Power Mastery

AXE MASTERY [POWER]
You are a master of the axe or pick, a deadly weapon that can strike with great force. In your hands, these weapons can reach their full potential.
Base Mastery: 1
Prerequisite: You gain the benefits of this feat only when fighting with a weapon that has the axe or pick descriptor and with which you are proficient.
Benefit: You are adept at smashing your way through an opponent’s armor. You apply a –2 penalty on your opponents’ damage reduction rolls. This penalty may reduce the damage reduction to 0, but not below 0.
Special: Note that the benefits for the base mastery and for expanded masteries 4 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.
Expanded Mastery: 2. You can use an axe or pick to chop rapidly through nonliving material. Whenever you attack an object or creature that has hardness, you treat its hardness as 5 points lower than it actually is for the purposes of determining how much damage you inflict. This ability can reduce the effective hardness to 0, but not below 0.
Expanded Mastery: 3. You can hurl even the largest and heaviest axe or pick. When you wield an axe or pick that does not normally have a range increment, you treat it as having a range increment of 10 feet. The weapon gains the thrown descriptor while you wield it.
Expanded Mastery: 4. You apply an additional –2 penalty on your opponents’ damage reduction rolls when using an axe or pick.
Expanded Mastery: 6. When you score a critical threat, you imbed your weapon so far into your opponent that it rips their flesh as you tear it free. You inflict an additional 1d8 points of damage whenever you score a critical threat (i.e., whether the critical is confirmed or not). Like other bonus damage dice, this 1d8 is not multiplied if the critical hit is confirmed.
Expanded Mastery: 7. Your brutal blows tear rents in your opponent’s armor. Any time your Axe Mastery feats reduce your opponent’s armor damage reduction roll to 0, you inflict a permanent cumulative –1 penalty to his armor’s damage reduction. To remove this penalty, the foe must succeed at a relevant Craft check to do work with a gold-piece value equal to 10 percent of the armor’s full cost per point of penalty.
Expanded Mastery: 8. You apply an additional –2 penalty on your opponents’ damage reduction rolls when using an axe or pick.
Expanded Mastery: 9. Your most devastating blows cause immense agony to your opponents. Whenever you score a critical threat, the victim of the blow must make a Fortitude save with a DC equal to the damage you deal (after damage reduction is applied). If the opponent fails, he is stunned for 1 round. If you score multiple critical threats on a single target in a round, the victim must make a saving throw for each threat. He is stunned for one round per saving throw he fails.

CLEAVE [POWER]
You make vicious, lethal attacks that use the weight of your weapon to cleave through the enemy’s ranks. As foes fall before you, your
weapon slams into additional opponents.
Base Mastery: 1
Benefit: If you deal a creature enough damage
to make it fall (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack, and you must make it with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Expanded Mastery: 2. You gain a +2 bonus to your Cleave attack rolls.
Expanded Mastery: 3. There is no limit to the number of Cleave attacks you can make in a round.
Expanded Mastery: 4. You gain Cleave attacks when you score a critical hit in addition to when you drop an opponent. You can use this Cleave attack against any foe in range (not just the one you critically hit). If you score a critical hit and drop a foe, however, you gain only one Cleave attack.
Expanded Mastery: 5. Each time you make a Cleave attack, you can move 5 feet as a free action. You cannot move more than your normal speed in this manner. This movement does not provoke attacks of opportunity, as the flying bodies and gore you leave in your wake prove too distracting.
Expanded Mastery: 6. You thrive on the destruction you wreak, and your blood thirst reaches a boil as you chop through the enemy ranks. Each time you make a Cleave attack, whether or not it hits, you gain 2 fury tokens. Normally, only characters with levels in the berserker class can spend these tokens; non- Berserkers gain no benefit from these tokens. (See the description of the fury token pool under the berserker’s Class Features in Chapter Four.)
Expanded Mastery: 7. You slam into your enemies with enough force to send their corpses hurtling through the air. Whenever you gain a Cleave attack, all opponents adjacent to the enemy you dropped to gain the attack suffer a –1 penalty to defense as the corpse of their fallen ally slams into them. Apply this penalty before resolving your Cleave attack.
Expanded Mastery: 8. Each time you make a
Cleave attack, you gain 1 cleave token that you may spend to gain a +2 bonus to damage on a melee attack. You must spend these tokens before the end of your current action. If you gain them when attacking during someone else’s action, such as due to an attack of opportunity, you must spend them before the end of your attacks. Spend the tokens before resolving your attack; you can put as many of them as you wish into the attack. Should your attack miss, you lose any tokens spent.
Expanded Mastery: 9. You gain a Cleave attack when you score a critical threat (but not necessarily a critical hit) in addition to when you drop an opponent. You may make this Cleave attack against any foe in range (not just the one you critically threatened). If you score a critical threat and drop a foe, you gain only one Cleave attack.
Expanded Mastery: 10. You gain a Cleave token when you inflict more than 15 points of damage with a single attack. You may spend 3 such tokens to gain an immediate Cleave attack. Unspent tokens are lost at the end of your action.

FOE HAMMER [POWER]
In your hands, a bludgeoning weapon is far more than a simple, brutish tool used to pound foes into submission. You know how to deliver attacks that maximize the raw force a bludgeon delivers.
Base Mastery: 1
Prerequisite: You gain the benefits of this feat only when fighting with a weapon that has the cudgel identifying descriptor and that you are proficient with.
Benefit: While you rely on brute force to maximize the sheer power of a cudgel—such as a mace, warhammer, or club—your skill allows you to deliver that force with surprising precision. You may slam a foe in the gut or crack his skull to impair his fighting ability.
You may use a standard action to make a single attack with a cudgel at your best base attack bonus. If you hit and inflict damage, your foe must succeed at a Fortitude save (DC 10 + half damage inflicted) or suffer a –2 injury penalty to attacks for a number of rounds equal to your Strength bonus. This ability does not affect creatures immune to pain.
Expanded Mastery: 2. You land a crushing blow to your foe’s legs or knees, immobilizing him for a brief moment. As a standard action, you may make a single attack with a cudgel at your best base attack bonus. If you hit and inflict damage, your opponent must succeed at a Fortitude save (DC 10 + half damage inflicted) or move at half speed for a number of rounds equal to your Strength bonus. This ability does not affect creatures immune to critical hits.
Expanded Mastery: 4. Your leaden mace or steel war-hammer slams through your foe’s shield, splintering bones despite the protection. If you miss your opponent but would have hit him if he did not carry a shield, you inflict half your normal damage with the attack (determine damage as normal, then divide by two). You cannot combine this ability with the others granted by this feat.
Expanded Mastery: 6. You hammer your opponent in the gut, leaving him wracked with terrible pain. When you score a critical hit with a cudgel, you may choose to give up your normal vitality point damage to cause him instead to be sickened for a number of rounds equal to your Strength bonus. This ability does not affect creatures immune to critical hits.
Expanded Mastery: 7. You may use any of the special attacks granted as part of this feat once per round with a single attack you make as part of a full attack action.

HAFTED WEAPON MASTERY [POWER]
In your capable hands, a spear or polearm becomes the instrument of a maestro of battle. You use your weapon’s long haft to deflect attacks, reach out and strike an opponent before he can close with you, or defend yourself against a foe who steps within your reach.
Base Mastery: 1
Prerequisite: Spear or polearm proficiency Benefit: Select a single square adjacent to
the area you normally threaten with your spear or polearm: You now threaten that square. You can pick a square or change your current square to a new target once per round as a free action.
Expanded Mastery: 2. You can use your two- handed spear or polearm as a double weapon. You lose the benefits and drawbacks of the weapon’s reach, and the spear or polearm’s second head inflicts damage as a club of the same size. You gain the benefits of the Two-Weapon Fighting feat’s base benefit with your weapon when you use it this way. You can spend feat selections to gain Two-Weapon Fighting’s expanded mastery abilities for this use of your spear or polearm. You can change to wield your spear or polearm as a double weapon or go back to using it normally as a free action once per round.
Expanded Mastery: 3. If you wear light or no armor, you can vault forward using your spear or polearm, gaining a +4 bonus to Jump checks on stable ground.
In addition, as a standard action you can make a single unarmed strike that does not provoke an opportunity. To do so, plant your spear in the ground and vault forward to deliver a driving kick. There must be one square (and only one square) between you and your target; when you end this attack, you land in that empty square. You inflict damage equal to twice your unarmed damage, with double all the normal bonuses you gain to unarmed attacks.
Expanded Mastery: 4. You can extend your
spear’s reach by making a powerful, lunging attack at your opponent. When you use a full attack action with a spear or polearm, you gain a +1 square (5-foot) bonus to your reach. If your spear or polearm has the reach descriptor, apply this bonus after doubling your normal reach, not before. You keep this extra reach until the end of your current turn.
Expanded Mastery: 5. While using your spear or polearm to attack a non-adjacent opponent, you no longer suffer a -4 penalty if the opponent is in melee. Additionally, you may ignore any cover provided to an opponent by an ally.
Expanded Mastery: 6. With a punishing flurry of jabs, you attempt to force a foe backward. If you hit him with more than one attack during your action, you can force him to make a Fortitude save (DC 10 + half your level + your Strength modifier). If this save fails, he moves one square away from you. You choose the square your opponent enters; however, he never enters a space that would inflict damage to him due to obvious environmental effects, such as a raging fire or a deep pit. The chosen square must land your foe farther away from you than he was when he started

IMPROVED BULL RUSH [POWER]
You are adept at using your bulk and strength to drive an opponent backward.
Base Mastery: 1
Benefit: When you perform a bull rush, you do not provoke an attack of opportunity from the defender. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Expanded Mastery: 3. When you make a bull rush attack, you can choose to accept a –2 penalty to checks made to bull rush a foe —in most cases, this merely negates the bonus provided by this feat’s base benefit. In return, the target of your bull rush falls prone after you successfully move him.

Expanded Mastery: 5. When you attempt a bull rush, you can make a single attack at your best base attack bonus in addition to the normal benefits of a bull rush and this feat. In addition, you receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by the base mastery of this feat.
Expanded Mastery: 7. You slam into your opponent with such tremendous force that, regardless of the result of the bull rush, he must succeed at a Fortitude save (DC 10 + half your level + your Strength modifier) or drop whatever he is holding in the square he occupied before you made your rush. If the target holds a two- handed weapon or an item in both hands, he gains a +4 bonus to this save. Items he has strapped or secured to his arm, such as a shield, go unaffected by this ability.

IMPROVED CRITICAL [FINESSE, POWER, PROJECTILE]
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.

MPROVED OVERRUN [POWER]
You smash through the enemy’s ranks, knocking aside your foes.
Base Mastery: 3
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Expanded Mastery: 5. When you knock someone prone as part of an overrun, you gain an immediate attack of opportunity against him. As you charge forward, you use your weapon to batter aside your enemies.
Expanded Mastery: 7. You crush your enemies beneath your feat, stomping on them as you move past. If you knock an opponent prone as part of an overrun, you automatically inflict damage upon him based on your size. You gain your Strength modifier to the listed damage.
Size Damage
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 3d6

IMPROVED SUNDER [POWER]
While others aim for the enemy, you have learned that destroying a foe’s weapons leaves him at your mercy. You excel at finding weak spots in a blade and exploiting them for your benefit.
Base Mastery: 2
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object that another character holds or carries.
Expanded Mastery: 3. Your attempts to sunder a weapon strike with superior accuracy, as you can judge how your opponent attempts to defend against this attack. You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by the base mastery of this feat.
Expanded Mastery: 4. When attempting to sunder an item, you can cleave through large objects with relative ease due to your expertise in spotting manufacturing flaws. Your opponent does not receive their size bonus (if any) when calculating their Combat Maneuver Defense.
Expanded Mastery: 5. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Expanded Mastery: 9. You gain double your Strength bonus to damage when using a one- handed weapon and triple your bonus when using a two-handed one. You cannot use this ability with Tactics of the Mind, Weapon Finesse, or other feats or abilities that allow you to use key abilities other than Strength in melee attacks.
IMPROVED TRIP [FINESSE, POWER]
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 [FINESSE OR POWER]
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).

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.

SUDDEN STRIKE [FINESSE, POWER, PROJECTILE]
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.

TRIDENT MASTERY [POWER]
You are a master of the trident, an unusual weapon normally utilized by warriors who hail from coastal areas. In your hands, this three- pronged weapon achieves its true potential.
Base Mastery: 1
Prerequisite: You must be proficient with the trident.
Benefit: When you fight with a trident, you can catch an opponent on the vicious barbed tines. As a full attack action, make an attack at your best base attack bonus. If you hit, you may attempt to catch your foe on your weapon. The barbs dig into his flesh, holding him fast. On the start of your foe’s next turn, he must make a Strength check opposed by your Strength check as a move action. If you and your opponent are different sizes, the larger character gains a +4 bonus to this check for each size category difference.
If your foe succeeds, he may act as normal but suffers 1d4 points of damage as the trident tears loose. Should he fail, he may not move from his current space—you hold him in place with your trident. To keep him pinned, you must remain in place and hold onto your trident without using it to attack. If you drop the trident or take any action that prevents you from holding it fast, your foe breaks free. You may twist the trident in place, inflicting 1d4 points of damage as a standard action.
If you continue to hold him in place each round, he may attempt another opposed Strength check as a move action to break free.
An opponent held immobile on your trident suffers a –2 penalty to attacks, defense, and Reflex saves.
Expanded Mastery: 2. If you fight with a
trident in one hand and a net in the other, ignore the penalties for fighting with two weapons and gain a +2 bonus on your attack when you throw the net at an opponent held immobile on your tri- dent. When you use your net against such a target, you provoke no attack of opportunity from him.
Expanded Mastery: 3. An opponent held immobile on your trident now suffers a –4 penalty to attacks, defense, and Reflex saves. As a standard action, you can make an opposed Strength check to deny him his active bonus to defense. If you and your victim differ in size, the larger character gains a +4 bonus for each size category difference.
Expanded Mastery: 4. You have learned to disarm your opponents with a well-timed twist of the trident. If you ready an action to disarm an opponent when he attacks you, you immediately attempt your disarm attack before he completes his own strike. You gain a +4 bonus to the opposed attack roll and provoke no attack of opportunity. You still suffer a chance that your opponent might disarm you on a failed check.
Expanded Mastery: 6. When you make an opposed Strength check against a foe caught on your trident, you count as one category larger than your actual size.
Expanded Mastery: 7. When you set your trident against an opponent’s charge, you twist it as he slams into you. With just the right amount of force, you can send him toppling to the ground as the trident digs into him, catches his flesh on its wicked barbs, and twists him over. When you set your trident against a charge, make an opposed Strength check to trip your foe if you hit and inflict damage. Resolve this as a standard trip attempt, but you provoke no attack of opportunity.
A tripped opponent falls immediately and loses the attack he normally would gain as part of a charge.
Expanded Mastery: 8. You can now catch and hold an opponent in place as part of an attack made with a standard action or full attack action. Once you decide to catch a foe on your trident’s barbs, you must stop using the trident to attack.

TWO-WEAPON FIGHTING [FINESSE, POWER]
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 off-
hand 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 off-hand 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 off- hand 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 [FINESSE, POWER]
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).

VORPAL HURRICANE [POWER]
You swing your mighty weapon in a deadly pattern, surrounding yourself with flashing steel. Anyone who draws close to you shall feel the bitter sting of your weapon.
Base Mastery: 3
Prerequisite: Power weapons only
Benefit: As a full-round action, you whirl your
lasts until the beginning of your next turn. If an opponent begins or ends his action in an area you threaten or in a square adjacent to you, you gain an immediate attack against him at your highest base attack bonus. You may attack a given opponent in this manner only once per round. Resolve these attacks at the beginning or end of your foe’s action, as appropriate.
Note that if you do not threaten a foe, you can still attack him with this feat if he is adjacent to you, but you do not gain the normal benefits for flanking an opponent if they would apply. You do gain these benefits if you threaten your enemy as normal.
Expanded Mastery: 6. You may now activate this ability as a standard action.
Expanded Mastery: 9. You may now activate this ability as a free 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.

Feats

Power Mastery

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