zagan
2010-08-04, 12:36 PM
I’m proud to present you with my newest homebrew work. I hit upon the idea while working on my spell for the Potpourri creation contest III (http://www.giantitp.com/forums/showthread.php?t=162387).
The idea being metamagic feat for maneuver. My first idea being calling them metamaneuver wich sound good but in application it’s not practical, metablade magic was just lame so finally I called them metainitiation which is not too bad. I had a hard time finding a mechanic that could represent a fair cost for them but eventually decide on expanding a second maneuver of higher level. I think it work.
I would very much like to have your opinion on the current list of feat and suggestion for new one.
Metainitiation feat
As an initiator’s knowledge of blade magic grows, he can learn to initiate maneuver in ways slightly different from how the maneuvers were originally designed or learned. Of course, initiating a maneuver while using a metainitiation feat is more difficult than initiating the maneuver normally.
Initiating Time
Maneuvers initiated using metainitiations feat take the same time as initiating the maneuvers normally unless the feat description specifically says otherwise.
Initiating Cost
To use a metainitiation feat, an initiating character must expend a second maneuver of a level equal or superior to the one initiate with the metainitiation feat as indicate in the feat description if the character doesn’t have any readied maneuver of the appropriate level he can’t use the metainitiation feat. Once expended that way the maneuver can be recovered like any other expended maneuver.
Metainitiation feat can’t be used on stance.
Multiple Metainitiation Feat on a Maneuver
Unlike metamagic feat, only one metainitiation feat can be use on a single maneuver.
Effects of Metainitiation feat on a Maneuver
In all ways, a metainitiation maneuver operates as normal for the maneuver. The modifications to a maneuver made by a metainitiation feat have only their noted effect on the maneuver.
Initiating a maneuver modified by the Fused Maneuver feat does not provoke attacks of opportunity.
Some metainitiation feats apply only to certain maneuvers, as described in each specific feat entry.
Martial Script and Metainitiation Maneuver
Martial Script of metainitiation version of maneuver can be create by using the Scribe Martial Script feat, the creator must know the metainitiation feat used to do so. A character doesn’t need the metainitiation feat to activate a martial script storing a metainitiation version of a maneuver but must expend a second maneuver as normal for using a metainitiation version of the maneuver.
A character can also apply a metainitiation feat to a maneuver from a martial script as long as he can expand a maneuver of the right level.
Note: This rule also apply to Crown of White Ravens and all variant from other discipline but the cost increase by 500gp for the novice version, 2000gp for the scholar version and 5000gp for the master version.
List of Metainitiation feat
{table=head]Feats name|Prerequisites|Benefit
Adapt Maneuver|Martial lore 6 ranks, Must know maneuvers from at least two different discipline|Change a maneuver discipline
Empower Maneuver|Initiator level 5th|Increase maneuver’s variable, numeric effect by 50%
Energy Substitute Maneuver|Any other metainitiation feat, Martial lore 5 ranks|Energy maneuvers can deal different energy damage
Enlarge Maneuver|Initiator level 3rd|Double maneuver’s range
Extend Maneuver|Initiator level 3rd|Double maneuver’s duration
Extraordinary Maneuver|Martial lore 8 ranks, Spellcraft 4 rank, Must know at least one supernatural maneuver|Make supernatural maneuver extraordinary
Fused Maneuver|Initiator level 9th|Initiate boost and strike at the same time
Heighten Maneuver|--|Make maneuver harder to resist
Maximize Maneuver|Initiator level 7th|Maximize maneuver variable numerical effect
Opportunity Maneuver|Initiator level 7th|Make attack of opportunity with strike maneuver
Reach Maneuver|Initiator level 5th|Use strike maneuver at range
Save Maneuver|--|Use counter but don’t expand it
Subdual Maneuver|Any other metainitiation feat, Martial lore 5 ranks|Maneuver can deal nonlethal damage
Twin Maneuver|Initiator level 5th|Use a maneuver on two creature at the same time
Widen Maneuver|Initiator level 7th|Double maneuver’s area
[/table]
Adapted Maneuver [Metainitiation]
You know how to change the style of your strike.
Prerequisite
Martial lore 6 ranks, Must know maneuvers from at least two different discipline
Benefit
When initiating a maneuver you can chose to make it count as it was from another discipline, this can allow you to benefit from feat or magic item that depend on you using maneuver of a certain discipline. The adapted maneuver only count as being from another discipline when you initiate it this mean that you can’t use it to met the prerequisite of feat, prestige class or even other maneuver. You must know at least one maneuver of the discipline you chose to make the maneuver count as. To use an adapt maneuver you must expand a maneuver at least the same level than the adapt maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Empower Maneuver [Metainitiation]
You know how to strike harder than most
Prerequisite
Initiator level 5th
Benefit
All variable, numeric effects of an empowered maneuver are increased by one-half. Saving throws and opposed rolls are not affected, nor are maneuvers without random variables. To use an empowered maneuver you must expand a maneuver at least two level higher than the empowered maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Energy Substitute Maneuver [Metainitiation]
You can modify a maneuver so it deal another type of damage.
Prerequisite
Any other metainitiation feat, Martial lore 5 ranks
Benefit
You choose one type of energy: acid, cold, electricity or fire. When employing a maneuver with the acid, cold, electricity or fire descriptor, you can modify the maneuver to use your chosen type of energy instead. To use an energy substitute maneuver you must expand a maneuver at least the same level than the energy substitute maneuver.
The altered maneuver works normally in all respects except the type of damage dealt.
Special
A fighter may select this feat as one of his fighter bonus feats.
Enlarge Maneuver [Metainitiation]
You know how to augment the range of your maneuver
Prerequisite
Initiator level 3rd
Benefit
You can alter a maneuver with a range measured in feet to increase its range by 100%. An enlarged maneuver with a range of 30ft now has a range of 60 ft.
Maneuvers whose ranges are not mesured in feet, such as maneuvers whose ranges are melee attack, touch or personal, do not have increased ranges. To use an enlarged maneuver you must expand a maneuver at least one level higher than the enlarged maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Extend maneuver [Metainitiation]
You know how to make your move last longer
Prerequisite
Initiator level 3rd
Benefit
An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
"New"
Extraordinary maneuver [Metainitiation]
Your expertise with supernatural technique allow to use them even when other couldn’t
Prerequisite
Martial lore 8 ranks, Spellcraft 4 rank, Must know at least one supernatural maneuver
Benefit
When initiating a supernatural maneuver you can chose to have it count as extraordinary instead, among other thing it allow you to use it in an anti-magic field. To use an extraordinary maneuver you must expand a maneuver at least the same level than the extraordinary maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
"New"
Fused Maneuver [Metainitiation]
You’ve learn how to augment yourself and strike at the same time.
Prerequisite
Initiator level 9th
Benefit
When using a maneuver with an initiating time of a swift action, most likely a boost, you can chose to initiate a maneuver with an initiating time of as part of the same action, in effect you use both maneuver using only swift action. To use a fused maneuver you must expand a maneuver at least four level higher than the highest fused maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Heighten Maneuver [Metainitiation]
You know how to make your strike harder to resist.
Prerequisite
None
Benefit
An heighten maneuver has a higher DC than normal to a maximum of 19 + appropriate ability modifier. Only maneuver that offer a save can be heighten. To use an heighten maneuver you must expand a maneuver of a level that depend on the new DC as describe in the following table:
{table=head]New DC| Level of expanded maneuver
11+Key ability modifier|1st level
12+Key ability modifier|2nd level
13+Key ability modifier|3rd level
14+Key ability modifier|4th level
15+Key ability modifier|5th level
16+Key ability modifier|6th level
17+Key ability modifier|7th level
18+Key ability modifier|8th level
19+Key ability modifier|9th level
[/table]
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Maximize Maneuver [Metainitiation]
You know how the deal the maximum amount of damage with your strike.
Prerequisite
Initiator level 7th
Benefit
All variable, numeric effects of a maneuver modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are maneuvers without random variables, this does not affected weapon damage made in conjunction with the maneuver. To use a maximized maneuver you must expand a maneuver at least three level higher than the maximized maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Opportunity Maneuver [Metainitiation]
You can strike with all your strength at any moment
Prerequisite
Initiator level 7th
Benefit
When you make an attack of opportunity, you can use any strike maneuver with an initiating time of 1 standard action. This count as your immediate action for the round. To use an opportunity maneuver you must expand a maneuver at least three level higher than the opportunity maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Reach maneuver [Metainitiation]
You can strike from afar with your weapon
Prerequisite
Initiator level 5th
Benefit
You may initiate a maneuver that normally has a range of melee attack at any distance up to 30 feet. If you need to make a melee attack or melee touch attack as part of the maneuver you take a -1 cumulative penality on the attack roll for every 5 feet between you and the target to a maximum of -6 at 30 feet. In all other way the maneuver function as normal, including damaged dealt with your weapon. To use a reach maneuver you must expand a maneuver at least two level higher than the reach maneuver.
Special
You can use this feat to initiate maneuver with a range weapon in that case the maximum distance become equal to the range increment of the weapon and the penalty is for every 10 feet instead of 5.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Save Maneuver [Metainitiation]
You’ve learn how to preserve your ressource.
Prerequisite
None
Benefit
When initiating a counter you may chose to not expend it. To use a saved maneuver you must expand a maneuver at least the same level than the saved maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Subdual Maneuver [Metainitiation]
You know how to strike in way that only incapacitate your target
Prerequisite
Any other metainitiation feat, Martial lore 5 ranks
Benefit
When initiating a maneuver that deal damage, of any type, you may chose to deal nonlethal damage instead. If you attack with a weapon as part of the maneuver the weapon also deal nonlethal damage. To use a subdual maneuver you must expand a maneuver at least the same level than the subdual maneuver. The altered maneuver works normally in all respects except the type of damage dealt.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Twin Maneuver [Metainitiation]
You can strike two foe at the same time
Prerequisite
Initiator level 5th
Benefit
When initiating a maneuver with a target of one creature you can chose to change it to two creature adjacent to you and to each other. If you need to make an attack as part of the maneuver you only need to roll once but you take a -2 penality on the roll. In all other way this function as if you used twice the same maneuver on two different creature at the same time. To use a twin maneuver you must expand a maneuver at least three level higher than the twin maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Widen Maneuver [Metainitiation]
You can affect a wider area with your maneuver
Prerequisite
Initiator level 7th
Benefit
You can alter a burst, emanation, line, or spread shaped maneuver to increase its area. Any numeric measurements of the maneuver’s area increase by 100%. To use a widen maneuver you must expand a maneuver at least three level higher than the widen maneuver.
Maneuvers that do not have an area of one of these four sorts are not affected by this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
The idea being metamagic feat for maneuver. My first idea being calling them metamaneuver wich sound good but in application it’s not practical, metablade magic was just lame so finally I called them metainitiation which is not too bad. I had a hard time finding a mechanic that could represent a fair cost for them but eventually decide on expanding a second maneuver of higher level. I think it work.
I would very much like to have your opinion on the current list of feat and suggestion for new one.
Metainitiation feat
As an initiator’s knowledge of blade magic grows, he can learn to initiate maneuver in ways slightly different from how the maneuvers were originally designed or learned. Of course, initiating a maneuver while using a metainitiation feat is more difficult than initiating the maneuver normally.
Initiating Time
Maneuvers initiated using metainitiations feat take the same time as initiating the maneuvers normally unless the feat description specifically says otherwise.
Initiating Cost
To use a metainitiation feat, an initiating character must expend a second maneuver of a level equal or superior to the one initiate with the metainitiation feat as indicate in the feat description if the character doesn’t have any readied maneuver of the appropriate level he can’t use the metainitiation feat. Once expended that way the maneuver can be recovered like any other expended maneuver.
Metainitiation feat can’t be used on stance.
Multiple Metainitiation Feat on a Maneuver
Unlike metamagic feat, only one metainitiation feat can be use on a single maneuver.
Effects of Metainitiation feat on a Maneuver
In all ways, a metainitiation maneuver operates as normal for the maneuver. The modifications to a maneuver made by a metainitiation feat have only their noted effect on the maneuver.
Initiating a maneuver modified by the Fused Maneuver feat does not provoke attacks of opportunity.
Some metainitiation feats apply only to certain maneuvers, as described in each specific feat entry.
Martial Script and Metainitiation Maneuver
Martial Script of metainitiation version of maneuver can be create by using the Scribe Martial Script feat, the creator must know the metainitiation feat used to do so. A character doesn’t need the metainitiation feat to activate a martial script storing a metainitiation version of a maneuver but must expend a second maneuver as normal for using a metainitiation version of the maneuver.
A character can also apply a metainitiation feat to a maneuver from a martial script as long as he can expand a maneuver of the right level.
Note: This rule also apply to Crown of White Ravens and all variant from other discipline but the cost increase by 500gp for the novice version, 2000gp for the scholar version and 5000gp for the master version.
List of Metainitiation feat
{table=head]Feats name|Prerequisites|Benefit
Adapt Maneuver|Martial lore 6 ranks, Must know maneuvers from at least two different discipline|Change a maneuver discipline
Empower Maneuver|Initiator level 5th|Increase maneuver’s variable, numeric effect by 50%
Energy Substitute Maneuver|Any other metainitiation feat, Martial lore 5 ranks|Energy maneuvers can deal different energy damage
Enlarge Maneuver|Initiator level 3rd|Double maneuver’s range
Extend Maneuver|Initiator level 3rd|Double maneuver’s duration
Extraordinary Maneuver|Martial lore 8 ranks, Spellcraft 4 rank, Must know at least one supernatural maneuver|Make supernatural maneuver extraordinary
Fused Maneuver|Initiator level 9th|Initiate boost and strike at the same time
Heighten Maneuver|--|Make maneuver harder to resist
Maximize Maneuver|Initiator level 7th|Maximize maneuver variable numerical effect
Opportunity Maneuver|Initiator level 7th|Make attack of opportunity with strike maneuver
Reach Maneuver|Initiator level 5th|Use strike maneuver at range
Save Maneuver|--|Use counter but don’t expand it
Subdual Maneuver|Any other metainitiation feat, Martial lore 5 ranks|Maneuver can deal nonlethal damage
Twin Maneuver|Initiator level 5th|Use a maneuver on two creature at the same time
Widen Maneuver|Initiator level 7th|Double maneuver’s area
[/table]
Adapted Maneuver [Metainitiation]
You know how to change the style of your strike.
Prerequisite
Martial lore 6 ranks, Must know maneuvers from at least two different discipline
Benefit
When initiating a maneuver you can chose to make it count as it was from another discipline, this can allow you to benefit from feat or magic item that depend on you using maneuver of a certain discipline. The adapted maneuver only count as being from another discipline when you initiate it this mean that you can’t use it to met the prerequisite of feat, prestige class or even other maneuver. You must know at least one maneuver of the discipline you chose to make the maneuver count as. To use an adapt maneuver you must expand a maneuver at least the same level than the adapt maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Empower Maneuver [Metainitiation]
You know how to strike harder than most
Prerequisite
Initiator level 5th
Benefit
All variable, numeric effects of an empowered maneuver are increased by one-half. Saving throws and opposed rolls are not affected, nor are maneuvers without random variables. To use an empowered maneuver you must expand a maneuver at least two level higher than the empowered maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Energy Substitute Maneuver [Metainitiation]
You can modify a maneuver so it deal another type of damage.
Prerequisite
Any other metainitiation feat, Martial lore 5 ranks
Benefit
You choose one type of energy: acid, cold, electricity or fire. When employing a maneuver with the acid, cold, electricity or fire descriptor, you can modify the maneuver to use your chosen type of energy instead. To use an energy substitute maneuver you must expand a maneuver at least the same level than the energy substitute maneuver.
The altered maneuver works normally in all respects except the type of damage dealt.
Special
A fighter may select this feat as one of his fighter bonus feats.
Enlarge Maneuver [Metainitiation]
You know how to augment the range of your maneuver
Prerequisite
Initiator level 3rd
Benefit
You can alter a maneuver with a range measured in feet to increase its range by 100%. An enlarged maneuver with a range of 30ft now has a range of 60 ft.
Maneuvers whose ranges are not mesured in feet, such as maneuvers whose ranges are melee attack, touch or personal, do not have increased ranges. To use an enlarged maneuver you must expand a maneuver at least one level higher than the enlarged maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Extend maneuver [Metainitiation]
You know how to make your move last longer
Prerequisite
Initiator level 3rd
Benefit
An extended maneuver lasts twice as long as normal. A maneuver with a duration of concentration or instantaneous is not affected by this feat. To use an extend maneuver you must expand a maneuver at least one level higher than the extend maneuver.
Note: A maneuver with a duration of “End of turn” change to “End of next turn” with this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
"New"
Extraordinary maneuver [Metainitiation]
Your expertise with supernatural technique allow to use them even when other couldn’t
Prerequisite
Martial lore 8 ranks, Spellcraft 4 rank, Must know at least one supernatural maneuver
Benefit
When initiating a supernatural maneuver you can chose to have it count as extraordinary instead, among other thing it allow you to use it in an anti-magic field. To use an extraordinary maneuver you must expand a maneuver at least the same level than the extraordinary maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
"New"
Fused Maneuver [Metainitiation]
You’ve learn how to augment yourself and strike at the same time.
Prerequisite
Initiator level 9th
Benefit
When using a maneuver with an initiating time of a swift action, most likely a boost, you can chose to initiate a maneuver with an initiating time of as part of the same action, in effect you use both maneuver using only swift action. To use a fused maneuver you must expand a maneuver at least four level higher than the highest fused maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Heighten Maneuver [Metainitiation]
You know how to make your strike harder to resist.
Prerequisite
None
Benefit
An heighten maneuver has a higher DC than normal to a maximum of 19 + appropriate ability modifier. Only maneuver that offer a save can be heighten. To use an heighten maneuver you must expand a maneuver of a level that depend on the new DC as describe in the following table:
{table=head]New DC| Level of expanded maneuver
11+Key ability modifier|1st level
12+Key ability modifier|2nd level
13+Key ability modifier|3rd level
14+Key ability modifier|4th level
15+Key ability modifier|5th level
16+Key ability modifier|6th level
17+Key ability modifier|7th level
18+Key ability modifier|8th level
19+Key ability modifier|9th level
[/table]
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Maximize Maneuver [Metainitiation]
You know how the deal the maximum amount of damage with your strike.
Prerequisite
Initiator level 7th
Benefit
All variable, numeric effects of a maneuver modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are maneuvers without random variables, this does not affected weapon damage made in conjunction with the maneuver. To use a maximized maneuver you must expand a maneuver at least three level higher than the maximized maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Opportunity Maneuver [Metainitiation]
You can strike with all your strength at any moment
Prerequisite
Initiator level 7th
Benefit
When you make an attack of opportunity, you can use any strike maneuver with an initiating time of 1 standard action. This count as your immediate action for the round. To use an opportunity maneuver you must expand a maneuver at least three level higher than the opportunity maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Reach maneuver [Metainitiation]
You can strike from afar with your weapon
Prerequisite
Initiator level 5th
Benefit
You may initiate a maneuver that normally has a range of melee attack at any distance up to 30 feet. If you need to make a melee attack or melee touch attack as part of the maneuver you take a -1 cumulative penality on the attack roll for every 5 feet between you and the target to a maximum of -6 at 30 feet. In all other way the maneuver function as normal, including damaged dealt with your weapon. To use a reach maneuver you must expand a maneuver at least two level higher than the reach maneuver.
Special
You can use this feat to initiate maneuver with a range weapon in that case the maximum distance become equal to the range increment of the weapon and the penalty is for every 10 feet instead of 5.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Save Maneuver [Metainitiation]
You’ve learn how to preserve your ressource.
Prerequisite
None
Benefit
When initiating a counter you may chose to not expend it. To use a saved maneuver you must expand a maneuver at least the same level than the saved maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Subdual Maneuver [Metainitiation]
You know how to strike in way that only incapacitate your target
Prerequisite
Any other metainitiation feat, Martial lore 5 ranks
Benefit
When initiating a maneuver that deal damage, of any type, you may chose to deal nonlethal damage instead. If you attack with a weapon as part of the maneuver the weapon also deal nonlethal damage. To use a subdual maneuver you must expand a maneuver at least the same level than the subdual maneuver. The altered maneuver works normally in all respects except the type of damage dealt.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Twin Maneuver [Metainitiation]
You can strike two foe at the same time
Prerequisite
Initiator level 5th
Benefit
When initiating a maneuver with a target of one creature you can chose to change it to two creature adjacent to you and to each other. If you need to make an attack as part of the maneuver you only need to roll once but you take a -2 penality on the roll. In all other way this function as if you used twice the same maneuver on two different creature at the same time. To use a twin maneuver you must expand a maneuver at least three level higher than the twin maneuver.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.
Widen Maneuver [Metainitiation]
You can affect a wider area with your maneuver
Prerequisite
Initiator level 7th
Benefit
You can alter a burst, emanation, line, or spread shaped maneuver to increase its area. Any numeric measurements of the maneuver’s area increase by 100%. To use a widen maneuver you must expand a maneuver at least three level higher than the widen maneuver.
Maneuvers that do not have an area of one of these four sorts are not affected by this feat.
Special
A fighter may select this feat as one of his fighter bonus feats.
Special
A warblade may select this feat as one of his warblade bonus feats.