Kymera
2015-04-13, 09:17 AM
Metamartial Feats
Path of War maneuver counterpart to metamagic and metapsionic feats.
Each feat requires the initiator to expend another readied maneuver in addition to the one they are actually using, in order to modify the used maneuver. The additional expended maneuver does not have any of its usual effects, but is considered expended, requiring it to be refreshed before it can be used again. Most metamartial feats also require an action first be spent charging the feat, before it can be used. Charges for each such feat are tracked separately. Each such feat may have a maximum number of simultaneous charges equal to your highest KIM during an encounter, and may never have more than a single charge at a time outside of combat. Unused charges last a maximum of 1 minute, and all unused charges dissipate at the start of an encounter (but see the Retain Charge feat, below). Charges also dissipate if the martial adept falls unconscious.
Using a metamartial feat is not any type of action of its own, but is a part of whatever action is used to initiate the maneuver being modified. An initiator who knows more than one metamartial feat may apply as many of them to a single maneuver as he is able to pay for, but unless otherwise specified, may only apply each feat once to a maneuver each time it is initiated.
If a class ability or other effect forbids you to initiate certain maneuvers despite them counting as readied (for example, a Mystic's readied maneuvers that have not yet been granted), then those maneuvers are likewise forbidden from being used to power a metamartial feat.
PEACH.
Extend Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 1st
When initiating a maneuver with a finite duration of one round or longer, you may expend an additional maneuver and one charge from this feat to increase the initiated maneuver's duration by one round. If the additional expended maneuver is of higher level than the initiated maneuver, increase the initiated maneuver's duration by an additional round per level of the difference. You may spend either a swift or a move action to gain one charge for this feat.
Heighten Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 5th
When initiating a maneuver, you may expend an additional maneuver of a higher level than the initiated maneuver. The initiated maneuver is treated as though it were a maneuver of the level of the additional expended maneuver.
Twin Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 11th, key initiation ability score 15
When initiating a maneuver at least 2 levels lower than the highest level maneuver you know, you may expend a charge from this feat and an additional maneuver of at least third level, but no lower level than the initiated maneuver. The initiated maneuver takes effect twice simultaneously. Any choices made for the maneuver, such as targeting, are made once, and the same choice applies to both copies of the maneuver. Some maneuvers, including most boosts and counters, have redundant effects when used with this feat, but it does allow two chances to succeed at any required checks, and an enemy trying to remove a resulting effect with a duration would have to remove both copies in order to eliminate the effect. You may spend a move action to gain one charge for this feat.
Echoing Maneuver (needs better name, this one is based on fluff no longer applicable) (Metamartial)
Prerequisites: Ability to initiate maneuvers, Initiator level 7th, key initiation ability score 11
When initiating a maneuver, you may expend another maneuver of equal or higher level and of the same discipline. The initiated maneuver is not considered expended, and thus is still available to be initiated again, but you may not use this feat again with that maneuver until that maneuver has been expended and refreshed, or until a new encounter has started.
possible alternate name: Repeat Maneuver
Quicken Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 9th, key initiation ability score 15
You may use a swift action to initiate a maneuver that usually requires a standard action or less, by expending one charge from this feat and two other maneuvers, one of which must be at least two levels higher and of the same discipline. You may spend a move action to gain one charge for this feat.
Improved Quicken Maneuver
Prerequisites: Quicken Maneuver, ability to initiate maneuvers, initiator level 15th, key initiation ability score 17
You may apply Quicken Maneuver to maneuvers which normally take up to a full-round action or one full round to initiate, and reduce by 1 the minimum maneuver level required for the additional maneuver expended to power Quicken Maneuver.
Opportunity Strike (Metamartial):
Prerequisites: Ability to initiate maneuvers, initiator level 11th, key initiation ability score 13
Once per round, when taking an attack of opportunity, you may initiate a strike of at least one level lower than the highest level maneuver you know, in place of the melee attack granted by the attack of opportunity action, by expending one charge from this feat and another maneuver of equal or higher level to the initiated strike. The initiated strike must be one which normally has an initiation action of one standard action or less. This strike must still target the creature who provoked the attack of opportunity, must still use a melee attack, and any attack made as part of the strike is subject to any modifiers applicable to attacks of opportunity (such as the rogue's Opportunist ability or an opponent's Mobility feat). You may spend a swift or a move action to gain up to two charges for this feat.
Critical Strike (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 9th, key initiation ability score 11
When initiating a strike, you may expend one charge from this feat and two additional maneuvers to have any one attack roll (chosen before the attack is rolled) made as a part of that strike count any hit as a critical threat. If you expend four additional maneuvers instead of two, you may apply the effect to all attack rolls made as part of that strike, instead of just to one. You may spend a swift or a move action to gain one charge for this feat.
Reach Strike (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 3rd, knowledge of 3 supernatural strikes that can be used with ranged attacks
When initiating a strike that normally requires a melee attack, you may expend an additional maneuver at least one level higher than the initiated strike. The strike becomes supernatural if it wasn't already, and may be used with ranged attacks within the first range increment.
Retain Metamartial Charge
Prerequisites: Ability to initiate maneuvers, any 2 Metamartial feats
Charges for your metamartial feats no longer last for a maximum of 1 minute, and no longer dissipate at the start of an encounter; they now last until used or until you fall unconscious (including sleeping for the night). You can still never have more than 1 charge outside of an encounter, so any charges in excess of that limit still dissipate at the end of an encounter.
Improved Metamartial Charging
Prerequisites: Ability to initiate maneuvers, any 1 Metamartial feat
Whenever you would gain a charge to a Metapsionic feat during an encounter, you may gain one additional charge. This feat can provide at most a single charge per action you spend, even if another ability would allow you to gain multiple charges at once or to charge multiple feats with a single action, and cannot be used if you did not spend an action to gain the triggering charge.
Path of War maneuver counterpart to metamagic and metapsionic feats.
Each feat requires the initiator to expend another readied maneuver in addition to the one they are actually using, in order to modify the used maneuver. The additional expended maneuver does not have any of its usual effects, but is considered expended, requiring it to be refreshed before it can be used again. Most metamartial feats also require an action first be spent charging the feat, before it can be used. Charges for each such feat are tracked separately. Each such feat may have a maximum number of simultaneous charges equal to your highest KIM during an encounter, and may never have more than a single charge at a time outside of combat. Unused charges last a maximum of 1 minute, and all unused charges dissipate at the start of an encounter (but see the Retain Charge feat, below). Charges also dissipate if the martial adept falls unconscious.
Using a metamartial feat is not any type of action of its own, but is a part of whatever action is used to initiate the maneuver being modified. An initiator who knows more than one metamartial feat may apply as many of them to a single maneuver as he is able to pay for, but unless otherwise specified, may only apply each feat once to a maneuver each time it is initiated.
If a class ability or other effect forbids you to initiate certain maneuvers despite them counting as readied (for example, a Mystic's readied maneuvers that have not yet been granted), then those maneuvers are likewise forbidden from being used to power a metamartial feat.
PEACH.
Extend Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 1st
When initiating a maneuver with a finite duration of one round or longer, you may expend an additional maneuver and one charge from this feat to increase the initiated maneuver's duration by one round. If the additional expended maneuver is of higher level than the initiated maneuver, increase the initiated maneuver's duration by an additional round per level of the difference. You may spend either a swift or a move action to gain one charge for this feat.
Heighten Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 5th
When initiating a maneuver, you may expend an additional maneuver of a higher level than the initiated maneuver. The initiated maneuver is treated as though it were a maneuver of the level of the additional expended maneuver.
Twin Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 11th, key initiation ability score 15
When initiating a maneuver at least 2 levels lower than the highest level maneuver you know, you may expend a charge from this feat and an additional maneuver of at least third level, but no lower level than the initiated maneuver. The initiated maneuver takes effect twice simultaneously. Any choices made for the maneuver, such as targeting, are made once, and the same choice applies to both copies of the maneuver. Some maneuvers, including most boosts and counters, have redundant effects when used with this feat, but it does allow two chances to succeed at any required checks, and an enemy trying to remove a resulting effect with a duration would have to remove both copies in order to eliminate the effect. You may spend a move action to gain one charge for this feat.
Echoing Maneuver (needs better name, this one is based on fluff no longer applicable) (Metamartial)
Prerequisites: Ability to initiate maneuvers, Initiator level 7th, key initiation ability score 11
When initiating a maneuver, you may expend another maneuver of equal or higher level and of the same discipline. The initiated maneuver is not considered expended, and thus is still available to be initiated again, but you may not use this feat again with that maneuver until that maneuver has been expended and refreshed, or until a new encounter has started.
possible alternate name: Repeat Maneuver
Quicken Maneuver (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 9th, key initiation ability score 15
You may use a swift action to initiate a maneuver that usually requires a standard action or less, by expending one charge from this feat and two other maneuvers, one of which must be at least two levels higher and of the same discipline. You may spend a move action to gain one charge for this feat.
Improved Quicken Maneuver
Prerequisites: Quicken Maneuver, ability to initiate maneuvers, initiator level 15th, key initiation ability score 17
You may apply Quicken Maneuver to maneuvers which normally take up to a full-round action or one full round to initiate, and reduce by 1 the minimum maneuver level required for the additional maneuver expended to power Quicken Maneuver.
Opportunity Strike (Metamartial):
Prerequisites: Ability to initiate maneuvers, initiator level 11th, key initiation ability score 13
Once per round, when taking an attack of opportunity, you may initiate a strike of at least one level lower than the highest level maneuver you know, in place of the melee attack granted by the attack of opportunity action, by expending one charge from this feat and another maneuver of equal or higher level to the initiated strike. The initiated strike must be one which normally has an initiation action of one standard action or less. This strike must still target the creature who provoked the attack of opportunity, must still use a melee attack, and any attack made as part of the strike is subject to any modifiers applicable to attacks of opportunity (such as the rogue's Opportunist ability or an opponent's Mobility feat). You may spend a swift or a move action to gain up to two charges for this feat.
Critical Strike (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 9th, key initiation ability score 11
When initiating a strike, you may expend one charge from this feat and two additional maneuvers to have any one attack roll (chosen before the attack is rolled) made as a part of that strike count any hit as a critical threat. If you expend four additional maneuvers instead of two, you may apply the effect to all attack rolls made as part of that strike, instead of just to one. You may spend a swift or a move action to gain one charge for this feat.
Reach Strike (Metamartial)
Prerequisites: Ability to initiate maneuvers, initiator level 3rd, knowledge of 3 supernatural strikes that can be used with ranged attacks
When initiating a strike that normally requires a melee attack, you may expend an additional maneuver at least one level higher than the initiated strike. The strike becomes supernatural if it wasn't already, and may be used with ranged attacks within the first range increment.
Retain Metamartial Charge
Prerequisites: Ability to initiate maneuvers, any 2 Metamartial feats
Charges for your metamartial feats no longer last for a maximum of 1 minute, and no longer dissipate at the start of an encounter; they now last until used or until you fall unconscious (including sleeping for the night). You can still never have more than 1 charge outside of an encounter, so any charges in excess of that limit still dissipate at the end of an encounter.
Improved Metamartial Charging
Prerequisites: Ability to initiate maneuvers, any 1 Metamartial feat
Whenever you would gain a charge to a Metapsionic feat during an encounter, you may gain one additional charge. This feat can provide at most a single charge per action you spend, even if another ability would allow you to gain multiple charges at once or to charge multiple feats with a single action, and cannot be used if you did not spend an action to gain the triggering charge.