Traits
Practiced Initiator: Pick an initiating class-- your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.
Unorthodox Method: You may trade one of your classes disciplines known for a different discipline known of your choice. You gain the new discipline's skill as a class skill.
Combat Training [combat]: You learn one first level maneuver (strike, boost or counter) from any one discipline of your choice. This maneuver can be readied, initiated and recovered as normal, but it does not add that discipline to your discipline list nor can it be exchanged when swapping new maneuvers known. If you are not an initiating class you can ready this maneuver by spending 10 minutes practicing it and recover this maneuver by spending a standard action. Your initiation modifier is the same as the attribute modifier for the discipline skill associated with the discipline of the maneuver (for example, Acrobatics would be Dexterity).
Agile Dancer [Social]: You can use Perform (Dance) in place of Acrobatics and can use the higher of your Dexterity or Charisma modifiers for Perform (Dance) checks.
PATH OF WAR 2 FEATS
Animus Healing [Combat]
You have learned how to channel your animus into healing energies.
Prerequisites: Possess an animus pool.
Benefits: Once per encounter, you can spend up to one point of animus per four initiator levels as a move action to heal 2d4 hit points per point of animus spent.
Battle Fervor [Combat]
Your divine powers provide ample courage for battle.
Prerequisite: Fervor or Lay on Hands class feature, able to initiate maneuvers
Benefit: When you use Fervor or Lay on Hands to heal yourself as a swift action, your next strike deals bonus damage equal to 1/2 the amount you healed.
Blight Fight [Combat]
The weak crumble before your power.
Prerequisites: 1 or more maneuvers known from the Cursed Razor, Eternal Guardian and/or Steel Serpent disciplines.
Benefit: Cursed, diseased, and/or poisoned creatures suffer a -2 penalty to saving throws made against your maneuvers.
Channeled Recovery
You are able to use divine energy to restore your maneuvers.
Prerequisite: Channel Energy class feature
Benefit: When you channel energy to heal allies, allies in your channeled energy area may choose to forgo ½ the healing provided by your channel energy and instead recover 1 maneuver as a free action, even if it’s not their turn.
Dark Allure [Combat]
Those Claimed by you are distracted by your presence.
Prerequisites: Able to Claim creatures
Benefit: Creatures Claimed by you suffer a penalty equal to the number of creatures you currently have Claimed on attack rolls made against creatures other than you.
Special: Characters with the Dark Authority feat may not select this feat (and vice versa).
Dark Authority [Combat]
Those you have Claimed as your own tremble at the mere thought of defying you.
Prerequisites: Able to Claim creatures
Benefit: Creatures Claimed by you suffer a penalty equal to the number of creatures you currently have Claimed on attack rolls made against you.
Special: Characters with the Dark Allure feat may not select this feat (and vice versa).
Dark Presence [Combat]
Those you have Claimed cannot escape your malice.
Prerequisites: Able to Claim creatures
Benefit: Creatures Claimed by you provoke an attack of opportunity from you whenever they make a five foot step into or out of one of your threatened squares.
Electrum Manticore [Combat]
You’ve learned how to blend the arts of the Golden Lion and Silver Crane disciplines.
Prerequisite: 2 Silver Crane Maneuvers known, 2 Golden Lion Maneuvers known
Benefit: You may initiate a Golden Lion boost as part of assuming a Silver Crane stance, or initiate a Silver Crane boost as part of assuming 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, 2 Elemental Flux maneuvers known, 2 Mithral Current maneuvers known
Benefits: Whenever you use a Mithral Current Strike or Stance that gives a target vulnerability to silver, you may instead give the target vulnerability to your active energy type. Creatures with vulnerability to an energy type take 50% more damage when they take damage of that energy type.
Elemental Focus [Combat]
You have chosen a singular element with which to excel.
Prerequisite: Elemental Attunement class feature or access to the Elemental Flux discipline
Benefit: Choose one element available as an active elements for the Elemental Flux discipline. When this element is your active element, your maneuvers that deal damage of that element's energy type ignore up to your initiator level in energy resistance. In addition, when you reach level 10, creatures that are immune to that element's energy type take half damage instead of none from your attacks and abilities.
Elemental Sun [Combat]
You’ve trained in the techniques needed to blend your talents with the Elemental Flux and Solar Wind disciplines.
Prerequisites: 1 Elemental Flux Stance, 1 Solar Wind Stance
Benefits: When you initiate a Solar Wind maneuver while in an Elemental Flux stance, if you hit you may reduce the target of your maneuver’s elemental resistances (if any) by ½ your level (minimum 0) until the end of your next turn. Multiple applications of this ability do not stack, but they do increase the duration by one round.
Enduring Protector [Combat]
Your determination to win grows with every foe that falls.
Prerequisites: Combat Reflexes, Martial Power
Benefit: Whenever you reduce an opponent to 0 Hit Points or fewer with an Attack of Opportunity, you gain temporary Hit Points equal to the slain creature's Hit Dice. These temporary hit points do not stack and last for 1 round or until lost.
Eternal Hourglass [Combat]
Time is your weapon and your shield.
Prerequisite: 2 Riven Hourglass Maneuvers known, 2 Eternal Guardian Maneuvers known
Benefit: Once per encounter, while in a Riven Hourglass stance, you can initiate an Eternal Guardian counter as a free action, even if it's not your turn. This means, for example, that you can initiate a second counter in the same round or use a swift action on your next turn.
Extra Animus [General]
Your initial reserves of animus are stronger when combat begins.
Prerequisites: Animus pool
Benefits: Your starting animus pool is increased by an additional 2 points.
Special: This may be taken multiple times, each time selected granting an additional point of starting animus.
Extra Conviction
You’ve more conviction than that of your fellows.
Prerequisite: Conviction class feature
Benefit: Choose a conviction that you qualify for. You gain the benefit of that conviction.
Special: You can choose this feat more than once. Each time you take it, you choose a conviction you qualify for and gain its benefit.
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+
Benefits: You may begin your cycle of granted maneuvers with an additional maneuver granted and you may choose this maneuver from your readied allotment.
Normal: Your granted maneuvers are equal to your normal allotment and you may only ever select two of your granted maneuvers known before your randomized granted begin or resume.
Feral Goddess
You may use psionically generated natural weapons to best use with the your master of the Sleeping Goddess discipline.
Prerequisites: One Sleeping goddess maneuver known, able to manifest one power that grants natural weapons (such as claws of the beast or metamorphosis)
Benefit: All natural weapons created by psionic powers are treated as Sleeping Goddess discipline weapons to you and are treated as magic for the purpose of overcoming damage reduction. In addition, you reduce the power point cost for manifesting a power that grants you a natural weapon by 1 (minimum 0)
Flowing Mithral Fist [Combat]
You have learned how to make your unassuming hands and feet into swift moving, deadly weapons.
Prerequisites: 1 Mithral Current Stance, Improved Unarmed Strike
Benefit: Your unarmed strikes are now considered Discipline Weapons for Mithral Current, and are considered silver weapons for purposes of overcoming damage reduction or vulnerabilities. In addition to sheathing your hands normally, you can sheathe your hands once per round as a free action (even when it is not your turn) that does not provoke attacks of opportunity by placing them in your pockets, under your sleeves or in an otherwise nonthreatening position. This free sheathing stacks with other instances of free sheathing.
Normal: Unarmed Strikes are not discipline weapons for Mithral Current.
Forge of the Goddess
Your ability to call forth psionically generated weapons is tempered by your skill with the Sleeping Goddess discipline.
Prerequisites: One Sleeping Goddess maneuver known, able 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 (minimum 0)
Giant Slayer [Combat]
You know how to turn an enemy’s size and reach against them.
Benefit: You gain a +1 bonus to attack rolls made on charge attacks for each size category larger than you the target of your attack is, and you do not provoke attacks of opportunity from the target for the movement of your charge.
Grasp of Darkness [Combat]
Your malicious intentions ensnare many creatures at once, placing them under your power.
Prerequisites: Dark Claim class feature
Benefit: You may Claim up to 2 additional enemies (for a total of 3 enemies) at one time when using your Dark Claim, recovering an additional maneuver in the process.
Haft Strike [Combat]
Holding your polearm further up its length, you can strike adjacent foes as well as those further away.
Prerequisite: BAB +6
Benefit: You can attack adjacent enemies with your reach weapon until the end of your turn by taking a -2 penalty to AC for the round. You must decide to use this ability before any attacks are made.
Hone Weapon [Combat]
You’ve learned the art of bringing a fine cutting edge to your weapons.
Prerequisites: Knowledge (Martial) 3 ranks
Benefits: Upon spending 10 minutes with a whetstone sharpening a piercing or slashing weapon to a fine point or edge, the newly honed weapon inflicts an additional point of damage for the day; this bonus increases by +1 damage every four character levels possessed by the character (to a maximum of +5). You may only hone manufactured weapons with this feat.
Normal: You may improve your damage by +1 for the next attack you make by working it with a whetstone.
Heighten Maneuver [Combat, Psionic]
You are able to psionically augment your skill with maneuvers.
Prerequisites: Able to initiate a 2nd level maneuver, must have a power point pool
Benefit: You can infuse your maneuvers with psionic power, making them difficult to resist. Your maneuvers gain the following augment.
Improved Blade Meditation [Combat]
You’ve mastered the art form of your blade meditation.
Prerequisites: Ability to use the blade meditation skill, mystic level 7th+
Benefits: You may use your blade meditation as a standard action instead of as a full round action; the animus flare around you still persists until your next turn.
Improved Quick Draw [Combat]
Even with your weapon still sheathed, your presence is enough to threaten enemies.
Prerequisites: Quick Draw
Benefit: As long as you have a sheathed weapon on your person, you threaten all squares within your sheathed weapon’s normal reach and may make attacks of opportunity even if you are not currently wielding a weapon. You may draw a weapon as part of making an attack of opportunity; weapons drawn this way are sheathed after the attack is resolved.
Katana Expertise [Combat]
Your grace skill with a Katana is on the level of a prodigy.
Prerequisites: Proficiency with Katana
Benefits: Increase the damage die of katanas you wield by one die step. Additionally, you may treat katanas as light weapons for the purpose of Weapon Finesse.
Malevolence [Combat]
Creatures you have Claimed become cursed.
Prerequisites: Able to Claim creatures
Benefit: Creatures Claimed by you are cursed and suffer a -2 penalty to their CMB and skill checks (the penalty expires when the Claim does, though the cursed condition might not).
Mass Murder [Combat]
You are impelled to acts of horrific violence.
Prerequisites: Massacre class feature 1/encounter or higher
Benefit: You gain an additional use per encounter of your Massacre ability.
Special: You may take this feat up to twice. Its effects stack.
Mirror of the Moon [Combat]
You can bend light as well as space.
Prerequisite: 2 Shattered Mirror Maneuvers known, 2 Veiled Moon Maneuvers known, able to initiate maneuvers of 4th level or higher
Benefit: When you initiate a Veiled Moon Maneuver with a [teleportation] effect that targets yourself, you leave behind a major image of yourself for 1 round. This major image moves and behaves as if you had been concentrating on it for the round.
Molten Silver Strike [Combat]
Prerequisite: Quick Draw, 2 Solar Wind Maneuvers known, 2 Mithral Current Maneuvers known
Benefit: You can use Solar Wind Boosts on Mithral Current strikes that allow you to attack enemies at range and when you do so, you can increase the range of the maneuver by 10 ft. plus an additional 5 ft. per 4 initiator levels.
Normal: Mithral Current strikes use melee attack rolls, which prevents them from being combined with maneuvers that affect ranged attacks.
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.
Prerequisite: BAB +1
Benefit: You can wield a two handed polearm in one hand, provided you are wielding a light or heavy shield in your other hand. You treat the two handed polearm as a one handed weapon for purposes of feats and abilities which are affected by handedness.
Pinning Arrow [Combat]
Prerequisite: Point-Blank Shot, Precise Shot
Benefit: You can attempt a combat maneuver check with a ranged attack to pin a target in place as a standard action. The attack is made with your dexterity modifier instead of your strength modifier. If the combat maneuver check is successful, the target cannot leave their square for 1 round. They can still take other actions as normal, but cannot leave their square. Creatures with a fly speed are able to make a fly check (DC equal to your CMB roll) to prevent themselves from falling as a result of having their movement stopped.
Polearm Dancer [Combat]
Your motions with your spear are agile and graceful.
Prerequisites: BAB +1, Weapon Finesse, Perform (Dance) 1 Rank
Benefit: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with weapons from the polearm or spear weapon groups that are appropriately sized for you, even though they aren’t light weapons.
Prodigious Two-Weapon Fighting [Combat]
Your great physical might allows you to wield two large weapons with ease.
Prerequisite: Strength 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.
Reach Through Shadows [Combat]
Drawing on the chains of dark power afflicting them, you strike down those you have Claimed.
Prerequisites: Grasp of Darkness, Intelligence 15+
Benefit: You may treat creatures Claimed by you that are 35 or more feet away from you as though they were 30 feet away from you for the purposes of targeting powers, maneuvers, and spells.
Seize the Opportunity [Combat]
Prerequisite: Combat Reflexes, BAB +1
Benefit: When you make an attack of opportunity, you can use an attack action (such as vital strike) or combat maneuver (such as a bull rush, disarm or dirty trick) in place of an attack of opportunity. You still cannot move when it isn’t your turn.
Sin Eater [Combat]
You prosper as your enemies fail.
Prerequisites: Able to Claim creatures
Benefit: Whenever a creature Claimed by you is reduced to o or less hit points you gain temporary hit points equal to 2 times the Claimed creature’s hit dice.
Silver Fang Initiate [Combat]
You have learned how to combine talents from the Mithral Current and Steel Serpent disciplines.
Prerequisite: Quick Draw, 2 Steel Serpent Maneuvers known, 2 Mithral Current Maneuvers known
Benefit: When 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%.
Sorcerous Bloodline [General]
You’ve learned to tame the wild martial magic within yourself and may use it as a sorcerer.
Prerequisites: Ability to generate animus, possession of a sorcerous bloodline.
Benefits: You may add your mystic levels to your sorcerer or bloodrager level (pick one if both are possessed) to determine the effectiveness of your bloodline and bloodline abilities gained from class levels. Additionally, bloodrager or sorcerer levels (pick one if both are possessed) count as full initiator levels to determine a mystic’s total initiator level.
Tap Animus [General]
You gain the ability to tap a small wellspring of animus within you.
Prerequisites: You may not possess the animus class feature.
Benefit: You gain the potential to build animus within yourself. When entering combat, gain an animus pool with a starting animus of 1, and you gain a point of animus when you initiate a martial strike, boost, or counter. You may hold a maximum number of animus points equal to 5 + your initiation modifier (minimum of 1). You may use this animus to power maneuvers or to power animus related feats.
Special: If you ever gain the animus class feature, this feat is immediately replaced with the Extra Animus feat.
Winds of War [Combat]
Those you have Claimed cannot hide, and now they can no longer even run.
Prerequisites: Able to Claim creatures
Benefit: You gain a 5 ft. bonus to your movement speeds. This bonus increases by 5 ft. for each creature you currently have Claimed
Style Feats
Unlike normal style feats, these style feats can be used with any weapon and are not limited to unarmed strikes.
Black Seraph Style [Combat, Style]
You laugh off the cowardly assaults of your foes.
Prerequisites: 1 or more Black Seraph stances, Intimidate 3 ranks
Benefit: You gain a +1 profane bonus to armor class and saving throws against creatures that are shaken, frightened, panicked, or cowering. This bonus increases by +1 for every 5 character levels.
Black Seraph’s Malevolence [Combat]
You rip into creatures that cannot withstand your terror.
Prerequisites: Black Seraph Style, Intimidate 7 ranks
Benefit: You treat creatures that are shaken, frightened, panicked, or cowering as being good-aligned when calculating profane damage you deal against them.
Black Seraph Annihilation [Combat]
You drive your foes before you.
Prerequisites: Black Seraph Style, Black Seraph’s Malevolence, Intimidate 11 ranks
Benefit: Creatures within 30 feet of you lose immunity to fear. Creatures that are immune to mind-affecting effects can still be affected by fear, but gain a +5 resistance bonus to any saving throw granted.
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Broken Blade Style [Combat, Style]
Your fists strike harder than any blade
Prerequisites: 1 or more Broken Blade stances, Improved Unarmed Strike, Acrobatics 3 ranks
Benefit: Your unarmed strikes ignore DR and hardness equal to ½ your character level.
Broken Blade Crush [Combat]
A blow from your fist crushes armor as easily as bones
Prerequisites: Broken Blade Style, Acrobatics 7 ranks
Benefit: Once per round, when you make an unarmed strike against an opponent wearing armor, you may make a sunder attempt against the target’s armor as a free action that does not provoke attacks of opportunity.
Broken Blade Rhythm [Combat]
Every blow from your fist builds on the last
Prerequisites: Broken Blade Style, Broken Blade Crush, Acrobatics 11 ranks
Benefit: Once per round when you succeed on an attack roll as part of a Broken Blade strike, you can make a free combat maneuver attempt against one opponent in melee range. ______________________________________________________________________________
Cursed Razor Style [Combat, Style]
You persecute those under the influence of your dark power.
Prerequisites: 1 or more Cursed Razor stances, Spellcraft 3 ranks.
Benefit: Whenever you damage a cursed creature with a melee attack, that creature suffers an additional 2 points of bleed damage, plus 2 points for every 4 character levels you possess. A DC 15 Heal check or the application of magical healing halts this damage.
Cursed Razor Plague [Combat]
Your curses spread amongst your enemies.
Prerequisites: Cursed Razor Style, Spellcraft 7 ranks
Benefit: Whenever you cause an opponent to become cursed by an effect other than this feat, you may select an additional opponent within 30 ft.; the additional opponent becomes cursed for the same duration.
Cursed Razor Massacre [Combat]
You tear into your victims like a plague-laced wind.
Prerequisites: Cursed Razor Style, Cursed Razor Plague, Spellcraft 11 ranks
Benefit: Whenever you strike a cursed creature with a melee attack you may make an additional attack against a different cursed creature within your reach. This additional attack is made at your highest attack bonus and may be made up to once per round.
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Elemental Flux Style [Combat, Style]
You understand the fluid and changing nature of elemental magics.
Prerequisites: 1 or more Elemental Flux stances, Spellcraft 3 ranks.
Benefit: While this style is active, you may change your active element once per round as a free action.
Elemental Flux Shift [Combat]
Your insight into Elements expands, allowing you to fuse disparate energies
Prerequisites: Elemental Flux Style, Spellcraft 7 ranks
Benefit: When you change your active energy type, your next attack deals additional damage of your new active energy type equal to your initiation modifier.
Elemental Flux Explosion [Combat]
Your strikes explode with elemental ferocity
Prerequisites: Elemental Flux Style, Elemental Flux Shift, Spellcraft 11 ranks
Benefit: Your weapons are enchanted with elemental burst. The type of burst is determined by your active energy type (i.e. flaming burst if your active type is fire).
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Eternal Guardian Style [Combat, Style]
Your combat maneuvers are empowered by psychic curses
Prerequisites:1 or more Eternal Guardian Stances, Intimidate 3 ranks
Benefit: Whenever you succeed on a CMB check against an opponent, they become cursed for 1 round.
Eternal Guardian Oath [Combat]
You target foes you have marked with a curse and further impair their ability to fight
Prerequisites: Eternal Guardian Style, Intimidate 7 ranks
Benefit: You can expend a readied counter maneuver as an immediate action to make a combat maneuver check against all cursed enemies in your threatened area.
Eternal Guardian Endurance [Combat]
You feed on the energy of fallen foes to renew your combat abilities.
Prerequisites: Eternal Guardian Style, Eternal Guardian , Intimidate 11 ranks
Benefit: You can recover an expended maneuver as a free action whenever you reduce a cursed enemy to 0 hit points or fewer. You can only recover one expended maneuver per round this way.
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Golden Lion Style [Combat, Style]
You are adept at taking advantage of your allies missed opportunities
Prerequisites: 1 or more Golden Lion stances, Diplomacy 3 ranks
Benefit: Once per round, whenever an ally who is flanking the same enemy as you misses an attack against that opponent, you can make an attack of opportunity against that opponent.
Special: This feat may be selected if a character is granted a bonus teamwork feat.
Golden Lion Charge [Combat]
Your awareness of the battlefield lets you seize opportunity at a moment’s notice
Prerequisites: Golden Lion Style, Diplomacy 7 ranks
Benefit: Whenever an opponent within 30 feet attacks an ally and misses, you can expend a readied counter as an immediate action to move up to your speed, provided that movement ends with you adjacent to the opponent that missed your ally, and make a single attack of opportunity against them.
Special: This feat may be selected if a character is granted a bonus teamwork feat.
Golden Lion Command [Combat]
Your battlefield presence bolsters the will of your allies
Prerequisites: Golden Lion Style, Golden Lion Charge, Diplomacy 11 ranks
Benefit: You can expend a readied boost maneuver as a swift action to grant all allies within 30 ft. 5 temporary hit points per attack you make this round. These temporary hit points stack with themselves and last for up to 1 round or until lost.
Special: This feat may be selected if a character is granted a bonus teamwork feat.
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Iron Tortoise Style [Combat, Style]
You guard yourself and allies with your trusty shield at your side
Prerequisites: Proficiency with shields, 1 more Iron Tortoise stances, Bluff 3 ranks
Benefit: You deal damage with shield bash attacks as though you were one size larger than you actually are. This stacks with other effects that increase size.
Iron Tortoise Shell [Combat]
Your shield protects you from more than just physical assaults
Prerequisites: Iron Tortoise Style, Bluff 7 ranks
Benefit: Whenever you initiate a counter, you gain the evasion special ability until the end of your next turn.
Iron Tortoise Snap [Combat]
Your sword-and-shield style is brutally efficient.
Prerequisites: Iron Tortoise Style, Iron Tortoise Shell, Bluff 13 ranks
Benefit: You may make an additional attack at your highest attack bonus with a non-shield weapon whenever you hit a creature with a shield bash. This additional attack must be made against the creature struck by your shield bash. You may only make up to two additional attacks per round in this manner.
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Mithral Current Style [Combat, Style]
Your dazzling and graceful motions allow you to catch foes off guard.
Prerequisites: 1 or more Mithral Current stances, Quick Draw, Perform (Dance) 3 ranks.
Benefit: While this style is active and your weapon is sheathed, you can spend a swift action to make a feint attempt against one enemy within melee range. You may use Perform (Dance) in place of Bluff for this feint attempt.
Mithral Current Flow [Combat]
Every mistake your opponent makes allows you to place yourself in better position to strike.
Prerequisites: Mithral Current Style, Perform (Dance) 7 ranks
Benefit: When an opponent misses an attack against you, you can move up to 10 ft. as a free action (even if it is not your turn). This movement does not provoke attacks of opportunity.
Mithral Current Slice [Combat]
Drawing your weapon from its sheath as you strike allows you to hit harder and faster.
Prerequisites: Mithral Current Style, Mithral Current Flow, Perform (Dance) 11 ranks
Benefit: When you use Quick Draw, your first attack this round treats your opponent as having vulnerability to silver, causing them to take an additional 50% damage from silver sources.
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Piercing Thunder Style [Combat, Style]
You can use the natural reach of a spear or polearm with greater effectiveness.
Prerequisites: 1 or more Piercing Thunder stances, Acrobatics 3 ranks.
Benefit: While this style is active and you are wielding a weapon with the reach property, enemies provoke attacks of opportunity for moving into your threatened area. If an enemy would also provoke an attack of opportunity for moving out of your threatened area (such as an increased threatened area from being large size), they still only provoke one attack of opportunity from you.
Piercing Thunder Push [Combat]
Your weapon guards you against hordes of charging foes.
Prerequisites: Piercing Thunder Style, Acrobatics 7 ranks
Benefit: You can ready your spear or polearm against a charge as if it had the brace quality. If you successfully attack a charging opponent with your readied weapon, they are pushed back 5 ft.
Piercing Thunder Trample [Combat]
You time your attacks perfectly with those of your mount.
Prerequisites: Piercing Thunder Style, Piercing Thunder Push, Acrobatics 13 ranks
Benefit: Whenever you charge while wielding a Piercing Thunder discipline weapon you can make a free bull rush and overrun combat maneuver check against the target of your charge. These combat maneuver checks do not provoke attacks of opportunity.
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Primal Fury Style [Combat, Style]
Your fury drives you to close with your foes so that you can tear into them more easily
Prerequisites: 1 or more Primal Fury stances, Survival 3 ranks
Benefit: When you charge a creature, add a +5 ft competence bonus (minimum +5 ft.) to your charge distance for every 4 character levels.
Primal Fury Slash [Combat]
Your swift movements and skill allow you to strike enemies as you close with your target.
Prerequisites: Primal Fury Style, Survival 7 ranks
Benefit: When you charge a creature, you can make a single attack against any other creature that is adjacent to you at any point during your movement.
Primal Fury Savagery [Combat]
You strike with speed and strength beyond that of any other
Prerequisites: Primal Fury Style, Primal Fury Slash, Survival 11 ranks
Benefit: When you charge an opponent, you gain an additional +2 bonus on your attack roll and your AC penalty does not apply to attacks made against you by the target of your charge.
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Riven Hourglass Style [Combat, Style]
Your understanding of temporal nature can give you insight into your enemies movements
Prerequisites: 1 or more Riven Hourglass stances, Autohypnosis 5 ranks
Benefit: When you miss an attack, you can expend a readied boost maneuver as a swift action to immediately reroll the attack. You must take the second result even if it is lower.
Riven Hourglass Eternity [Combat]
Your grasp of time allows you to extend effects which benefit you
Prerequisites: Riven Hourglass Style, Autohypnosis 7 ranks
Benefit: You can expend a readied Riven Hourglass Boost as a swift action to extend the duration of one spell, psionic power or boost currently affecting you by 1 round.
Riven Hourglass Rewind [Combat]
You are able to reverse the flow of temporality to recover from debilitating effects for a short time
Prerequisites: Riven Hourglass Style, Riven Hourglass Eternity Autohypnosis 11 ranks
Benefit: You can expend a readied counter maneuver as an immediate action to suppress one ongoing condition affecting you for 1 minute (see conditions in Appendix 2 of the Core Rulebook). This does not allow you to suppress the dead, dying, helpless or unconscious conditions.
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Scarlet Throne Style [Combat, Style]
Your skill with a single blade allows you to strike with the same force as those much stronger than you.
Prerequisites: 1 or more Scarlet Throne stances, Sense Motive 3 ranks
Benefit: When wielding your weapon in one hand and not two weapon fighting, your weapon is treated as being wielded with two hands for feats and abilities which would benefit from this change. While in this style you cannot make attacks with your off hand or anything held in your off hand.
Scarlet Throne Dignity [Combat]
Noble training has enabled you to withstand attacks that would harm those of lesser breeding
Prerequisites: Scarlet Throne Style, Sense Motive 7 ranks
Benefit: You can expend a readied maneuver as an immediate action to make an opposed attack roll in place of your AC. If your attack roll is higher than your opponent’s attack roll, you negate the attack and you may move 5 feet as a free action. This movement does not provoke attacks of opportunity and does not count as your 5-foot step.
Scarlet Throne Riposte [Combat]
You seize opportunity as it comes, taking advantage of your enemy’s poor position after a missed attack
Prerequisites: Scarlet Throne Style, Scarlet Throne Dignity, Sense Motive 11 Ranks
Benefit: Whenever you successfully negate an attack from an enemy (such as through Scarlet Throne Dignity or a counter), your opponent provokes an attack of opportunity from you. Any given creature can only provoke this attack of opportunity once per round from you.
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Shattered Mirror Style [Combat, Style]
You are skilled in the art of reflective combat.
Prerequisites: 1 or more Shattered Mirror stances, Craft 3 ranks
Benefit: When wielding one or more Shattered Mirror discipline weapons, increase your shield bonus to AC by +2 (even if you don’t have a shield bonus).
Shattered Mirror Waltz [Combat]
Your supernatural swordplay lets you move like an illusion.
Prerequisites: Shattered Mirror Style, Craft 7 ranks
Benefit: You ignore movement penalties inflicted by difficult terrain (other forms of penalties, such as damage, still affect you).
Shattered Mirror Duality [Combat]
Your reality-distorting power reflects your attacks, making it hard to defend against you.
Prerequisites: Shattered Mirror Style, Shattered Mirror Waltz, Craft 13 ranks
Benefit: Once per round, you may expend one of your readied boosts as a swift action. If you do, roll each attack you make this round twice and use the better result.
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Silver Crane Style [Combat, Style]
Your mercy shields your allies
Prerequisites: 1 or more Silver Crane stances, Perception 3 ranks
Benefit: As a free action, you may suffer a -1 penalty to your armor class and Reflex saves until the beginning of your next turn. If you do, other allies within 30 ft. gain a +1 bonus to their armor class and Reflex saves until the beginning of your next turn. These bonuses and penalties increase by 1 for every 4 character levels.
Silver Crane Feathers [Combat]
You sacrifice yourself for others.
Prerequisites: Silver Crane Style, Perception 7 ranks
Benefit: As an immediate action, in response to one of your allies within 30 ft. taking ability damage or hit point damage, you may expend one of your readied counters. If you do, you suffer the ability damage and/or hit point damage in place of that ally.
Silver Crane Wing [Combat]
Your sacrifice to others grants you divine protection
Prerequisites: Silver Crane Style, Silver Crane Feathers, Perception 11 ranks
Benefit: When you use your Silver Crane Feathers feat, make a Will save (DC equals ability damage dealt + hit point damage dealt). If you succeed, the damage is negated entirely instead of being redirected to you.
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Sleeping Goddess Style [Combat, Style]
You can tap into the dream state to refresh your mind and body
Prerequisites: 1 or more Sleeping Goddess stances, Autohypnosis 3 ranks
Benefit: You can spend a standard action to gain psionic focus and recover a single maneuver. If you have the Psionic Meditation feat, you can spend a move action to gain psionic focus and recover a single maneuver.
Sleeping Goddess Slumber [Combat]
Your attacks drag your opponent’s mind into their dream world.
Prerequisites: Sleeping Goddess Style, Autohypnosis 7 ranks
Benefit: When you successfully hit an opponent with a melee attack, you can expend psionic focus to force them to make a Will save (DC 10+½ level+ Initiating Modifier) or fall asleep for 1 round. A creature that makes their saving throw cannot be affected by this ability again for 24 hours.
Sleeping Goddess Strike [Combat]
Your strikes travel through the collective unconscious of the world to strike your foes.
Prerequisites: Sleeping Goddess Style, Sleeping Goddess Slumber, Autohypnosis 11 ranks
Benefit: Whenever you hit an opponent with a melee or ranged attack, it takes a -2 penalty to its saving throws against your maneuvers until the end of its next turn.
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Solar Wind Style [Combat, Style]
Your arrows glow as bright as the sun
Prerequisites: 1 or more Solar Wind Stances, Perception 3 ranks
Benefit: Whenever you make a ranged attack, you deal an extra +1 fire damage per 5 character levels. In addition your arrows (or other ammunition) emit light as a torch; this light can be suppressed or resumed as a free action.
Solar Wind Flash [Combat]
The light of your arrows is blinding
Prerequisites: Solar Wind Style, Perception 7 ranks
Benefit: Whenever you succeed on a ranged attack against a creature, you may expend one of your readied boosts as a swift action. If you do, the creature must succeed on a Fort save (DC 10 + 1/2 your character level + your initiation modifier) or be blinded for 2 rounds.
Solar Wind Inferno [Combat]
The burning power of your arrows sears the flesh of even those immune to fire
Prerequisites: Solar Wind Style, Solar Wind Flash, Perception 11 ranks
Benefit: Your ranged attacks which deal fire damage ignore an amount of fire resistance equal to your character level. You treat Fire Immunity as Fire Resistance 30 for purposes of this effect.
Special: If you possess the Variable Winds feat, your attacks ignore energy resistance of the same type as your active energy type and treat the energy immunity of your active type as having energy resistance 30 of your active energy type for purposes of this effect
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Steel Serpent Style [Combat, Style]
Your training lets you take advantage of weakened foes
Prerequisites: 1 or more Steel Serpent stances, Heal 3 ranks
Benefit: Whenever you successfully attack a creature with a Steel Serpent Maneuver, the creature suffers a -1 penalty to attack rolls and AC for 2 rounds. This penalty increases by 1 for every 5 character levels.
Steel Serpent Fangs [Combat]
You have honed your lethal intent to an art form
Prerequisites: Steel Serpent Style, Heal 7 ranks
Benefit: You may expend one of your readied boosts as a swift action. If you do, you treat opponents suffering from ability damage as flat-footed until the beginning of your next turn.
Steel Serpent Venom [Combat]
You amplify the weakness of your victims
Prerequisites: Steel Serpent Style, Steel Serpent Fangs, Heal 13 ranks
Benefit: Whenever you deal weapon damage to a creature suffering from ability score damage, that creature must succeed on a Fortitude Save (DC 10+½ level+Initiating Modifier) or become nauseated for 1 round (multiple applications of this effect do not stack).
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Tempest Gale Style [Combat, Style]
Your arrows and slings are able to strike targets in unusual ways
Prerequisites: 1 or more Tempest Gale stances, Sleight of Hand 3 ranks
Benefit: While in this style, you can perform the following combat maneuvers with ranged weapons against any target within your first range increment: bull rush, dirty trick, disarm or trip. Performing a combat maneuver this way is a standard action that provokes an attack of opportunity (unless you have the appropriate improved combat maneuver feat) and you may use your Dexterity modifier in place of your Strength modifier on the CMB roll.
Tempest Gale Haze [Combat]
The very wind that carries your attacks to the enemy protects you from retaliation
Prerequisites: Tempest Gale Style, Sleight of Hand 7 ranks
Benefit: While in Tempest Gale style, ranged attacks made against you suffer a 20% miss chance.
Tempest Gale Storm [Combat, Style]
You can fire off precisely aimed shots at rapid pace
Prerequisites: Tempest Gale Style, Tempest Gale Haze, Sleight of Hand 11 ranks
Benefit: While in Tempest Gale Style, you can spend a standard action to make two different combat maneuver checks with ranged weapons from the following list against any target within your first range increment: bull rush, dirty trick, disarm or trip. Performing these combat maneuvers this way is a standard action that provokes an attack of opportunity (unless you have the appropriate improved combat maneuver feat) and you may your Dexterity modifier in place of your Strength modifier on the CMB roll. ______________________________________________________________________________
Thrashing Dragon Style [Combat, Style]
Your skill with two weapons makes you as dangerous as foes who wield one larger weapon
Prerequisites: 1 or more Thrashing Dragon Stances, Acrobatics 3 ranks
Benefit: When you make a standard attack against an opponent, you can make an additional attack with your off hand weapon. If you do so, all attacks you make this round take the normal penalties for two weapon fighting.
Thrashing Dragon Pounce [Combat]
Your swift movements allow you to close the gap and strike quickly against your foe
Prerequisites: Thrashing Dragon Style, Acrobatics 7 ranks
Benefit: Whenever you initiate a strike that allows you to make a only single melee attack, you can make an extra attack with your offhand weapon at your highest base attack bonus as a free action. If you do so, your attacks take two weapon fighting penalties as normal for fighting with two weapons.
Thrashing Dragon Whirlwind [Combat]
Your fury strikes out at all enemies around you.
Prerequisites: Thrashing Dragon Style, Thrashing Dragon Pounce, Acrobatics 11 ranks
Benefit: As a full round action, you can make a single attack each against every enemy within melee range with a weapon your main hand and a weapon in your off hand. You do not take the normal penalties for fighting with two weapons while making these attacks.
Special: If you have more than two arms, you can use each of your off hands to make an attack, instead of just the one.
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Veiled Moon Style [combat, style, teleportation]
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, 1 veiled moon maneuver known.
Benefit: While this style is active, whenever you move you may make up to 10 ft. 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 in order to teleport and cannot teleport into an occupied square.
Special: If using the charge action, you may use this feat to allow you to bypass a square occupied by an enemy, ally or obstacle that takes up 5 ft. treating that square as unoccupied for purposes of determining if the line of your charge is clear. .
Veiled Moon Step [Combat]
As you move, your form flickers in and out of sight, appearing far away
Prerequisites: Veiled Moon Style, Stealth 7 ranks
Benefit: You may expend one of your readied boosts as a swift action. If you do, increase your base land speed by 10 ft. until the beginning of your next turn, and you may teleport a number of feet equal to your base land speed as a move action this turn. You must have line of sight to your destination.
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 your victim must succeed at a Will save (DC 10 + 1/2 your character level + your initiation modifier) or become incorporeal for 1 round. Your victim'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.