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Martial Powers Explained
Martial powers fall into two broad categories: stances and maneuvers (which include boosts, counters, and strikes). A martial maneuver is a discrete extraordinary or supernatural effect that is temporarily expended after use. A stance is never expended and is always available to you.
You can use a particular stance or maneuver as many times as you like in a single day, but each time you use a maneuver, you temporarily expend it—you lose a little of your mental focus, you exhaust some small portion of your personal ki or energy, or you simply finish the move out of position and can’t immediately launch the same attack again without assuming the proper posture and mental state first. In other words, you can’t use an expended maneuver again until you rest for a brief time or perform a Refresh action in combat. As a result, you can normally use each of your readied maneuvers once per encounter, but sometimes you can recover one or more maneuvers you used earlier in the encounter and use them again. You never expend or use up your stances, so they are always available.
To initiate a maneuver or a stance, you must be able to move. You do not need to be able to speak. You initiate a maneuver by taking the specified initiation action. A maneuver might require an immediate, swift, move, standard, or full-round action to initiate. The process of initiating a maneuver is similar to that of casting a spell, although there are some key differences (see below). You can only choose to initiate a maneuver that is currently unexpended.
You initiate a stance as a swift action. A stance remains in effect indefinitely and is not expended. You enjoy the benefit your stance confers until you change to another stance you know as a swift action. You can remain in a stance outside of combat situations, and you can enjoy its benefit while exploring or travelling.
Unlike with spells, you need not concentrate to initiate a maneuver or stance. Furthermore, if you are injured or affected by hostile spells, powers, or maneuvers while initiating a maneuver or assuming a stance, you don’t lose the maneuver or stance.
Enemy interference might make certain maneuvers impossible to complete. For example, if an enemy who readied an action to trip you when you started your turn knocks you prone, you would not be able to use a maneuver that required you to charge. Similarly, if you begin your turn grappled or pinned, you might find that most of the maneuvers available to you simply won’t be of any use until you get free.
If you initiate a maneuver and subsequently can’t use it during your turn, the maneuver is still considered expended. You are considered to have used its initiation action for the purpose of determining what actions remain available to you on your turn.
You do not provoke attacks of opportunity when you initiate a maneuver or stance unless its description explicitly says otherwise. Some maneuvers allow you to move, charge, and take other actions that could provoke attacks of opportunity. Unless the maneuver description specifically says that such actions do not provoke attacks of opportunity, they do. For example, if you use a maneuver to charge a foe, and during that charge you move in a way that provokes attacks of opportunity, you provoke them as normal unless the maneuver description explicitly says otherwise.
Some maneuvers and stances have variable effects (such as duration) that depend on base attack bonus. However, maneuvers are not impacted as strongly by a user’s level as spells are. This difference in effect is primarily a balance and game play issue. Since you can use maneuvers repeatedly, they tend to scale poorly. As you attain higher levels, you usually use your low-level maneuvers less often (if you haven’t already traded them out for higher-level maneuvers, as described in the Martial Study feat description). Many stances, boosts, and counters, however, remain useful across all levels.
Once you have chosen a maneuver to initiate, you must resolve its effects.
Attack Rolls: Many maneuvers include an attack of some kind. All offensive combat actions, even those that don’t damage opponents (such as disarm and bull rush), are considered attacks. All maneuvers that opponents can resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are considered attacks.
Bonus Types: Some maneuvers and stances grant bonuses to ability scores or Armor Class, on attacks or damage, on saves, or on a number of other variables. Each bonus has a type that indicates why or how it is granted. With the exception of dodge bonuses, two bonuses of the same type generally don’t stack. If a maneuver or stance does not identify the type of bonus conferred, its effects stack with all other effects modifying the same characteristic or attribute. Untyped bonuses always stack.
Actions during a Maneuver: The Initiation Action line of a maneuver description provides the action required to use that maneuver. For example, the initiation action of the radiant charge maneuver is 1 full-round action. Thus, as part of your full-round action, you bring about the effect in the maneuver description. In this case, the maneuver allows you to make a charge attack with a number of additional benefits.
You begin each encounter with all your readied maneuvers unexpended. When you initiate a maneuver, it is expended—you cannot use it again until you recover it. You can recover expended maneuvers in two ways: through the Refresh action or at the end of an encounter. You never expend a stance.
In general, martial maneuvers and stances that create supernatural effects are transparent to magic. However, martial maneuvers rarely interact with spells. Once a maneuver is initiated, the effect lasts only for your turn unless otherwise noted, giving an opponent little opportunity to counter it.
Extraordinary or Supernatural Abilities: Martial maneuvers and stances are never spells or spell-like abilities. Unless the description of the specific maneuver or stance says otherwise, treat it as an extraordinary ability. Thus, these abilities work just fine in an antimagic field or a dead magic zone. A maneuver or stance can’t be dispelled or counterspelled, and initiating one does not provoke attacks of opportunity.
If a maneuver is overtly magical or otherwise uses a supernatural power source, it is noted as a supernatural ability in its description. In this case, the maneuver obeys all the standard rules for supernatural abilities.
Detecting Martial Maneuvers: Most maneuvers don’t create persistent or long-lasting effects, and the results are obvious to any observer. If you witness a maneuver being performed, you automatically recognize it if you can perform maneuvers from the discipline; otherwise, identifying a specific maneuver, stance, or discipline requires the Knowledge: Local skill, and follows the standard rules for identifying the abilities of a creature.
Multiple Effects: Martial maneuvers and stances usually work exactly as described, no matter how many other powers, spells, or magical effects happen to be operating in the same area or on the same subject. Whenever a maneuver or stance has a specific effect on other maneuvers, powers, or spells, its description explains the effect. Most martial adepts can use only one stance at a time, but some high-level adepts might be able to use two stances at once.
Stacking Effects: Maneuvers or stances that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes do not stack with each other unless specifically noted within their descriptions.
The description of each power follows a standard format, which is explained below.
This entry is the name by which the maneuver is generally known. However, it’s fairly common for various schools or traditions to bestow their own names on maneuvers. For example, the swooping dragon strike maneuver might be known as the dragon’s pounce, the gentle reminder, or something as esoteric as Liam falling down the mountain.
Each maneuver belongs to one of nine martial disciplines. The maneuvers in a discipline are loosely linked by common effects, philosophies, or functions. The second line of a maneuver or stance description provides the name of the relevant discipline, along with its type (see below).
Just like maneuver names, the names of martial disciplines vary widely from one locale to another. In fact, the term discipline is not universally used. Disciplines might be known as schools, traditions, philosophies, regimens, teachings, paths, or styles. For example, the Desert Wind discipline might be known in some areas as the Green Naga style or the Wakeful Dreamer philosophy.
Each discipline is tied to a skill that might be used in the execution of some of its maneuvers. In addition, various weapons lend themselves to the philosophy or maneuvers of different disciplines.
The nine disciplines include the following.
- Desert Wind: Speed and mobility are the hallmarks of the Desert Wind discipline. Desert Wind maneuvers often involve blinding flurries of blows, quick charges, and agile footwork. Many maneuvers from this school, however, draw power from the supernatural essence of the desert and allow an adept practitioner to scour his foes with fire.
- The key skill for Desert Wind maneuvers is Acrobatics. Weapons associated with Desert Wind include the scimitar, light mace, light pick, falchion, and spear.
- Devoted Spirit: Faith, piety, and purity of body and mind are the wellsprings of a warrior’s true power. Devoted Spirit maneuvers harness a practitioner’s spiritual strength and her zealous devotion to a cause. This discipline includes energies baneful to a creature opposed to the Devoted Spirit student’s cause, abilities that can keep an adept fighting long after a more mundane warrior would fall to his enemies, and strikes infused with vengeful, fanatical power.
- Intimidation is the key skill for Devoted Spirit. Devoted Spirit-associated weapons include the falchion, greatclub, longsword, and maul.
- Diamond Mind: True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably be defeated in the realm of the physical as well.
- /// Concentration /// is the key skill for Diamond Mind. The rapier, shortspear, katana, and trident are the associated weapons for Diamond Mind.
- Iron Heart: Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse.
- The key skill for Iron Heart is /// Athletics ///. The bastard sword, dwarven waraxe, longsword, and two-bladed sword are the associated weapons for Iron Heart.
- Setting Sun: Strength is an illusion. Adherents of the Setting Sun philosophy understand that no warrior can hope to be stronger, quicker, and more skillful than every one of her enemies. Therefore, this discipline includes maneuvers that use an adversary’s power and speed against him. Setting Sun maneuvers include throws and imitative strikes. The highest forms of the Setting Sun require an adept to empty herself of preconception and impulse to become a hollow vessel unhindered by want.
- /// Psychology /// is the key skill for the Setting Sun discipline. The associated weapons for Setting Sun are the short sword, quarterstaff, nunchaku, and unarmed strike.
- Shadow Hand: Never show an adversary what he expects to see. The Shadow Hand discipline emphasizes deception, misdirection, and surprise. The most effective blow is one struck against an enemy who does not even know he is in danger. Because the study of deceit as a philosophy often leads into darker practices, some Shadow Hand maneuvers employ the supernatural cold and darkness of pure shadow.
- The key skill for the Shadow Hand discipline is Stealth. Shadow Hand associated weapons include the dagger, short sword, sai, siangham, unarmed strike, and spiked chain.
- Stone Dragon: The strength and endurance of the mountains epitomize the Stone Dragon discipline. The methodical and relentless application of force allows a student of this philosophy to defeat any foe. Strikes of superhuman power and manifestations of perfect, idealized force make up the Stone Dragon maneuvers.
- /// Endurance /// is the key skill for the Stone Dragon discipline. The associated weapons for Stone Dragon are greatsword, greataxe, heavy mace, and unarmed strike.
- Tiger Claw: Consciousness is the enemy of instinct. The Tiger Claw discipline teaches that martial superiority can be achieved by discarding the veneer of civilization, along with the higher thoughts that fetter a warrior’s actions. Tiger Claw maneuvers emulate the strikes, leaps, and pounces of animals. When infused with ki power, some Tiger Claw maneuvers also allow a martial adept to take on animalistic characteristics, speed, and bloodlust.
- Tiger Claw emphasizes strength and speed, so /// Jump (Acrobatics?) /// is the key skill for this discipline. The kukri, kama, claw, handaxe, greataxe, and unarmed strike are the associated weapons for Tiger Claw.
- White Raven: No warrior fights in isolation. Cooperation, teamwork, and leadership can give two warriors the strength of five, and five warriors the strength of twenty. The student of the White Raven masters maneuvers that combine the strengths of two or more allies against a common foe. Shouts and battlecries infused with ki are the signature maneuvers of the White Raven discipline.
- /// Affability (Diplomacy?) /// is the key skill for White Raven. This discipline’s associated weapons are the longsword, battleaxe, warhammer, greatsword, and halberd.
Most martial powers fall into one of four categories: boost, counter, stance, or strike. Some maneuvers don’t fall into any of these categories, but these are exceptions to the rule.
Boost: This category covers maneuvers that allow a warrior to focus himself, summon his ki energy or other source of power, and unleash it through his melee attacks. A paladin who draws a deep breath, shouts an invocation to his god, and then unleashes a mighty attack is using a boost.
A boost is a maneuver that grants a bonus, often on attack rolls or damage rolls, for the duration of your turn. A boost always requires a swift action, usually allowing you to initiate it before unleashing a standard action or a full attack. Some boosts impart additional effects, such as stun or fatigue, to your attacks, and others provide some additional effect on an enemy you have just successfully struck in battle. If a boost affects your attacks, it applies to all of your attacks for the round in which it was initiated, but its effect ends at the end of your turn. A boost’s effect applies for its duration, no matter which weapon you might wield in that round. Even if you switch weapons in the middle of your turn, the effect of the boost applies to your new weapon as readily as the previous weapon. Each maneuver’s description gives you the details of each boost’s effect.
A boost doesn’t have to modify a melee attack. It could provide a bonus on a skill check, to your speed, and so on, but such maneuvers are relatively rare.
Counter: A counter is a fast, usually defensive maneuver that you use to foil your opponent’s actions. A monk who dodges to just beyond a rampaging minotaur’s reach is using a counter. The Setting Sun school features many counters, because it focuses on teaching students to turn an opponent’s strength against him.
Counters are immediate actions that you attempt during a foe’s turn. Usually, your opponent must make a specific action, such as an attack against you, for you to use a counter.
Strike: A strike is a maneuver that allows a special attack. A fighter who slays an ogre in a single blow is using a strike. A strike imparts some advantage or bonus over a standard attack, such as extra damage, an additional effect such as blinding a foe, and so forth.
Strikes almost always require a standard or full-round action to complete. Most of them involve a melee attack as part of completing the maneuver. If the attack hits, your opponent typically takes normal melee damage, as well as suffering the effect of the strike. When making a strike, you use your base attack bonus, all attack and damage modifiers, weapon damage, and so forth, as normal. You can make a critical hit with a strike, and in a few cases, a critical hit grants you additional benefits. You do not multiply extra damage from a strike with a successful critical hit. You treat it just as you would extra damage from another special ability, such as sneak attack.
Because strikes allow for a specific form of attack, you cannot benefit from spells or effects that grant you extra attacks when making a strike (such as the haste spell or a speed weapon). You are not taking a full attack action when you initiate a strike, even if its initiation action is 1 full-round action. In addition, you cannot combine combat maneuvers such as sunder or bull rush with strikes, even if you have feats that make such special attacks more potent. However, some strikes enable you to make special attacks as part of their initiation; see the specific maneuver descriptions for details.
Stance: A stance is not a maneuver, but a specific fighting method that you maintain from round to round. So long as you maintain a stance, you gain some benefit from it. A ninja who creates a concealing shroud of shadow energy while he moves is using a stance.
You can initiate a stance as a swift action. When you enter a stance, you immediately gain its benefit. You continue to gain the benefit of a typical stance as long as you remain in it. Some stances give you a benefit only when you meet certain conditions. For example, a stance might grant a bonus when you move, when you remain in the same spot, or if you attack a stunned or flat-footed opponent.
You can use a single swift action to end one stance and begin another, or you can choose to simply end your current stance without entering a different one. You continue to gain a stance’s benefits until you switch to a new stance or end your current one. At the start of your turn, you might be in a stance that grants you a bonus on attack rolls. You could make your attacks—gaining the stance’s bonus—then use a swift action to switch to a stance that gives you a bonus to AC.
Your stance ends if you are rendered helpless for any reason. If you later recover, you must use another swift action to initiate your stance once again. Stances are considered maneuvers for the purpose of fulfilling prerequisites for learning higher-level maneuvers, for qualifying for prestige classes or feats, or for the Martial Study feat. For example, if a Stone Dragon maneuver requires you to know one Stone Dragon maneuver, and you know the stonefoot stance (a 1st-level Stone Dragon stance), you qualify to take the higher-level maneuver.
Some maneuvers have descriptors that further define them. These descriptors appear on the same line as the discipline of the maneuver. The descriptors that can apply to maneuvers are cold, electricity, evil, fear, fire, force, good, mind-affecting, teleport, and sonic. Most of these descriptors have no game effect by themselves, but they govern how a maneuver interacts with other maneuvers, powers, spells, or abilities.
You must meet a certain set of requirements to be able to choose a maneuver as one you know. You can’t learn a maneuver unless you take the Martial Study feat or gain a level in a prestige class that grants maneuvers known, and you meet the maneuver’s base attack bonus requirement.
Maneuvers Known: Some of the more powerful maneuvers require you to learn one or more other maneuvers in the same discipline before they can be selected. Stances are considered maneuvers for the purpose of meeting a prerequisite to learn a new maneuver.
This entry describes the type of action you must expend to activate a martial maneuver. In some cases, you initiate a maneuver, and its effect lasts for the rest of your turn (or beyond). In other cases, maneuvers last only as long as the action required to initiate them (1 swift action, 1 immediate action, 1 move action, 1 standard action, or 1 full-round action).
A maneuver’s range indicates how far from you it can reach. Many maneuvers are treated as Personal-range effects, because you initiate the maneuver to give yourself a special bonus or capability for the round.
Standard ranges include (but are not limited to) the following:
Personal: The maneuver affects only you (but might give you an unusual power or ability that affects others for the rest of your turn).
Touch: You must touch a creature or object to affect it. A touch maneuver that deals damage can score a critical hit just as a weapon can, although you do not multiply the extra damage from a maneuver on a successful critical hit.
Melee Attack: The maneuver affects any creature you make a successful melee attack against.
Adjacent: The maneuver affects creatures within 1 square of you. Sometimes you only affect adjacent creatures at the beginning of your turn or at the end of your turn, but other maneuvers might affect any creature you move adjacent to during the course of your turn. See the specific maneuver descriptions for details.
Range Expressed in Feet: Some maneuvers have no standard range category, just a range expressed in feet.
You might have to make some choice about whom your maneuver is to affect or where it will originate. This entry describes the maneuver’s target or targets, its effect, or its area, as appropriate.
Target or Targets: Most maneuvers affect a specific creature or object (or more than one creature or object) that you designate as your target or targets. You must be able to see or touch the target, and you must specifically choose that target.
Some maneuvers can be initiated only on willing targets. You can declare yourself a willing target at any time (even if you’re flat-footed or it isn’t your turn). Unconscious characters are always considered willing, but a character who is conscious but immobilized or helpless is not automatically willing.
Some maneuvers target you (but they might confer an unusual ability to affect other creatures for the rest of your turn). If the target of a maneuver is “You,” you do not receive a saving throw—you receive the benefit of the maneuver automatically as long as you meet any other requirements for initiating it successfully.
Other maneuvers affect a creature or creatures that you successfully hit with a melee attack, and some affect a creature you successfully hit with a melee or ranged touch attack.
Area: Some maneuvers can affect an area. You might be able to choose the point where the maneuver’s effect originates, but otherwise you usually don’t control which creatures or objects an area maneuver affects.
Burst: A burst affects whatever it catches in its area, including creatures you can’t see. It can’t affect creatures that have total cover from its point of origin. The default shape for a burst is a sphere.
Emanation: An emanation functions like a burst, except that the effect continues to radiate from the point of origin (often you) for the duration of the maneuver.
Spread: A spread effect spreads out like a burst, but can turn corners. You select the point of origin, and the effect spreads out a given distance in all directions.
Effect: Some maneuvers create something rather than affecting things that are already present. You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear.
Line of Effect: Maneuvers that affect a target other than you require line of effect. A line of effect is a straight, unblocked path that indicates what an effect can affect. A solid barrier cancels a line of effect, but line of effect is not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you initiate a maneuver against, or to any space in which you wish to create an effect at range (if your maneuver allows that). A burst or emanation affects only an area, creature, or objects to which it has a line of effect from its origin. An otherwise solid barrier with a hole of at least 1 square foot through it does not block a maneuver’s line of effect.
A maneuver’s duration tells you how long its effect lasts.
End of Turn: The maneuver’s effect lasts until the end of your turn, then ceases to function.
Instantaneous: The effect of the maneuver comes and goes the instant the maneuver is initiated, though the consequences might be long-lasting. For example, the moment of alacrity boost takes only a swift action to initiate, but it improves your initiative count for the duration of the combat.
One-Round Durations: Some durations are measured as 1 round. You gain the capability to perform whatever special effect or attack the maneuver permits on your turn. Immediately before your action in the round after you initiated the maneuver, its effect comes to an end.
Stance: This duration indicates that the ability is a stance, and therefore ends only when you will it to end, when you become helpless, or when you fulfill a specific condition described in the stance’s description.
Timed Durations: Many maneuvers last some number of rounds or minutes. When the time is up, the energy sustaining the effect fades, and the maneuver’s effect ends.
No Duration: The effect of a maneuver without a duration lasts only as long as it takes you to initiate the maneuver. Some maneuvers “last” less than a full round. Such is often the case for maneuvers that deal extra damage on top of your normal melee damage. For example, a strike with an initiation action of 1 standard action would effectively have a duration of 1 standard action; the effect of the strike is tied to the action of making the attack. When this is the case, no duration entry is given.
Sometimes, a maneuver with a special effect or supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line in a maneuver description defines which type of saving throw a maneuver allows.
Negates: The maneuver has no additional effect on a subject that makes a successful saving throw.
Partial: The maneuver causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt damage rather than being killed).
Half: The maneuver deals damage, and a successful saving throw halves the damage taken (round down).
None: In a case where no saving throw is allowed, the saving throw line is omitted.
Saving Throw Difficulty Class: The formula for determining a saving throw DC against a maneuver’s special effect is provided in the maneuver’s description.
Unlike spell descriptions, martial maneuvers don’t have a spell resistance entry. Since maneuvers are extraordinary or supernatural abilities, not spells or spell-like abilities, spell resistance does not affect a maneuver.
This portion of the maneuver description explains what the maneuver does and how it works. It begins with a sentence or two of italicized “read-aloud” text that gives players an image of how the maneuver does what it does. If one of the previous lines in the maneuver description included “see text,” this section is where you find the explanation.
Learning Maneuvers and Stances
Martial adepts initiate martial maneuvers and stances. These maneuvers are manifestations of supreme martial skill, focus, and clarity. They also tap into a sublime universal energy or ki; by performing a maneuver to perfection, a martial adept can achieve amazing feats of martial and athletic prowess.
Some creatures are naturally gifted and can make use of martial maneuvers without having levels in a martial adept class. These inborn abilities function much like spell-like abilities. Characters using martial scripts can also make use of martial maneuvers.
Initiating a maneuver through an innate ability, or by using a magic item, works just like initiating a maneuver normally does. You do not provoke attacks of opportunity, and your maneuvers are not subject to spell resistance.
Adaptive Style [Combat]
With just a short period of meditation, you can change your maneuvers and tactics to meet the threat you currently face.
Prerequisite: Base attack bonus +1.
Benefit: You can retrain one of your maneuvers when you take a Refresh action.
Normal: You can retrain maneuvers only by spending 5 minutes to do so.
Blade Meditation [Combat]
You have learned a meditation that grants you insight into the martial disciplines you have studied.
Prerequisite: Base attack bonus +4, one maneuver from any discipline.
Benefit: When you take this feat, choose a discipline. You gain a +3 competence bonus on checks involving the discipline’s key skill, and the save DCs of any maneuvers that you perform from the chosen discipline are increased by 1, if they have a save DC.
Special: A fighter can select Blade Meditation as a bonus feat. This feat is considered a maneuver of the chosen discipline for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Desert Fire [Combat]
The power of the Desert Wind surges through you, and you find power in the motion of the hot winds and shifting sands that you can channel into your Desert Wind strikes.
Prerequisite: One Desert Wind strike.
Benefit: If you move at least 10 feet away from your original position before using a Desert Wind strike in the same round, that strike deals an extra 1d6 points of damage.
Special: This feat is considered a Desert Wind maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Desert Wind Dodge [Combat]
Your training in the Desert Wind discipline allows you to dance across the battlefield like a blistering sirocco.
Prerequisite: Dex 13, one Desert Wind maneuver.
Benefit: If you move at least 10 feet from your original position, you gain a +1 dodge bonus to AC and deal an extra 1 point of fire damage with any attack you make. This benefit lasts until the start of your next turn.
Special: Desert Wind Dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. This feat is considered a Desert Wind maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Devoted Bulwark [Combat]
Because of your staunch devotion to your cause and your Devoted Spirit training, you can stand your ground even in the face of an enemy’s resounding attack.
Prerequisite: One Devoted Spirit maneuver.
Benefit: If an enemy deals damage to you with a melee attack, you gain a +1 morale bonus to your AC until the end of your next turn.
Special: This feat is considered a Devoted Spirit maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Divine Spirit [Combat]
The fervor and dedication of the Devoted Spirit discipline, combined with your fanatical adherence to a divine power, turns you into a font of spiritual energy.
Prerequisite: Ability to Lay On Hands, one Devoted Spirit stance.
Benefit: While in a Devoted Spirit stance, you can target yourself with your Lay On Hands ability as an immediate action.
Special: This feat is considered a Devoted Spirit maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Evasive Reflexes [Combat]
When an opponent gives you an opening in combat, you know exactly what to do: slip away.
Prerequisite: Dex 13, one Setting Sun maneuver.
Benefit: Whenever you could make an attack of opportunity against an opponent, you can instead immediately take a 5-foot step.
Special: Evasive Reflexes can be used in place of Combat Reflexes to qualify for a feat, prestige class, or other special ability. You can take both this feat and Combat Reflexes. This feat is considered a Setting Sun maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Falling Sun Attack [Combat]
The discipline of the Setting Sun teaches you how to turn an opponent’s strengths into weaknesses. You can identify precisely the correct spot on your opponent’s body to deliver a stunning attack.
Prerequisite: Stunning Fist, one Setting Sun strike.
Benefit: You can declare any Setting Sun strike delivered with an unarmed strike to be a stunning attack. In addition, add 1 to the save DC of your Stunning Fist attacks and 1 to the save DC of your Setting Sun strikes. Using this feat expends a use of your stunning attack for the day.
Special: This ability also works with Elemental Fist, Perfect Strike, Punishing Kick, Touch of Serenity, or any other feat that operates similarly to Stunning Fist. This feat is considered a Setting Sun maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Ironheart Aura [Combat]
Your strength of spirit and martial training inspires those around you.
Prerequisite: One Iron Heart stance.
Benefit: While you are in any Iron Heart stance, adjacent allies gain a +2 morale bonus on saving throws.
Special: This feat is considered an Iron Heart maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Martial Study [Combat]
By studying the basics of a martial discipline, you learn to focus your ki and perfect the form needed to use a maneuver.
Benefit: When you gain this feat, you must choose a discipline of martial maneuvers, such as Desert Wind. The key skill for the chosen discipline becomes a class skill for all your classes (current and future). Select any maneuver or stance from the chosen discipline for which you meet the prerequisite. You can use this maneuver once per encounter. A maneuver learned through this feat can be exchanged for a different maneuver; see above for details on swapping out maneuvers as you gain levels.
Special: You can take this feat multiple times. Each time you take it after the first, you gain one of two benefits. You can choose a new discipline, gaining one of its maneuvers and its key skill as a class skill, as described above. Alternatively, you can choose a maneuver from a discipline to which you have already gained access by means of this feat. In either case, you must meet the maneuver’s prerequisite.
Rapid Assault [Combat]
Your fighting style emphasizes taking foes down with quick, powerful blows.
Prerequisite: Base attack bonus +1.
Benefit: In the first round of combat, your melee attacks deal an extra 1d6 points of damage.
Shadow Blade [Combat]
In the course of your training in the Shadow Hand discipline, you learn to use your natural agility and speed to augment your attacks.
Prerequisite: One Shadow Hand stance.
Benefit: While you are in a Shadow Hand stance and using a finesse weapon, you can add your Dexterity modifier as a bonus on melee damage for attacks made with the weapon.
Special: Shadow Blade can be used in place of Weapon Finesse to qualify for a feat, prestige class, or other special ability. This feat is considered a Shadow Hand maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Shadow Trickster [Combat]
Your mastery of the Shadow Hand discipline lets you augment your illusion spells with the stuff of shadow.
Prerequisite: Caster level 1st, one Shadow Hand stance.
Benefit: While you are in a Shadow Hand stance, the save DC for any illusion spell you cast increases by 1. You also gain +2 precision damage whenever you would be able to make a sneak attack.
Special: This feat is considered a Shadow Hand maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Song of the White Raven [Combat]
The White Raven discipline shows you how to rouse dedication and fervor within your allies’ hearts. Such teachings can augment and improve your musical ability.
Prerequisite: Bardic music (inspire courage), one White Raven manuever.
Benefit: While you are in any White Raven stance, your levels in cavalier or paladin stack with your bard levels to determine the bonus granted by your inspire courage ability.
Special: This feat is considered a White Raven maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Snap Kick [Combat]
You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes.
Prerequisite: Improved Unarmed Strike, base attack bonus +6.
Benefit: Whenever you initiate a strike or use the attack or full attack action, you may take a -2 penalty to attacks made this round to gain an additional attack at your highest attack bonus (the -2 applies to this attack as well). This attack is an off-hand unarmed strike, and deals damage as appropriate.
Special: A monk can take Snap Kick as a bonus feat at 6th level, even if they don’t meet the prerequisites. You may use Snap Kick when making attacks of opportunity, or with other effects that grant extra attacks (such as the Haste spell), but you cannot stack uses of Snap Kick with itself.
Stone Power [Combat]
The principles of the Stone Dragon discipline teach you how to gather and focus your raw, physical strength into an attack.
Prerequisite: Str 13, one Stone Dragon maneuver.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain 3 temporary hit points. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the number of temporary hit points gained increases by 3.
You must choose to use this feat before making an attack roll, and its effects (both the attack penalty and the temporary hit points) last until the beginning of your next turn.
Special: Stone Power can be used in place of Power Attack to qualify for a feat, prestige class, or other special ability. You can take both this feat and Power Attack. This feat is considered a Stone Dragon maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Sudden Recovery [Combat]
You can instantly recover your focus, balance, and personal energy after using a martial maneuver.
Prerequisite: One martial maneuver.
Benefit: Once per day as a swift action, you can instantly recover an expended maneuver. It is now ready again.
Superior Unarmed Strike [Combat]
Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas.
Prerequisite: Improved Unarmed Strike, base attack bonus +3.
Benefit: You deal more damage with your unarmed strikes. If you are a monk, you deal unarmed damage as a monk four levels higher. If you are not a monk, you deal unarmed damage as a monk four levels lower than your character level (1d4 damage if your character level is 3 or 4).
Special: A monk can take Superior Unarmed Strike as a bonus feat at 1st level, even if they don’t meet the prerequisites.
Tiger Blooded [Combat]
The Tiger Claw discipline teaches students to mimic the rampant, feral qualities of a wild animal. When you assume an animal form, or at least descend into a wild, bestial state, you drive back opponents with a fearsome mauling.
Prerequisite: Ability to rage or wild shape; one Tiger Claw maneuver.
Benefit: While you are in a rage or wild shaped into an animal form, you can attempt to knock back 5 feet a creature of your size category or smaller that you hit with a Tiger Claw strike unless it succeeds on a Fortitude save (DC 10 + 1/2 your character level + your Str modifier). This movement does not provoke attacks of opportunity.
Special: This feat is considered a Tiger Claw maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Unnerving Calm [Combat, Prowess]
You know that the secret to defeating your enemies lies within the still centre of your own mind. When your enemies meet your eyes, they see only calm and certain death awaiting them.
Prerequisite: Concentration 4 ranks, one Diamond Mind strike.
Benefit: You can use the Shake Resolve and Shout Them Down skill abilities using your Concentration skill instead of Intimidation.
Special: Unnerving Calm is considered a Diamond Mind maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.
Vital Recovery [Combat]
Preparing yourself to execute more of your maneuvers gives you the chance to catch a quick second wind and recover from damage you have sustained in the fight.
Prerequisite: Two martial maneuvers.
Benefit: The first time you use the Refresh action in an encounter, you heal an additional 3 points of damage + 1 point per character level.
White Raven Defense [Combat]
The White Raven discipline has taught you to shine as a gleaming beacon of hope and endurance amid the chaos of battle. Not only do you aid your allies, but you also draw strength and support from them.
Prerequisite: One White Raven stance, any one teamwork feat.
Benefit: Choose one teamwork feat you know. When you are in a White Raven stance and adjacent to at least one ally, both you and each ally adjacent to you gain the benefits of that feat.
Special: You can take this feat multiple times. Each time you take it, it applies to a new teamwork feat you know. White Raven Defense is considered a White Raven maneuver for the purpose of fulfilling prerequisites for learning higher-level maneuvers, or for qualifying for prestige classes or feats.