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New Feats

Page history last edited by PBworks 14 years, 7 months ago

 

 

Return to Tome of Battle Enhancement root 

 

Expanded feats for Tome of Battle

 

This section presents a range of feats that are intended to enhance the benefits of the Tome of Battle and offer a better integration with existing class infrastructure. Many feats are specifically targeted at non martial-adept classes to enhance the value of the original Tome of Battle. Several natural feat extensions are also provided, such as Martial Meta feats.

 

 

 

Fresh, unsorted ideas for early perusal - make comments and approve. Each one. Individually. Once this set is complete, we move on to the next set of feats.

 

Improved Initiator  (approved by: Henri, Herc, Jerall, Piet)

You gain an innate understanding of martial maneuvers.

Benefit: Non-martial adept levels count three-quarters to your initiator level.

Normal: Non-martial adept levels count one-half to your initiator levels.

 

 

Discipline Schooling  (approved by: Henri, Herc, Piet)

 

Your studies allow you to develop greater skill in maneuvers from a discipline.

Prerequisite: Martial Study, Base Attack Bonus +4

Benefit: Choose a discipline in which you know at least one maneuver from Martial Study. You gain an additional maneuver from that discipline, additionally you may relearn one maneuver from that discipline for a different maneuver of that discipline every 3 levels (stances are not legal for relearning).

Special: You may take this feat multiple times---each time it applies to a different discipline that you qualify for. A fighter may select Discipline School as a bonus feat.

 

 

Discipline Specialization  (approved by: Henri, Herc, Piet)

 

Your dedication to a discipline increases your knowledge in that discipline.

Prerequisite: Discipline School, Base Attack Bonus +6

Benefit: You may learn two new maneuvers or one new maneuver and one new stance in the discipline you have Discipline Schooling in.

Special: You may take this feat multiple times---each time it applies to a different discipline that you have Discipline Schooling in.

 

 

Improved Mental Rehearsal  (approved by: Henri, Piet)

 

Your meditative pursuit of martial maneuvers allows you to apply them in combat more effectively.

Prerequisite: Martial Study

Benefit: You may ready one maneuver from the list of maneuvers gained through specific feats (Martial Study, Discipline Schooling, Discipline Specialization) . You can recover that maneuver in combat using a full-round action.

Special: You may take this feat multiple times, gaining an additional maneuver readied each time you select the feat. You may use a full-round action to recover all expended maneuvers that were readied using Improved Mental Rehearsal.

 

 

 

Arcane Ki

 

You are able to control the flow of magic into ki

Prerequisite: Ability to cast 1st level arcane spells. Must know at least 1 martial maneuver.

Benefit: As a move action you may chose to lose a readied spell to recover a maneuver. The maneuver must be of equal or lesser level than the spell that was used to recover the maneuver. 

 

 

 

Brawn

 

You are able to use your superior physique to strike with greater certainty.

Prerequisite: Brute

Benefit: Your attack bonus is computed as if your strength modifier was 1 higher.

Special: A fighter may select Brawn as a bonus feat. Feat curtesy of Netbook of Feats

 

 

 

 Table of Feats 

  Name   Prerequisite   Benefit
  Arcane Ki   Know 1st level arcane spells and martial maneuvers
  Ready maneuvers by losing readied spells
  Brute   Str 13+   Combat damage is computed as if your strength modifier was 1 higher
    Brawn   Brute   Your attack bonus is computed as if your strength modifier was 1 higher
    Brute Critical   Brute, base attack bonus +4   The threat range of the non-light weapon you wield increases by 1
      Greater Brute Critical   Brute, Brute Critical, base attack bonus +8   The threat range of the non-light weapon you wield increases by 1
  Devoted Pragmatist   Cast 1st level divine spells, know 1 martial maneuver   Can interchange one readied maneuver and spell
  Greater Martial Study   Martial Study and Stance, base attack bonus +6   Learn martial techniques similar to a lower level Warblade
     Supreme Martial Study   Greater Martial Study, base attack bonus +9   Gain a recovery method for martial maneuvers, consider one martial discipline a class discipline
  Improved Initiator   -   Your effective initiator level for non-martial adept classes increases
    Superior Initiator   Improved Initiator, base attack bonus +4   Your effective initiator level increases by 1
  Martial Focus

  Blade Meditation, access to level 3 maneuvers   Maneuver is not expended when used in combat
     Greater Martial Focus   Blade Meditation, Martial Focus   May shift Martial Focus once a week
  Martial Response   Improved Initiative, know 3 martial maneuvers   +2 to your initiative and reroll initiative once per encounter
  Opening Assault   Rapid Assault   You gain +10 speed and Great Cleave in your first round of combat
    First Blitz   Rapid Assault, Opening Assault   In the first round of combat you do not provoke attacks of opportunity, gain +1d6 damage on attacks
  Sacrificial Grapple   Improved Grapple   You may lower your AC, if hit in melee by a foe gain free grapple attempt
  Sacrificial Hold   Base attack bonus +4   You may lower your AC, if hit take additional damage - foe's speed reduced to 0 for a round
  Savage Dexterity   Brute   You may use your strength modifier instead of your dexterity modifier when determining AC bonus
    Greater Savage Dexterity   Brute, Savage Dexterity   You may add both your strength and dexterity modifiers when determining AC bonus
  Scribe Martial Tattoo   Craft (tattoo) 4 ranks, know 1 martial maneuver   Able to craft tattoos that convey ability to use maneuvers
    Sprawling Tattoo   Scribe Martial Tattoo
  Your tattoos can take up multiple spaces to reduce the cost
    Tattoo Contemplation   Scribe Martial Tattoo   You may ready additional maneuvers based on your martial tattoos
  Steady Focus   Swordsage 1
  You may sacrifice movement action to retain a maneuver
  Martial Meta Feats
  Martial Cleave   -   Halves damage, but applies damage to target and adjacent foe
  Martial Death Surge
  -   You may reroll any number of damage dice
  Martial Ease   any two Martial Meta feats   Next Martial Meta feat applied to maneuver is cheapened
  Martial Empower   -   Increase maneuver's variable, numeric effects by 50%
  Martial Flexibility
  any two Martial Meta feats
  Additional Martial Meta feats applied to maneuver only increase maneuver cost by one each
  Martial Great Cleave
  Martial Cleave   Halves damage, but applies damage to all threatened foes
  Martial Life Surge
  any one Martial Meta feat
  For every 10 points of damage dealt heal 1 hitpoint
  Martial Magic   -   Add magic spell to strike maneuver
  Martial Maximise   -   Maximise maneuver's variable, numeric effects
  Martial Quicken   -   Reduce standard action maneuver to movement action
  Martial Reach   -   Extend range of maneuver
  Martial Reserve   any two Martial Meta feats
  Maneuver is not expended
  Martial Sharpen   -   Increase maneuver's save DC by 2
  Martial Substitution
  any one Martial Meta feat   Pay additional Martial Meta feats on maneuver by sacrificing readied maneuvers of appropriate level
  Martial Twin   any one Martial Meta feat
  Strike maneuver is applied to target twice

 

 

 

Brute

 

Your damage output exceeds your apparent physique.

Prerequisite: Str 13+

Benefit: Your combat damage is computed as if your strength modifier was 1 higher.

Note: This feat is particularly useful to characters wielding two-handed weapons.

Special: A fighter may select Brawn as a bonus feat. Feat curtesy of Netbook of Feats

 

 

Brute Critical

 

You can apply your superior physique to strike telling blows more often in combat.

Prerequisite: Brute, base attack bonus +4

Benefit: The threat range of your weapon increases by 1. This benefit applies to any weapon you wield provided that weapon is not a light weapon.

Special: This feat does not stack with the Improved Critical feat. A fighter may select Brute Critical as a bonus feat.

 

 

Devoted Pragmatist

 

Your devotion and martial awareness allow you to cast more divine spells or perform more maneuvers.

Prerequisite: Ability to cast 1st level divine spells. Must know at least 1 martial maneuver.

Benefit: You may ready an additional maneuver by sacrificing a spell slot- the maneuver must be of a lower level than the spell slot sacrificed. Conversely, you may gain an additional spell slot if you sacrifice a readied maneuver. You may only apply the benefit of this feat once per day.

Special: Crusaders who use this feat to prepare an additional maneuver have that maneuver granted at the beginning of combat in addition to their randomly granted maneuvers.

 

 

First Blitz

 

Your explosive opening move carries you into the heart of the battle.

Prerequisite: Rapid Assault (Tome of Battle, page 32), Opening Assault

Benefit: In the first round of combat, you do not provoke attacks of opportunity, furthermore you deal an additional +1d6 damage on your attacks in the first round. A fighter may select First Blitz as a bonus feat.

Jerall: What about: In the first round of a combat encounter, or in a surprise round, you do not provoke attacks of opportunity from flat-footed opponents.

Henri: Or: In the first round of combat your AC is increased by 10 against attacks of opportunities.

 

 

Greater Brute Critical

 

You have mastered the art of applying your superior physique to ensure you can deliver critical attacks more often.

Prerequisite: Brute, Brute Critical, base attack bonus +8

Benefit: The threat range of your weapon increases by 1. This benefit applies to any weapon you wield provided that weapon is not a light weapon.

Special: This feat does not stack with the Improved Critical feat, but it does stack with Brute Critical. A fighter may select Greater Brute Critical as a bonus feat.

 

 

Greater Martial Focus

 

You have achieved flexibility in your martial training, allowing you to shift your focus to different maneuvers.

Prerequisite: Blade Meditation, Martial Focus

Benefit: You may change the target maneuver of Martial Focus. This process takes a week of dedicated training to complete. The new maneuver need not be of the same level as the prior maneuver, but it must still be two levels below your highest known maneuver.

Special: A fighter may select Greater Martial Focus as a bonus feat.

 

 

Greater Martial Study

 

Your focused training of the martial styles allows you to gain greater insights into martial maneuvers.

Prerequisite: Martial Study, Martial Stance, base attack bonus +6

Benefit: You gain knowledge of maneuvers, stances and can ready a number of maneuvers as a Warblade of 5 levels less than your character level without counting any levels in martial adept classes. Your initiator level is not modified by this feat.

For example, a level 6 Fighter that takes this feat gains access to maneuvers and stances equivalent to a level 1 Warblade. Thus she may learn three maneuvers, one stance, and may prepare upto three maneuvers prior to combat. Since her initiator level is 3 she may learn maneuvers of level 2 and below.

This feat stacks with existing Warblade levels, thus a level 10 Fighter / level 10 Warblade knows maneuvers and stances as a level 15 Warblade would. As your character levels this feat may make new stances and maneuvers available to the hero. This feat does not restrict you to disciplines that Warblades have access to, but you must meet the prerequisites of those maneuvers. Thus martial adepts may make use of this feat to learn maneuvers from all disciplines, though they must still meet the requirements of maneuvers and their initiator level is still considered halved for non-class disciplines.

Special: This feat does not grant you a Warblade's ability to recover maneuvers in combat, instead you use your existing recovery method (if any). A fighter may select Greater Martial Study as a bonus feat.

 

 

Greater Savage Dexterity

 

Your agile, powerful posture greatly enhances your defensive capability

Prerequisite: Brute, Savage Dexterity

Benefit: While unarmored, or wearing light armor, you gain your strength modifier as an AC bonus in the form of a dodge bonus and, in addition, you gain your bonus to AC due to dexterity as normal.

Henri: Extension of Jerall's revision to Savage Dexterity. Now, seriously, there is no problem at all with core feats to get Martial Spirit (heal 2hp with each successful attack) by spending 2 feats. Is Greater Savage Dexterity really that broken if it costs 3 feats?

 

 

Improved Initiator

 

Your effective initiator level for non-martial adept classes increases.

Benefit: When determining your initiator level you may consider upto five of your existing class levels to be of a martial adept class. For example, a 9th level fighter with the Improved Initiator feat would have an initiator level of 7. Only existing class levels may be considered for this purpose, thus a 3rd level monk with Improved Initiator would have an initiator level of 3.

Normal: The initiator level of a non-martial adept character is equal to half his class levels.

Special: Martial adepts gain a slight benefit from this skill if they chose to cross-class or make use of Martial Study and Martial Stance to gain access to higher level maneuvers of disciplines not native to their martial adept class. For example: A 9th level Warblade with the Improved Initiator feat would have an effective initiator level of 7 for the purpose of learning maneuvers from non-warblade disciplines such as Devoted Spirit. A fighter may select Improved Initiator as a bonus feat.

 

 

Martial Cleave

 

Your martial strikes deal damage to two adjacent foes.

Benefit: Halves damage dealt, but applies damage to both target of attack and a foe of your choice adjacent to target - each foe is allowed a reflex save (DC equal to the full damage) to negate damage. You can only apply this feat to maneuvers at least 1 level lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Cleave as a bonus feat.

 

 

Martial Death Surge

 

Your attacks deal more damage.

Benefit: You may reroll any number of damage dice. The rerolled results are used instead of the original. For example: Chloe deals 4d6 damage, she rolls 5, 4, 2 and 2. She decides to reroll both 2's and rolls 4 and 1---thus her final result is 5, 4, 4 and 1. You can only apply this feat to maneuvers at least 1 level lower than your highest level maneuver.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Death Surge as a bonus feat.

 

 

Martial Ease

 

You have little difficulty making use of advanced martial techniques.

Prerequisite: Any two Martial Meta feats

Benefit: The next Martial Meta feat applied to the maneuver that makes use of Martial Ease has its cost reduced by 2 (to a minimum of 0). You can only apply this feat to maneuvers at least 1 level lower than your highest level maneuver known. For example, if applying Martial Quicken after making use of Martial Ease then the total maneuver level cost would be 3 (1 from Martial Ease and 2 from Martial Quicken which is less expensive than normal). Martial Ease only applies to the next Martial Meta feat applied, if more than one such feat is used then the full costs need to be paid for the additional feats.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Ease as a bonus feat.

 

 

Martial Empower

 

You are able to focus so strongly on a maneuver that you can increase its potential effect.

Benefit: All variable, numeric effects of a maneuver modified by this feat are increased by one-half. You can only apply this feat to maneuvers at least 2 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Empower as a bonus feat.

 

 

Martial Flexibility

 

Your mastery of advanced martial techniques allows you to easily combine different teachings.

Prerequisite: Any two Martial Meta feats

Benefit: Each additional Martial Meta feat applied after Martial Flexibility only increases the maneuver level cost by one. You can only apply this feat to maneuvers at least 3 levels lower than your highest level maneuver known. Thus, for example, the maneuver level cost for a Martially Flexible, Quickened, Reserved maneuver would be 5 (3 from Martial Flexibility and 1 from Martial Quicken and 1 from Martial Reserve).

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Flexibility as a bonus feat.

 

 

Martial Focus

 

Your specialization into a single martial maneuver grants you greater flexibility and prowess in its use.

Prerequisite: Blade Meditation, can learn maneuvers of 3rd level

Benefit: When you gain this feat you may designate a single known maneuver that is at least 2 levels lower than the highest level maneuver that can be learned. This maneuver is not expended when used in combat, though it must still be readied prior to combat.

Special: The focus and training required to achieve martial focus prohibits gaining this feat more than once. A fighter may select Maneuver Focus as a bonus feat.

 

 

Martial Great Cleave

 

Your martial strikes effectively deal damage to multiple enemies.

Prerequisite: Martial Cleave

Benefit: Halves damage dealt, but applies damage to all foes that you threaten - each foe is allowed a reflex save (DC equal to the full damage) to negate damage. You can only apply this feat to maneuvers at least 3 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Great Cleave as a bonus feat.

 

 

Martial Life Surge

 

You are able to use your maneuvers to unlock inner energy reserves that revitalize your body.

Prerequisite: Any one Martial Meta feat

Benefit: For every 10 points of damage dealt gain 1 hitpoint. You can only apply this feat to maneuvers at least 3 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Life Surge as a bonus feat.

 

 

Martial Magic

 

You are able to blend together martial maneuvers and magic lore.

Benefit: When making use of a strike maneuver that targets a single foe you may add a spell from your repetoire to the attack. The spell must have the same initiation cost as the maneuver and be of the same level or lower than the maneuver. You can only apply this feat to maneuvers at least 2 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Magic as a bonus feat.

 

 

Martial Maximize

 

You perform maneuvers to maximum effect.

Benefit: All variable, numeric effects of a maneuver modified by this feat are maximized. You can only apply this feat to maneuvers at least 3 levels lower than your highest level maneuver known.

Special: A empowered, maximized maneuver gains the seperate benefit of those feats: A maximised maneuver and one-half of the normally rolled result. This Martial Meta feat may only be used once each round. A fighter may select Martial Maximize as a bonus feat.

 

 

Martial Quicken

 

You can perform maneuvers faster.

Benefit: A maneuver that would normally take a standard action to complete instead only takes a move action. You can only apply this feat to maneuvers at least 4 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Quicken as a bonus feat.

 

 

Martial Reach

 

Your training allows you to project ki over great distances.

Benefit: Your reach for a strike maneuver is increased. For every 5 feet reach gained your attack is rolled at a cumulative -5 penalty. You can only apply this feat to maneuvers at least 1 level lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Reach as a bonus feat.

 

 

Martial Reserve

 

Your experience and mastery of lesser maneuvers allows you to perform them at will. You can make use of maneuvers without expending them.

Prerequisite: Any two Martial Meta feats

Benefit: A maneuver performed using the Martial Reserve feat is automatically recovered at the end of your next turn. You can only apply this feat to maneuvers at least 4 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Reserve as a bonus feat.

 

 

Martial Sharpen

 

You have honed the quality of your maneuvers to perfection, making them harder to resist.

Benefit: The save DCs of the maneuver you perform is increased by 2. You can only apply this feat to maneuvers at least 2 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Sharpen as a bonus feat.

 

 

Martial Substitution

 

You are able to expend maneuvers to allow focussing of complex martial techniques into a single maneuver.

Prerequisite: Any one Martial Meta feat

Benefit: As you apply this Martial Meta feat you may sacrifice any number of readied maneuvers; the level of the maneuver the substitution feat is applied to is lowered by the sum of levels of sacrificed maneuvers. You can only apply this feat to maneuvers at least 1 level lower than your highest level maneuver known. Thus, for example, you can apply Martial Substitution to a Divine Surge---you may chose to sacrifice two maneuvers of third level, thereby lowering the effective maneuver level of the Divine Surge to -2. You can now proceed to add additional Martial Meta feats such as Martial Empower and Martial Maximize for an effective maneuver level of Divine Surge of 4 (4 minus two third level maneuvers, plus Martial Substitution, plus Martial Empower, plus Martial Maximize).

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Substitution as a bonus feat.

 

 

Martial Twin

 

You have mastered the martial secret of dual striking.

Prerequisite: Any one Martial Meta feat

Benefit: When making use of Martial Twin on strike maneuvers you may apply the maneuver twice. Both strikes have to target the same foe and all attack, damage and save rolls need to be rolled seperately. You can only apply this feat to maneuvers at least 4 levels lower than your highest level maneuver known.

Special: This Martial Meta feat may only be used once each round. A fighter may select Martial Twin as a bonus feat.

 

 

Martial Response

 

Your dedicated training of combat techniques improves your initiative.

Prerequisite: Improved Initiative, at least 3 martial maneuvers known

Benefit: You gain a +2 bonus to your initiative, you may reroll your initiative once per encounter. It is not required to rerolling your initiative at the beginning of the encounter, you may do so at any time---your initiative is set to the new result and is handled appropriately in subsequent rounds.

 

 

Opening Assault

 

You believe that a battle should be won with a single strike.

Prerequisite: Rapid Assault (Tome of Battle, page 32)

Benefit: In the first round of combat, you gain +10 to your speed and gain the benefit Great Cleave. A fighter may select Opening Assault as a bonus feat.

Jerall: What about: If you already have the Great Cleave feat, you instead gain the benefit of Supreme Cleave in a surprise round and the first round of a combat encounter. I think that Rapid Assault should also apply in a surprise round. Thus, you could potentially benefit from the feat twice per combat.

Henri: In that case you should scale the benefit all the way: In the first round of combat you gain the benefit of the Cleave feat. If you have Cleave you instead gain Great Cleave. If you have Great Cleave you instead gain Supreme Cleave.

 

 

Sacrificial Grapple

 

You may lower your defences in combat to trap an opponent with a grapple.

Prerequisite: Improved Grapple

Benefit: You may lower your AC by 4 until the start of your next turn. In that time, if an enemy that you threaten deals damage to you with a melee attack you may attempt to grapple him as a free action. Your opposed check to initiate the grapple is increased by 4.

 

 

Sacrificial Hold

 

You may lower your defences in combat to hold an enemy in place.

Prerequisite: Base attack bonus +4

Benefit: You may lower your AC by 4 until the start of your next turn. In that time, if an enemy that you threaten deals damage to you with a melee attack you may catch the attack with your body. If you do, take an additional 2d6 damage and the foe's speed is reduced to 0 until the end of his next turn and he is considered flat footed for that duration.

 

 

Savage Dexterity

 

You have learned to impose your physique to improve your defensive capacity.

Prerequisite: Brute

Benefit: While unarmored, or using light armor, you may use your strength modifier instead of your dexterity modifier when determining bonus to AC. The armor bonus from the strength modifier is considered natural armor. You do not gain a bonus to your AC due to your dexterity modifier---though you are not considered denied your dexterity except in situations where you would normally be considered denied dexterity.

Jerall: I don't think that this should be considered natural armour. Make it dodge AC. Think about literally smashing and swatting aside incoming blows.

 

Savage Dexterity [revision by Herc]

You have learned to impose your physique to improve your defensive capacity at the expense of your swiftness.

Prerequisite: Brute

Benefit: While unarmored you gain your Strength modifier to AC. This counts as natural armour. Your dexterity modifier no longer grants you any bonus to AC, however penalties still apply.  Eventhough you do not have a dexterity bonus to AC you may still be caught flat footed as normal.

 

 

Henri: I prefer Jerall's version - it is a "true" replacement for the Dex modifier to AC, similar to how Weapon Finesse replaces the attack bonus. The question is then really about the Greater Savage variant that allows both Dex and Str modifiers to armor.

 

 

Scribe Martial Tattoo

 

You are able to craft elaborate tattoos that convey activatable martial maneuvers to its wearer.

Prerequisite: Craft (tattoo) 4 ranks, know at least 1 martial maneuver

Benefit: You can create a martial tattoo of any martial maneuver you know. The wearer must meet the prerequisites of the maneuver. In an encounter the wearer may activate a maneuver by expending one prepared martial maneuver of equal or higher level; if the wearer cannot ready maneuvers she may instead activate tattoos once per encounter as if she had learnt the appropriate maneuver using Martial Study (though she does not gain other benefits that Martial Study confers). The initiator level of the maneuver performed is equal to the initiator level of the wearer.

A stance tattoo is a special case in that the wearer must be able to perform a maneuver of that discipline to make use a tattooed stance---a martial tattoo of the appropriate type is sufficient to meet this requirement. The initiator level of a tattoo'ed stance used is equal to the initiator level of the wearer.

 

  • The cost of scribing a martial tattoo is equal to 100gp x level of maneuver squared.
  • The cost of scribing a martial stance is equal to 500gp x level of stance squared.

 

The cost prices are, naturally, half of the market prices. Market price for tattoo-maneuver: 200gp x (level of maneuver squared), market price for tattoo-stance: 1000gp x (level of stance squared).

To scribe a maneuver you must spend 1/25th of the base price in XP. It takes 1 hour for every 1000gp to scribe the tatoo---though this time need not be spent in one continuous sitting. A medium sized creature has space for 9 martial tattoos on her body, for every size category smaller this number is decreased by 2 and for every size category larger this number is increased by 2.

Special: It is possible to scribe a tattoo not known, provided that someone with knowledge of the maneuver is at hand during the crafting process. Doing so doubles the base price.

 

Justification of base costs for tattoo-maneuver: 200gp x (level of maneuver squared)

 

Tattoo maneuvers are similar to Runestaffs, they are used by sacrificing existing maneuver-slots. Typically, for a Runestaff, the constant factor is 400 for the first spell and 200 for every subsequent spell as base price. Given that characters have limited space for tattoos and that maneuvers are paid using a small pool of readied maneuvers (relative to the large quantity of spells prepared by wizards and sorcerors) and that only one maneuver can be gained per tattoo it is reasonable to set the constant factor for tattoo-maneuvers at 200gp.

 

Justification of base costs for tattoo-stance: 1000gp x (level of stance squared).

 

Level of maneuver squared, instead of "level of maneuver x initiator level": Characters must meet the requirements of maneuvers and stances, ensuring minimum initiator level is met. Tattoos cannot artificially inflate nor suppress initiator levels nor do they function for characters with insufficient aptitude for the level of the maneuver. These prerequisites reduce the cost to "level of maneuver squared".

 

"Use-activated or continuous"   x 2000

"24 hour duration or greater"   halved

 

Stances take up a very limited resource (only one stance can be active at a time) and tattoos take up a limited resource (skin space), thus "no space limitation" does not apply.

 

 

Sprawling Tattoo

 

You may create martial tattoos that cover larger than normal skin regions; the subsequent decrease in artistic finesse reduces the cost of creating the tattoo.

Benefit: You may create tattoos that take up larger than normal portions of skin space. Each additional space beyond the first reduces the cost of creation by 5%. For example, a human usually has enough space for nine martial tattoos. If he choses to use his whole body (all nine tattoo slots) for a single martial tattoo he would reduce the overall cost of the tattoo by 40%.

Special: This feat cannot reduce a tattoo's cost by more than 50%

 

 

Superior Initiator

 

Your effective initiator level is increased.

Prerequisite: Improved Initiator, base attack bonus +4

Benefit: Your effective initiator level is increased by 1. Thus a 9th level fighter with Superior Initiator has an initiator level of 8 (7 due to Improved Initiator and Fighter Levels, and 1 more from Superior Initiator). Martial adept classes can benefit from this feat---the +1 bonus to intiator level ensures that character gain access to higher level maneuvers a level earlier than normal.

A 20th level fighter with Improved Initiator and Superior Initiator has an initiator level of 13 and thus gains access to maneuvers of up to level 7. A 20th level fighter with only Improved Initiator has an initiator level of 12 and only gains access to maneuvers of 6th level. A normal 20th level fighter has an initiator level of 10 and correspondingly gains access to maneuvers up to level 5.

Special: A fighter may select Superior Initiator as a bonus feat.

 

 

Steady Focus

 

Your dedication and focus allow you to retain maneuvers performed in combat.

Prerequisite: At least one Swordsage level

Benefit: You may sacrifice a movement action, if you do then the next martial maneuver you perform this turn is recovered automatically at the end of your next turn.

Special: Since using the feat costs a movement action it is not possible to apply the feat in conjunction with maneuvers that require a full-round action to initiate.

 

 

Supreme Martial Study

 

Your dedicated training of martial techniques enable you to perform martial maneuvers with fluid grace and ease.

Prerequisite: Greater Martial Study, base attack 9

Benefit: You may spend a full-round action doing nothing or performing a single melee attack, if you do then you recover all currently expended maneuvers at the start of your next turn. Additionally, you may chose one martial discipline; that discipline is considered a class discipline for the purposes of learning and using maneuvers of that discipline. In other words the hero's initiator level is equal to her character level when learning and using maneuvers from that discipline. Note that this allows, for example, a Crusader to learn and use Desert Wind maneuvers without penalties to initiator level.

Special: A Crusader that makes use of the recovery method gained by this feat instead has her granted maneuvers reset. A fighter may select Supreme Martial Study as a bonus feat.

 

 

Tattoo Contemplation

 

Meditative study of your body allows you to be better prepared for upcoming battles.

Prerequisite: Scribe Martial Tattoo

Benefit: You may ready a number of additional maneuvers before an encounter. The number of additonal maneuvers depends on the sum of maneuver levels that are tattooed on your body. For every nine levels of martial tattoos on your body you may ready one additional maneuver. For example if you have three maneuvers of second level, two maneuvers of third level and one sixth level maneuver tattooed on your body you may ready two additional maneuvers (2 + 2 + 2 + 3 + 3 + 6 = 18).

Special: This feat offers no benefit if the sum of martial tattoo levels is less than nine. 

 

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