As an experienced Caster you can, Do things that other Mages could never try.
Base Mastery: 1
Benefit: May use Intelligence instead of Constitution for Concentration.
Expanded Mastery: 2 Reduce Armor Check penalties affect on Mana by Half rounded up.
Expanded Mastery: 3 May Choose to use Spell Base attack for Melee Attack as well.
Expanded Mastery: 4
For Archaists, this mastery Progresses as if it was Ritual Spell casting from this point forward.
For Melee Warmage class (Paladin and Death Knight) they gain:
Mana Pool: You have through determination and will, have learned to harness Mana much like an Anarchist.
For an Melee Warmage the Starting Mana is important it is determined as int modifier + level.
The maximum Mana anyone can have is (int+level)x2.
This is important for both characters using a trait to cast spells, and when giving tokens to an Melee Warmage since tokens gained this way instantly become Mana.
Only Story Tokens remain unconverted, Also a Story token converts differently than other Tokens. One Story Token can refill Starting Mana to full, a second Story Token can Be Used to fill the Melee Warmage to full.
Spell Focus: In addition to you Starting Mana Pool the Melee Warmage can try and regenerate additional mana. To do so, you make a Concentration check as a free, move, standard, or full-round action. Your check gains modifiers based on how long you spend on it.
Action Spent Concentration Modifier
Full Round +5
You gain a Mana based on the result of your Concentration check, as shown on the table below.
Concentration Check Mana Gained
Less Than 12 0
Melee Warmage Mana: You can convert any Tokens directly into Mana at a one for one ratio.
Expanded Mastery: 7 Mana is not affected by Armor
Expanded Mastery: 10 You may cast all combat spells though equipped weapons.
You are an expert at analyzing your opponents, discerning their plans, and formulating the most effective means to defeat them.
Base Mastery: 1
Prerequisite: This feat relies on the Sense Motive skill. You do not need ranks in Sense Motive to use Analyze Opponent, but it is far more effective with them.
Benefit: You gain access to a pool of tactical tokens as described in the sidebar below. When you use the combat sense application of Sense Motive, you can spend tactical tokens to increase the bonus you receive. You must choose to spend these tokens before you make your Sense Motive check. If you win the opposed check, you gain an additional +1 bonus to your attack rolls and Defense against that target for each token you spent. You can spend a maximum number of tokens on this ability equal to your Intelligence or Wisdom bonus, whichever is higher.
TACTICAL TOKEN POOL
Granted by: Analyze Opponents base mastery; Combat Instincts expanded mastery abilities (2, 4, 9); Tactics of the Mind feat expanded mastery abilities (2, 3, 4, 6, 9); Warleader feat base mastery
Mechanic: You gain a tactical token pool. Each round, you may make an Intelligence or Wisdom check (your choice) as a standard action. On a result of 9 or less, you gain 0 tokens; a result of 10 to 19 grants you 1 token; and 20 or higher yields 2 tokens. You can accumulate a maximum number of tactical tokens equal to 10 + your level. These tokens reflect the advantage you gain by consciously or unconsciously scanning the battlefield and watching your enemies as you formulate a viable plan of attack. You lose your accumulated tactical tokens at the end of the encounter.
If you gain access to tactical tokens through two or more sources such as different feats (but not different mastery levels of the same feat), or the Hunter class, you gain a +5 bonus on each check made to gather tokens.
Expanded Mastery: 2. Whenever you make a Sense Motive check, you can spend tactical tokens on your check. Each token spent grants a +3 bonus to your Sense Motive check. You can spend tactical tokens on this ability at the same time as you spend them to activate other Analyze Opponent feat masteries. For instance, if you had this feat and the base mastery, you could spend 2 tactical tokens to have your combat sense check grant you a +3 bonus to attack rolls and Defense, and then 1 or more tokens to grant you a bonus on your Sense Motive (combat sense) check.
Expanded Mastery: 3. When an opponent readies an action, you can spend 1 tactical token on your turn in order to sense what they are planning. The target of this ability must be within 30 feet and within your line of sight. Make a Sense Motive check as a free action, opposed by the target’s base attack check or Bluff check (target’s choice). If you succeed, you learn the conditions of the target’s readied action i.e., both what he will do and what will trigger his action.
Expanded Mastery: 4. When you use the combat sense application of Sense Motive, you
can spend tactical tokens to increase the number of targets of your ability. You must specify how many tokens you are spending before you make your Sense Motive check, and all targets must be within 30 feet of you. You can choose one additional target for every tactical token you spend. You make only one Sense Motive (combat sense) check against all affected targets, but each target makes a separate base attack check to oppose you.
Expanded Mastery: 5. When an opponent flanks you, you can spend 1 tactical token as a reaction. Make a Sense Motive check opposed by your opponent’s Bluff or base attack check (target’s choice). If you win, that opponent loses the benefits of flanking you (such as +2 to attack rolls and the ability to deal sneak attack damage) until the end of your next action. Other opponents who flank you are not affected, even if they gain their flanking benefits as a result of your target’s position. However, you can make separate attempts to negate each flanking opponent’s benefits if you wish, provided you have the tactical tokens to do so.
You can only use this ability once per target per round. If your check fails, you cannot try again until the beginning of your target’s next turn.
Expanded Mastery: 6. You skill in discerning the intent of others allows you to thwart their plans. Whenever an opponent spends tokens of any kind, you can spend 2 tactical tokens as a reaction to stop them. Make a Sense Motive check opposed by your target’s Bluff or base attack check (target’s choice). If you succeed, your opponent loses the tokens she spent, but her ability does not activate. The opponent is not considered to have used any actions, however, and can now choose a new course of action. If she has enough tokens, she can make another attempt to use the same ability you just prevented.
You cannot use this feat as a reaction to someone else using this ability on you. For instance, if an enemy executioner who also has this feat attempts to spend a 2 execution tokens to use create distraction and you spend 2 tactical okens to stop him, he could not then use this feat to prevent your attempt to stop him.
Expanded Mastery: 7. By spending 2 tactical tokens, you can attempt to deny an opponent her active bonus to Defense. You can only choose a target against whom you have made a successful use of combat sense during this encounter, and who is within 30 feet of you and in line of sight. After spending the tokens, make a Sense Motive check as a free action, opposed by the target’s Bluff or base attack check (target’s choice). If you win the opposed check, the target is denied her active bonus to Defense against you until the end of her next turn.
*Expanded Mastery: 8. You can use an Intelligence or Wisdom check to gain tactical tokens as a free action rather than a move or standard action, as appropriate.
Through a combination of your keen senses and awareness of your tactical environment, you can strike enemies hidden in thick fog or other obscuring conditions with greater accuracy than most.
Base Mastery: 1
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll once to see whether you actually hit.
In addition, an invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your active bonus to defense, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three- quarters normal, instead of one-half.
Normal: Invisible attackers incur their regular attack roll modifiers when trying to hit you in melee, and you lose your active bonus to defense. The speed reduction for darkness and poor visibility also applies.
Expanded Mastery: 3. You gain the benefits of this feat on ranged attacks made against opponents within 30 feet of you. This includes benefits you gain from expanded mastery abilities.
Expanded Mastery: 4. You can use Listen as a free action each round to locate an invisible opponent. In addition, you automatically locate an invisible person within 5 feet of you. Finally, you may reroll any Spot checks made to notice an opponent, but you must choose to reroll before you learn whether your check succeeded.
Expanded Mastery: 6. Your senses are so keen that you ignore any concealment of 20 percent or less. Concealment with a higher miss chance functions without change.
Expanded Mastery: 8. If you spend a full- round action doing nothing but watching an area and listening for signs of an opponent or a hidden object, you may take 20 on both a Listen and Spot check. You gain the benefits of these checks immediately.
Expanded Mastery: 10. Your senses of position and tactical movement are so precise that you can doggedly follow an opponent. Once you hit an enemy who gains concealment, he loses all concealment miss chance against your melee attacks. You anticipate your foe’s every move and relentlessly attack him, even if the concealment blocks line of sight. However, you gain no special knowledge of the terrain. For example, if a foe with concealment moves behind a wall that you cannot see, you may waste arrows trying to shoot him through the full cover.
Brute strength or speed might be the hallmarks of other fighters, but you prefer to rely on your uncanny perception and intuition to guide your blows. You instinctively find weaknesses in an enemy’s combat skills and move to exploit them.
Base Mastery: 1
Benefit: You may use Wisdom to determine attack bonuses with ranged weapons (i.e., instead of Dexterity) and to determine attack bonuses with melee weapons (instead of Strength). You apply your intuition and a keen awareness of your opponents, rather than raw physical talent, to land telling blows.
Expanded Mastery: 2. You gain access to a pool of tactical tokens as described in the sidebar on page 6. Your instinctive ability to guess what your foes will do makes it easier for you to find openings to attack them. Whenever an opponent enters a square you threaten but would not normally provoke an attack of opportunity (either because they have not moved far enough, or because they use Tumble), you may spend 2 tokens in order to attempt an attack of opportunity. Make a base attack check opposed by your target’s base attack check. If you win, you may make an attack of opportunity.
You can use this ability only if you have an attack of opportunity available to you. You can use this ability once per square you threaten that your target enters, provided you have sufficient tokens and attacks of opportunity and that you can make multiple attacks of opportunity on one target.
Expanded Mastery: 3. Your instincts often give you an edge when combat begins. You may add your Wisdom bonus to your initiative checks. All other modifiers, such as Dexterity or the Improved Initiative feat, still apply.
Expanded Mastery: 4. You gain access to a pool of tactical tokens as described in the sidebar on page 6. Your instinctive ability to guess what your foes will do makes it easier for you to discern their attempts to outwit you. When an opponent tries to deny you your active bonus to Defense, you can spend tokens on the opposed check to prevent them from succeeding. Each token you spend gives you a +2 bonus on your check.
Expanded Mastery: 5. Your instinctive understanding of the flow of combat allows you to better defend yourself. You gain your Wisdom bonus as an active bonus to Defense. This applies in addition to your Dexterity bonus and your other active bonuses to Defense.
Expanded Mastery: 7. You may now use your instincts and physical skills in equal measure when fighting. Apply both your Wisdom modifier and either your Strength or Dexterity modifier, respectively, to melee and ranged attack rolls.
Expanded Mastery: 8. You instinctively strike at points your foe cannot defend. You may apply your Wisdom modifier as a bonus to damage with all melee and ranged attacks. You gain the bonus to ranged attacks even if your weapon does not normally grant a Strength bonus to damage.
Expanded Mastery: 9. You gain access to a pool of tactical tokens as described in the sidebar on page 6. You can use an Intelligence or Wisdom check to gain the tokens as a free action rather than a move or standard action, as appropriate.
You keep a sharp eye out for the opportunity to skewer an opponent at the first sign of a gap in his defenses. Your feel for the tactical situation and the battlefield allows you to take advantage of an enemy’s mistakes.
Base Mastery: 1
Benefit: You may make a number of additional attacks of opportunity each round equal to your Dexterity bonus or your Intelligence bonus. Choose one of these abilities when you gain this feat; you may not change your selection afterward. You also may make attacks of opportunity while flat footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make any while flat footed.
Expanded Mastery: 2. When you make an attack of opportunity, you can expend more than one attack to gain a +2 bonus to your attack. There is no limit to the number of attacks of opportunity you may expend in this way, though obviously you cannot spend more attacks than you can normally make.
Expanded Mastery: 3. Opponents provoke an attack of opportunity if they attempt to exit a square you threaten, even if their movement does not normally provoke such an attack.
Expanded Mastery: 4. As a move action, you can grant an ally within 30 feet of you one of your extra attacks of opportunity. Your ally must be able to see and hear you as you order to him to attack at the appropriate moment. Your ally retains this additional attack of opportunity until the start of his next action.
Expanded Mastery: 5. Any space you threaten counts as difficult terrain for opponents. They can attempt to move through them as if such spaces were not difficult, but in that case they suffer a –4 penalty to their Tumble checks and you gain a +4 bonus on attacks of opportunity against them.
Expanded Mastery: 6. If you make an attack of opportunity against an opponent and your attack hits, you reduce his speed by 10. You slash at his legs, tripping him up and forcing him to slow down. This penalty lasts until the start of the target’s next action.
Expanded Mastery: 7. When you make an attack of opportunity, you may now use combat maneuvers such as trips or disarms.
Expanded Mastery: 8. When your foe provokes an attack of opportunity from you, you may make an attack of opportunity yourself, using your full spread of attacks (normally con- sidered a full attack action) if you have not yet made your attack of opportunity. You lose all of your attacks of opportunity until the start of your next action.
Expanded Mastery: 9. You may make two attack rolls as part of an attack of opportunity, instead of just one. Both of your attacks are made at a -4 penalty, and each uses one your attacks of opportunity for the round. Precision damage such as sneak attack can be applied to both attacks (if applicable) and critical hits are resolved separately for each attack.
Expanded Mastery: 10. If an opponent provokes an attack of opportunity, he cannot complete his action after you hit him with your attack. The target’s action is not wasted, unless receiving damage somehow disrupts it (such as if he were trying to begin a grapple). He can attempt the action again (if your attack does not waste it) unless his action was an attempt to move. In that case, he spends part of his movement allowance as if he entered the square but does not actually move.
For example, an opponent attempts to leave a square you threaten, provoking an attack of opportunity. Before he leaves the square, you make an attack of opportunity. If you hit, he cannot leave the square, but he still spends the appropriate amount of movement.
If you can attack the same target with more than one attack of opportunity, you may continue to strike him until you run out of attacks of opportunity or until you miss and he completes his action.
TACTICS OF THE MIND
While others rely on brawn and speed to defeat their foes, you know that a clever plan or an intelligent use of power can overcome almost anyone. You use your mind to win battles by picking out weaknesses in an enemy’s defenses or turning his own plans against him
Base Mastery: 1
Benefit: You may use Intelligence instead of your key ability for attack rolls with ranged (Dexterity) and melee weapons (Strength). You apply your tactical mastery and cunning rather than raw physical talent to land telling blows.
Expanded Mastery: 2. You earn a tactical token pool as described in the sidebar on page 6. You can spend tactical tokens with the delay action. When you delay, you can use your action during an opponent’s turn by spending 1 tactical token. Your opponent announces his move, standard, or full-round action, as appropriate. You may then choose to act either before or after he completes that action. He then takes his remaining action, if applicable, as normal. From this point on, you go immediately after him in the initiative order. You can always choose to continue to delay.
Expanded Mastery: 3. You earn a tactical token pool as described in the sidebar on page 6. Your deceptions are so cunning that your enemies fall for them regardless of their level of alertness. As you move, you can spend 1 tactical token as a free action to make the square you are about to enter unthreatened by any foe.
If you move at least 10 feet without provoking attacks of opportunity due to this ability, your foe must make a base attack check opposed by your own. Should you succeed, he loses his active bonus to defense against you. You outmaneuver your enemy, slipping beneath his defenses or making a move just as his attack pulls him off balance.
Expanded Mastery: 4. You earn a tactical token pool as described in the sidebar on page 6. You may spend these tokens to lure your opponents into making poor decisions in battle— either leave yourself open to attack or draw on your opponent’s grasp of the tactical situation to manipulate his actions. As a standard action, you can spend 4 tactical tokens against a single foe to whom you have line of sight. Your opponent must also be able to see you. Your foe attempts a Will save (DC 10 + half your level + your Intelligence modifier). If this save fails, choose one of the following effects:
Your opponent must charge you on hisnext action if there is a clear path to you.
Pick which of your allies the opponent targets with his next attack. Your foe may have to move in order to attack the designated ally. The ally you choose must be either the closest ally or within 30 feet of the opponent.
Your foe suffers a –5 penalty to all Spot and Listen checks against a single ally of your choice.
You can force an enemy to suffer attacks of opportunity, but otherwise you can never compel him to move into damaging or deadly terrain.
Expanded Mastery: 5. Your knowledge of combat conditions and the current tactical situation allow you to better defend yourself. You gain your Intelligence bonus as an active bonus to defense. This applies in addition to your Dexterity and other active bonuses to defense.
Expanded Mastery: 6. You earn a tactical token pool as described in the sidebar on page 6; however, your Intelligence or Wisdom check to gain tactical tokens counts as a move action rather than a standard one.
Expanded Mastery: 7. You may now use your intellect and physical skills in equal measure when fighting. Apply your Intelligence modifier and your Strength or Dexterity modifier, as appropriate, to melee and ranged attack rolls.
Expanded Mastery: 8. Your keen wit allows you to spot the best places to aim an attack, and your sword-strikes invariably land at points your foe cannot defend. You may apply your Intelligence modifier as a bonus to damage with melee and ranged attacks. You gain the bonus to ranged attacks even if your weapon does not normally grant a Strength bonus to damage.
*Expanded Mastery: 9. You earn a tactical token pool as described in the sidebar on page 6; however, your Intelligence check to gain the tokens counts as a free action you may use once per round rather than a move or standard one, as appropriate.
You have an uncanny grasp for coordinating your allies’ efforts in battle. As the enemy surges around you, you bark orders, organize your friends, and forge order from the chaos of war.
Base Mastery: 1
Benefit: You gain access to a pool of tactical tokens (see sidebar, page 6).
You can spend 1 tactical token to grant two allies who flank an opponent a +4 bonus to attacks rather than the normal +2 flanking bonus. The two allies you select must, on their own, form a flank. They also need to be within 30 feet of you, and you must see and speak to them. They do not gain this bonus on flanks that they form with other allies.
Expanded Mastery: 2. You may spend 1 tactical token to grant an ally an immediate extra attack of opportunity against a foe that provoked one from him. Your ally must threaten the target as normal. He gains this attack in addition to any he normally makes. You can use this ability as often as you wish during a round, as long as you have enough tokens, but a given ally can only receive its benefits once per round.
Expanded Mastery: 3. You may make an Intelligence or Wisdom check to earn tactical tokens as a move action rather than as a standard action.
Expanded Mastery: 4. You keep your allies alert and ready to fight. As a free action during a surprise round, you may allow an ally to lose the flat-footed condition by spending 1 tactical token. If you use this ability in a surprise round, your allies do not get to act on the surprise round; they simply lose their flat-footed state. They may make attacks of opportunity, enjoy their active bonuses to defense, and so forth.
Expanded Mastery: 5. As a standard action, you can spend 2 tactical tokens to coordinate your allies’ attacks against a particular opponent. Until the start of your next action, each ally gains a separate +2 bonus to attacks against your chosen foe for each ally that attacked him since you activated this ability. For example, after you use this ability, the next ally to attack your chosen target gains +0, the second one gains +2, the third gains +4, and so forth. This bonus disappears at the start of your next action.
Expanded Mastery: 6. You coordinate your allies’ defenses, allowing them to deflect attacks meant for their comrades or shout warnings that give them time to dodge. Spending 2 tactical tokens as a free action grants each ally within 60 feet of you a separate +1 active bonus to defense for each adjacent ally. This bonus lasts until the start of your next action.
Expanded Mastery: 7. You may make an Intelligence or Wisdom check to earn tactical tokens as a free action rather than as a move or standard action, as appropriate.
Expanded Mastery: 8. You coordinate your allies to strike at a specific point on an opponent. With each hit, you widen or deepen an existing injury. You may spend 2 tactical tokens against a single foe. You and your allies gain a +1d6 bonus to damage against this foe. This benefit lasts until the end of the encounter. You can increase this damage above 1d6 by using this ability multiple times, but the token cost doubles with each use (i.e. 2d6 cost 4 tokens, 3d6 costs 8 tokens, etc.).
*Expanded Mastery: 9. On your action, you may spend 4 tactical tokens as a full-round action to grant a single ally within 60 feet an immediate standard action. You shout instructions and orders or otherwise spur your ally into action.
Expanded Mastery: 10. Under your direction, your allies fight together as a deadly machine. If you spend 4 tactical tokens on this ability at any time during a battle, your allies gain a bonus to attacks equal to the number of active allies taking part in the battle within 60 feet of their locations. The maximum bonus they can gain equals double your Intelligence modifier.
For example, if there are four allies fighting within 60 feet of you (including yourself), and
you have an Intelligence of 15 (+2 bonus), each ally gains a +4 bonus to attacks.
This bonus affects allies within 60 feet of you who can see or hear you. It lasts for a number of rounds equal to your Intelligence bonus.