Finesse Mastery

COMBAT EXPERTISE

You handle your weapon with the elegant speed, agility, and skill of a true master. You can step back and bat aside your foe’s attacks with ease or press forward on the attack.

Base Mastery: 1

Prerequisite: Finesse Weapon

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as an active bonus to your defense. This number may not exceed your base attack bonus. The changes to attack rolls and defense last until your next action.

Normal: A character without the Combat Expertise feat can only use the Fight Defensively or Improved Fight Defensively attack challenges.

Special: You do not gain the benefit of any Combat Expertise feat if you have lost your active defense bonus.

Expanded Mastery: 2 You gain a +4 bonus on opposed rolls to resist disarm and sunder attempts. If you use Combat Expertise to increase your defense, you can ignore the corresponding attack penalty when making such a roll. You do not gain these benefits when attempting to use disarm or sunder against an opponent.

Expanded Mastery: 3 If you use Combat Expertise to increase your defense, you may gain a +1 bonus to attacks against any opponent who attacks you in melee and misses. This bonus lasts until the end of your next turn.

Special: Expanded masteries 3, 6, 7, and 8 all require that an opponent miss you in melee. You may only activate one feat on any given attack, and may not activate these feats on your turn.

Expanded Mastery: 4 If an opponent hits you or an ally while you are using Combat Expertise to increase your defense, you can retroactively increase you defense, or that of your ally, by up to +5 against that attack only. If the result is higher than your opponent’s attack roll, the attack misses. This counts as an active bonus to defense, and a protected ally must be within your threatened area in order for you to defend them. Until the beginning of your next turn, you take a penalty to defense equal to the bonus gained. You may only use this ability once per round.

Expanded Mastery: 5 When using Combat Expertise, you may take a penalty to attacks of up to your base attack bonus and gain the same number as a bonus to defense. Otherwise, the feat functions as normal.

Expanded Mastery: 6 If an opponent attacks you in melee and misses while you are using Combat Expertise to increase your defense, you may gain an attack of opportunity against them. You can use this ability once per round.

Expanded Mastery: 7 If an opponent attacks you in melee and misses while you are using Combat Expertise to increase your defense, you may force them to make a Reflex save (DC 10 + 1/2 your level + your Dexterity modifier) or lose their active defense bonus against your next attack. You must make your attack by the end of your next turn in order to gain this benefit.

Expanded Mastery: 8 You must also have expanded mastery 6 to take this feat. You may now use that feat’s ability multiple times in a round. Remember that you must have the Combat Reflexes feat in order to make multiple attacks of opportunity in a round.

Expanded Mastery: 9 If an opponent scores a critical hit or sneak attack against you while you are using Combat Expertise to increase your defense, you can attempt to negate the extra damage. Make a base attack check (DC 5 + the attack bonus, including all modifiers, of the attack that hit you). If you succeed you take normal damage for the hit, ignoring precision based damage.

Expanded Mastery: 10 You must also have expanded mastery 4 to take this feat. You can now retroactively increase your defense, or that of an ally, by up to +10 following a melee attack. All other aspects of the feat remain unchanged.

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.

IMPROVED DISARM

As a master fencer, you can take advantage of small gaps in an opponent’s defense or turn a slightly off-balance attack into a deadly advantage. Rather than target your foe, you have learned to slice at his hands and weapon to leave him unarmed.

Base Mastery: 2

Prerequisite: Finesse or Disarm weapon Benefit: You do not provoke an attack of
opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.

Expanded Mastery: 4 When attempting to disarm an opponent larger than you, your opponent does not receive their size bonus (if any) when calculating their Combat Maneuver Defense.

Expanded Mastery: 6 You gain an additional +2 bonus to the opposed attack roll made to disarm a foe. This bonus stacks with the base mastery of this feat.

Expanded Mastery: 8 If you disarm an opponent, you send his weapon flying through the air with a quick flick of your wrist. You can place his weapon in any square within 10 feet of you. If you have a hand free and can use his weapon in one hand, you may flip it to yourself. You can use the weapon as normal at the end of your current turn.

IMPROVED FEINT

You are a master at using misdirection to wreck an opponent’s defenses.

Base Mastery: 2

Prerequisite: Finesse weapon

Benefit: When you use the negate defense skill challenge in combat, you gain a +2 bonus to the roll. In addition, if you have an execution token pool, you gain 1 token each time you successfully use this challenge against your pool’s target.

Expanded Mastery: 5. You can use the negate defense skill challenge with a base attack check instead of a skill check. You do not take a the -5 penalty when using a base attack check in this manner multiple times per encounter.

Expanded Mastery: 7. Once per encounter, you may elect to daze an opponent you have successfully feinted instead of denying them their active defense.

Expanded Mastery: 9. Once per round, you may use the negate defense skill challenge as a free action without penalty.

IMPROVED TRIP

You slam your foes with such strength and power that you knock them from their feet, or you make a subtle, dexterous attack that leaves them sprawling. Your approach to this ability depends
on whether you take it as a Finesse or Power feat.

Base Mastery: 2

Prerequisite: If you take this feat as a power
feat, you can use it with any non-finesse weapon. The same applies in reverse if you take the feat as a finesse feat.

Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Special: You can take this feat twice, once as a Power feat and again as a Finesse feat, in order to use it with more weapons.

Expanded Mastery: 2 (Finesse only). You may use your Dexterity modifier instead of your Strength modifier when calculating your Combat Maneuver Bonus for the purpose of tripping an opponent.

Expanded Mastery: 2 (Power only). When using a two-handed weapon in a trip attempt, you gain an additional +2 bonus to your check. This bonus stacks with the bonus granted by base mastery of this feat.

Expanded Mastery: 3. You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by base mastery of this feat as well as the bonus granted by mastery 2.

Expanded Mastery: 4. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

Expanded Mastery: 6. When you trip an opponent, you send him hurtling backward. You may force him to fall prone in a square adjacent to his current position—in essence moving him one square.
If he enters an occupied square, the targets within it must make Reflex saves (DC 10 + tripping character’s special size modifier; see the table below) or also be knocked prone. Creatures who must make this save also apply any size modifiers that may apply to them from the table to their Reflex save results.

Size DC/Save modifier
Fine –12
Tiny –8
Small –4
Medium 0
Large +4
Huge +8
Gargantuan +12
Colossal +16

If the squares are unoccupied, the tripped creature comes to a stop where you placed him. You must resolve this movement before gaining any additional attacks against him.

Expanded Mastery: 8. You trip your opponent with such savage force that he must make a Fortitude save (DC 10 + half your level + Dexterity modifier [Finesse] or Strength modifier [Power]). On a failure he hits the ground, stunned for 1 round, with the wind knocked out of him.

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)

RAZOR FIEND

You wield daggers with lethal speed and precision. You deliver a storm of metal with your throwing daggers, while in close combat you slash your opponents into bloody ribbons.

Base Mastery: 1
Prerequisite: Dagger. To gain this feat’s benefits, you must be proficient with the dagger you wield.

Benefit: In your hands, a dagger becomes a blur of lethal metal. You gain the benefits of the Quick Draw general feat (see page 3) with all daggers.

In combat, you may take an additional attack when you use a full attack action while armed only with one or two daggers. You gain this benefit when using a dagger in a ranged or melee attack. However, these attacks trade speed for hitting power. You make the bonus attack at your highest base attack bonus, but all of your attacks (including the bonus attack) suffer a –2 penalty. You gain only half your Strength bonus to damage when you fight in this manner. These penalties last until the beginning of your next action.

Special: When using Razor Fiend to gain additional attacks, you receive only half the normal bonus damage from any Power feats you use.

Expanded Mastery: 4. As the Razor Fiend feat’s base ability, save that you may now take two additional attacks at your highest base attack bonus in exchange for a –4 penalty to all attacks until the start of your next action. In addition, you gain only half your Strength bonus to damage.

Expanded Mastery: 6. Each cut you inflict upon an opponent builds upon previous ones. After you slash into a foe’s flesh with one attack, you widen the injury with your next. During your action, you gain a +1 bonus to damage with each dagger attack for every previous dagger attack that hit your opponent. You gain this bonus damage based only on attacks that hit during your current action.

Expanded Mastery: 8. You gain an additional dagger attack when you use the full attack action, as described in this feat’s base benefit. You suffer a –2 penalty to this attack and all other attacks you make until the start of your next action. Add this penalty to any other penalties you take for making multiple dagger attacks. For example, if you have the expanded mastery 4 ability you can make three additional dagger attacks in return for a –6 penalty, two additional attacks for a –4 penalty, or one additional attack for a –2 penalty. In addition, you gain only half your Strength bonus to damage.

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.

WEAPON FOCUS

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 your 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.

WHIRLWIND ATTACK

You attack in a deadly arc, slashing through the horde of enemies that surround you.

Base Mastery: 3
Benefit: On a full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use Whirlwind Attack, you forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

Expanded Mastery: 5. You generate a tremendous amount of power as you swing. Should you miss with one whirlwind attack, you gain a +1 bonus to attack rolls on the rest of them. This benefit stacks with each miss. You lose this benefit after you have resolved all the attacks you gain from this feat.

Expanded Mastery: 10. You may use Whirlwind Attack as a full attack action to make your full spread of attacks against each opponent in reach; rather than making simply one melee attack against each foe, you may attempt each attack normally available to you on a full attack action (due to a high base attack bonus, feats, and special abilities). You transform into a hurricane of steel, tearing into the enemies’ ranks with deadly abandon.

Feats

Finesse Mastery

Etz Chaim GothicShark GothicShark