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Veiled Moon Style

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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.

Prerequisites: 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.

Veiled Moon Shunt (combat)

You twist an enemy’s location, shunting them into a dangerous position of weakness.

Prerequisites: 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.

Veiled Moon Warp (combat)

Your strikes can force an enemy into the aether for a short time.

Prerequisites: Veiled Moon Style, Veiled Moon Step, 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’s equipment does not become incorporeal, though it remains on their body, 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.