Caster Mastery

Caster Mastery
These are feats for Casters.

((this is not what is going to be in here. this is just the frame work I’ll be using. i.e. Two Weapon will become Two Spell. But it will require a full rewrite. Also Improved Crit will be redesigned for all Mastery.))

IMPROVED CRITICAL
You are adept at scoring deadly blows with a specific weapon. You inflict critical hits with it more often than other warriors do.
Base Mastery: 4
Prerequisite: When you choose this feat, your selected weapon must be tagged as either a finesse, power, or projectile weapon, depending on the mastery rating you use to gain access to this feat. Otherwise, it must lack any of those three descriptors. For example, let’s say you have mastery 4 in Power feats. The weapon you choose for Improved Critical could have the power descriptor. If it doesn’t, it can’t have the finesse or projectile descriptors, either.
For this feat you choose a specific weapon, such as a longsword, rather than an identifying or style descriptor, such as “sword” or “reach.”
Benefit: When you attempt to confirm a critical threat with your chosen weapon, you gain a 4 bonus to the attack. When you have the opportunity to strike an opponent in a vulnerable area, you seize the chance with deadly accuracy.
Special: You can gain Improved Critical multiple times. The effects do not stack, however. Each time you take the feat, it applies to a new weapon.
Expanded Mastery: 5 When using the weapon you selected, double its threat range.
Expanded Mastery: 6 Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Expanded Mastery 9.
Expanded Mastery: 7 Whenever you score a critical hit, your opponent becomes staggered for 1d4
1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Expanded Mastery 9.
Expanded Mastery: 8 Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 1d4 points of wound bleed damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Expanded Mastery 9.
Expanded Mastery: 9 When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Expanded Mastery: 10 You no longer need to roll to confirm critical threats. If your attack has any chance of piercing a vital area, you infallibly drive it home.

MOUNTED COMBAT
You excel at fighting from horseback or when astride any other sort of mount. You and your mount form a potent combat team when you combine your efforts.
Base Mastery: 1
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check to negate the hit. You negate it if your Ride check result exceeds the opponent’s attack roll.
Expanded Mastery: 1. When you attempt to overrun a foe while mounted, he may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Expanded Mastery: 2. While mounted, you can guide your horse to better evade enemy attacks. You and your mount enjoy a +2 bonus to defense when your mount double moves and a +4 bonus when it runs.
Expanded Mastery: 3. When charging while mounted, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the foe you attack.
Expanded Mastery: 4. When charging while mounted, you deal double damage with a melee weapon (or triple damage with a lance)

SUDDEN STRIKE
You have learned to make sudden, explosive attacks with certain types of weapons. You can snatch these weapons from their scabbards and plunge them deep into a foe as a single action.
Base Mastery: 1
Prerequisite: If you take this feat as a Finesse feat, you can use it with any melee weapon that has the finesse descriptor or that does not have the power descriptor. If you take it as a Power feat, you can use it with any melee weapon that has the power descriptor or that does not have the finesse descriptor. If you take it as a Projectile feat, you may use it with any weapon with the projectile or thrown descriptors. In all cases, your eligibility for the benefits of this feat is determined by the type of weapon wielded, not the type of attack made. For instance, if you have Sudden Strike as a Projectile feat and draw a dagger to make a melee attack, you gain the benefits of this feat because a dagger has the thrown descriptor. Similarly, if you had Sudden Strike as a Finesse feat and draw a dagger to throw, you gain the benefits of this feat because a dagger is a melee weapon with the finesse descriptor, even though you are using it to make a ranged attack.
Benefit: Your weapon seems to leap into your hand. You gain the benefits of the Quick Draw general feat with your chosen group of weapons (i.e., finesse, power, or projectile). The first attack you make with your weapon in the round you draw it gains a +1 bonus to both attack and damage rolls.
Special: You can gain the base mastery of feat multiple times: as a Finesse feat, a Power feat, and a Projectile feat. The effects do not stack, however. Multiple instances of this feat simply increase the number of weapons with which you gain the feat’s benefit. However, you gain the benefits of any expanded masteries you possess with all weapons for which you have the base mastery. For instance, if you take Sudden Strike as a Finesse feat, then get expanded masteries 2 and 4, and then subsequently take the base mastery again, this time as a Projectile feat, then on any round in which you draw any melee weapon with the finesse descriptor or that lacks the power descriptor, or any weapon with the projectile or thrown descriptor, your first attack gains a +2 bonus to attack and damage, and its critical threat range is doubled.
Expanded Mastery: 2. The first attack you make with your weapon in the round you draw it gains an additional +1 bonus to the attack and damage rolls.
Expanded Mastery: 4. The critical threat range is doubled on the first attack you make with your weapon in the round you draw it. This benefit stacks with the Improved Critical feat, but remember that two “doubles” effectively make a “triple.”
Expanded Mastery: 5. The first attack you make with your weapon in the round you draw it gains an additional +1 bonus to the attack and damage rolls.
Expanded Mastery: 6. All benefits you gain with Sudden Strike now apply for all attacks made in the round you draw your weapon, rather than just the first attack. Wherever any other Sudden Strike mastery refers to “your first attack,” treat this as reading “all attacks made in the round you draw your weapon.”
Expanded Mastery: 7. The critical multiplier of your weapon is increased by 1 on the first attack you make with your weapon in the round you draw it. For example, if your weapon normally allows you to draw one card on a critical hit, it would allow you to draw two cards on a critical hit with this attack.
Expanded Mastery: 8. The first attack you make with your weapon in the round you draw it gains an additional +1 bonus to the attack and damage rolls.
Expanded Mastery: 9. You can sheathe your weapon as a free action. Note that this means you can sheathe your weapon as your first action of your turn, then draw it once more (both as free actions) to gain your Sudden Strike bonuses every round.

TWO-WEAPON FIGHTING
You can fight with a weapon in each hand, making one extra attack each round with the second weapon.
Base Mastery: 1
Prerequisite: If you take Two-Weapon Fighting as a Power feat, you can use it with power weapons and weapons that lack the finesse keyword. If you take it as a Finesse feat, you can use it with finesse weapons and weapons that lack the power keyword.
Benefit: You reduce your penalties to attack rolls for fighting with two weapons; the penalty for your primary hand lessens by 2, and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you get one extra attack per round with that weapon. When fighting this way, you suffer a –6 penalty to your regular attack(s) with your primary hand and a –10 penalty to the attack with your off hand. Using a light offhand weapon reduces the penalties by 2 each; an unarmed strike is always considered light.
Expanded Mastery: 2. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you enjoy a +1 shield (passive) bonus to your defense. When you are fighting defensively or using the full defense action, this shield bonus increases to +2.
Expanded Mastery: 3. You can distract an opponent with your offhand weapon or one end of your double weapon. If you use a full attack action but do not use that weapon or end of your double weapon to attack, you gain a +2 bonus to attacks against one opponent you threaten. You gain this benefit until the end of your current action.
Expanded Mastery: 4. In addition to the standard single extra attack you get with an offhand weapon, you get a second attack with it, albeit at a –7 penalty.
Expanded Mastery: 5. When you fight with two weapons or with a double weapon, you cannot be flanked. You use both ends of your weapon, or your two weapons, to ward off attacks from multiple directions.
Expanded Mastery: 6. If you score a critical hit with one of your weapons, you increase the critical threat range for your other weapon by 1. As your first attack drives into your foe, you use the leverage of the impact to yank him into a precarious position.
Expanded Mastery: 7. You get a third attack with your offhand weapon, albeit at a –14 penalty. You must also have the expanded mastery 4 ability to select this expanded feat option.
Expanded Mastery: 8. You can make a special rend attack with your two weapons. If you strike an opponent at least once with both weapons, or with both ends of a double weapon, you inflict additional rending damage equal to your primary weapon’s damage plus double your Strength bonus. When you hit your opponent with both attacks, you rip him apart with both weapons at once.
Expanded Mastery: 9. When you use the charge action or a standard attack, you gain all of your off-hand attacks with your second weapon or the second end of your double weapon.
Expanded Mastery: 10. When you use a full attack action, you confuse your opponent with a flurry of attacks from your weapon. For each one that hits, you gain a +1 bonus to your remaining attacks. This bonus, which stacks with each successful hit, lasts until the end of your current action.

UNARMED COMBAT
You have trained to fight with punches, kicks, elbows, and the like, so you can engage an armed opponent on equal terms.
Base Mastery: 1
Benefit: You are considered armed even when you do not have a weapon in hand. You do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you unless they also have this feat.
You gain a +2 bonus to your unarmed damage rolls. Your unarmed strikes can deal lethal or nonlethal damage, at your option. Additionally, your unarmed strike becomes either a Power weapon (if you took this feat as a Power feat) or a Finesse weapon (if you took this feat as a Finesse feat). When you wield a weapon with the unarmed descriptor, it gains the same benefits as your unarmed strike.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: Note that the benefits for expanded masteries 2, 5, and 8 are identical. They are listed as separate mastery abilities because you can’t take the same ability more than once. However, their effects stack with each other, with the base mastery of this feat, and with damage bonuses from Weapon Focus (unarmed strike).
Expanded Mastery: 2. You learn more advanced unarmed combat techniques that allow you to inflict more damage with your unarmed strikes. You gain a +2 bonus on your unarmed strike damage rolls.
You also gain this damage bonus when fighting with weapons that have the unarmed descriptor.
Expanded Mastery: 3. You learn advanced unarmed holds and grapples and are an expert wrestler. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Expanded Mastery: 4. Your training in unarmed combat techniques gives you excellent poise and coordination, and gives you an advantage when opponents try to knock you off balance. You gain a +4 bonus to your Combat Maneuver Defense against any bull rush, overrun, or trip attempt against you.
Expanded Mastery: 5. You learn more advanced unarmed combat techniques that allow you to inflict more damage with your unarmed strikes. You gain a +2 bonus on your unarmed strike damage rolls.
You also gain this damage bonus when fighting with weapons that have the unarmed descriptor.
Expanded Mastery: 6. You can make extremely rapid unarmed strikes. When you use the full attack action with unarmed strikes, you may choose to make one extra attack at your highest attack bonus. However, if you choose to make this extra attack, then each attack you make that round (the extra one and the normal ones) suffers a –2 penalty to the attack roll. The extra attack and penalties stack with those from Two- Weapon Fighting.
Expanded Mastery: 7. Your training in unarmed combat gives you a significant edge when fighting an opponent who does not understand unarmed fighting techniques. If you are fighting an opponent who has no natural weapons and whose unarmed strikes provoke attacks of opportunity, you gain a +1 bonus to Defense and to all attack and damage rolls for your own unarmed strikes. You gain this bonus regardless of whether or not your opponent is fighting unarmed or with a weapon.
Expanded Mastery: 8. You learn more advanced unarmed combat techniques that allow you to inflict more damage with your unarmed strikes. You gain a +2 bonus on your unarmed strike damage rolls.
You also gain this damage bonus when fighting with weapons that have the unarmed descriptor.
Expanded Mastery: 9. You have learned to make a debilitating nerve strike with your unarmed attacks. Whenever you make an unarmed attack, you can choose to attempt such a strike. If you are making more than one attack in a round, you can choose whether or not to make a nerve strike with each attack. When you attempt a nerve strike, you suffer a –4 penalty to your attack roll, but if the attack inflicts damage, your target must make a Fortitude save (DC 10 + half the damage dealt after DR) or become nauseated until the end of its next turn. If you make multiple nerve strikes on a single creature in a given round, it must make a separate saving throw against each nerve strike.
A creature immune to sneak attacks or critical hits is not vulnerable to nerve strikes. You cannot use a nerve strike while striking a creature with concealment or while hitting the limbs of a creature whose vitals are beyond reach.
Expanded Mastery: 10. You can make blindingly fast unarmed strikes. When you use the full attack action with unarmed strikes, you may decide to make two extra attacks at your highest attack bonus. However, if you choose to make these extra attacks, then each attack you make that round (the two extra ones and the normal ones) suffers a –6 penalty to the attack roll.
You cannot use this ability and Unarmed Combat’s expanded mastery 6 ability to gain three extra unarmed strikes per round. You either gain one extra attack (and a –2 penalty) or two extra attacks (and a –6 penalty).

WEAPON FINESSE
You use speed and agility rather brute force when handling
your weapon.
Base Mastery: 1
Prerequisite: Finesse or light weapon Benefit: You may apply your Dexterity
modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Natural weapons are always considered light weapons.
Special: Note that the benefits for expanded mastery levels 3, 5, 7, and 9 are all identical. They are listed as separate mastery abilities because you can’t take the same ability more than once. However, their effects all stack.
Expanded Mastery: 2. You automatically strike your chosen opponent when attacking into a grapple.
Expanded Mastery: 3. Your exacting precision, accuracy, and control allow you to make deadly attacks against foes who are not ready for you. You gain +1d6 points of sneak attack damage when using a light or finesse weapon in melee. If you already have sneak attack damage, this damage stacks with it.
Expanded Mastery: 4. Wielding your weapon like a scalpel, you use your elegance and speed to make exacting, deadly cuts on your opponents. Apply your Dexterity modifier to damage, rather than your Strength modifier.
Expanded Mastery: 5. Your exacting precision, accuracy, and control allow you to make deadly attacks against foes who are not ready for you. You gain +1d6 points of sneak attack damage when using a light or finesse weapon in melee. If you already have sneak attack damage, this damage stacks with it.
Expanded Mastery: 6. As a standard action, you may make an attack that bypasses up to 10 points of your foe’s passive protections. You can split this amount, bypassing their passive bonus to defense and/or their damage reduction, as you choose. You must declare the use of this ability and how you intend to split the points before rolling your attack.
Expanded Mastery: 7. Your exacting precision, accuracy, and control allow you to make deadly attacks against foes who are not ready for you. You gain +1d6 points of sneak attack damage when using a light or finesse weapon in melee. If you already have sneak attack damage, this damage stacks with it.
Expanded Mastery: 8. When you gain a critical threat against an opponent, you can either attempt to confirm or gain an additional attack at the same base attack bonus you used to score your threat. You gain the benefits of precision-based damage, such as sneak attack, on this attack. You can use this ability once per round.
Expanded Mastery: 9. Your exacting precision, accuracy, and control allow you to make deadly attacks against foes who are not ready for you. You gain +1d6 points of sneak attack damage when using a light or finesse weapon in melee. If you already have sneak attack damage, this damage stacks with it.
Expanded Mastery: 10. Once per round, can make an attack that ignores all your opponent’s active bonuses to defense. You clear your mind, take aim, and match your phenomenal speed against your opponent’s. You gain sneak attack damage against your if he is not immune to it or does not have a special ability that cancels it.

POWER ATTACK [POWER]
You know how to trade accuracy for raw, devastating power. Your weapon draws a savage path of blood and destruction across the battlefield, but your attacks are sometimes rushed, telegraphed, or otherwise easy to avoid.
Base Mastery: 1
Prerequisite: Power weapon
Benefit: On your action, before making attack
rolls for a round, you may choose to take a –2 penalty to all melee attack rolls in return for an additional 1d4 damage on those attacks. You may take this penalty multiple times, for additional bonus dice. The total penalty taken may not exceed your base attack bonus by more than 1.
Once you set the penalty to attacks, you may not change it until your next action.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, you may add 1d6 damage in place of the 1d4 normally granted by this feat.
Note: When using the Power Attack expanded mastery abilities, you can only force a single saving throw against a particular opponent each round, even if you hit them more than once.
Expanded Mastery: 2. You swing your weapon in wide, vicious arcs, forcing your enemies on to focus on you. If you take an attack penalty of at least –2 to increase your damage with Power Attack all enemies within your threatened area suffer a -1 penalty to their defense against any attacks made by your allies.
Expanded Mastery: 3. If you take a –6 or worse penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Reflex save (DC 10 + half your level + your Strength modifier) or be knocked prone.
Expanded Mastery: 4. Using Power Attack, you may add 1d6 damage dice for each –2 penalty you take, rather than the normal 1d4. If you fight with a two-handed weapon, you may add 1d8 instead of the normal 1d6.
Expanded Mastery: 5. If you take a –6 or worse penalty to increase your damage via this feat’s base benefit, you deal double damage on a charge attack.
Expanded Mastery: 6. The wild, destructive swings of your weapon send your foes ducking for cover. If you take an attack penalty of at least –8 to increase your damage via this feat’s base benefit, all enemies within your reach suffer a penalty to their attack rolls against you equal to one less than half the penalty you took to your attacks until the start of your next turn.
Expanded Mastery: 7. If you take a –12 or worse penalty to increase your damage via this feat’s base benefit, any opponent you hit must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or be stunned for 1 round. You slam your foe with a vicious, overpowering attack that almost knocks him out.
Expanded Mastery: 8. Once per round, you can choose to adjust the penalty you take due to this feat’s base benefit by up to +/–6 (but it still may not exceed your base attack bonus by more than 1). You can reduce your penalty (and thus the bonus damage you gain) or increase it for a deadlier, if wilder, attack. Once you change your penalty, the new value remains in place until the start of your next action.
Expanded Mastery: 9. You do not suffer your chosen power attack penalty on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Expanded Mastery: 10. If you take a –16 or worse penalty to increase your damage via this feat’s base benefit, you may make a single melee attack as a full-round action. If your attack hits, it is automatically considered a critical threat and you may reroll any natural 1’s on the additional dice you gained from power attack.
STUNNING STRIKE [POWER]
Base Mastery: 6
Prerequisite: Power weapon
Benefit: You gain access to a pool of stun
tokens. Select a single opponent as the target of this pool. Each time you hit that opponent for 10 or more points of damage with a power weapon, you gain 1 stun token. When you hit a foe, you can immediately spend 2 stun tokens in an attempt to stun him.
Stunning Strike forces a foe damaged by your attack to make a Fortitude saving throw (DC 10 + half your level + your Strength modifier) in addition to taking damage normally. A defender who fails this saving throw is stunned for 1 round.
You can build up a maximum number of stun tokens equal to your level + 10. You can change the target of your stun pool, but in doing so you lose all tokens that you built up against the previous target.
Expanded Mastery: 8. You can spend 2 stun tokens to increase the save DC of your stunning attack by 1. There is no limit to the total number of tokens you can spend in this manner.
Expanded Mastery: 10. If the target of your stunning attack makes his save, he still suffers a – 2 injury penalty to attacks and defense until the end of his next action.

WEAPON FOCUS [FINESSE, POWER, OR PROJECTILE]
You study a single weapon with intense focus, allowing you to achieve a higher level of talent and ability with it than other warriors.
Base Mastery: 1
Prerequisites: Choose one specific weapon, such as long-spear or sling. For the purposes of this feat you can also choose unarmed strike or grapple (or ray, if you are an Arcanist) as you weapon.
Benefit: You gain a +1 bonus on all attack rolls
you make using the selected weapon.
Special: You can gain this feat multiple times.
Its effects do not stack. Each time you take Weapon Focus, it applies to a new weapon.
Expanded Mastery: 2. You gain a +2 bonus on all damage rolls you make using the selected weapon.
Expanded Mastery: 4. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses to attack rolls, including other’s granted by Weapon Focus.
Expanded Mastery: 7. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including other’s granted by Weapon Focus.
Expanded Mastery: 8. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including other’s granted by Weapon Focus.
Expanded Mastery: 9. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including other’s granted by Weapon Focus.
Expanded Mastery: 10. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including other’s granted by Weapon Focus.

Projectile Mastery
FAR SHOT [PROJECTILE]
You are an expert at hitting targets at long range. You can take aim at a distant target and strike it with unerring accuracy.
Base Mastery: 2
Prerequisite: Projectile or thrown weapon Benefit: When you use a projectile weapon
such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon such as a throwing axe, its range increment doubles. Furthermore, if you have levels in the archer class, you gain 1 aim token if you spend a move action aiming at your target, or 2 tokens if you spend a standard or full-round action.
Expanded Mastery: 4. Your steady hand and pinpoint ranged accuracy allow you to hit an opponent at almost any range. You suffer half the penalty to attacks due to range, –1 rather than –2 per range increment. Similarly, you take half the usual penalty to Hide checks when sniping. (i.e. – 10 rather than 20)
Expanded Mastery: 6. If you make a ranged attack as a standard action or an attack action (but not a full attack action), you can gain precision based damage out to a range equal to your weapon’s first range increment. Furthermore, if you have levels in the archer class, you gain 1 aim token if you spend a move action aiming at your target, or 2 tokens if you spend a standard or full-round action.
Expanded Mastery: 8. You an gain precision- based damage out to a range 60 feet with all ranged attacks.
Expanded Mastery: 10. If you make a ranged attack as a standard action or an attack action (but not a full attack action), you can gain precision- based damage out to a range equal to your weapon’s first range increment. Furthermore, if you have levels in the archer class, you gain 1 aim token if you spend a move action aiming at your target, or 2 tokens if you spend a standard or
full-round action. This ability stacks with the benefits of Far Shot 6.

MANYSHOT [PROJECTILE]
You can nock two arrows together, throw a pair of axes at once, or otherwise combine multiple ranged weapons into one attack.
Base Mastery: 4
Prerequisite: You cannot use a slow- loading projectile weapon with this feat.
Benefit: As a standard action, you may fire two projectiles at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a –6 penalty) to determine success, but each inflicts damage separately (see “Special”).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of projectiles you fire or throw, apply precision- based damage, such as sneak attacks, only once. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.
Expanded Mastery: 6. You may fire an additional arrow or throw an extra weapon as part of a Manyshot attack. However, you suffer an additional –4 penalty to your attack for each one beyond the first.
Expanded Mastery: 8. You may fire an additional arrow or throw an extra weapon as part of a Manyshot attack. However, you suffer an additional –4 penalty to your attack for each one beyond the first.
Expanded Mastery: 10. You gain precision- based damage with all the missiles you fire or throw. On a critical threat, you check to confirm the critical separately for each projectile, perhaps allowing you to inflict more than one critical hit.
POINT BLANK SHOT [PROJECTILE]
You excel at using ranged weapons in close- quarters situations. You can make deadly shots at close range, as long as you have a clear view of your opponent. You also learn to handle your weapon even when pressed from all sides.
Base Mastery: 1
Benefit: You get a +1 bonus on attack and
damage rolls with ranged weapons at ranges of up to 30 feet. Furthermore, if you have levels in the Archer class, you gain 1 aim token per round if you can see the target of your aim pool and they are within 30 feet.
Expanded Mastery: 2. You gain a +4 active bonus to defense against attacks of opportunity caused by using a ranged weapon within a threatened area.
Expanded Mastery: 3. You gain your Dexterity modifier as a bonus to damage on all ranged attacks you make against targets within 30 feet. Your shots hit with deadly precision, as your steady hands and nerves allow you to take aim at vital points on a foe’s body. This benefit stacks with Point Blank Shot’s base bonus damage.
Expanded Mastery: 4. You gain a +6 active bonus to defense against attacks of opportunity caused by using a ranged weapon within a threatened area. This bonus stacks with that provided by expanded mastery level 2. Further- more, if you have levels in the Archer class, you gain 1 aim token per round if you can see the target of your aim pool and they are within 30 feet.
Expanded Mastery: 8. If you move into your target’s square and make a ranged attack, your target loses their active defense bonus against you for that attack.
PRECISE SHOT [PROJECTILE]
With your steady hand and pinpoint aim, you can send a shot into melee that hits only the target you want to injure. The scuffle and chaos of melee has no effect on your aim.
Base Mastery: 2
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Special: Note that the benefits for expanded mastery levels 3, 5, 7, and 9 are all identical, listed as separate mastery abilities because you can’t take the same ability more than once. However, their effects all stack.
Expanded Mastery: 3. Your precision with ranged attacks allows you to inflict additional damage by targeting vulnerable areas. You gain +1d6 points of sneak attack damage to ranged attacks (per the executioner and thief class abilities; see Chapter Four). If you already have sneak attack, increase the damage you inflict by one die.
Expanded Mastery: 4. Your accurate aim allows you to hit a target in the most sensitive areas. When using a projectile or thrown weapon, you increase its critical damage multiplier by 1.
Expanded Mastery: 5. Your precision with ranged attacks allows you to inflict additional damage by targeting vulnerable areas. You gain +1d6 points of sneak attack damage to ranged attacks (per the executioner and thief class abilities; see Chapter Four). If you already have sneak attack, increase the damage you inflict by one die.
This damage stacks with any other bonus sneak attack damage you gain from the Precise Shot feat.
Expanded Mastery: 6. Your ranged attacks ignore the defense bonus granted to targets by anything less than total cover and the miss chance granted to targets by anything less than total concealment.
In addition, when you shoot or throw ranged weapons at a grappling opponent and hit, you automatically strike at the opponent you have chosen (you have no chance of hitting another grappler).
Expanded Mastery: 7. Your precision with ranged attacks allows you to inflict additional damage by targeting vulnerable areas. You gain +1d6 points of sneak attack damage to ranged attacks (per the executioner and thief class abilities; see Chapter Four). If you already have sneak attack, increase the damage you inflict by one die.
This damage stacks with any other bonus
sneak attack damage you gain from the Precise Shot feat.
Expanded Mastery: 8. You make unerringly deadly strikes with your ranged weapons. When your shot threatens a critical hit, you automatically confirm it thanks to this expanded mastery ability.
Expanded Mastery: 9. Your precision with ranged attacks allows you to inflict additional damage by targeting vulnerable areas. You gain +1d6 points of sneak attack damage to ranged attacks (per the executioner and thief class abilities; see Chapter Four). If you already have sneak attack, increase the damage you inflict by one die.
Expanded Mastery: 10. Once per round, as a free action you can make either a Bluff or a base attack check with your ranged weapon against a selected target. Your target opposes your check with either a base attack check or a Sense Motive check their choice). If you succeed, your target loses their active defense bonus against your next attack..
RAPID SHOT [PROJECTILE]
In battle, you are a blur as you pump a furious volley of thrown weapons, bolts, or arrows into your opponent.
Base Mastery: 2
Prerequisite: You can use this feat only while armed with a projectile weapon that lacks the slow-loading descriptor. You can use it with thrown weapons if you have Quick Draw.
Benefit: You get one extra attack per round with a ranged weapon. Make the attack at your highest base attack bonus. However, each attack you make that round (the extra one and the normal ones) takes a –4 penalty. You must use the full attack action to use this feat.
Expanded Mastery: 4. You fire a volley of projectiles at an area, blanketing it in storm of arrows. Select a target point within your weapon’s first range increment. As a full round action, you make one ranged attack on all targets within a 20 foot radius of your selected point. You must have line of effect and line of sight to all targets whom you attack. You take a -4 penalty to each of your attacks and spend twice the number of attacks you make in arrows.
Expanded Mastery: 6. You gain two extra attacks per round with a ranged weapon when you use the full attack action. These shots, and all others you make until the start of your next action, suffer a –8 penalty.
You cannot use this ability and Rapid Shot’s base benefit to gain three extra attacks. You either gain extra one attack for a –4 penalty or
two extra attacks
for a –8
penalty.
Expanded Mastery: 8. You gain three extra
attacks per round with a ranged weapon when you use the full attack action. These shots, and all others you make until the start of your next action, suffer a –12 penalty.
You cannot use this ability and Rapid Shot’s base benefit to gain four extra attacks. You either gain extra one attack for a –4 penalty, two extra attacks for –8 (see above), or three extra attacks at –12.
Expanded Mastery: 10. The benefits of this feat are the same as those of expanded mastery 4. If you already have expanded mastery 4, then you may choose to make 2 attacks against all targets in your chosen area instead of just one.
SHOT ON THE RUN [PROJECTILE]
Base Mastery: 4
Benefit: You can use a full attack action to take a single shot with a ranged weapon while moving. You can move both before and after the attack, provided that your total distance moved is not greater than your speed. Furthermore, if you have levels in the archer class, you gain 1 aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool.
Expanded Mastery: 6. You gain a +4 active bonus to defense against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. If you have levels in the archer class, you gain 1 aim token at the end of your turn if you attack the target of your aim pool.
Expanded Mastery: 8. You gain a +6 active bonus to defense against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in . hand. This bonus stacks with the bonus provided by expanded mastery 4. Furthermore, if you have levels in the
archer class, you gain 2 aim tokens at the end of your turn if you attack in this manner and your attack is on the target of your aim pool.
Expanded Mastery: 10. If you move at half your speed or slower, take a full attack with a ranged weapon as a standard action. You cannot move between individual attacks that you resolve as part of the full attack action.

Caster Mastery

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