{table=head]General Feats|Prerequisites|Benefits
Adept At Range|One martial maneuver|Perform melee strikes with ranged weapons
Brave Front|One Master's Voice maneuver|Add Cha mod to Endurance checks
Bushido Spirit|Daisho Proficiency, Steely Resolve, one Devoted Spirit maneuver|Demoralize foes for longer in a Devoted Spirit stance
Deep Wounds|One Life's Blood maneuver|Increase critical range of weapons you wield
Disciplined Hunter|Favored Enemy class feature, two martial maneuvers|Add favored enemy bonus to strike DCs
Elemental Wind|One Desert Wind maneuver, Knowledge(arcana) 3 ranks|Change type of damage done by Desert Wind maneuvers
Fan Dance|Exotic Weapon Proficiency(dagger-fan), Perform(dance) 3 ranks|Use Cha in place of Str when wielding dagger-fans
Faster Than the Eye|One Wandering Eye maneuver|Take 5 ft step when feinting
Goliath Wrestling|Improved Unarmed Strike, one Giant's Grip stance|Add Wis to grapple checks
Grasp the Situation|One Giant's Grip maneuver|Move less than 10 feet, +1 AC while grappling
Light-Fingered|One Circling Vulture stance|Avoid penalty for disarming with light weapons
Mind of Iron|One Iron Rain maneuver, Mind Blade class feature|Gain ability to throw mind blade
Precision Instruments|Dex 15, Weapon Finesse, 1d6 precision damage|Deal increased precision damage with discipline weapons
Rain of Pain|One Iron Rain maneuver|Add Dex to damage within 30 ft
Rushing Wave|One Crashing Wave maneuver|No attack of opportunity and gain bonus while bull-rushing
Stalking Tiger|One Tiger Claw maneuver|Sacrifice attacks to gain 5ft steps
Street Smarts|Int 13 or less|Gains skill points based on Wis
Targeted Healing|One Life's Blood maneuver, divine caster level 1st, Heal 3 ranks|Expend Life's Blood maneuvers to maximize healing spells
Weapon Flurry|Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 5th or initiator level 5th.|Gain flurry of blows with selected weapon
Weapon Savvy|Dex 15, Weapon Finesse, Informed Aim or Insightful Strike class feature|Trade bonus damage for increased attack bonus
[/table]
{table=head]Psionic Feats|Prerequisites|Benefits
Metaphysical Discpline|Psychic warrior level 1st, 1 martial stance|Improve your metaphysical weapons
Telekinetic Maneuverer|Able to manifest telekinetic maneuver, one martial strike|Execute strikes with your mind
Wild Strike|Wild Surge class feature, one martial maneuver|Deal increased damage at risk of dazing
[/table]
NEW AND UPDATED FEATS
Feats provide soldiers with the skills and tactics they need to achieve victory in battle. Most in this chapter allow them to gain fuller use of the new disciplines introduced in this book as well as those from Tome of Battle. Others provide general combat prowess.
UPDATED FEATS FROM TOME OF BATTLE
The following feats from Tome of Battle need to updated, mainly to take into account the new base classes.
Adapative Style: You may qualify for the Adaptive Style feat with one level in the firebrand, huntsman, mercenary, or soldier classes in addition to those from the Tome of Battle.
Extra Readied Maneuver: You may qualify for the Extra Readied Maneuver feat with one level of the mercenary class instead of one level in swordsage.
Song of the White Raven: You can choose to stack your bard levels with your firebrand levels instead of your crusader or warblade levels, as they also have access to the discipline
ADEPT AT RANGE
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You have learned to use your maneuvers in ways Reshar never thought of.
Prerequisites: One martial maneuver
Benefit: Choose a martial discipline. You may use the maeuvers of that discipline with thrown or ranged weapons, changing the range to the weapon's range increment if it is usually a melee attack, unless the maneuver requires a type of attack (disarm, trip, etc) that you cannot make with the ranged weapon you wield.
Special: You may take this feat multiple times, each time choosing a different discipline.
BRAVE FRONT
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You maintain the appearance of calm, even when under great strain.
Prerequisites: One Master's Voice maneuver
Benefit: While in a Master's Voice stance, you add your Charisma modifier to the follwing checks and saves: Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Special: Brave Front may be used in place of Endurance to qualify for a feat, prestige class, or special ability.
BUSHIDO SPIRIT
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Your zealous devotion to the code of Bushido makes you a fearsome opponent whom few can stand before unafraid.
Prerequisites: Daisho Proficiency, Steely Resolve, one Devoted Spirit maneuver
Benefit: When you demoralize an opponent while in a Devoted Spirit stance, that enemy remains shaken for two rounds instead of one.
If you have levels in crusader and samurai, those levels stack for the purpose of determining the size of your steely resolve delayed damage pool.
Your crusader and samurai levels also stack for determining your ability to use Staredown, Mass Staredown and Improved Staredown.
Additonally, you may multiclass freely between the crusader and samurai classes, though you must remain lawful in order to maintain your samurai abilities as normal.
DEEP WOUNDS
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Your attacks are more likely to draw blood.
Prerequisites: One Life's Blood maneuver
Benefit: While in a Life's Blood stance, the critical range of Life's Blood associated weapons you wield increases by 1. This benefit is applied after the effects of the Improved Critical feat or the keen weapon property.
DISCIPLINED HUNTER
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You have learned to make your training in the Sublime Way even more effective when used against your most hated enemies.
Prerequisites: Favored Enemy class feature, two martial maneuvers
Benefit: Choose one martial adept class in which you have levels. Your levels in this class stack with your ranger levels to determine your number of favored enemies and the bonuses gained against them. Whenever you initiate a strike which allows a saving throw against one of your favored enemis, add your favored enemy bonus to the DC of that strike's saving throw.
ELEMENTAL WIND
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You have learned to master the cold of the desert's night and the fury of its storms as well as its fiery heat.
Prerequisites: One Desert Wind maneuver, Knowledge(arcana) 3 ranks
Benefit: With ten minutes of meditation per maneuver or stance changed, you can change the type of damage done by a Desert Wind maneuver that normally deals fire damage to either cold damage or electricity damage. The maneuver deals this type of energy damage until you meditate for another 10 minutes to change it back. When dealing cold or electricity damage, reduce the damage done by 1 point per die and, when dealing cold damage, change any Reflex save to a Fortitude save. You may also change the resistance granted by the Flame's Blessing stance.
FAN DANCE
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Your graceful movements and unconventional weapons allow you to strike unexpectedly and deal great damage.
Prerequisites: Exotic Weapon Proficiency(dagger-fan), Perform(dance) 3 ranks
Benefit: While wielding one or more dagger-fans, you add your Charisma modifier to your attack rolls with them instead of your Strength or Dexterity modifier. If you are in a Wandering Eye stance, add your Charisma modifier instead of your Strength modifier to damage rolls with them as well.
FASTER THAN THE EYE
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Your training in the Wandering Eye discipline has taught you to remain mobile and strike from where you are least expected.
Prerequisites: One Wandering Eye maneuver
Benefit: While in a Wandering Eye stance, you may take a 5 ft. step as a free action whenever you succeed in feinting in combat. This is in addition to the normal 5 ft. step you may take in a round and can be taken even if you have already moved.
GOLIATH WRESTLING
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Your training in the Giant's Grip discipline has taught you that raw power is useless if not applied correctly.
Prerequisites: Improved Unarmed Strike, one Giant's Grip stance
Benefit: While you are in a Giant's Grip stance, you can add your Wisdom modifier as a bonus on all grapple checks to a maximum of 1 + your swordsage class level plus levels in classes that advance your maneuvers known. You may add the same bonus to escape artist checks made to escape a grapple.
Special: Goliath Wrestling can be used in place of Clever Wrestling to qualify for a feat, prestige class, or other special ability. If the substitution gives you a new option to use while grappling, that option is only available to you while you are in a Giant's Grip stance.
GRASP THE SITUATION
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The knowledge of the Giant's Grip discipline gives you unparalleled control over grapples you enter, even allowing you to respond to those who would seek to interrupt it.
Prerequisites: One Giant's Grip maneuver
Benefit: As long as you have moved less than 10 feet since the end of your last turn, you gain a +1 insight bonus to your AC against adjacent opponents you are not grappling while you are in a grapple.
LIGHT-FINGERED
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You have learned to leverage more unlikely weapons when relieving opponents of theirs.
Prerequisites: One Circling Vulture stance
Benefit: While in a Circling Vulture stance, your disarm attempts do not provoke attacks of opportunity. Additionally, you ignore the -4 penalty for disarming with a light weapon and gain +1 bonus on disarm attempts made with a natural weapon or unarmed strike
Special: Light-Fingered can be used in place of Improved Disarm to qualify for a feat, prestige class, or other special ability.
METAPHYSICAL DISCPLINE [PSIONIC]
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You use your training in psychic combat to imbue your knowledge of a martial discipline into the weapons you wield.
Prerequisites: Psychic warrior level 1st, 1 martial stance
Benefit: Choose a martial discipline. Whenever you manifest the metaphysical claw or metaphysical weapon power, you may grant the weapon the Martial Discpline weapon enhancement keyed to that discipline instead of granting it a +1 enhancement bonus. You may still increase its enhancement bonus by augmenting the power as usual, with the first augmentation now granting the weapon the +1 bonus.
MIND OF IRON
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You have learned to improve your mind blade combat abilities through the Iron Rain discipline.
Prerequisites: One Iron Rain maneuver, Mind Blade class feature
Benefit: You gain Throw Mind Blade as the soulknife class feature if you do not already have it and can use your Wisdom modifier in place of your Dexterity modifier on attack rolls when throwing your mind blade.
PRECISION INSTRUMENTS
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Your training has given you increased control over a family of weapons, which allows you to more effectively target your opponents' weaknesses.
Prerequisites: Dex 15, Weapon Finesse, 1d6 precision damage
Benefit: Choose a martial discipline. When using your sneak attack, skirmish, or sudden strike abilities, roll d8s for those dice instead of d6s when attacking with finessable or one-handed weapons associated with that discipline.
Special: A fighter may select Precision Instruments as one of his fighter bonus feats.
RAIN OF PAIN
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Your training with the Iron Rain weapons has taught you where to place your shots for greater effect.
Prerequisites: One Iron Rain maneuver
Benefit: While in a Iron Rain stance, you may add your Dexterity modifier in place of your Strength modifier on damage rolls when attacking with Iron Rain weapons within 30 feet.
Special: Rain of Pain can be used in place of Point Blank Shot to qualify for a feat, prestige class, or other special ability. If this gives you a new option that would apply to all ranged and thrown weapons, it instead applies only to Iron Rain weapons.
RUSHING WAVE
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Like a great wave, you barrel into your opponent, your training in the Crashing Wave discipline making your bull rushes more devestating.
Prerequisites: One Crashing Wave maneuver
Benefit: While in a Crashing Wave stance, you do not provoke an attack of opportunity from the target while bull-rushing and gain a bonus on the Strength check equal to the highest enhancement bonus among Crashing Wave weapons you are wielding. On a successful bull rush, you deal damage equal to the base damage of that weapon for every 10 feet you move the opponent.
Special: Rushing Wave can be used in place of Improved Bull Rush to qualify for a feat, prestige class, or other special ability
STALKING TIGER
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You taunt an opponent with one blade while positioning to strike with another.
Prerequisites: One Tiger Claw maneuver
Benefit: While making a full attack with two Tiger Claw weapons, the enhancement bonuses of which differ by no more than one, you may, in place of an attack, flourish with your off-hand weapon by making an attack roll against AC 15 + half your character level, rounded down. If it succeeds, you may make a 5 ft step. Standard penalties for fighting with two weapons apply.
STREET SMARTS
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While conventional "book" learning is often beyond you, your life experiences have made you capable of a great many things.
Prerequisites: Int 13 or less
Benefit: At each character level beyond first, you gain additional skill points equal to your Wisdom modifier and you gain four times that number at first level. However, all Knowledge skills are always considered cross-class skills for you, unless you take a feat or class feature, such as a cleric domain, that explicitly makes them class skills either for all classes or that particular class. Simply taking levels in a class that has the Knowledge skills as class skills does not remove this limitation.
Special: Can only be taken at first level.
TARGETED HEALING
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Your knowledge of anatomy allow you to more effectively channel divine healing energies.
Prerequisites: One Life's Blood maneuver, divine caster level 1st, Heal 3 ranks
Benefit: Whenever you cast a spell from the healing subschool, you may expend a Life's Blood maneuver of the same level or higher as that spell as an immediate action to modify the effect of the spell as if affected by the maximize spell feat without modifying the casting time or spell level.
TELEKINETIC MANEUVERER [PSIONIC]
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Your martial training is so deeply ingrained that your mind is capable of executing your maneuvers without the need for your body.
Prerequisites: Able to manifest telekinetic maneuver, one martial strike
Benefit: When using the telekinetic maneuver power, you may execute a martial strike that has an initiation time of one standard action or less and involves a bull rush, disarm, grapple or trip attack against the target of that power instead of the single attack.
WEAPON FLURRY
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Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 5th or initiator level 5th.
Benefit: You gain the ability to use flurry of blows with the chosen weapon as a monk of either your fighter level or initiator level, whichever is higher.
Special: You can gain Weapon Flurry multiple times. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Flurry as one of his fighter bonus feats.
WEAPON SAVVY
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Where others swing wildly and trust to their strength to bring victory, should the blow actually land, you have learned to focus on precision.
Prerequisites: Dex 15, Weapon Finesse, Informed Aim or Insightful Strike class feature
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from the bonus damage granted by your Informed Aim or Insightful strike to a minimum of 0 and add half that number (rounded down) to attack rolls made with the weapons that qualify for the damage. If you have both class features, you may not use this feat with both features in the same round. The penalty on damage and bonus on attacks apply until your next turn.
WILD STRIKE [PSIONIC]
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You channel your psionic strength into your physical assaults, dealing great damage to your enemies if you can control it, or to yourself if you cannot.
Prerequisites: Wild Surge class feature, one martial maneuver
Benefit: Choose one martial adept class. Your levels in this class stack with your wilder levels to determine the extent to which you can use your Wild Surge ability. Additionally, whenever you initiate a martial strike, you may make choose to increase its damage dealt by a number of d6 up to the number of levels you can add through wild suge, but you must roll for psychic enervation as if you had used a wild surge. If you suffer psychic enervation, you lose power points equal to your combined levels in wilder and the chosen martial adept class rather than your wilder level. You may not use a wild strike if you do not have at least that many power points.