces of piercing or slashing ammunition to a fine point
or edge. The newly-honed weapon gains a +1 bonus on damage rolls for one day. This bonus increases by +1 at
character level 4th and at every four levels thereafter.
Honing a weapon has no effect on its hardness or hit
points, and you may hone both magical and non-magical
weapons. You can only hone manufactured weapons
with this feat.
Improved Blade Meditation (combat)
You’ve mastered the art form of your blade meditation.
Prerequisites: 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.
Improved Quick Draw (combat)
Even with your weapon still sheathed, your presence is enough to threaten enemies.
Prerequisites: Quick Draw.
Benefit: You are considered to be threatening all squares within reach of your weapon even if it is
sheathed, and can draw your weapon when making an
attack of opportunity. When you draw your weapon in
this way, you may sheath weapon without provoking
attacks of opportunity after the attack is resolved.
Lurker in Darkness
Your training allows you to foil even magical and unusual senses.
Prerequisites: 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 to
detect you when you make use of the Stealth skill. This
feat foils indirect detection (such as a creature using
detect magic to search for your magical items while you
are using Stealth) in the manner described above, but
has no effect on psi-like abilities, powers, spells, spell-
like abilities, and/or supernatural abilities specifically
used to uncover information about you rather than
enhancing the user’s perception, such as the augury spell.
Malevolence (combat)
Creatures you have Claimed become cursed.
Prerequisites: 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.
Mass Murder (combat)
You are impelled to acts of horrific violence.
Prerequisites: Massacre class feature.
Benefit: You can use your massacre class feature an additional time per encounter.
Special: You can take this feat a second time. Its effects stack.
Mirror of the Moon (combat)
You can bend light as well as space.
Prerequisites: 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.
Mixed Combat (combat)