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POW:E feats

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Battle Fervor (combat)

Your divine powers provide ample courage for battle.

Prerequisites: 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.

Channeled Recovery

You are able to use divine energy to restore your maneuvers.

Prerequisites: Channel energy class feature.

Benefit: When you use channel energy to heal allies, allies in your channeled energy area may choose to forgo half the healing to instead recover one expended maneuver.

Dark Allure (combat)

Those you have Claimed by become distracted by your presence.

Prerequisites: 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 (and vice versa).

Dark Authority (combat)

Those you have Claimed tremble at the mere thought of defying you.

Prerequisites: 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 (and vice versa).

Dark Presence (combat)

Those you have Claimed cannot escape your malice.

Prerequisites: 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.

Daisho Expertise (combat)

Your grace and skill with both the katana and wakizashi is on the level of a prodigy.

Prerequisites: Proficiency with the katana or wakizashi.

Benefit: Increase the damage die of katanas and wakizashi you wield by one die step. In addition, you may use your Dexterity modifier instead of your Strength modifier when making attack rolls with either weapon. This feat counts as Weapon Finesse for purposes of meeting the prerequisites of other feats. Special: If you are proficient with the katana as a martial weapon, you meet the prerequisites for this feat, although you only gain its benefit while wielding a katana in two hands (to gain these benefits while wielding the katana in one hand, you must possess Exotic Weapon Proficiency with the weapon). You must possess Exotic Weapon Proficiency with the wakizashi to gain the benefits of this feat with a wakizashi.

Electrum Manticore (combat)

You’ve learned how to blend the arts of the Golden Lion and Silver Crane disciplines.

Prerequisites: 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.

Elemental Current (combat)

You’ve learned how to blend the skills of the Elemental Flux discipline with that of Mithral Current.

Prerequisites: 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 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.

Elemental Focus

You have chosen a singular element with which to excel.

Prerequisites: 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.

Elemental Sun

You’ve trained in the techniques needed to blend your talents with the Elemental Flux and Solar Wind disciplines.

Prerequisites: Two Elemental Flux maneuvers known, two Solar Wind maneuvers known.

Benefit: When you hit with 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.

Enduring Protector

Your determination to win grows with every foe that falls.

Prerequisites: 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.

Eternal Hourglass (combat)

Time is your weapon and your shield.

Prerequisites: 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 (even if it isn’t your turn). Normal: Initiating a counter is an immediate action.

Extra Animus (combat)

Your reserves of animus are stronger. Prerequisites: 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.

Extra Conviction

You’ve more conviction than that of your fellows.

Prerequisites: 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.

Extra Granted Maneuver (combat)

You’re quite capable at sorting through your flashes of mystic inspiration for maneuvers you need.

Prerequisites: 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 initial two are chosen at random.

Extra Presence (combat)

You’ve learned more presence abilities for your tactical presence class feature.

Prerequisites: 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. You can select tactical presences normally available to a warlord archetype (such as the bannerman) with this feat even if you do not possess that archetype.

Feral Goddess (psionic)

You may use psionically generated natural weapons to best use with the your mastery of the Sleeping Goddess discipline.

Prerequisites: 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.

Flowing Mithral Fist (combat)

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)

You are trained at using ranged and melee attacks at the same time.

Prerequisites: Quick Draw, base attack bonus +6.

Benefit: You can sheathe a weapon as a free action that does not provoke attacks of opportunity, even if it isn’t your turn. 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. Normal: Sheathing a weapon is a move action that provokes attacks of opportunity. Ranged attacks provoke attacks of opportunity.

Molten Silver Strike (combat)

Your powerful strikes are imbued with fiery wrath.

Prerequisites: 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.

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.

Prerequisites: 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.

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.

Prerequisites: Point-Blank Shot, Precise Shot.

Benefit: Once per round, you can make a pinning shot in place of an attack action. 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, potentially taking falling damage, unless it succeeds at a Fly check with the same DC as the Reflex save.

Polearm Dancer (combat)

Your motions with your spear are agile and graceful.

Prerequisites: 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.

Prodigious Two-weapon Fighting (combat)

Your great physical might allows you to wield two large weapons with ease.

Prerequisites: 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.

Seize the Opportunity (combat)

You possess an exceptional knack for exploiting sudden openings by your opponents.

Prerequisites: Combat Reflexes, base attack bonus +1.

Benefit: When you make an attack of opportunity, you can use 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.

Sin Eater (combat)

You prosper as your enemies fail.

Prerequisites: 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.

Silver Fang Initiate (combat)

You have learned how to combine talents from the Mithral Current and Steel Serpent disciplines.

Prerequisites: 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%.

Tap Animus (combat)

You gain the ability to tap a small wellspring of animus within you.

Prerequisites: 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 (a strike, boost, or counter), 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.

Unhindered Way (psionic)

Prerequisites: 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.

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 (see the Elemental Flux discipline for more information on active elements).

Weaken the Prey (combat)

The weak crumble before your power.

Prerequisites: 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.

Winds of War (combat)

Those you have Claimed cannot hide, and now they can no longer even run.

Prerequisites: 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.

Zealous Blade (psionic)

Your conviction fuels the power of the weapon you have idealized for your cause.

Prerequisites: 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.