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OF

E x pa n d e d

By Chr is Ben net t a nd Jade R ipley

Path of War
Expanded
Lead Designers: Chris Bennett
Additional Design: Jade Ripley, Sabrina Bennett, Anthony S. Altovilla, Andreas Rnnqvist, Luke Williams
Editing: Forrest Heck
Interior Design: Erik Nowak
Interior Layout: Levi Jones, Jeremy Smith
Interior Artwork: Eric Lofgren, Joe Shawcross, J.D. Dianderas, Gordon Napier,
Shaman Stockart, Toby Gregory, Jesse-lee Lang, Joe Shawcross, Matt Morrow, Peter Temesi, Storn Cook
Publisher: Jeremy Smith
Special thanks to the legions of fans who helped playtest the material in this book and offered new and
innovative ideas to include.
Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game
License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names
(characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements
that have previously been designated as Open Game Content or are in the public domain are not included in this
declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game
product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
Path of War is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
Some artwork copyright Ben Hossi, used with permission.
Some artwork copyright Shaman Stockart, used with permission.
Some artwork 2013 Eric Lofgren, used with permission. All rights reserved.
2016 Dreamscarred Press

Path of War Expanded


Contents
FOREWORD 3 CHAPTER 4:
INTRODUCTION 4 FEATS AND TRAITS
FORBIDDEN ARTS
BOOKS NEEDED
USING THIS BOOK

CHAPTER 1: CLASSES

4
4
4

CHAPTER 5:
SYSTEMS AND USE EXPANDED 82

HARBINGER 5
MYSTIC 9
ZEALOT 15

CHAPTER 2:
ARCHETYPES 21

HARBINGER 21
MYSTIC 24
STALKER 28
WARDER 30
WARLORD 32
ZEALOT 33
AEGIS 35
BARBARIAN 35
BARD 36
DREAD 38
FIGHTER 39
MARKSMAN 42
MONK 43
PALADIN 44
RANGER 47
ROGUE 49
CLASS TEMPLATES
51
WHAT IS A CLASS TEMPLATE?
51
BUSHI 51
HUSSAR 52
PRIVATEER 56
WARPATH FOLLOWER
57

CHAPTER 3:
PRESTIGE CLASSES

60

ANIMUS ADEPT
60
BASIC GLYPHS
61
ADVANCED GLYPHS
62
MASTER GLYPHS
62
LANDSKNECHT 62
PHOENIX CHAMPION
64

67

TRAITS 67
FEATS 67
STYLE FEATS
76

FAVORED CLASS BONUSES


82
DISCIPLINE EXCHANGES AND YOU 84
MANEUVERS AND MOUNTED COMBAT 85
OLD DOGS AND NEW TRICKS
85
PREVIOUSLY RELEASED PRESTIGE CLASSES 88

CHAPTER 6:
MANEUVERS AND STANCES
EXPANDED 89
DISCIPLINE DESCRIPTIONS
MANEUVERS AND STANCES
MANEUVER DESCRIPTIONS

89
92
102

CHAPTER 7: MARTIAL
TRADITIONS 163

ACOLYTES OF THE ARROW


164
THE CAGEBREAKER BROTHERHOOD 165
CIRQUE DE LA FUME
166
CRASHING TEMPEST ACADEMY
167
DESCENDANTS OF THE GOLDEN
COUNCIL 168
THE LENS MAKER SOCIETY
168
LORDS OF THE WHEEL
169
LOYAL ORDER OF THE BRANDED
WAERLOCH 171
ORDRE DES REPAS EXOTIQUES
171
THE QUILLS
172
REVERENTS OF THE LANCE
174
SERVANTS OF THE SECRET HYMN
175
STAINED GLASS CHAMPIONS
177
THE SULTANATE OF BEGGARS
178

Path of War Expanded


Foreword
Welcome to Path of War: Expanded! This is our second
outing in the field of martial maneuvers and the disciples
that use them, and were so very glad you can join us on
this endeavor. Its been a crazy time organizing all of this
with the writers on this team and with the playtesting
audience but its been a fantastic time too. Its been a
great pleasure working with all of you over this time, and
a great amount of this could not have been accomplished
without the assistance of those of you who are reading
this book right now. Its with our sincerest thanks that
we bring this to you and hope that within these pages
you find a wealth of options for all of your martial needs
in your Pathfinder games.
Id also like to thank of course my fellow writers
on this team who Ive come to look at as brothers-inarms over this time. Jade has been the whip-wielding
taskmaster that has kept all of us in line and been an
awesome friend and colleague. Anthony, to whom we
owe a ton of thanks to on his first of hopefully many
outings into Dreamscarred Press lineup. The majority of
the archetypes, feats, and the class templates are owed
to your great work (on top of everything else!), thank
you! And Luke, whose contributions to both crunch and
grammar as well as mechanical work helped make this a
well-oiled machine, well done and thanks! And big thank
yous to the loved ones in our lives that put up with us
being writers, we dont deserve it but we appreciate you!
We have much more to come in the future of course,
on both the Path of War line and other lines within
Dreamscarred Press. The Path of War will continue
onward and we look ever forward to traveling it with
you. Thank you!
Chris ErrantX Bennett
Line Developer Path of War
Dreamscarred Press

When I was first invited to write for Path of War:


Expanded, I received an email from Jade that I would like
to paraphrase (as I have since lost the original email): I
hate everything you submitted, fix it so we can publish it.
That was my introduction to writing for Dreamscarred
Press, and Ive loved every insane, frustrating, wild
moment of it. Ive made some amazing friends from
the time spent on this project and Ive learned so much
about the game that I never knew was out there. This
experience has been life changing for me and I consider
myself extremely lucky to be able to bring my writing to
all of you readers. Thank you all for putting up with me
and I hope you enjoy using this material as much as Ive
enjoyed writing it.
Anthony S. Altovilla
Freelance Writer and Fan of Dreamscarred Press
This books been a weird little dance for me. Its the
book I thought would be done last year, with half the
pages and a totally different set of focuses. Its the book
I thought would be done before I did any other projects,
and its been one helluva ride. Since I started this project
with harbingers original beta, Ive had the chance to
publish several books, moved across the country, and
been hired on as a formal part of Dreamscarred Press,
and thats not even getting into the team drama.
And yknow, I wouldnt have it another way.
Heres hoping you enjoy reading the first addition to
the Path of War gameline as much as we enjoyed writing
it.
Jade Ripley
Game Developer, Dreamscarred Press

Path of War Expanded


Introduction

Welcome to Path of War: Expanded, the second book


in the Path of War series by Dreamscarred Press. The
original Path of War introduced the initiating system
to the Pathfinder Roleplaying Game and brought you
three base classes and eleven new disciplines, alongside
prestige classes, archetypes and new martial traditions
to help populate your world with the most epic martial
artists to ever roll a twenty-sided die. Path of War:
Expanded continues this with even more base classes,
disciplines and archetypes, along with new feats and
yet more martial traditions with which to expand your
game even further.
Path of War: Expanded is the result of over two years of
hard work and playtesting. The book has gone through
some of the most extensive and rigorous playtesting by
both fans and developers, leading to a product full of
unique ideas and new twists on old concepts.

Forbidden Arts, Secret Techniques

We did something a little different with Path of


War: Expanded. The original Path of War had a strong
emphasis on extraordinary abilities and classes; even
the stalker, the most blatantly supernatural of the classes,
had strong themes of ki rather than overt magical might.
The disciplines, too, strongly emphasized extraordinary
abilities, with only a fewBlack Seraph, Silver Crane,
Steel Serpent, and Veiled Moonbeing supernatural in
nature.
In Path of War: Expanded, the emphasis is in the
other direction; all three of the introduced classes
blend magical or psionic potential with swordplay and
use martial skill as an enhancement or mnemonic for
their supernatural prowess. The disciplines presented
herein also continue that theme, focusing on schools
of combat that blend sorcery and swordsmanship and
show how warriors in a magical world (like those that
many campaigns take place in!) may have created and
refined the art of combat. The extraordinary abilities
havent been neglected, mind! Youll find plenty of feats,
archetypes, and even an entire discipline (Tempest Gale)
devoted to nonmagical combat, but here we had the
chance to spread our wings and explore the trope of the
magical warrior in a way not previously expressed in
the system. Heres hoping you enjoy playing it as much
as we enjoyed writing it.

Books Needed

As this book expands upon the maneuver system


introduced in Path of War, that book is required for use
with Path of War: Expanded. In addition, there are many
new options for some of the psionic classes found in
Ultimate Psionics. These books are needed to make the
most of Path of War: Expanded, as well as the Pathfinder
RPG Core Rulebook.

Using This Book

This book is divided into seven chapters. The overview


of each chapter is given below.
Chapter 1 (Classes): In this chapter are three base
classes, the harbinger, the mystic, and the zealot. These
new base classes are based upon the maneuver system
from Path of War.
Chapter 2 (Archetypes): In this chapter are over
twenty new archetypes for Path of War classes, psionic
classes from Ultimate Psionics, as well as new options
for classes from the Pathfinder Roleplaying Game. In
addition, new class templates are provided which offer
archetypes that can be used for multiple classes, such as
the privateer, which can be used with either the stalker
or the warlord classes from Path of War.
Chapter 3 (Prestige Classes): Within the pages of
the prestige classes chapter, you will find are three new
prestige classes: the animus adept, the landsknecht, and
the phoenix champion.
Chapter 4 (Feats and Traits): New feats and traits
are presented in the fourth chapter. These new options
are designed to support martial combat and maneuver
use, as well as new style feats to go with each of the
disciplines in Path of War and Path of War: Expanded.
Whether playing a stalker, warder,or warlord from Path
of War, or one of the new options from this book, new
character options can be found.
Chapter 5 (Systems and Use Expanded): This
chapter covers expanded rules and clarifications for
using Path of War and Path of War: Expanded material,
new abilities and material for Path of War classes, and
additional benefits for archetypes from Path of War.
Chapter 6 (Maneuvers and Stances): This chapter
introduces several new disciplines for the maneuver
system. These include Cursed Razor, Elemental Flux,
Eternal Guardian, Mithral Current, Piercing Thunder,
Riven Hourglass, Shattered Mirror, Sleeping Goddess,
and Tempest Gale. These disciplines expanded upon the
original disciplines presented in Path of War, such as
Black Seraph and Golden Lion.
Chapter 7 (Martial Traditions): The final chapter
includes various organizations that characters can join
to gain both benefits and responsibilities. Each tradition
is tied to a martial discipline, and the tradition serves
well as potential allies, enemies, and campaign hooks.

Path of War Expanded


Chapter 1: Classes

A characters class can tell you a lot about that character.


It provides the majority of abilities that a character
utilizes as well as insight into how they interact with the
world and view the problems they encounter. Initiating
classes focus primarily on their physical ability scores,
like Strength, Dexterity and Constitution, however each
one requires mental fortitude as well in the form of
their Initiation Modifier. As such, these classes require
a balance of both body and mind, for to neglect one is to
fail the other.
Martial disciples are more than mere combatants
though, their dedication to the martial arts brings with it
a unique philosophy and insight into the world. Through
their training as disciples of the path of war, they unlock
abilities that can befuddle enemies, empower allies, and
make friends in the unlikeliest of circumstances.
Each of the martial disciple classes is equivalent
in power to the core classes found in the Pathfinder
Roleplaying Game and the classes found in the Pathfinder
Roleplaying Game Advanced Players Guide. Game
Masters (also called GMs) are encouraged to allow
players to choose freely from these classes and the other
additional rules and options in this book, but each GM
must make a personal decision about what is and isnt
allowed in his campaign, and the relative prevalence
of such character classes in his or her world. Each new
class presents interesting character themes and special
abilities as detailed below. The three new base classes,
in the order they are presented in this chapter, are as
follows.
Harbinger: The harbinger is a mobile combatant that
specializes in inflicting curses and manipulating their
foes on the battlefield through use of maneuvers. They
are specialists in channeling negative emotions as well
as focusing on a singular discipline above and beyond
the norm of other initiators.
Mystic: The mystic is a warrior filled with barely
controlled arcane power. Through the use of unique
glyphs and powerful animus, they channel this potent
arcane energy to aid their allies both on and off the
battlefield.
Zealot: The zealot is a leader and motivator on the
battlefield. By binding their allies into a single collective,
they can share the might of conviction and zeal to lead
their allies to victory and ensure that they do not fall
against even the toughest of foes.

Harbinger

Like rumors of war or plague-ridden winds, harbingers


move through battlefields and leave only ruin and
sorrow in their wake. empowered from within by a
deep connection to sorrow, grief, and wrath, harbingers
channel their negative emotions into a supernatural
fighting style that is strange and terrifying to behold.
Some accept the darker urges within themselves but
leash them, making their wrath serve as a hound might
and others embrace the violence within, becoming
killers without restraint or pity.
Adventures: Harbingers adventure for many and
sundry reasons, ranging from simple greed to revenge to
genuine altruism. Many harbingers learn their trade from
a mentor or master who sometimes imparts a mission or
task to them, or initiates them into an organization that
retains the harbinger as its agent. Harbingers arent any
less likely to take to the adventuring life out of friendship
than anyone else and may be found in the company of
mercenaries theyve grown to love, or at least no longer
feel like they can live without.

Path of War Expanded


Table 1-1: The Harbinger
Level
1

st

Base
Attack
Bonus
+0

Fort
Save

Ref
Save

+2

+0

Will
Save
+2

Maneuvers
Special
Accursed will (attack rolls), dark claim, ill
tidings, maneuvers

Readied

Stances

2nd

+1

+3

+0

+3

Dark focus (1 discipline)

3rd

+2

+3

+1

+3

Grim news 1/encounter

4th

+1

+4

Massacre 1/encounter

+3

+4

th

+3

+4

+1

+4

Elusive shadow

6th

+4

+5

+2

+5

Dark focus (bonus feat)

7th

+5

+5

+2

+5

Sorcerous deception

th

+6/+1

+6

+2

+6

Ill intentions

9th

+6/+1

+6

+3

+6

Grim news (movement mode) 2/encounter

10

10th

+7/+2

+7

+3

+7

Accursed will (damage), dark focus (2


disciplines), massacre 2/encounter

10

11

th

+8/+3

+7

+3

+7

Black omen

11

12th

+9/+4

+8

+4

+8

Bleak prophecy

11

13th

+9/+4

+8

+4

+8

Dark murmur

12

14th

+10/+5

+9

+4

+9

Dark focus (adaptation)

12

15th

+11/+6/+1

+9

+5

+9

Grim news (movement mode) 3/encounter

13

16th

+12/+7/+2

+10

+5

+10

Massacre 3/encounter

13

17th

+12/+7/+2

+10

+5

+10

Rumors of war

14

th

+13/+8/+3

+11

+6

+11

Voices in the dark

14

19th

+14/+9/+4

+11

+6

+11

Whispers of atrocity

15

20th

+15/+10/+5

+12

+6

+12

Dark focus (supremacy)

16

10

18

Characteristics: Regardless of their alignment,


religion, culture of origin, or beliefs, all harbingers
have one thing in common: violence. For some anger
and sorrow are tools they use to do their jobs, an
acknowledgement that all sapients have both good and
evil within. For others violence marks and defines their
lives, with angry scars and psychological wounds. Some
crumble before the anger within, becoming little more
than puppets for their hate, and others refuse to give in
and display a level of self-control that can only be called
saintlike. However, all harbingers live their lives coming
toor failing to come toterms with the darkness
within.
Alignment: Any. Though harbingers are marked by
their darker urges they are not utterly defined by them,
and many brave and noble souls succeed in staring into
the abyss until the abyss averts its gaze. It is true that
many Harbingers skew towards evil and/or chaos, but
nothing stops a harbinger from turning their power to
altruistic ends.
Religion: Harbingers tend to be on one side or the
other of the line between piety and indifference when
it comes to religion. Many harbingers that have been
scarred by violence or evil shy away from faith, unable
to believe that higher powers truly influence their lives.
Others embrace gods of violence, vengeance, tyranny
or destruction out of a feeling of common sympathy

Known

or even obligation. Good-aligned harbingers tend to


worship gods of justice or retribution, taking on the
role of those who dispense justice to the wicked, or to
gravitate towards gods they seek to emulategods of
peace, love, or beauty that remind the harbingers of the
things they choose to defend.
Background: At some point in their lives, all harbingers
encountered the violence within. Some come from
cursed or tainted backgrounds, dragged towards power
by fiendish blood or maledictions laid down upon their
ancestors. Others have inherent but untapped magical
potential that erupts in a moment of wrath or panic, and
many harbingers have started on their path with blood
dripping from their fingers and a look of shocked panic
on their face. Harbingers tend to be from places marked
or scarred by strife, and the majority emerge from lands
wracked by civil war, military conflict, massive social
change, crushing poverty or endemic crime, though this
may be because the circumstances that awaken their
power are so much more common in such places.
It is possible to deliberately train an harbinger, though
magical potential must be present. Such master-student
relationships are less common than wild harbingers
but can often end up with an harbinger that understands
her own power much better. Some teachers use cruel
and sadistic training methods to force their student to
confront the anger inside of them, while others ask that
their pupils meditate on the nature of evil and its role

Path of War Expanded


in the multiverse. Both approaches are effective, and
produce very different students.
Races: Any race capable of feeling anger, sorrow,
or grief can potentially become an harbinger. That
said, some are certainly more common than others.
Savage humanoids such as orcs and gnolls produce a
large number of harbingers; their day-to-day lives are
marked with violence and maliciousness. Humans and
part-humans (but especially tieflings) also make up
a large part of harbinger membership, both because
of the significant role negative emotions play in their
lives and the endemic poverty and crime rates found
in their cities. In contrast, races with gentle day-to-day
lives such as elves or dwarves produce harbingers more
rarely, and even then usually as part of a master-student
relationship.
Other Classes: Harbingers can often have difficulty
around divinely empowered classes such as clerics and
paladins, most often because of the ultimate source of
their power. Paladins in particular tend to disapprove of
harbingers utilizing evil urges, even for good ends, and
the conflicts between the two can run long and deep.
Role: Control. Harbingers command the battlefield
with a combination of superior mobility and debilitating
strikes, determining when and how they want to engage
and targeting weak enemies while shutting stronger ones
out of the battle. Their spread of supernatural maneuvers
gives harbingers access to magical and unusual abilities
that can shift the tide of battle in their favor.

GAME RULE INFORMATION

Abilities: Intelligence is pivotal to harbingers; it


controls the save DCs of their maneuvers and boosts their
accuracy and damage. Constitution helps a harbinger
survive the rigors of battle, while Dexterity and Wisdom
shore up her defenses.
Starting Age: Intuitive.
Starting Wealth: 4d6 10 gp (average 140 gp.) In
addition, each character begins play with an outfit worth
10 gp or less.
Hit Die: d8.

CLASS SKILLS

The harbingers class skills are Acrobatics (Dex),


Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly
(Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana)
(Int), Knowledge (local) (Int), Knowledge (martial) (Int),
Knowledge (nobility) (Int), Knowledge (religion) (Int),
Linguistics (Int), Profession (Wis), Sense Motive (Wis),
Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

All of the following are class features of the harbinger.


Weapon and Armor Proficiencies: A harbinger
is proficient with all simple weapons, martial melee
weapons, light armor, and shields (except tower shields).
Maneuvers: A harbinger begins her career with
knowledge of five martial maneuvers. The disciplines
available to her are Cursed Razor, Riven Hourglass,
Scarlet Throne, Shattered Mirror, and Veiled Moon.
Once the harbinger knows a maneuver, she must
ready it before she can use it (see Maneuvers Readied,
below). A maneuver usable by harbingers is considered

an extraordinary ability unless otherwise noted in it or


its disciplines description. A harbingers maneuvers
are not affected by spell resistance, and she does not
provoke attacks of opportunity when she initiates one.
The harbinger learns additional maneuvers at higher
levels, as indicated on Table 1-1: Harbinger. A harbinger
must meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
harbinger can choose to learn a new maneuver in place
of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the harbinger need not replace the old
maneuver with a maneuver of the same level. She
can swap only a single maneuver at any given level. A
harbingers initiation modifier is Intelligence.
Maneuvers Readied: A harbinger can ready three
of her five maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she
is able to ready more, but must still choose which
maneuvers to ready. A harbinger must always ready
her maximum number of maneuvers readied. She
readies her maneuvers by meditating over the nature
of malevolence, honing her killer instinct, dwelling
upon grief and sorrow, or otherwise communing with
her negative side for ten minutes. The maneuvers she
chooses remain readied until she decides to meditate
again and change them. The harbinger does not need
to sleep or rest for any long period of time in order to
ready her maneuvers; any time she spends ten minutes
in communion with her darker urges, she can change
her readied maneuvers.
A harbinger begins an encounter with all her readied
maneuvers unexpended, regardless of how many times
she might have already used them since she chose them.
When she initiates a maneuver, she expends it for the
current encounter, so each of her readied maneuvers
can be used once per encounter (unless she recovers
them, as described below).
In order for the harbinger to recover maneuvers, she
must tap into her sorcerous malice by activating her
dark claim class feature; the harbinger recovers a single
expended maneuver whenever she Claims a creature,
and she recovers a number of expended maneuvers
equal to her harbinger initiation modifier (minimum
2) whenever a creature she has Claimed is reduced to
0 or less hit points. Alternately, the harbinger may
concentrate on her inner negativity and recover a single
maneuver as a standard action.
Stances Known: A harbinger begins her career with
knowledge of one stance from any discipline open to
harbingers. At 2nd, 5th, 9th, 11th, 15th, and 18th levels,
she can select an additional stance to learn. Unlike
maneuvers, stances are not expended and the harbinger
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.

Path of War Expanded


Unlike with maneuvers, a harbinger cannot learn a new
stance at higher levels in place of one she already knows.
Dark Claim (Su): Starting at 1st level, a harbinger
gains the ability to reach out with her sorcerous malice,
marking foes as her own. As a swift action, the harbinger
may Claim an opponent that she can see (including with
special senses such as blindsense or tremorsense) within
close range (25 feet + 5 feet per 2 harbinger levels) for a
number of rounds equal to 1/2 her class level (minimum
1 round). A harbinger can have a maximum number
of creatures Claimed equal to her harbinger initiation
modifier (minimum 1), and may not Claim a creature she
has already Claimed until or unless the Claim expires.
Claimed creatures using the Withdraw action to leave a
square threatened by the harbinger provoke attacks of
opportunity from her.
In addition, the harbinger automatically knows the
position of creatures she has Claimed. Any opponent the
harbinger cannot see still has total concealment (50%
miss chance) against her, and the harbinger still suffers
the normal miss chance when attacking creatures that
have concealment. The harbinger is still denied her
Dexterity bonus to her AC against attacks from Claimed
creatures she cannot see.
Accursed Will (Ex): A harbinger is not an entirely
physical being; the darkness within her supplements her
body, impelling her to acts of stunning violence. Starting
at 1st level, the harbinger gains an insight bonus on
attack rolls equal to 1/2 her harbinger initiation modifier
(minimum +1). At 10th level, she gains an insight bonus
on damage rolls equal to her harbinger initiation
modifier.
Ill Tidings (Ex): Like unwanted news, the harbinger
travels swiftly. At 1st level, a harbinger gains a +10-foot
competence bonus to her movement speeds. At 10th
level, this bonus increases by +10 feet. Apply this bonus
before modifying the harbingers movement speeds
because of any load carried or armor worn.
Dark Focus (Ex): Though all Harbingers tap into
violence and sorrow, they inevitably specialize in
a method of combat that calls to them deep within
themselves. At 2nd level, a harbinger selects one discipline
she has access to from her harbinger levels to be her dark
focus. She gains a +1 insight to attack and damage rolls
when initiating strikes and counters from her dark focus
discipline. The bonus to attack and damage rolls increases
by +1 at 5th level and every four levels thereafter. In
addition, she gains a +1 insight bonus to the save DCs of
maneuvers from her dark focus discipline.
At 6th level, the harbinger gains either Advanced
Study or Discipline Focus in her dark focus discipline as
a bonus feat, even if she does not meet the prerequisites.
In the case of Advanced Study, both maneuvers selected
must be from her dark focus discipline.
At 10th level, the harbinger selects a second discipline
as her dark focus in addition to her original dark focus
discipline. She does not gain an additional bonus feat,
although the other bonuses from her dark focus class
feature apply to the second discipline as well.
At 14th level, the harbingers dedication bears
violent fruit. She may expend a readied maneuver to
spontaneously initiate any maneuver she knows from
her dark focus disciplines that is one or more levels
lower than the expended maneuver, regardless of

whether or not she has the dark focus maneuver readied.


The initiation action of the spontaneously initiated
maneuver is unchanged.
At 20th level, the harbinger treats all maneuvers
from her dark focus disciplines as being readied at the
beginning of each encounter, in addition to her normal
pool of readied maneuvers.
Grim News (Su): Like a ghost or a rumor, the harbinger
moves with supernatural acumen. Starting at 3rd level, a
harbinger can move up to her speed as a swift action
once per encounter. She can use this ability twice per
encounter at 9th level, and three times per encounter at
15th level.
At 9th level and again at 15th level, the harbinger
selects one of the following abilities. One made, her
choice is permanent and cannot be changed.
Dark Wings: The harbinger gains a fly speed equal
to her base land speed, with good maneuverability.
This flight is supernatural in nature; though the
harbinger may develop wings or another form of
evident propulsion, she flies through supernatural
acumen alone.
Omenwalk: The harbinger gains the ability to
teleport up to her speed as a move action. The
harbinger does not need line of effect or line of
sight to her destination, although she still provokes
attacks of opportunity for leaving a threatened
square when using this ability.
Spiders Boon: The harbinger gains a climb speed
equal to her base land speed. In addition, she
develops a sticky grip that aids her in battle,
granting her a +4 racial bonus on grapple checks
and to her CMD.
Water Dweller: The harbinger gains a swim speed
equal to her base land speed. In addition, the
harbinger no longer needs to breathe and becomes
immune to inhaled poisons.
Massacre (Ex): The scent of blood in the air and the
gentle throb of fading life force impels the Harbinger
to further heights of violence. Starting at 4th level, a
harbinger can initiate one of her readied strikes against
an adjacent creature as an immediate action when she
reduces an opponent to 0 or fewer hit points. She can
only initiate strikes with an initiation action of one
standard action with this ability. The harbinger can use
this ability once per encounter at 4th level, twice per
encounter at 10th level, and three times per encounter
at 16th level.
Elusive Shadow (Ex): The harbingers unnatural
alacrity protects her from harm as she shies away from
whirling blades and streaking spells alike. Starting at 5th
level, a harbinger gains a +2 dodge bonus to her AC and
Reflex saves during any round in which she has moved
at least 10 feet (including by teleportation effects such as
omenwalk).
Sorcerous Deception (Sp): Having become adept at
concealing the malice within, the harbinger develops the
ability to allay the suspicions of those who investigate
her with magic. At 7th level, a harbinger can use magic
aura as a spell-like ability at will, with a caster level equal
to her harbinger level. She may only target items and
objects she is attending, carrying, wearing, or wielding.

Path of War Expanded


Ill Intentions (Su): Those cornered by the harbinger
and her allies feel the weight of her malice pressing
down against them. Starting at 8th level, whenever a
harbinger and one or more of her allies flank a creature,
that creature suffers a 2 penalty on saving throws and
skill checks.
Black Omen (Su): Like misfortune, the harbinger does
not seem to move so much as simply arrive. Starting at
11th level, a harbinger may move up to half her speed as
an immediate action once per encounter.
Bleak Prophecy (Su): Those claimed by the harbinger
are filled with dreadful visions of their own demise.
Starting at 12th level, creatures Claimed by a harbinger
become shaken while the Claim persists.
Dark Murmur (Su): Those claimed by the harbinger
find her as hard to catch as rumor itself. Starting at 13th
level, the harbingers movement no longer provokes
attacks of opportunity from creatures she has Claimed.
Rumors of War (Ex): The harbinger sweeps through
her enemies, spreading pain and woe wherever she
steps. Starting at 17th level, a harbinger may move up to
her speed and initiate a single strike at any point in the
movement as a full-round action.
Voices in the Dark (Ex): Like a dark voice on the
edge of hearing, the harbinger persecutes her enemies.
Starting at 18th level, a harbinger can initiate a strike
whenever she would normally be able to make an
attack of opportunity (she still expends the attack of
opportunity). She can only initiate strikes with an
initiation action of one standard action with this ability.
Whispers of Atrocity (Su): There is no resisting the
harbingers malice. Starting at 19th level, maneuvers
initiated by a harbinger ignore all
immunities possessed by their targets.

Mystic

Born with an untamed magical power buried deep


within his soul, the mystic is a warrior who, much like
a sorcerer, is filled with untapped energies. This power
however, is too primal and unstable, and is difficult to
be formed effectively into a spell. By following a martial
medium to tame this energy, the mystic is able to shape
his wild power into martial maneuvers and this allows
him to discover the deeper mysteries of his own inborn
power.
Adventures: Most mystics adventure to stretch the
limits of their powers, learning to master the mysteries
within their souls. Some do it to express their power in
ways that suit their ethics, for good or for ill, and others
travel to find others like themselves, to study and train
with and hope to eventually learn more about why they
are the way they are.
Characteristics: Mystics tend to be a very introspective
lot, wielding a power so foreign to most with an intuitive
sense of understanding. Many mystics follow ascetic
lifestyles, hoping that the order and abstaining of lifes
vices will help them control their power. Others embrace
their wild energies and move with the moment, pausing
to reflect at the end of the day as to what drives their
motivations.

Path of War Expanded


Table 1-2: The Mystic
Level
1st

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special
Animus, blade meditation, elemental
attunement

Readied

Stances

5 (2)

+0

+0

2nd

+1

+0

+0

+3

Bonus feat, arcane defense +1

5 (2)

3rd

+2

+1

+1

+3

Elemental glyph (I)

6 (3)

4th

+3

+1

+1

+4

Mystic artifice

10

6 (3)

5th

+3

+1

+1

+4

Withstand spell

11

6 (3)

6th

+4

+2

+2

+5

Instant enlightenment 1/day, arcane defense


+2

12

7 (4)

7th

+5

+2

+2

+5

Bonus feat

13

7 (4)

th

+6/+1

+2

+2

+6

Elemental glyph (II)

14

7 (4)

9th

+6/+1

+3

+3

+6

Quell magic

15

8 (5)

10th

+7/+2

+3

+3

+7

Instant enlightenment 2/day

15

8 (5)

11th

+8/+3

+3

+3

+7

Arcane defense +3

16

8 (5)

12

+9/+4

+4

+4

+8

Bonus feat

16

9 (6)

13

+9/+4

+4

+4

+8

Elemental glyph (III)

17

9 (6)

14th

+10/+5

+4

+4

+9

Instant enlightenment 3/day

17

9 (6)

th

15

+11/+6/+1

+5

+5

+9

Font of animus

18

10 (7)

16th

+12/+7/+2

+5

+5

+10

Arcane defense +4

18

10 (7)

th

th

17

+12/+7/+2

+5

+5

+10

Bonus feat

19

10 (7)

18th

+13/+8/+3

+6

+6

+11

Instant enlightenment 4/day

19

11 (8)

19th

+14/+9/+4

+6

+6

+11

Elemental glyph (IV)

20

11 (8)

20th

+15/+10/+5

+6

+6

+12

Glyph mastery, arcane defense +5

21

12 (9)

Alignment: Any. Mystics do not follow any ethical or


moral path, and choose their own destiny. Some cling to
lawful alignments to master their powers, and others
embrace chaotic alignments to freely express their
talents.
Religion: Mystics who follow religion often find their
faith with gods of battle, nature, magic, or freedom.
Background: Mystics universally have one thing in
common, and thats a magical creature or magic-using
being in their near family history. This power is an
inherited consequence of such relation, and while it is
not widely understood why it has chosen to manifest
in such a way, the mystics wild power is usually an
expression of this relations own power. Mystics are
born, and must train to master their energies.
Races: Any member of any race could be a mystic,
provided they had the ancestry and proper training
available. Most commonly they are of the human,
elven, and gnome races. Among monster races, kobolds
and their draconic bloodlines are among the first and
foremost experts in the realm of mysticism, and many
fey or elemental blooded creatures as well.
Other Classes: Mystics tend to chafe with sorcerers
around, as they see each other as failed expressions of
the other. Otherwise, mystics find the most in common
with rangers and monks for either their freedom or
their discipline. Wizards find them interesting and enjoy

10

Known

+0

th

+2

Maneuvers

studying their powers, and martially inclined characters


find them to be steady and useful allies.
Role: A mystic will often find themselves in the role
of both striker and party supporter. The glyphs they
manifest will aid themselves and their allies, as their
animus builds power and strength. Not as hardy as other
warriors, however, mystics will find themselves needing
the protection of their more robust allies from time to
time.

GAME RULE INFORMATION

Abilities: Wisdom is the primary attribute for the


mystic, and this determines factors of their class features,
maneuver saving throws, and their animus. As martial
characters, a good Strength or Dexterity will help their
ability to fight and a good Constitution score helps with
their otherwise modest hit points.
Starting Age: Intuitive.
Starting Wealth: 4d6 10 gp (average 140 gp.) In
addition, each character begins play with an outfit worth
10 gp or less.
Hit Die: d8.

CLASS SKILLS

The mystics class skills are Acrobatics (Dex),


Autohypnosis (Wis), Craft (Int), Intimidate (Cha),
Knowledge (all) (Int), Perception (Wis), Perform (Cha),

Path of War Expanded


GRANTED MANEUVERS AND ALTERNATE RECOVERY METHODS

If a mystic uses the Lightning Recovery or Victorious Recovery feat (or a similar method) to recover a maneuver,
it is immediately added to her currently granted maneuvers.
Profession (Wis), Sense Motive (Wis), Spellcraft (Int),
Stealth (Dex), and Use Magical Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

All of the following are class features of the mystic.


Weapon and Armor Proficiency: A mystic is
proficient with all simple and martial weapons, katanas
and wakizashis, and with light armor and shields (except
tower shields).
Maneuvers: A mystic begins her career with
knowledge of seven martial maneuvers. The disciplines
available to her are Elemental Flux, Mithral Current,
Riven Hourglass, Shattered Mirror, Solar Wind, and
Veiled Moon.
Once the mystic knows a maneuver, she must
ready it before she can use it (see Maneuvers Readied,
below). A maneuver usable by mystics is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A mystics maneuvers are not
affected by spell resistance, and she does not provoke
attacks of opportunity when she initiates one.
The mystic learns additional maneuvers at higher
levels, as indicated on Table 1-2: Mystic. A mystic must
meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
mystic can choose to learn a new maneuver in place
of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the mystic need not replace the old maneuver
with a maneuver of the same level. She can swap only a
single maneuver at any given level. A mystics initiation
modifier is Wisdom.
Maneuvers Readied: A mystic can ready five of her
seven maneuvers known at 1st level, and as she advances
in level and learns more maneuvers, she is able to ready
more, but must still choose which maneuvers to ready.
A mystic must always ready her maximum number of
maneuvers readied. She readies her maneuvers by
meditating for ten minutes. The maneuvers she chooses
remain readied until she decides to meditate again and
change them. The mystic does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditation, she can
change her readied maneuvers.
A mystic begins an encounter with all her readied
maneuvers unexpended, regardless of how many times
she might have already used them since she chose them.
When she initiates a maneuver, she expends it for the
current encounter, so each of her readied maneuvers
can be used once per encounter (unless she recovers
them, as described below).
Mystics are unique among martial disciples in that they
rely on surging, primal arcane forces within their being
to fuel their martial maneuvers. Because of this, they

do not have full control over their readied maneuvers;


when a mystic readies her maneuvers, she selects two
of her readied maneuvers to be immediately granted
to her for use at any time (when these two maneuvers
are used outside of combat, they recover on their own
in the following round), with the rest of her initially
randomized maneuvers waiting to be granted in combat.
The remainder of her readied maneuvers are withheld
and currently inaccessible until combat begins. If she is
able to act in a surprise round when combat begins, she
is granted her maneuvers then as normal, but if she is
caught unaware, she must wait until her initiative before
her maneuvers are granted (beyond the initial two). At
the end of each of her combat turns, one previously
withheld maneuver (randomly determined) is granted
to her, and thus becomes accessible for her next turn
and subsequent turns. She can freely choose to initiate
any maneuver that is currently granted when her turn
begins, but she cannot initiate a withheld maneuver.
If the mystic chooses not to employ a maneuver in a
given round, her currently granted maneuvers remain
available, and a previously withheld maneuver is
granted, as described above. In other words, it doesnt
matter if she uses her maneuvers or notat the end
of each of her turns, one withheld maneuver from her
selection of readied maneuvers is granted to her. Over
the course of a few rounds, all the mystics maneuvers
will eventually be granted.
A mystic can change the two readied maneuvers she
has chosen to be immediately granted for use at any time
by spending one minute meditating.
If, at the end of the mystics turn, she cannot be granted
a maneuver because she has no withheld maneuvers
remaining, she recovers all expended maneuvers, and
a new group of readied maneuvers is granted to her,
replacing her previously granted maneuvers if any
remain unspent. She selects two of her choice (and gains
the remainder of granted maneuvers as randomized
selections, see below). At the end of her next turn, a

KEEPING TRACK OF IT ALL

To help with maneuvers and randomization, we at


Dreamscarred Press suggest you write the maneuvers
down on 3x5 note cards found at any office supply
or big box store, then shuffle them together for easy
randomization of maneuvers. Simply lay down your
two chosen granted maneuvers, shuffle the rest, flip
the rest of your granted maneuvers where applicable,
and the rest are flipped into granted status on a one per
round basis until all are granted to you. The following
round, reset the process and start from step one! For
online play, there are many different apps or websites
that can assist with this randomization process for the
same effect.
To maintain an easy way to calculate an animus pool,
keep a spare d12 or d20 handy to designate as your
animus die, or a small cup with beads that you can add
or subtract from.

11

Path of War Expanded


withheld maneuver is granted to the mystic, and the
process of surging power begins again.
At 3rd level and again at 6th, 9th, 12th, 18th, and 20th
levels, the number of maneuvers granted to the mystic
at the beginning of an encounter and when she recovers
her maneuvers increases by one. Unlike the mystics
initial granted maneuvers, these additional maneuvers
are randomly determined (for example, at the beginning
of an encounter, a 6th level mystic would choose two
maneuvers to have access to, then randomly be granted
two more).
Stances Known: A mystic begins her career with
knowledge of one stance from any discipline open to
mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels,
she can select an additional stance to learn. Unlike
maneuvers, stances are not expended and the mystic
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a mystic cannot learn a new
stance at higher levels in place of one she already knows.
Animus (Su): A mystics martial prowess is in part
fueled by a reservoir of roiling, turbulent energy within
her soul, and the passion and danger of combat causes
this arcane energy to overflow outwards. This power,
called animus, waxes and wanes with a mystics use of
her maneuvers in battle. Outside combat, a mystic has
no animus to spend, but her inner power can still be used
for more subtle arcane arts. Her levels in mystic count as
arcane spellcaster levels for the purposes of qualifying
for prerequisites (such as those of item creation feats
or the Arcane Strike feat), and if a mystic ever develops
arcane spellcasting from another class, she may add her
mystic level to her levels in that class to determine her
overall caster level for the purposes of item creation
feats.
When a mystic enters combat, she gains an animus
pool equal to 1 + her mystic initiation modifier
(minimum 1) at the start of her first turn, and adds one
point of animus to her animus pool at the start of each
of her turns thereafter. Her animus pool persists for one
minute after the last enemy combatant is defeated or the
encounter otherwise ends. At the end of any round in
which the mystic initiates a maneuver (a strike, boost,
or counter), she adds an additional point of animus to
her pool. Certain abilities, such as some class features,
maneuvers, and feats, require the mystic to expend
points of animus to use.
The primal power of animus can be used in several
waysthe foremost of which is the augmentation
of maneuvers. A mystic can spend points of animus
to augment her maneuvers in the following ways,
depending on her class level. If the mystic has the ability
to augment her maneuvers in other ways, such as from
another class feature or the maneuver itself, this cannot
be combined with the augments granted by her animus
class feature; she must choose which augmentation type
to use when initiating the maneuver.
Starting at 1st level, a mystic can spend a single
point of animus to augment a maneuver as part of that
maneuvers initiation action to apply one of the following
effects to it (if applicable):

12

Enhance Maneuver: For each point of animus spent,


the mystic adds a cumulative +2 insight bonus to
all d20 rolls made (including attack rolls, combat
maneuver checks, and skill checks) when initiating
that maneuver (maximum of three animus may be
spent on this augmentation); if the maneuver allows
the user to make multiple attacks, then this bonus
only applies to the first attack.
Increase DC: For each point of animus spent, the
save DC of that maneuver increases by 1.
When the mystic reaches 4th level, she can spend up
to two points of animus on maneuver augmentations,
rather than one, and she gains access to the following
additional augmentations:
Anima Burn: The mystic adds 1/2 her class level
to damage rolls made during that maneuver. This
augment costs two points of animus, and can only
be applied once to a given maneuver.
Increase Potency: For each point of animus spent,
the mystic may ignore 10 points of energy resistance
or 5 points of damage reduction.
When the mystic reaches 9th level, she may now
spend up to three points of animus on maneuver
augmentations, and gains access to the following
additional augmentation:
Animus Rush: The mystic make move up to her base
movement speed as part of the initiation action for
the maneuver before initiating the strike. This is
a teleportation effect and the mystic must clearly
see her destination. This augmentation costs three
points of animus.
Increase Range: The mystic may target a creature
within 30 feet with a strike that normally uses
a melee attack. Resolve the strike normally, as
if the targeted creature was within the mystics
melee reach. This augmentation costs two points
of animus.
At 13th level, a mystic can spend up to four points
of animus on maneuver augmentation, and at 19th
level, she can spend up to five points of animus per
augmentation.
Elemental Attunement (Su): A mystic contains
incredible elemental power within her body, surging
energies that constantly flow through her blood and
muscle. Bringing these energies to bear is as easy as
breathing for a mystic, shifting the flow of power with
the subtle movements of her martial stances. When a
mystic readies her maneuvers, she may select one of
the following elements (and associated energy type) to
be her active element: air (electricity), earth (acid), fire
(fire), and water (cold).
After readying maneuvers, a mystic can change her
active element by taking a standard action to focus
inwards, or by expending one point of animus as a
free action while assuming a new stance. Whenever
she initiates a maneuver that deals damage, she may
spend one point of animus as part of its initiation action
to change all damage the maneuver deals to her active
elements associated energy type. For example, if a
mystic whose active element is currently Air initiated
the Cursed Fate Veiled Moon strike, she could spend one
point of animus to change her attacks damage (including
the strikes bonus damage) to from her weapons normal
damage type to electricity damage.

Path of War Expanded


If the mystic has access to the Elemental Flux discipline,
then her active element from this class feature is
the same as her active element for Elemental Flux
maneuvers. If she is psionic, she can change her active
energy type whenever she changes her active element,
and vice versa. Her active energy type need not match
her active element.
Blade Meditation (Su): When a mystic finds that
her martial power is beginning to wane or that few
options remain available for use, she can pause in battle,
drawing on her inner well of animus to reinvigorate
her body and mind. As a full-round action, a mystic
can spend one point of animus to grant herself all her
remaining withheld maneuvers, then immediately
expend them in a raging cadence of arcane power. As
there are no remaining maneuvers to be granted, a new
set of maneuvers is granted to the mystic at the end of
her turn, as normal.
In addition, until the start of her next turn, creatures
that target the mystic with melee attacks are engulfed
in the explosion of energy, taking 1d6 points of damage
of her active elements associated energy type, plus an
additional 1d6 points of damage for every two points of
animus remaining in the mystics animus pool.
Bonus Feat: At 2nd level and every five levels
thereafter, a mystic gain a bonus combat or item creation
feat. She must meet the prerequisites for these feats as
normal.
Arcane Defense (Ex): Starting at 2nd level, the
sorcerous power within her body makes her resilient
to the supernatural. These energies defend her from
magical and psionic powers, granting her a +1 insight
bonus to her AC and saving throws against psionic
powers, psi-like abilities, spells, and spell-like abilities.
This bonus increases by +1 at 6th level, and again at 11th
level, 16th level, and 20th level.
Elemental Glyph (Su): Starting at 3rd level, a mystic
learns to aid her friends with the arcane power of the
elements. Although at first this surging energy was raw
and unformed, she has begun to master this ability, and
can use it to empower her allies, granting them benefits
in combat. As a move action, the mystic can spend one
point of animus to apply an elemental glyph to a number
of allies equal to her mystic initiation modifier modifier
within her sight. The effect of this glyph depends on
the element it is associated with, but all glyphs last for
a number of rounds equal to 1 + the mystics initiation
modifier. A mystic is not limited to casting glyphs of her
active element (as darkness, illumination, and metal
have no elemental type). Allies may only be affected by
one of her glyphs at a time, with new glyphs ending the
current glyph in effect and replacing it on the affected
ally. The benefits of these glyphs are cumulative (for
example, an 8th level mystic grants both the 3rd level
and 8th level benefits to her allies). Different glyphs from
different mystics may apply to the same target. Glyphs
are supernatural abilities and not subject to spells or
effects like dispel magic but do not function within an
antimagic field or similar effect.
Air: The glyph of air fills the mystics allies with energy
and speed.
At 3rd level, all movement speeds possessed by each
ally under the effect of the glyph gain a +10-foot
enhancement bonus to speed. In addition allies may

choose to make one turn of up to 90 degrees while


making charge attacks.
At 8th level, this enhancement bonus to movement
speed increases to 30 feet, and they may make
Acrobatics checks to jump as if they had a running
start.
At 13th level, allies affected by the glyph of air gain
the ability to move up to 30 feet as a swift action.
This movement provokes attacks of opportunity as
normal.
19th level, whenever one of the mystics allies uses
the glyph of airs swift action movement ability,
they can make a single attack with a weapon they
are wielding at their highest base attack bonus at
any point during this movement.
Darkness: Though darkness often connotates evil, for
the mystic its shroud offers both protection and insight,
allowing the mystics allies tactical avenues that they
would otherwise be unable to access.
At 3rd level, allies affected by the glyph of darkness
gain concealment (20% miss chance).
At 8th level, affected allies gain darkvision and the
effects of a see invisibility spell out to a range of 60
feet.
At 13th level, affected allies are shrouded in a pitchblack veil, gaining total concealment (50% miss
chance).
At 19th level, affected allies gain the blindsight trait
with a range of 30 feet.
Earth: The dour, steadfast nature of earth allows the
mystics allies to better stand their ground and weather
assaults.
At 3rd level, this glyph makes allies more difficult to
move against their will. Affected allies gain a bonus
to their CMD equal to the mystics Wisdom modifier.
At 8th level, affected allies gain DR/adamantine
equal to the mystics Wisdom modifier.
At 13th level, affected allies gain resistance to all
energy types equal to the mystics class level.
At 19th level, the first time during the encounter
that an affected ally is reduced to 0 or fewer hit
points, they are instead reduced to 0 hit points and
automatically stabilize. Their hit points cannot be
reduced below 0 for the rest of the round. Once
this effect triggers on an ally, that ally cannot gain
its effect again until the end of the encounter. In
addition, affected are allies are immune to bleed
damage.
Fire: The unquenchable flames of passion drive the
mystics allies to feats of glory.
At 3rd level, affected allies gain a circumstance
bonus to attack rolls equal to 1/4 the mystics class
level (minimum +1).
At 8th level, affected allies add 1/2 the mystics class
level as fire damage to attacks they make.
At 13th level, affected allies attacks ignore a number
of points of energy resistance equal to the mystics
class level.
At 19th level, whenever an affected ally is targeted
by a melee attack, the attacker takes fire damage
equal to the mystics class level, regardless of
whether or not the attack hits.

13

Path of War Expanded


Illumination: The light of the universe reveals truth
wherever it hides.
At 3rd level, affected allies attacks ignore the miss
chance from concealment granted to targets by
anything less than total concealment.
At 8th level, affected allies gain a circumstance
bonus to Will saving throws against illusion spells
and effects equal to the mystics Wisdom modifier.
At 13th level, affected allies gain the effects of a true
seeing spell out to a range of 30 feet.
At 19th level, affected allies are protected from any
falsehood, gaining the effects of a mind blank spell.
Metal: Sturdy and unyielding like the forged iron
from which it takes its name, the glyph of metal imparts
resolute strength to the mystics allies.
At 3rd level, affected allies increase their natural
armor bonus to AC equal to the mystics class
level (minimum +1).
At 8th level, affected allies gain a circumstance
bonus to Fortitude saves equal to the mystics
class level (minimum +1).
At 13th level, affected allies attacks ignore a number
of points of damage reduction and hardness equal
to the mystics Wisdom modifier.
At 19th level, affected allies gain damage reduction/
equal to the mystics Wisdom modifier and gain
spell resistance equal to 15 + the mystics class level.
Water: Fluid and changeable, the glyph of water
grants allies flexibility in both their movement and their
thinking.
At 3rd level, affected allies gain a circumstance
bonus to their CMB and to Swim checks equal to the
mystics Wisdom modifier.
At 8th level, affected allies ignore difficult terrain
when they move.
At 13th level, affected allies gain the effects of a
freedom of movement spell.
At 19th level, affected allies gain fast healing of 10
while under the effects of this glyph.
Mystic Artifice (Su): Starting at 4th level, a mystic is
able to channel her animus into her craft, substituting
primal arcane energies in place of more ordinary spells.
When crafting an item, the mystic uses her initiator level
as her caster level to determine how potent a creation
she can make. If her initiator level does not equal the
minimum caster level to make the item, then she cannot
create the item. When attempting to create a magical
item for which she does not possess a prerequisite spell,
the mystic can attempt to replicate the spell through
her innate power with a Spellcraft check (DC 15 + the
level of the spell being replicated). If successful, she
can create the item as if she had cast the prerequisite
spell. The mystic must possess any material components
necessary for casting the spell that she is replicating. If
the item being created requires multiple spells, she must
make this check for each spell she intends to replicate.
If she fails the skill check, she may not try again for that
spell while creating that itemthe item creation DC
increases as normal for the creation of an item without a
prerequisite spell in such a case.
Withstand Spell (Su): Starting at 5th level, the
mystics natural instincts with magic work to protect
her, guiding her reactions against offensive spells cast
by her enemies and allowing her to siphon off a small

14

amount of that energy for her own use. If the mystic is


targeted by a spell, spell-like ability, or psionic power that
normally would have a lesser effect (such as a partial
effect) on a successful Fortitude or Reflex saving throw,
she may make a Will saving throw instead of the effects
normal save. If that Will saving throw is successful, she
is completely unaffected by the spell or power, taking no
damage and suffering no ill-effects. If she fails the saving
throw, she suffers the effect as normal, and adds one
point of animus to her animus pool.
The mystic must be unencumbered and wearing
light or no armor to use this ability. This ability does
not protect the mystic from traps, extraordinary or
supernatural abilities, or any other effects that require a
Fortitude or Reflex save. A helpless mystic does not gain
the benefit of withstand spell.
Instant Enlightenment (Ex): Starting at 6th level, a
mystic is capable of drawing deep on her training to
channel the untapped energies within her, granting
her an infinitesimal moment perfect clarity. Once
per day as a free action, the mystic may expend one
granted maneuver and instantly replace it with another
maneuver she knows. This maneuver is added to her
currently granted maneuvers and readied for use,
replacing the previous maneuver. At 10th level and
every four levels thereafter, the mystic can use this
ability one additional time per day.
Quell Magic (Su): Starting at 9th level, a mystic can
channel her animus to act as a sort of null-magic energy,
smothering active magical effects with its flow. In order
to use this ability, the mystic must have identified an
ongoing spell or power through a Spellcraft check or
other method. As a standard action, she can spend a
number of points of animus equal to that spell or powers
level to suppress (as if by an antimagic field spell) that
spell or power for a number of rounds equal to her
Wisdom modifier. Time spent suppressed counts against
the suppressed spell or powers duration. This ability
can only be used on effects within 30 feet, although the
mystic does not need to identify the effect while it is
within that range, and it remains suppressed even if it
leaves that range.
Font of Animus (Su): At 15th level, a mystic gains the
ability to draw in energy from the world around her,
converting it into animus to fuel her own primal power.
As a move action, the mystic can add a number of points
of animus to her animus pool equal to 1d6 + her Wisdom
modifier. Unlike other animus abilities, this may be used
outside of combat to generate a small pool of animus
that persists for one minute outside of combat. A mystic
cannot use this ability multiple times to accumulate
animus, additional attempts simply reset the amount of
animus from the previous use of this ability. The mystic
may use this a number of times per day equal to her
Wisdom modifier + 1 (minimum of 1).
Glyph Mastery (Su): At 20th level, a mystics control
over her elemental powers are strong enough that she
can manifest two elemental glyphs at the same time. As a
move action, the mystic may spend two points of animus
and manifest an elemental glyph of any two elements,
regardless of her active element.

Path of War Expanded


Zealot

A warhawk politician grimly but eloquently calls for


the destruction of a hated enemy. A loyal guard lays
down his life for his homeland without hesitation. A
cultist is driven to greater and greater ecstasies of blood
to satisfy the wicked whispers that fill his mind day and
night. All believe that if they sacrifice enough for their
dreams, even the impossible can be realized. These
dreams are enough to shape those around themand, if
realizedthe world.
Adventures: Zealots live in pursuit of a passion
or cause. Each zealot has a purpose they intimately
understand, from protecting their country, to
spreading their religion, to hunting down every
last one of the assassins who murdered their
master.
Characteristics: Zealots typically have intense
personalitiesdespite their commitment to one
cause, if one fire cools, another will ignite. This
fervency is what draws in their allies and sets them
apart: What some might believe on an intellectual
level in a vague, apathetic way, the zealot embraces and
knows like a lover.
Alignment: Any. Zealots have a strict devotion
to an ideal that they follow with reckless
abandon. While zealots often allow the ends
to justify the means, they also put the needs of
something greater than themselves beyond their
own needs. These conflicting motivations create zealots
of every conceivable stripe. Though zealots do not
change alignment more frequently than other classes, a
zealot who changes alignments fights for his new ideals
with the same intensity as the one he left behind.
Religion: Many zealots are religious, but their
personal beliefs often clash with established dogma.
Zealots often live at the extremes of a given religionits
most brutal enforcers, its most devout preachers, its first
followers, its greatest defenders, and its most despised
heretics. This purity of drive leads zealots to frequently
found their own religions, philosophies, and cults.
Background: Zealots are found most frequently
in times of uncertainty and places of conflict, though
whether this is because these situations are ideal for
creating zealots, zealots are drawn to these areas, or
zealots create these situations is uncertain.
Races: Zealots are most commonly found in humans
and other shorter-lived races, because zealots often live
short and burn bright. Sadly, there may be just as many
dwarven patriots as goblin fanatics, but the dwarves
who follow less impassioned lives will typically live
much longer ones. Half-breeds like half-orcs, half-giants,
and tieflings are common zealots, as they are often born
in areas of conflict and are forced into allying with one
side of their heritage or another. Dromites and other
highly-organized races can produce excellent zealots, as
their culture helps instill them with a unique sense of
purpose.
Other Classes: Zealots often mesh best with others
who will fight for their cause, regardless of their allies
motivations, a pragmatic stalker who can be counted
on to perform a task for a few coins might be a more
trusted ally than a pious cleric who is always raising

moral arguments to the zealots methods. Zealots


sometimes clash with sorcerers, paladins, and others
with strong personalities (a natural consequence of too
many leaders and not enough followers), but thoughtful
classes like inquisitors, oracles, and rangers can channel
the zealots ardor against the proper targets. Zealots do
not inherently get along well, and there are often zealots
on all sides of a conflict.
Role: Leader. A zealot inspires the hearts and
minds of those he fights alongside through pure
passion, bringing his allies to heights they
never thought possible. With proper feat and
maneuver choices, zealots can also become
masters of battlefield control.

15

Path of War Expanded


Table 1-3: The Zealot
Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Readied

Stances

1st

+1

+2

+0

+2

Collective, compartmentalized
aid, zeal +1

2nd

+2

+3

+0

+3

Burning contemplation,
conviction, martyrdom (3)

2
3

3rd

+3

+3

+1

+3

Commitment, telepathy

4th

+4

+4

+1

+4

Echoes of steel, mission (focus)

5th

+5

+4

+1

+4

Defiance, zeal +2

6th

+6/+1

+5

+2

+5

Conviction

7th

+7/+2

+5

+2

+5

Martyrdom (4)

11

8th

+8/+3

+6

+2

+6

Mission (augments)

14

+9/+4

+6

+3

+6

Unshakable Will

10

17

10th

+10/+5

+7

+3

+7

Conviction, zeal +3

10

20

11th

+11/+6/+1

+7

+3

+7

Echoes of steel (2)

11

24

th

th

12

+12/+7+2

+8

+4

+8

Martyrdom (5)

11

28

13th

+13/+8/+3

+8

+4

+8

Stalwart

12

32

14th

+14/+9/+4

+9

+4

+9

Conviction

12

37

15th

+15/+10/+5

+9

+5

+9

Collective range (unlimited), zeal


+4

13

42

16th

+16/+11/+6/+1

+10

+5

+10

Metaphysical transcendance
(allies)

13

47

th

+17+12/+7/+2

+10

+5

+10

Martyrdom (6)

14

52

18th

+18/+13/+8/+3

+11

+6

+11

Conviction

14

58

19th

+19/+14/+9/+4

+11

+6

+11

Collective range (planar)

15

64

+12

Metaphysical transcendence
(self), zeal +5

16

10

70

17

20th

+20/+15/+10/+5

+12

+6

GAME RULE INFORMATION

Abilities: A zealot relies most heavily on his Charisma,


which is his initiation modifier and grants bonus power
points to fuel its class features. A high Constitution
score aids him in soaking up damage for his allies, and
investing in a decent Strength score is necessary for
reliably striking foes and attempting combat maneuvers.
Starting Age: Self-taught.
Starting Wealth: 5d6 10 gp (average 175 gp). In
addition, each character begins play with an outfit worth
10 gp or less.
Hit Die: d10.

CLASS SKILLS

The zealots class skills are Autohypnosis (Wis), Bluff


(Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate
(Cha), Knowledge (history) (Int), Knowledge (martial)
(Int), Knowledge (nobility) (Int), Knowledge (psionics)
(Int), Knowledge (religion) (Int), Perception (Wis),
Profession (Wis), and Sense Motive (Wis).
Skills Ranks per Level: 4 + Int modifier.

CLASS FEATURES

All of the following are class features of the zealot.


Weapon and Armor Proficiency: A zealot is proficient
with all simple and martial weapons and with all armor

16

Known

Power
Points/
day

Maneuvers

(heavy, light, and medium) and shields (except tower


shields).
Maneuvers: A zealot begins his career with knowledge
of five martial maneuvers. The disciplines available
to him are Eternal Guardian, Golden Lion, Piercing
Thunder, Sleeping Goddess, and Solar Wind.
Once the zealot knows a maneuver, he must ready
it before he can use it (see Maneuvers Readied,
below). A maneuver usable by zealot is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A zealots maneuvers are not
affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The zealot learns additional maneuvers at higher
levels, as indicated on Table 1-3: Zealot. A zealot must
meet a maneuvers prerequisite to learn it. See the
Systems and Use chapter in Path of War for more details
on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
zealot can choose to learn a new maneuver in place
of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the zealot need not replace the old maneuver

Path of War Expanded


with a maneuver of the same level. He can swap only a
single maneuver at any given level. A zealots initiation
modifier is Charisma.
Maneuvers Readied: A zealot can ready three of his
five maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A zealot must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
meditating for ten minutes. The maneuvers he chooses
remain readied until he decides to meditate again and
change them. The zealot does not need to sleep or rest for
any long period of time in order to ready his maneuvers;
any time he spends ten minutes in contemplation, he can
change his readied maneuvers.
A zealot begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the zealot to recover maneuvers, he must
activate his zeal class feature by using the Aid Another
action. Using the Aid Another action in this way is a
move action, and when he does so, he recovers a number
of expended maneuvers equal to his zealot initiation
modifier (minimum 2), regardless of whether or not the
Aid Another attempt was successful. Maneuvers initiated
during the zealots current turn cannot be recovered
in this way. Using the Aid Another action as any other
action (such as with the Bodyguard feat or the battlesense
power) does not allow the zealot to recover maneuvers.
Alternately, the zealot may focus inwards, meditating
and recovering a single maneuver as a standard action.
Stances Known: A zealot begins his career with
knowledge of one stance from any discipline open to
zealots. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, he can
select an additional stance to learn. Unlike maneuvers,
stances are not expended and the zealot does not have
to ready them. All the stances he knows are available
to him at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a zealot cannot learn a new
stance at higher levels in place of one he already knows.
Power Points/Day: A zealots ability to augment
some of his abilities is limited by the power points
he has available. His base daily allotment of power
points is given on Table: The Zealot. In addition, he
receives bonus power points per day if he has a high
Charisma score (see Table 2-1: Ability Modifiers and
Bonus Power Points, in Chapter 2 of Ultimate Psionics),
treating his class level as his effective manifester level
for the purposes of bonus power points. His race may
also provide bonus power points per day, as may certain
feats and items. This effective manifester level does
not make a zealot eligible for feats and prestige classes
requiring a manifester level.
Collective (Su): A zealot learns to use psionic power to
connect willing minds through an internal network that
strengthens their psychic bonds. As a standard action,
a zealot can join any number of willing targets into his

collective (up to his limit, see below). The zealot must


have line of sight to each target, each target must have a
Wisdom score of at least 1, and all targets must be within
medium range (100 feet + 10 feet per zealot level). The
collective can contain up to his zealot initiation modifier
or half his zealot level (minimum 1), whichever is higher,
plus the intensity of his zeal (see zeal, below). The zealot
is always considered a member of his own collective,
and does not count against the maximum number of
creatures in the collective.
The zealot can choose to remove a member as a free
action on his turn, and any member can voluntarily
leave the collective as a free action on their turn. Any
member whose Wisdom drops to zero or who moves
out of range of the collective is automatically removed.
If a member enters a null psionics field, the connection
to the collective is suppressed until the member leaves
the field. A member who leaves the collective for any
reason immediately loses any and all benefits they may
have gained from being a member. A zealot is aware of
the status of his collective and can, roughly, sense the
presence of each member, although beyond telling if
such a creature is still a member, this has no mechanical
benefit until higher levels (see telepathy below).
A zealot can initiate certain maneuvers through his
collective. If a zealot maneuver specifies one or more
willing targets (or is harmless) and has a range greater
than personal, he can initiate this maneuver on a
member of his collective regardless of the range of the
actual maneuver. All other non-range restrictions still
apply.
If he is capable of manifesting powers, casting spells,
or initiating maneuvers from a different class (as is the
case for a multiclass zealot), any compatible spell, power,
or maneuver with a range greater than touch can also be
used through the collective. He may manifest any power
with the Network descriptor this way, regardless of their
actual ranges or targets.
If a member of the collective dies, the member is
removed from the collective and the zealot must make
a Fortitude save (DC 15) or lose 1 power point for every
Hit Die of the fallen member or be sickened for an equal
number of rounds.
At 15th level, a zealots collective range is limitless on
the same plane as the zealot
At 19th level, a zealots range reaches even across
other planes and dimensions.
Zeal (Su): The zealots martial competence and
inspiring exhortations give his collective the courage to
fight no matter the odds. Whenever a zealot successfully
hits an opponent with a strike maneuver, all allies in
his collective (including him) gain a +1 morale bonus on
attack rolls for one round. This bonus increases by +1 at
5th level and every five levels thereafter.
A zealots zeal is also activated when he uses the Aid
Another action as to recover maneuvers (regardless of
whether or not the Aid Another attempt was successful).
In addition, when he uses the Aid Another action to grant
an ally a bonus on a skill check or to their AC, he adds the
intensity of his zeal to the bonus granted.
In addition, the zealots ardor for his beliefs draws
others to follow and support him. The zealot adds the
intensity of his zeal to the maximum number of creatures
he may have in his collective.

17

Path of War Expanded


Compartmentalized Aid (Ex): A zealot can mentally
divide a fraction of himself to objectively analyze his
actions, allowing him to use the Aid Another action on
himself to grant himself a bonus to an attack roll or
AC and recover maneuvers (and activating the zealots
zeal class feature). When he does so, the bonus applies
to an attack that comes before the end of his next turn.
In addition, he can use the Aid Another action with a
ranged attack as long as he is within his weapons first
range increment.
Burning Contemplation (Ex): Starting at 2nd level,
a zealots inner fire allows him to unlock latent psionic
potential within himself. For the purpose of qualifying
for psionic feats, he may use his Charisma score instead
of his Wisdom score.
Conviction: In addition to his purpose and plans, a
zealot champions minor beliefs and practices. At 2nd
level and every four levels thereafter, a zealot gains a
conviction from the following list. Unless otherwise
noted, a zealot cannot select an individual conviction
more than once. Some convictions can only be taken if
the zealot meets certain prerequisites first, as noted in
the individual convictions description.
Combat Conviction: The zealot gains a combat feat he
qualifies for as a bonus feat. After the zealot reaches
10th level, he can gain this conviction a second time.
Enduring Zeal (Su): When the zealot activates his zeal
class feature, he can spend up to 1 power point per zealot
level to extend the duration of his zeal by a number of
rounds equal to the power points spent.
Hearten the Mindless (Su): Creatures in the zealots
collective that are mindless or immune to mind-affecting
effects still benefit from his zeal class feature, gaining
morale bonuses as if they were not mindless or immune
to mind-affecting effects.
Improved Zeal (Su): Whenever the zealot activates his
zeal class feature, he can choose to pay 2 power points. If
he does so, the intensity of his zeal increases by 1 for that
use of his zeal class feature. A zealot must be at least 6th
level before selecting this conviction.
Impulsive Reactions (Ex): The zealot gains Combat
Reflexes as a bonus feat, even if he does not meet the
prerequisites. He uses his zealot initiation modifier
instead of his Dexterity modifier to determine the
number of additional attacks of opportunity he can
make each round.
Path of Dedication (Su): As a move action, the zealot
can grant one willing member of his collective a move
action to move (even if it isnt their turn). This movement
must be taken immediately, and provokes attacks of
opportunity as normal. The zealot can use this ability
only once per round.
Path of Dedication, Improved (Su): Whenever the zealot
initiates a boost or counter, the zealot can pay 3 power
points to activate his Path of Dedication conviction as a
free action, even if it isnt his turn. This is not considered
an augment and does not count against the maximum
amount of power points the zealot can spend on the
maneuver. In addition, he can expend psionic focus
when using the Path of Dedication conviction to grant its
effects to all willing members of his collective, including
himself. The zealot may still only use this ability once per
round. A zealot must be at least 10th level and possess
the Path of Dedication conviction before selecting this
conviction.

18

Personality Fragment (Ex): The zealot gains Psicrystal


Affinity as a bonus feat, even if he does not meet the
prerequisites. He uses his initiator level in place of
his manifester level for the purpose of determining
the power of his psicrystal and for qualifying for the
Psicrystal Containment feat. The zealots psicrystal is
always a member of his collective, and does not count
towards the maximum number of creatures in his
collective.
Psionic Conviction: The zealot gains a psionic feat he
qualifies for as a bonus feat. After the zealot reaches
10th level, he can gain this conviction a second time.
Strike of Unity (Su): The zealot can spend 5 power
points when initiating a strike to initiate that maneuver
through a member of the zealots collective. The strike
is resolved in all ways as if the zealots ally had initiated
it (in terms of base attack bonus, weapons, feats, line
of sight, reach, cover, etc.). This is not considered an
augment and does not count against the maximum
amount of power points the zealot can spend on the
maneuver. A zealot must be at least 10th level before
selecting this conviction.
Tempered Body (Ex): The zealots incredible dedication
allows him to weather serious and even fatal attacks.
When a critical hit or sneak attack is scored on the zealot,
there is a 25% chance that the critical hit or sneak attack
is negated and damage is instead rolled normally. This
does not stack with similar abilities that negate critical
hits and sneak attacks (such as the fortification armor
special ability). The zealot can take this conviction up
to three times; its effects stack, increasing the chance of
negation by 25% each time he takes it.
Martyrdom (Su): At 2nd level, the zealot learns to
share the immense pain and suffering his allies must face
to fulfill their calling. Once per round, when a willing
member of the zealots collective other than himself
takes hit point damage from an opponent, the zealot
can redirect up to 5 points of damage per zealot level to
himself as a free action, even if it isnt his turn. Effects
other than hit point damage (such as poison, stunning, or
ability damage) are not reduced or transferred. Damage
the zealot redirects to himself with this ability ignores
any form of damage reduction, resistance, immunity or
regeneration the zealot may possess. When the zealot
activates this ability, he can pay up to 1 power point per
zealot level to negate 3 points of the damage redirected
to him per power point spent (to a minimum of 1 point
of damage taken).
Starting at 7th level, if one of the zealots allies takes
ability damage, the zealot may choose to take up to 1
point of that ability damage per three zealot levels in
place of the ally. When the zealot activates this ability,
he can pay up to 1 power point per zealot level to negate
1 point of this ability damage redirected to him per 2
power points spent. In addition, he now negates 4 points
of redirected hit point damage per power point spent.
Starting at 12th level, the zealot can use his martyrdom
ability on each creature in his collective once per round,
and he now negates 5 points of redirected hit point
damage per power point spent.
Starting at 17th level, the zealot automatically negates
the first 10 points of damage redirected each time he uses
this ability (to a minimum of 1 point of damage taken),
and negates 6 points of redirected hit point damage per
power point spent.

Path of War Expanded


Commitment (Su): The fervor a zealot ignites in his
allies does not end at the limits of his physical body. As
his allies internalize his beliefs, they increasingly feel
the zealots presence beside them even in the harshest
circumstances. Starting at 3rd level, a zealot can use
the Aid Another action on any member of his collective,
regardless of distance.
Telepathy (Su): When a zealot reaches 3rd level, all
willing members of his collective (including the zealot
himself) can communicate with each other telepathically,
even if they do not share a common language. Psionic
creatures who are willing members in a zealots collective
(including the zealot himself) may manifest unknown
powers from powers known by another willing psionic
creature in the collective as if they were making physical
contact.
Echoes of Steel (Su): As a zealot continues to mold the
hearts and minds of those around them, his collective
begins to copy his words and his deeds, working to
advance his cause. At 4th level, this manifests in the
ability to temporarily psychically transfer the zealots
techniques.
When the zealot initiates a maneuver at least one
level below his maximum maneuver level known, he
can spend 1 power point per maneuver level to grant
a member of his collective the ability to initiate that
maneuver one time within 1 minute or until the zealot
chooses to recover the maneuver. This is not considered
an augment and does not count against the maximum
amount of power points the zealot can spend on the
maneuver.
The maneuver becomes a known and readied
maneuver for that ally, using the zealots initiator level
and initiation modifier. After the zealots ally initiates
the maneuver or 1 minute passes, it is expended and the
echo ends. This does not cause the creature to unlearn a
maneuver it knows from other sources.
If the zealot recovers the granted maneuver, this
ability ends immediately and the maneuver is removed
from the ally. This ability does not allow a creature to
have two of the same maneuver readied. The zealot can
only have one echoed maneuver at a time; using this
ability ends any previous use. A creature can only have
an echoed maneuver from one zealot at a time, but a
creature may end any echoed maneuver on them as a
free action (even if it isnt their turn).
At 11th level, the zealot can grant up to two echoed
maneuvers at a time. Any given creature may still only
know one echoed maneuver at one time. Granting
another echoed maneuver while the zealot already
has two maneuvers echoed causes the oldest echoed
maneuver to be expended and removed from the
creature benefiting from it.
Mission (Su): The zealot is defined by his cause.
Zealots might pray for guidance on what mission
to choose, receive orders through dark, mysterious
whispers, decide for themselves after careful analysis,
or simply pursue the task that fate puts before them. At
4th level, the zealot chooses a mission, granting him a
benefit when he is psionically focused and an ability that
can be used by expending his psionic focus.
Starting at 8th level, a zealots mission grants him
the ability to augment his maneuvers by spending
power points (see below for a full list of missions and
their granted abilities). A zealot can spend a maximum

number of power points augmenting a maneuver equal


to one plus one additional power point for every four
initiator levels he possesses (up to a maximum of 6 at
20th level). If the zealot has the ability to augment his
maneuvers in other ways, such as from another class
feature or the maneuver itself, this cannot be combined
with the augments granted by his mission; he must
choose which augmentation type to use when initiating
the maneuver.

Creation

Eternal Rebirth (Su): The zealots psyche resists the


death of those in his collective, giving them a chance
to be reborn after a fatal blow. At 4th level, as long as
the zealot maintains psionic focus, creatures in his
collective that have died within 1 round can still benefit
from healing and remain in the collective for 1 round
(though the zealot must still make a Fortitude save a
normal for a creature in his collective dying). If the dead
creature is healed so that the creatures hit point total is
at a negative amount less than its Constitution score, it
comes back to life and stabilizes at its new hit point total
without leaving the zealots collective. Creatures brought
back to life through this effect gain a temporary negative
level that lasts for 1 day. Creatures slain by death effects
cannot be saved by this effect. In addition, the zealot
can expend psionic focus as a free action and pay any
amount of power points up to his zealot level to heal a
member of his collective for 4 hit points for every power
point spent; a creature cannot benefit from this ability
more than once per round.
Impossible Epiphany (Su): The zealots strikes draw out
the bounty of the universe, causing existence itself to
bring forth matter to bind and control his foes. At 8th
level, the zealot gains the ability to augment his strikes
in one or more of the following ways:
For every 2 power points the zealot spends, a
10-foot-square wall of ectoplasm that lasts for 1
minute appears within 30 feet of one member of
the zealots collective, using his zealot level as his
manifester level. Creatures benefiting from the
zealots zeal ability can walk through the wall
unimpeded, although the wall still blocks line of
sight and line of effect.
For every 3 power points the zealot spends, he may
temporarily suppress one of the following harmful
conditions affecting a member of his collective
for a number of rounds equal to his initiator
level. This does not end the effect causing the
condition; it just suspends that conditions effect for
the duration. Spells or effects with durations expire
normally, even while suppressed. A spell or effect
with a duration greater than that of the suppression
effect resumes functioning normally when the
suppression ends. The zealot can suppress any
one of the following conditions: blinded, confused,
dazed, dazzled, deafened, fatigued, frightened,
paralyzed, shaken, or sickened.

ZEALOT ACTIVE ENERGY TYPES

Every psionic character, regardless of whether or


not they can manifest powers, has an active energy
type (cold, electricity, fire, or sonic) that they choose
when they become psionically focused. See Chapter 4 of
Ultimate Psionics for more details.

19

Path of War Expanded


Destruction

Crushing Blows (Su): By striking at the fundamental


nature of the objects and creatures he wishes to destroy,
the zealot can shatter them as easily as brittle vessels.
At 4th level, as long as the zealot is psionically focused,
his attacks ignore hardness and damage reduction up to
double the intensity of his zeal. In addition, the zealot
can expend psionic focus as a free action, allowing each
member of his collectives attacks to ignore hardness
and automatically overcome damage reduction for one
round.
Storm of Steel (Su): The zealots attacks strain and
crack the bounds of reality, allowing him to strike once
to cause a whole wave of foes to fall. At 8th level, the
zealot gains the ability to augment his strikes in one or
more of the following ways:
For every power point the zealot spends, this
strike deals an additional 1d8 points of damage of
the zealots active energy type. For every 2d8 he
increases the damage by, the save DC of this strike
increases by +1. If the strike involves multiple
attacks, this additional damage is only added to the
first attack that hits.
If the zealot spends power points equal to the
maximum number of power points he can spend
to augment a maneuver (3 at 8th level, 4 at 12th
level, and so on), his strike affects all opponents
within a 15-foot cone or 20-foot line. Ranged attacks
affect opponents extending from the initiators
location. The zealot makes a single attack roll and
compares it to the AC of each creature within the
area. If the strike allows a saving throw, each target
may make one. Only strikes with an initiation
action of 1 standard action may be augmented in
this fashion, and this augment replaces the strikes
normal targets and affected area.

Protection

Living Bastion (Su): When a zealots allies are wounded


from battle, they can find a refuge at his side. At 4th level,
as long as the zealot is psionically focused, his reach
increases by 5 feet. In addition, whenever an ally within
his reach takes hit point damage, the zealot can expend
psionic focus as a free action (even if it isnt his turn) to
surround the ally with a telekinetic shield which reduces
the damage they take by half (after applying damage
reduction and energy resistance). A creature can only
benefit from this ability once per round.
Unbreakable Fortress (Su): The zealot is a bastion
of defense, every blow he strikes not only harms his
enemies, but it also protects his allies. At 8th level, the
zealot gains the ability to augment his counters in one or
more of the following ways:
The zealot can spend power points to grant each
member of his collective damage reduction/ equal
to the level of the maneuver initiated for one round
per power point spent.
If the zealot spends 1 power point per level of the
maneuver, he can initiate the counter as a free
action instead of an immediate action, even if it
isnt his turn. The zealot may use this augment only
once per round, and he cannot augment a counter
of higher than 6th level with this ability.

20

Defiance (Su): At 5th level, the zealot learns to


continue supporting his allies while hanging on to his
last breath. The zealot gains Diehard as a bonus feat
(even if he do not meet the prerequisites), and does not
take damage for using the Aid Another action while at
or below 0 hit points. In addition, the zealot does not die
until he reaches negative hit points equal to his zealot
level plus his constitution score.
Unshakable Will (Su): At 9th level, the zealot is able
to maintain his concentration even after dire setbacks.
The zealot automatically succeed on the Fortitude save
when a member of his collective dies, and automatically
succeeds on Aid Another checks to grant a member of his
collective a bonus to attack rolls or AC.
Stalwart (Ex): Starting at 13th level, a zealot can use
mental and physical resiliency to avoid certain attacks.
If he makes a successful Fortitude or Will saving throw
against an attack that has a reduced effect on a successful
save, he instead avoids the effect entirely. A helpless
zealot does not gain the benefit of the stalwart ability.
Metaphysical Transcendence (Su): At 16th level,
the zealot breaks the limitations between ideals and
existence; as a word lasts beyond the life the one who
spoke it, so the zealot and his allies persist beyond
their own mortality. As long as their visions are still
carried out, the zealot and his collective can not truly
be destroyed. When a member of his collective dies, the
creatures soul merges with his collective for up to one
day per zealot level. During this time, it can be affected
by psionic revivify, raise dead and similar abilities as if
it died within 1 round, without need for the creatures
corpse. The creature still counts towards the maximum
number of creatures in his collective while merged. If
the zealot dies, the creatures soul departs, killing it.
At 20th level, when the zealot dies, he can choose
to merge with his own collective. While he is merged
with his collective, his collective continues to function
and he can continue to use the Aid Another action, add
creatures to his collective, remove creatures from his
collective, and merge souls with his collective. Only if
all other members of the zealots collective die does the
zealot die.

Path of War Expanded


Chapter 2:
Archetypes

Within this section we will explore martial archetypes


for both martial disciples and for the core classes from
the Pathfinder RPG Core Rulebook and the psionic classes
from Ultimate Psionics. In the first section, we bring to
you the archetypes for the martial disciples and in the
second section we have a listing of the normally nonmartial classes.

Archetypes For Martial Disciples

Each base class in the Pathfinder Roleplaying Game


is designed to be a foundation for a wide array of
characters. Within that basic concept exists the potential
for innumerable variations. Some of these are too close
to existing classes to warrant being full base classes
of their own, yet prove compelling enough to become
archetypessets of alternate class features that can
be easily swapped for those of a given class to help
customize the classs focus. This chapter presents new
archetypes or other options for all of the new classes
introduced in this book, as well as for numerous base
classes from other sources.

ARCHETYPES

Each alternate class feature presented in an archetype


either replaces or alters one or more specific class
features from the base class.
When an archetype includes multiple alternate class
features, a character must take all of themoften
blocking the character from ever gaining certain
standard class features, but replacing them with other
options. All class features of the base class that arent
mentioned among the alternate class features of an
archetype remain unchanged and are acquired normally
when a character reaches the appropriate level. If an
alternate class feature replaces a base class feature,
the archetype doesnt count as having that base class
feature for the purpose of meeting any requirements or
prerequisites. On the other hand, if an alternate class
feature alters an existing class feature, it is considered to
be the core class feature for the purposes of meeting any
requirements or prerequisites, even if it was renamed.
A character can take more than one archetype, but
none of the alternate class features can replace or alter
the same class feature of the base class.
If a class feature has a series of improvements (such as
a fighters weapon training or a rangers favored enemy),
it can be replaced either entirely or partially. By default,
an alternate class feature replaces the entire original
class feature and all of its improvements. For example, if
a class feature states that it replaces trap sense without
mentioning a specific bonus, it replaces trap sense
entirely.
If an alternate class feature replaces one instance of
a class feature thats part of a series, the next time the
character would gain an improvement to that ability,
the new improvement counts as the lower-level ability
that was replaced by the archetype, and all subsequent
improvements follow suit. For example, if the barbarians
3rd-level trap sense +1 were replaced, the barbarian

would gain trap sense +1 at 6th level, trap sense +2 at 9th


level, and so on.
If an archetype gains a class skill as a result of a new
martial discipline becoming available to them or as
part of an ability that grants a martial discipline, that
archetype is not considered to be incompatible with
other archetypes that alter or replace class skills. An
archetype that otherwise alters the base class skill list
follows the normal archetype compatibility rules.

Path of War Class Archetypes

Harbinger: This section includes the crimson countess,


omen rider and ravenlord archetypes.
Mystic: This section includes the aurora soul,
gunsmoke mystic and knight-chandler archetypes.
Stalker: This section includes the brutal slayer and
vigilante archetypes.
Warder: This section includes the fiendbound
marauder and ordained defender archetypes.
Warlord: This section includes the desperado
archetype.
Zealot: This section includes the discordant crusader
and void prophet archetypes.

Archetypes for Non-Martial Disciples

Aegis: This section includes new aegis customizations.


Barbarian: This section includes the primal disciple
archetype.
Bard: This section includes the rubato archetype.
Dread: This section includes the nightmare archetype.
Fighter:
This section includes the myrmidon
archetype.
Marksman: This section includes the minds eye
disciple archetype.
Monk: This section includes the monk of the silver fist
archetype.
Paladin: This section includes the knight disciple
archetype.
Ranger: This section includes the ambush hunter
archetype.
Rogue:
This section includes the hidden blade
archetype.

Harbinger

Crimson Countess

All harbingers draw power from their understanding


of their negative emotions and the tragedies and evil
that afflict all people. Those who become crimson
countesses have a different emphasis: rage. These
harbingers, consumed by wrath, revenge, frustration,
or simple malicious fury, crimson countesses mark
their opponents for bloody vengeance and then wreak
devastation upon them. While not all permit their rage
to consume them, enough do that these blood-splattered
warriors have a dark and dangerous reputation that
follows them wherever they go.
Several of a crimson countess class features depend
on her having Claimed a creature, or affect creatures
she has Claimed. For the purposes of these class features,
only creatures Claimed using her dark claim ability
count; she may not use them with other Claims (such as
the soul hunter stalkers soul claiming class feature).

21

Path of War Expanded


Crimson Claim (Su): Starting at 1st level, a crimson
countess deals 1d4 damage to each creature Claimed by
her at the start of each of her turns. This damage increases
to 2d4 at 6th level, 3d4 at 10th level, 4d4 at 14th level, and
5d4 at 18th level. This ability replaces ill tidings.
Sanguine Empowerment (Su): At 2nd level, a crimson
countess develops the ability to gain and store Vitae. The
crimson countess gains 1 point of Vitae whenever she
Claims a creature. At the beginning of each of her turns,
she gains Vitae points equal to the number of creatures
she has Claimed. The maximum amount of Vitae a
crimson countess may have stored is equal to her class
level. A crimson countesss Vitae pool resets to 0 after
she has spent 1 minute out of combat.
The crimson countess gains a morale bonus on attack
and damage rolls made as part of a strike or counter
equal to 1/2 her stored Vitae points. These bonuses
increases by +2 when initiating such maneuvers against
a Claimed creatures. In addition, she gains the following
abilities as her Vitae pool grows:
Drain (Su): If the crimson countess has at least 1 Vitae
point stored, she can deal damage equal to her class

22

level to each creature she has Claimed as a move action.


If she has at least 2 Vitae points stored, she also heals
1d6 hp per creature she has Claimed when she uses this
ability.
Recover (Su): Starting at 6th level, if the crimson
countess has at least 4 Vitae points stored, she can
recover one of her expended boosts or counters as a
move action.
Sacrifice (Su): Starting at 10th level, if the crimson
countess has at least 6 Vitae points stored, she can
activate this ability as an immediate action when she
would be take hit point or ability damage. If she does,
she chooses a creature she has Claimed; that creature
must succeed at a Fortitude save (DC 10 + 1/2 the
crimson countess class level + the crimson countess
initiation modifier) or take the damage instead of the
crimson countess. On a successful save, the creature
takes half the damage (rounded down) and the crimson
countess takes the remainder. A crimson countess may
only use this ability once per encounter.
Sovereignty (Su): Starting at 14th level, if the crimson
countess has at least 8 Vitae points stored, she can activate
this ability as a standard action. Each creature she has
Claimed must succeed at a Fortitude save (DC 10 + 1/2
the crimson countess class level + the crimson countess
initiation modifier) or be teleported to an unoccupied
space of the crimson countess choice within 60 feet of
her. The crimson countess may not teleport Claimed
creatures into spaces that are intrinsically dangerous
(such as those filled with lava, spaces underwater, or
spaces in the air if the creature cannot fly).
Exsanguinate (Su): Starting at 20th level, if the crimson
countess has at least 10 Vitae points stored, she can
activate this ability as a standard action, choosing a
single creature she has Claimed. That creature must
succeed at a Fortitude save (DC 10 + 1/2 the crimson
countess class level + the crimson countess initiation
modifier) or die. On a successful save, the target instead
takes 13d6 points of damage. If the target dies from
this ability, the crimson countess heals a number of hit
points equal to 1/2 her normal hp maximum. This ability
is a death effect. A crimson countess may only use this
ability once per encounter.
This ability replaces dark focus.
Grim News (Su): Starting at 3rd level, a crimson
countess can move up to her speed as a swift action
once per encounter. She can use this ability twice per
encounter at 9th level, and three times per encounter at
15th level.
At 9th level, a crimson countess gains the ability to
transform herself and all of her worn and carried items
into a pool of blood with a radius of 5 feet per class level.
She can change into her pool form or revert to her natural
form as a swift action. When the crimson countess
reverts to her natural form, she appear in any space that
her pool form occupied (this is not a teleportation effect;
she re-forms in the chosen space). While in her pool
form, she gains a the following benefits and drawbacks:
The crimson countess and other creatures can share
a space freely. Neither the crimson countess nor these
creatures gain any benefit or suffer ill effects from
sharing the same space.
The crimson countess does not threaten spaces and
cannot make attacks of opportunity.

Path of War Expanded


The crimson countess cannot make melee or ranged
attacks (and thus cannot initiate maneuvers that
require them).
The crimson countess becomes immune to
bludgeoning, piercing, and slashing damage.
The crimson countess gains a climb speed of 10 feet.
The crimson countess does not gain Vitae.
At 15th level, a crimson countess gains the ability to
turn into a bloody mist in addition to her pool form.
While in mist form, she gains all the benefits and
drawbacks of her pool form, except that the mist is a
sphere with a radius equal to that of her blood pool form,
and she gains a fly speed equal to her land speed with
perfect maneuverability. In addition, while transformed,
opponents treat spaces occupied by the crimson countess
pool or mist forms as difficult terrain.
This ability alters and replaces grim news.

Omen Rider

Not all harbingers rely on their own strange and


eerie powers for travel and speed, some attract an
otherworldly companion to bear them on their missions
into the world. These mounts in form resemble equine
creatures of spectral bone and sinew, some wreathed in
manes of ghost-flame with burning hooves and others
more nightmarish beasts. Regardless of their form, these
harbingers are known as omen riders, for where they
ride, calamity follows close behind.
Rider of Ill Omens: An omen rider is gifted with
exceptional equestrian knowledge upon taking up this
mantle. At 1st level, she gains Medium Armor Proficiency
and Mounted Combat as bonus feats, even if he does not
meet their prerequisites. In addition, she gains Ride as
a class skill. Finally, an omen rider may trade one of her
available disciplines for the Piercing Thunder discipline.
Spectral Steed (Su): At 1st level, an omen rider gains
the ability to call forth a mount composed of spectral
bone, ghostly plasm, and ghoulish sinew. This beast is
roughly shaped as a heavy horse, sized appropriately for
the harbinger. The omen rider can magically call their
mount to their side as a full-round action a number of
times per day equal to 3 + the omen riders initiation
modifier. When she does, the mount immediately
appears adjacent to the omen rider. The mount can
be dismissed as a move action. A spectral steed has
insubstantial hooves that make no sound and what
seems to be a saddle, bit, and bridle. It does not fight and
cannot attack, but other animals shun it and refuse to
attack it.
The spectral steeds AC is equal to the omen riders,
and it has a number of hit points equal to half her
maximum hit points (minimum 10). In addition, it
gains the benefits of any miss chances, immunities, and
resistances the omen rider has. The spectral steed is not
affected by effects that target an area, nor is it vulnerable
to effects that do not deal hit point damage. The spectral
steed always acts on the omen riders initiative. If it
loses all its hit points, the spectral steed disappears, but
a new one may be summoned if the omen rider desires.
A spectral steed has a base land speed of 40 feet at 1st
level, which increases by 10 feet at 3rd level and every
two levels thereafter (up to a maximum of 100 feet). It
can bear its riders weight and up to 50 pounds of other
equipment, plus another 10 pounds per omen rider level.
The spectral steed gains certain powers according to the

omen riders level. A spectral steeds abilities include


those of mounts of lower levels.
Starting at 3rd level, the omen riders spectral
steed can ride over sandy, muddy, or even swampy
ground without difficulty or decrease in speed.
Starting at 6th level, the omen riders spectral steed
can tread on any liquid as if it were firm ground, as
if it were under the effect of a water walk spell.
At 9th level, the omen riders spectral steed gains
a fly speed equal to its land speed, with average
maneuverability. It gains a bonus on Fly check
equal to the omen riders initiator level.
Starting at 12th level, the omen rider can conjure
his spectral steed beneath him, summoning it and
mounting it in the same action. In addition, he can
summon his spectral steed as an immediate action.
The omen rider and his spectral steed are so in
tune with each other that they can work as one when
performing maneuvers. Whenever an omen rider
is mounted and uses a maneuver with a movement
component (such as making a charge attack, or taking
an extra move action), the omen rider can have his
spectral steed make the appropriate move action in his
place. Both the omen rider and spectral steed gain any
benefits from maneuvers that would normally apply
to the initiator (such as resistances, healing, temporary
hit points, and the effects of counters. If the maneuver
allows the initiator to make a charge attack, both the
spectral steed and omen rider are considered to be
charging.
This ability replaces ill tidings and grim news.
Ethereal Rider (Su): Starting at 5th level, when
moving through battle or charging down a road, the
omen rider and their spectral steed inspire ghostly
legends of riders made of smoke and darkness. When
the omen rider is mounted on their spectral steed, the
omen rider and his mount gain a +2 dodge bonus to their
AC and on Reflex saves. In any round where the spectral
steed moves at least 20 feet, both the omen rider and his
mount gain a 20% miss chance against attacks. Ghost
touch weapons and effects that can affect incorporeal
creatures normally ignore this miss chance.
Starting at 10th level, the determination and tireless
endurance of the spectral mount resonates and becomes
shared to inhuman levels between the omen rider and
itself. The omen riders spectral steed can take the
run action without limit, and does not need to make
Constitution checks to keep running. In addition, when
the omen rider and his steed move at a rull run for at
least ten minutes, both of them become immune to
fatigue and exhaustion until they stop, at which point,
the mount must immediately be dismissed.
This ability replaces elusive shadow.
Reapers Claim (Su): At 8th level, the omen rider is
able to drink deep of the ambrosia of a fallen foe and
strengthen themselves or their steed. Whenever the
omen rider reduces a creature he has Claimed to 0 or
fewer hit points, he and his spectral steed can can gain
a number of temporary hit points equal to twice that
creatures Hit Dice instead of recovering maneuvers.
These temporary hit points last until the end of the
encounter.
This ability replaces ill intentions.

23

Path of War Expanded


Rumors of War (Ex): This ability functions normally,
even when mounted.

Ravenlord

Everyone reacts to negativity differently, including


harbingers. Ravenlords are a curious but not uncommon
phenomenon amongst those grim warriors; unable
to fully cope with whatever sorrows fuel their power,
ravenlords splinter off a fraction of their soul into a
bird-like servant that contains their sorrow for them.
From then on, the two are inseparable. This bird, this
dark messenger, serves the ravenlord and does his
bidding, but the more the ravenlord pours his own
misery into the dark messenger, the more it acts on that
misery unless the ravenlord is wise or cunning enough
to control it. More than one ravenlord has woken up in
the morning to find his servant slathered in gore that he
cannot account for.
Dark Messenger (Ex): A ravenlord is served by a
raven-like bird, known as his dark messenger. The dark
messenger functions as a bird animal companion (using
the ravenlords level as his effective druid level) with the
following exceptions:
The dark messengers Intelligence score is equal to
the ravenlords.
The dark messenger always acts on the same
initiative count as the ravenlord.
The ravenlord may communicate telepathically
with his dark messenger provided the two are
within one mile of each other. The dark messenger
always obeys the ravenlords orders to the best of
its ability, and will exercise its own initiative to
promote the ravenlords interests and safety.
When slain, the dark messenger deals 1d6 points of
Constitution damage to the ravenlord, then re-forms
24 hours later, reappearing on its masters shoulder
with full hit points.
The dark messenger does not gain bonus tricks or
the share spells ability.

This ability replaces ill tidings.


Dark Focus (Ex): Both the ravenlord and his dark
messenger gain the benefits of the ravenlords dark
focus class feature, with the exception of the bonus feat
gained at 6th level. This ability otherwise functions as
normal.
This ability alters dark focus.
Channel of Woe (Su): At 3rd level, a ravenlords dark
messenger gains the ability to initiate counters and
strikes that the ravenlord has readied (expending them
from the ravenlords readied maneuvers as normal).
The dark messengers initiation modifier is Intelligence,
and its initiator level is equal to the ravenlords initiator
level. Only one of the ravenlord or his dark messenger
can initiate a strike in a single round (that is, if the dark
messenger initiates a strike, the ravenlord may not
initiate a strike until the next round, and vice versa).
When either the ravenlord or his dark messenger
initiates a strike, the other generates a 10-foot-radius
sphere of Gloom for one round. The Gloom is stationary
and grants concealment to the creature that generated it
for as long as that creature is within its area.
Starting at 3rd level, opponents within the Gloom
become cursed and take a 2 penalty on skill checks and
Reflex saves while within its area.

24

Starting at 9th level, opponents within the Gloom also


take a 4 penalty to their AC and on attack and damage
rolls within its area.
Starting at 15th level, opponents within the Gloom also
take a 2 penalty on Fortitude and Will saves and may
not make attacks of opportunity while within its area.
These effects on opponents within the Gloom are
considered energy drain effects (which means, among
other things, that undead and constructs are not subject
to them).
This ability replaces grim news.
Sorrows Shadow (Su): At 4th level, a ravenlords
dark messengers type changes to magical beast and it
gains Toughness as a bonus feat. Do not recalculate its
base attack bonus, hit points (except those granted by
Toughness), saving throws, or skills. In addition, the
dark messenger can change its size once per round as a
free action. At 4th level, it can become Small or Medium
size, at 10th level, up to Large size, and at 16th level, up
to Huge size. The dark messenger cannot use this ability
to become smaller than Small size. The dark messengers
ability scores do not change when it uses this ability.
This ability replaces massacre.
Unwanted Missive (Su): At 11 level, a ravenlord gains
the ability to swap places with his dark messenger once
per encounter as an immediate action. In order to use
this ability, the ravenlord and his dark messenger must
be within long range (400 feet + 40 feet per ravenlord
level) of each other. If the ravenlord uses this ability
in response to one or more attacks or effects targeting
himself or the dark messenger, each becomes the
potential target of such effects targeting the other. For
example, if the ravenlord is targeted with a charge attack,
he can activate this ability to exchange places with his
dark messenger. The dark messenger would then be the
target of the charge attack. This is a teleportation effect,
and if either the ravenlord or his dark messenger are
prevented from teleporting for any reason (such as by a
dimensional anchor spell), the ability fails and its use for
the encounter is expended. At 17th level, the ravenlord
can use this ability twice per encounter.
This ability replaces black omen and rumors of war.
Memories of Loss (Su): Starting at 13th level, the
Gloom generated by a ravenlords channel of woe
class feature lasts for a number of rounds equal to his
ravenlord initiation modifier modifier. Additionally,
opponents within the Gloom become incapable of
benefiting from insight or morale bonuses while within
its area.
This ability replaces dark murmur.
Whispers of Atrocity (Su): Both the ravenlord and
his dark messenger gain the benefits of the ravenlords
whispers of atrocity class feature. This ability otherwise
functions as normal.
This ability alters whispers of atrocity.

Aurora Soul

Mystic

Some mystics learn to focus their martial power


differently than others, strengthening their bodies and
passively generating a tangible field of animus around
their body, aiding both their offensive and defensive
capabilities. These mystics are known as aurora souls

Path of War Expanded


so named because this passive field shimmers and
scintillates with colors similar to the lights in the sky in
the far north.
Weapon and Armor Proficiency: An aurora soul is
proficient with all simple weapons and with light armor,
but not with shields. When wearing medium or heavy
armor, using a shield, or carrying a medium or heavy
load, an aurora soul loses the benefits of her mystic
combat and defensive aura class features.
This replaces the mystics normal weapon and armor
proficiencies.
Maneuvers: The disciplines available to an aurora
soul are Broken Blade, Elemental Flux, Riven Hourglass,
Steel Serpent, Thrashing Dragon, and Veiled Moon. An
aurora soul gains Heal as a class skill. She otherwise
learns, readies, initiates maneuvers as a standard mystic.
This ability alters maneuvers.
Mystic Combat (Su): An aurora soul learns how to
passively channel animus through her body, increasing
the strength of her bare-handed blows. An aurora souls
unarmed strike is treated as both a manufactured
weapon and a natural weapon for the purpose of spells
and effects that enhance or improve either manufactured
weapons or natural weapons. In addition, she gains the
following benefits:
At 1st level, an aurora soul gains Improved Unarmed
Strike as a bonus feat.
At 3rd level, an aurora soul gains Greater Unarmed
Strike as a bonus feat, even if she does not meet the
prerequisites.
Starting at 7th level, an aurora soul adds her aurora
soul initiation modifier as a bonus on damage rolls
with unarmed strikes, and her unarmed strikes
are treated as magic weapons for the purpose of
overcoming damage reduction.
Starting at 12th level, an aurora soul adds her
aurora soul initiation modifier as an insight bonus
to combat maneuver checks and to her combat
maneuver defense when fighting unarmed.
Starting at 17th level, an aurora soul adds her
aurora soul initiation modifier as an insight bonus
on critical confirmation rolls made with unarmed
strikes.
This ability replaces bonus feats.
Defensive Aura (Su): Starting at 2nd level, an aurora
souls animus creates a shimmering shield around her
body, warding off blows and pulsing with scintillating
colors. Whenever the aurora soul has at least one point
of animus in her animus pool, she adds her aurora soul
initiation modifier to her AC. This bonus to AC applies
even against touch attacks or when the aurora soul is
flat-footed. Note that the aurora souls defensive aura
comes into being at the start of her first turn in a combat
(at the same time as her animus pool); she does not gain
this against attacks made before she acts. The defensive
aura dissipates after combat, at the same time the aurora
souls animus pool does.
This ability replaces mystic artifice.

Gunsmoke Mystic

There are some mystics that have become entranced


by the sharp crack of gunfire and the smell of black
powder. These mystics seek to incorporate firearms into

their fighting style and infuse their powers into their


weapon.
Weapon and Armor Proficiency: A gunsmoke mystic
is proficient with all simple weapons and with firearms.
She is also proficient with light armor and bucklers.
This ability replaces the mystics standard weapon and
armor proficiencies
Maneuvers: The disciplines available to a gunsmoke
mystic are Elemental Flux, Riven Hourglass, Shattered
Mirror, Solar Wind, Tempest Gale, and Veiled Moon.
In addition, she always treats firearms as discipline
weapons for the disciplines available to her as a
gunsmoke mystic. A gunsmoke mystic gains Sleight
of Hand as a class skill. She otherwise learns, readies,
initiates maneuvers as a standard mystic.
This ability alters maneuvers.
Magical Gunsmith: At 1st level, a gunsmoke mystic
gains her choice of a musket or a pistol. Her starting
weapon is battered, and only she knows how to use it
properly. All other creatures treat her gun as if it had the
broken condition. If the weapon already has the broken
condition, it does not work at all for anyone else trying
to use it. This starting weapon can only be sold for scrap
(its worth 4d10 gp when sold). The gunsmoke mystic
also gains Gunsmithing as a bonus feat, and can upgrade
this gun to masterwork quality for 300gp and one day of
work, as if she were a gunslinger.
Animus Ammunition (Su): At 1st level, a gunsmoke
mystic learns how to form her animus into ammunition
for a firearm. As a free action that does not provoke
attacks of opportunity, the gunsmoke mystic can spend
one point of animus per piece of ammunition created
to reload an empty firearm on her person, filling the
gun with with semi-real bullets or pellets and powder.
These bullets or pellets are treated as mundane steel
with no special abilities or properties, and after one of
these bullets or pellets are used for an attack, it vanishes.
However, due to the ephemeral nature of these pieces of
ammunition, the gunsmoke mystic reduces the misfire
value of the firearm by 1 (to a minimum of 1) while
making attacks with her semi-real bullets. Firearms with
multiple barrels or chambers (such as with a pepperbox
or a revolver) must spend one animus per barrel or
chamber being loaded (the gunsmoke mystic does not
have to load a firearm to full capacity if she chooses).
The gunsmoke mystic does not need to have a free hand
to reload her firearms, she only needs to be touching the
firearm to do so.
If the firearm loaded with this ammunition has
magical properties, these properties are bestowed upon
the ammunition as normal.
The Way of the Gun: Gunsmoke mystics form a strong
bond with their firearms, perfecting various methods of
channeling animus through their shots.
Animus Flush (Su): Starting at 1st level, a gunsmoke
mystic can use her animus to flush out her firearm
after a misfire. As a move action, she can spend one
point of animus to remove the broken condition
from a single firearm she is currently wielding. This
ability can only repair a firearm that gained the
broken condition as a result of a firearm misfire;
if the gun was otherwise damaged, it does nothing.

25

Path of War Expanded


Gun-fu (Ex): Starting at 2nd level, a gunsmoke


mystic can use the butt or handle of her firearm
as a melee weapon. The gunsmoke mystic treats
her firearms butt or handle is as a light melee
weapon. One-handed firearms deal 1d6 points of
damage (1d4 if wielded by a Small creature), and
two-handed firearms deal 1d10 points of damage
(1d8 if wielded by a Small creature). Regardless of
the gunsmoke mystics size, she threatens a critical
hit on a natural roll of 20 and deals double damage
on a successful critical hit.
While wielding a firearm, the gunsmoke mystic
threatens adjacent squares as normal for a melee
weapon, and can use the butt or handle of her
firearm to make attacks of opportunity. The
gunsmoke mystic can attack with the gun in melee
or fire it at range interchangeably, even within the
same full-attack action (although she still provokes
attacks of opportunity if she makes ranged attacks
while threatened). In addition, if the firearm she
wields has an enhancement bonus, that bonus
applies to her melee attacks with the firearm.
Animus-Charged Bullets (Su): Starting at 3rd level, a
gunsmoke mystic may spend one point of animus as
a free action to add her gunsmoke mystic initiation
modifier to damage rolls with firearms for one
round. The gunsmoke mystic can only use this
ability once per round.
Focused Aim (Su): Starting at 7th level, a gunsmoke
mystic can take a move action to increase the
accuracy of a firearm. After doing so, that firearms
range increment increases by 20 feet for her next
attack with it. This ability stacks with all other
bonuses to the firearms range increment.
Ricochet Shot (Su): Starting at 12th level, when
initiating a ranged strike with a single target, the
gunsmoke mystic may spend a number of points of
animus equal to the level of that strike to target an
additional enemy within 20 feet of the initial target.
If she does so, she effectively initiates the strike
twice, once against each target. The gunsmoke
mystic can only use this ability once per round.
Martial Reloading (Su): Starting at 17th level,
whenever the gunsmoke mystic initiates a
maneuver with her firearm, she may freely reload
the shots used as part of that maneuver as if she
had used the animus ammunition class feature, at
no animus cost to her.

This ability replaces bonus feats.


Flowing Movements (Ex): Gunsmoke mystics know
that true perfection comes from perfect practice. They
train incessantly, mastering their movements to the
point that they seemingly draw, fire, and reload
their weapons on pure instinct. At 1st level, a
gunsmoke mystic gains Rapid Reload as a
bonus feat, even if she does not meet
the prerequisites, and applies that feat
to any firearm she wields. At 5th level,
a gunsmoke mystic can reload a two-handed firearm
as if it were a one-handed firearm, and a one-handed
firearm as if it were a hand or light crossbow. At 9th

26

level, a gunsmoke mystic no longer provokes attacks of


opportunity when firing or reloading her firearm.
This ability replaces withstand spell and quell magic.

Knight-chandler

Like all mystics, those who become knight-chandlers


are warriors who utilize discipline and enlightenment
to shape powerful and unstable magical energies
within them. What sets these warriors apart from other
mystics, however, is the fierce hope that burns within
their souls. Knight-chandlers are marked by indomitable
hope, intense loyalty, deep compassion, and a concern
for others that shapes their worldview and actions.
They transform the arcane energies within themselves
into something that illuminates the world with their
unrelenting passion and hope. The light they wield
shelters those they call friends and familyand burns
those that would threaten the ones they love.
Alignment: Any non-evil. Knight-chandlers are
defined by their concern for others, passionate
friendship, and unquenchable hope.
Soul Candle (Su): At 1st level, a knight-chandler creates
a flickering ball of energy formed from a combination
of arcane power and her own soulstuff, known as her
candle. The knight-chandlers candle is a fist-sized mote
of light that normally hovers in the knight-chandlers
space, and has the following properties:

Path of War Expanded


The candle is not a creature or an object and is not
subject to attacks of any kind.
The candle sheds bright illumination out to a
distance of 5 feet per point of illumination the
knight-chandler has in her illumination pool (see
below), and shadowy illumination for an equal
distance beyond that.
Once per round as a free action, the knight-chandler
can will her candle to move up to her speed. The
candles movement is not inhibited in any way
by difficult terrain or environmental conditions,
although it cannot move through solid objects. The
candle remains within one mile of its creator at all
times; the knight-chandler may not move the candle
beyond that radius, and if she attempts to move
further than one mile from her candle, it floats
along gently at the limit of its range. If the knightchandler moves outside this range faster than the
candle can follow (for example, by teleportation),
the candle appears one round later in a random
space precisely one mile from the knight-chandler.
If the candle is in the knight-chandlers space, she
can instruct it to move with her; it moves when
she does, remaining in her space until directed
elsewhere. In addition, the knight-chandler may
include her candle in teleportation effects that
affect her. If she does so, it arrives in the same space
she does.
As a swift action, the knight-chandler may summon
her candle to her space from wherever it is.
Allies within 15 feet of the candle gain resistance
to the knight-chandlers active elements associated
energy type equal to the number of points in
the knight-chandlers illumination pool, up to a
maximum of the knight-chandlers class level plus
her knight-chandler initiation modifier.
Unlike other supernatural abilities, a knight-chandlers
candle is not completely suppressed when it or the knightchandler is within an antimagic field or similar effect.
If the knight-chandler or her candle enters the area of
such an effect, the candle immediately dims, shedding
shadowy illumination with a radius of 5 feet, rather than
its normal light. It loses all other abilities (including
those gained through other class features) except for the
knight-chandlers ability to direct it to move once per
round as a free action. The candle regains its full power
once both it and the knight-chandler remove themselves
from the area of effect suppressing the ability.
Illumination (Su): Unlike a normal mystic, a knightchandler tempers her inner animus into an energy
called illumination, fueling her candle and its effects.
Outside combat, a knight-chandler has one point of
illumination in her illumination pool; she may not gain
additional points of illumination outside of combat.
When a knight-chandler enters combat, she adds one
point of illumination to her illumination pool at the start
of her first turn, and one more point of illumination
to her illumination pool at the start of each turn
thereafter. In addition, a knight-chandler gains one
point of illumination whenever she initiates a boost, and
she can focus her power as a swift action to add two
points of illumination to her pool. A knight-chandlers
illumination pool persists for one minute after the last

enemy combatant is defeated or the encounter otherwise


ends, after which it drops back down to one point.
In addition, the knight-chandler gains Tap Animus as
a bonus feat, even if she does not meet the prerequisites.
Her levels in knight-chandler count as arcane spellcaster
levels for the purposes of qualifying for prerequisites
(such as those of item creation feats or the Arcane Strike
feat), and if a knight-chandler ever develops arcane
spellcasting from another class, she may add her knightchandler level to her levels in that class to determine
her overall caster level for the purposes of item creation
feats.
A knight-chandlers inner illumination manifests in
both her candle and a powerful enhancement of her
body and soul:
Starting at 1st level, a knight-chandler can empower
her attacks with a brilliant luminescence. Whenever
the knight-chandler hits a creature with an attack,
she can choose to have her target become outlined
as if by a faerie fire spell, with a caster level equal
to the knight-chandlers initiator level. Successive
uses of this ability against the same creature do not
stack; instead, they extend the duration.
Starting at 4th level, a knight-chandler deals
additional damage equal to her initiator level on
any attack she makes as part of a strike against an
opponent that threatens one of her allies other than
herself.
Starting at 9th level, when a knight-chandler hits
a creature outlined by her illumination with an
attack, she can choose to snuff out the light affecting
that creature to heal herself for a number of hit
points equal to 1/2 the damage dealt by her attack.
Activating this ability is a free action that can be
taken even if it isnt the knight-chandlers turn,
although it can only be used once per round. The
knight-chandler cannot heal more damage than her
targets maximum hit points with this ability.
Starting at 17th level, the knight-chandler can
perceive the surroundings of her candle as if she
herself were there. She can treat the candles space
as her own for the purposes of determining line of
sight, making Perception checks, or the range of any
special senses she possesses (such as blindsense). In
addition, once per encounter, the knight-chandler
can teleport to her candle as a standard action. The
knight-chandler does not require line of effect to
use this ability, although if her candles space is
occupied by another creature, she is shunted to the
nearest unoccupied space. This is a teleportation
effect.
This ability replaces animus.
Candle Magic (Su): The bright energy that the knightchandlers candle releases is more than mere light; it is
her raw power, infused with her loyalty and devotion.
As her illumination builds, the knight-chandler can
shape this energy into various effects.
At 3rd level, the knight-chandler can project a votive
effect from her candle. At 8th level, she can also project a
lantern effect from her candle. Finally, at 15th level, the
knight-chandler can also project a bonfire effect from
her candle.

27

Path of War Expanded


The knight-chandler may change which effects her
candle projects as a swift action, though she can never
project more than one effect of the same type at a time.
All allies within 15 feet of the knight-chandlers candle
gain the benefits of the projected effect.
Votive Effects
Affected allies gain a morale bonus to saving throws
against mind-affecting abilities equal to the knightchandlers illumination, up to a maximum bonus
equal to her knight-chandler initiation modifier.
Affected allies add energy damage of the knightchandlers active elements associated energy type
equal to the knight-chandlers illumination to their
melee and ranged attacks, up to a maximum amount
equal to her class level.
Affected allies gain the ability to a take 5-foot step
as a swift action, even if theyve already moved or
taken a 5-foot step during their turn.
Affected allies gain the ability to tap into the candles
energy as a swift action, gaining temporary hit
points equal to the knight-chandlers illumination,
up to a maximum number of temporary hit points
equal to her class level. These temporary hit points
do not stack with themselves, and last for up to 1
minute.
Lantern Effects
Affected allies gain the ability to teleport to an
unoccupied space adjacent to the knight-chandler
as a move action. If there is no such space available,
the ally does not spend their move action and
does not teleport, instead getting a sense of being
impeded. The knight-chandler cannot benefit from
this effect when it is projected from her own candle.
Affected allies gain immunity to death effects, and
gain a bonus on saving throws against psi-like
abilities, psionic powers, spell-like abilities, spells,
and supernatural abilities of undead creatures
equal to the knight-chandlers illumination, to a
maximum bonus equal to the knight-chandlers
initiation modifier.
Affected allies gain a bonus on caster level checks,
manifester level checks, and skill checks equal
to the knight-chandlers illumination, up to a
maximum bonus equal to her knight-chandler
initiation modifier.
Affected allies gain a deflection bonus to their
AC equal to the knight-chandlers illumination, to
a maximum bonus equal to her knight-chandler
initiation modifier.
Bonfire Effects
Affected allies gain fast healing equal to the knightchandlers illumination, to a maximum amount
equal to her class level.
Whenever an affected ally recovers one or more
maneuvers, that ally heals up to 2 points of ability
damage to a single ability score of their choice. If
an ally does not have maneuvers or does not wish
to recover maneuvers, they can activate this ability
as a standard action.
Affected allies gain the ability to move up to twice
their speed as a swift action without provoking
attacks of opportunity.
If an affected ally would be reduced to 0 or fewer
hit points, that ally can trigger the candles power

28

as an immediate action. If they do, that ally is


immediately restored to 1/2 their maximum
hit point total, and all of the following adverse
conditions affecting that ally (if any) immediately
end: ability damage, blinded, confused, dazed,
dazzled, deafened, diseased, exhausted, fatigued,
feebleminded, insanity, nauseated, poisoned,
sickened, and stunned. The damage that would
have reduced the ally to 0 or fewer hit points is
negated.
Triggering the candles power in this fashion is
draining to the knight-chandler; doing so reduces
the knight-chandlers illumination pool to one point
(even if her minimum is normally higher) and
renders her incapable of projecting bonfire effects
for the remainder of the encounter.
This ability replaces elemental glyph.
Share the Light (Su): Starting at 9th level, the knightchandler can share the fierce light that wells up from
deep within her soul, bestowing it upon her allies. As
a swift action, she can select an ally within 15 feet.
That ally chooses a single boost or counter that the
knight-chandler has readied and unexpended. Until
the beginning of the knight-chandlers next turn, that
ally can initiate that maneuver as if they had readied
it normally, using the knight-chandlers initiator level
or their own, whichever is higher. If the ally chooses to
initiate the maneuver, the knight-chandler expends that
boost or counter (even if it isnt currently granted to her;
if it wasnt granted to her, treat it as though it had been
granted, then expended).
This ability replaces quell magic.
Eternal Candle (Su): At 20th level, the knight-chandler
transcends to something more than mortal, her fierce
soul transforms her body with its overflowing light. Her
type changes to Outsider, and she gains the Native and
Good subtypes. In addition, she ceases aging, and her
minimum illumination becomes equal to her knightchandler initiation modifier; increasing as normal
during combat and resetting to her new minimum after
spending one minute outside combat. Finally, the knightchandler gains the ability to initiate two boosts with the
same swift action, expending each as normal.
This ability replaces glyph mastery.
Ex-Knight-Chandlers: A knight-chandler who
becomes of evil alignment finds themselves deprived
of the hopeful, valorous worldview that shapes their
unique power. Such characters may not advance further
as knight-chandlers until such a time as they cease being
of evil alignment, though they do not lose access to their
class features. Even an evil knight-chandler remembers
her former loyalty and compassion, and by focusing on
these memories, she can still summon a candle and use
her candle magic.

Stalker

Brutal Slayer

Where other stalkers use grace and finesse, the brutal


slayer relies on strength and fury. Wielding heavy, two
handed weapons with blinding speed, the brutal slayer
is a terrifying predator of the night.
Maneuvers: A brutal slayer loses access to the
Thrashing Dragon discipline and adds Black Seraph

Path of War Expanded


and Primal Fury to his list of available disciplines. He
otherwise learns, readies, initiates maneuvers as a
standard stalker.
This ability alters maneuvers.
Maneuvers Readied: Instead of recovering maneuvers
like a standard stalker a brutal slayer uses his ki to
reinforce his body as a full-round action. When he does
so, he recovers a number of expended maneuvers equal
to his brutal slayer initiation modifier (minimum 2) and
gains temporary hit points equal to twice his initiator
level and damage reduction/ equal to his brutal slayer
initiation modifier (minimum 0). These temporary hit
points and damage reduction last for one round, and
stack with any other sources of temporary hit points or
damage reduction he may have. In addition, the next
strike he initiates this encounter deals additional bleed
damage equal to his brutal stalker initiation modifier.
The target continues to bleed until the bleeding is
stopped via magical healing or a successful DC 15 Heal
check. Alternately, the brutal slayer can take a moment
to realign himself and recover a single maneuver as a
standard action.
This ability alters maneuvers readied.
Brutal Strikes (Ex): Starting at 1st level, whenever a
brutal slayer confirms a critical hit against a creature,
he gains a +4 profane bonus Strength for a number of
rounds equal to his brutal slayer initiation modifier. This
bonus increases to +6 at 8th level and to +8 at 16th level.
This ability replaces deadly strikes.
Stalker Arts (Ex or Su): Whenever a brutal slayer
gains a new stalker art, he may choose from the following
list in addition to the standard stalkers stalker arts. This
ability does not cause the brutal slayer archetype to be
incompatible with other archetypes that alter the stalker
arts class feature.
Brutal Ambush (Ex): Whenever the brutal slayer
attacks a flat-footed opponent, he gains the benefit of his
brutal strikes ability while making that attack.
Brutal Assault (Ex): As a swift action, the brutal slayer
can spend a point of ki and target a single creature he
can see. He gains the benefit of his brutal strikes ability
when making attacks against that creature for a number
of rounds equal to his initiation modifier.
Furious Strikes (Ex): The Strength bonus granted by
the brutal slayers brutal strikes ability increases by +2.
In addition, he treats his class level as his base attack
bonus for the purposes of qualifying for critical feats. If
the brutal slayer possesses fighter levels, he also adds his
brutal slayer level to his fighter level for the purposes of
qualifying for critical feats.
Cruel Strike (Ex): When the brutal slayer hits with
a melee attack while under the effect of his brutal
strikes ability, he can reduce the damage he deals by
1/4 (rounded down) to sicken the target for a number of
rounds equal to his brutal slayer initiation modifier.
This ability alters stalker arts.
Armor of Scars (Ex): The brutal slayer takes as well
as he gives, becoming protected by the scars of wounds
he has already survived. Starting at 1st level, a brutal
slayer gains a +1 bonus to his natural armor. At 4th level
and every four levels thereafter, this bonus increases by
+1. In addition, the brutal slayers instincts enable him to
better dodge incoming blows; whenever he spends a fullround action to recover maneuvers, he gains a dodge
bonus to AC equal to his brutal slayer initiation modifier.

This ability replaces dodge bonus.


Muscle Memory (Ex): The muscles of a brutal slayer
are honed to deadly efficiency, just like his blades.
Starting at 2nd level, a brutal slayer may add 1/2 his
Strength modifier to his AC and to Reflex saves instead of
his Dexterity modifier. At 6th level, the brutal slayer may
add his full Strength modifier instead of his Dexterity
modifier, rather than 1/2. The brutal slayers Strength
bonus to his AC is still limited by his armors maximum
Dexterity bonus.

Vigilante

Vigilantes are warriors who use fear and darkness


to their advantage. They rely on keen insight and
inspiration to aid them where others would seek to use
magic or the supernatural.
Class Skills: A vigilante gains Knowledge
(dungeoneering), Knowledge (history), Knowledge
(geography), Knowledge (nobility), and Sleight of Hand
as class skills.
Maneuvers: A vigilante loses access to the Solar
Wind and Veiled Moon disciplines and adds Primal Fury,
Scarlet Throne, and Tempest gale to his list of available
disciplines. His initiation modifier is Intelligence, and
any stalker class features that previously used his
Wisdom modifier now use his Intelligence modifier.

29

Path of War Expanded


He otherwise learns, readies, initiates maneuvers as a
standard stalker.
This ability alters maneuvers.
Maneuvers Readied: Instead of recovering
maneuvers like a standard stalker, a vigilante must open
his mind to the flow of battle and the inherent patterns
therein as a full-round action. When he does so, he
recovers a number of expended maneuvers equal to
his vigilante initiation modifier (minimum 2), gains a +4
insight bonus to his AC for one round and can move up
to to his speed during the action, provoking attacks of
opportunity as normal. In addition, the next attack he
makes this encounter adds his sneak attack damage if it
hits, regardless of whether or not the target his flanked
or flat-footed. Alternately, the vigilante can center his
awareness and recover a single maneuver as a standard
action.
This ability alters maneuvers readied.
Inspiration (Ex): A vigilante relies on his insight to
aid him in his mission, using his cunning to augment
skill checks and ability checks. The vigilante has
an inspiration pool equal to 1/2 his class level + his
vigilante initiation modifier (minimum 1). An vigilantes
inspiration pool refreshes each day, typically after
he gets a restful nights sleep. As a free action, he can
expend one use of inspiration from his pool to add 1d6 to
the result of that check, including any on which he takes
10 or 20. This choice is made after the check is rolled
and before the results are revealed. An vigilante can
only use inspiration once per check or roll. The vigilante
can use inspiration on any Knowledge, Perception, or
Sense Motive skill checks without expending a use of
inspiration, provided hes trained in the skill.
Inspiration can also be used on attack rolls and saving
throws, although it costs two points of inspiration rather
than one. Using inspiration while making a saving throw
is an immediate action, rather than a free action.
This ability replaces ki pool.
Trapfinding (Ex): A vigilante adds 1/2 his level as a
bonus on Perception checks to locate traps and to Disable
Device checks (minimum 1). A vigilante can use Disable
Device to disarm magical traps.
Sneak Attack (Ex): If a vigilante can catch an opponent
when he is unable to defend himself effectively from
the vigilantes attack, he can strike a vital spot for extra
damage.
The vigilantes attack deals extra damage any time his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the vigilante flanks his target. This extra damage is 1d6
at 1st level, and increases by 1d6 every three vigilante
levels thereafter (2d6 at 4th level, 3d6 at 7th level, and
so on). Ranged attacks can count as sneak attacks only
if the target is within 30 feet. This additional damage is
precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as
a sap, unarmed strike, or whip), a vigilante can make
a sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attacknot
even with the usual 4 penalty.
The vigilante must be able to see the target well enough
to pick out a vital spot and must be able to reach such

30

a spot. A vigilante cannot sneak attack while striking a


creature with total concealment.
This ability replaces deadly strike.
Stalker Arts (Ex or Su): Instead of selecting a stalker
art at the appropriate level, a vigilante can select an
investigator talent instead, treating his stalker level
as his effective investigator level. He must meet the
prerequisites for this investigator talent as normal.
The vigilante cannot select investigator talents which
augment alchemy, nor can he select stalker arts which
require a ki pool to function. Any investigator talent
which augments studied strike instead affects the
vigilantes sneak attacks.
This ability alters stalker arts.
Inspired Vengeance (Ex): At 20th level, a vigilante
has mastered inspiration to such an extent that he
instinctively places his attacks in near-perfect paths. The
vigilante can use inspiration on any attack roll he makes
without spending any points from his pool. In addition,
the vigilante can spend one point of inspiration once
per round as a free action to to add 1d6 the save DC of a
maneuver he initiates.
This ability replaces retributive ki.

Warder

Fiendbound Marauder

Through direct purpose or trick of fate, some warders


find themselves directly infused with a dark power that
is theirs to wield. Manifesting itself as a spectral weapon
of otherworldly malice, these warders strike out with a
grim purpose to use their powers to defend their flock or to conquer anothers.
Maneuvers: A fiendbound marauder loses access to
the Golden Lion and Iron Tortoise disciplines and adds
Black Seraph, Cursed Razor, and Eternal Guardian to
her list of available disciplines. She gains Intimidate and
Spellcraft as class skills. She otherwise learns, readies,
initiates maneuvers as a standard warder. In addition,
the fiendbound marauders fiends grip is considered
a discipline weapon for the Black Seraph and Cursed
Razor disciplines.
This ability alters maneuvers.
Fiends Grip (Su): The signature feature of fiendbound
marauders is the ability to manifest an oversized, spiny
spectral claw, often wrapped in barbed chains. To
manifest her fiends grip, a warder must be wearing
gauntlets or spiked gauntlets, which act as a focus for
the weapon to come into the world. The warder can
manifest up to one fiends grip for each gauntleted hand
she has. Manifesting a fiends grip is a move action, and
dismissing one is a free action.
A fiends grip is a light weapon that deals 1d8 points
of bludgeoning or slashing damage (for a Medium-sized
wielder). It threatens a critical hit on a natural roll of 20
and deals double damage on a successful critical hit. A
fiends grip has the grapple and reach weapon properties,
and the fiendbound marauder gains the grab universal
monster ability for attacks made with her fiends
grip. Unlike a normal reach weapon, the fiendbound
marauder can be used against adjacent foes. In addition,
the fiendbound marauder can apply her full Strength
bonus on damage rolls with her fiends grip, even if

Path of War Expanded


wielding it in her off hand. A fiends grip is treated as a
spiked gauntlet for the purposes Weapon Focus, being
discipline weapon for a discipline, and similar feats and
abilities. A fiendbound marauder is always proficient in
her fiends grip.
A fiends grip is treated as both a manufactured weapon
and a natural weapon for the purpose of spells and
effects that enhance or improve either manufactured
weapons or natural weapons. It is also considered a
magic weapon for the purpose of overcoming damage
reduction, affecting incorporeal creatures, and similar
effects.
When attacking with her fiends grip, the fiendbound
marauder may apply any magical properties and
enhancement bonus of the gauntlet or spiked gauntlet
that fiends grip used as a focus to her attacks. She can
also treat a fiends grip as being made of the special
material of the gauntlet or spiked gauntlet used as a
focus. For example, a fiendbound marauder wearing
a +1 flaming gauntlet and a +2 adamantine defending
gauntlet would grow a +1 flaming fiends grip and a +2
adamantine defending fiends grip.
As a supernatural ability, manifesting a fiends grip
does not provoke attacks of opportunities. A fiends grip
cannot be counterspelled or dispelled, although it winks
out while within an antimagic field or similar effect. If
a fiends grip is sundered or disarmed, the spectral
weapon disappears, and may be manifested again on
the fiendbound marauders next turn (although if the
gauntlet it was using as a focus is sundered or otherwise
removed, the fiends grip cannot be recalled until the
fiendbound marauder has a new gauntlet).
This ability replaces aegis and clad in steel.
The Dark Mark (Su): A fiendbound marauders
armigers mark is tainted by his eldritch power, causing
marked creatures to also become cursed for the duration
of the mark. The mark is now a supernatural ability, but
otherwise functions as the armigers mark class feature.
The fiendbound marauder can use feats and abilities
that require or alter the armigers mark class feature as
normal.
This ability alters armigers mark.
Canny Pugilist (Ex): A fiendbound marauders
monstrous fiends grip is as much a part of her body as
it is her mind, allowing her to use it to great advantage.
Starting at 4th level, the fiendbound marauder adds
her fiendbound marauder initiation modifier as a
competence bonus on combat maneuver checks made
with her fiends grip.
This ability replaces tactical acumen.
Improved Fiends Grip (Su): Starting at 5th level,
the fiendbound marauders fiends grip can strike
incorporeal creatures as if it possessed the ghost touch
weapon special ability. In addition, the fiends grip can
be manifested as a free action, rather than a move action.
At 11th level, the fiendbound marauders fiends grips
critical multiplier increases to x3.
This ability replaces extended defense at 5th and 11th
levels.
Fiendish Empowerment (Su): At 8th level, the
fiendbound marauders fiends grip infects his armor,
causing it to grow cruel spikes and blades when her
weapon manifests. While her fiends grip is manifested,
the fiendbound marauders armor grows +1 ghost touch

DARING ACTS

With the GMs approval, a desperado can regain grit


by performing daring acts. As a general rule, a daring
act should be risky and dramatic. It should take a
good deal of guts, and its outcome should have a low
probability of success. If it is successful, the desperado
regains 1 grit point. Before attempting a daring act, the
player should ask the GM whether the act qualifies. The
GM is the final arbiter of whats considered a daring act,
and can grant a regained grit point for a daring act even
if the player does not ask beforehand whether the act
qualifies.
armor spikes that deal piercing and slashing damage. If
the armor already had spikes, they grow crueler, dealing
damage as if the fiendbound marauder was one size
category larger, dealing piercing and slashing damage,
and using the enhancement bonus granted by this
ability or their original enhancement bonus, whichever
is higher, and gaining the benefits of the ghost touch
weapon special ability. In addition, the fiendbound
marauder gains resistance 10 to two of the following
energy types: acid, cold, electricity, or fire. At 14th level,
the enhancement bonus of these armor spikes increases
to +2, and the fiendbound marauder gains resistance 10
to a third energy type from the above list. At 17th level,
the enhancement bonus of these armor spikes increases
to +3, and the energy resistances granted by this ability
increase to 20.
If the fiendbound marauder is not wearing armor, she
can still manifest her armor spikes and gain the energy
resistances granted by this ability while wielding a
fiends grip if she so chooses. If she does so, the spikes
grow out of her clothing or skin, as appropriate.
This replaces extended defense at 8th, 14th, and 17th
levels.

Ordained Defender

Some warders find their training amongst the clergy,


raised and trained to be the defenders of their faiths and
martial arm of their gods. Ordained defenders are found
in almost any faith, as men and women of conviction
and valor are universal in their moralities. Shining
champions or wicked blackguards, these warders are
the shields of their religions and the smiting hammers to
those they view as heretics.
Class Skills: Instead of the rigorous tactical training
that most warders undergo, ordained defenders
undergo a process of dogmatic indoctrination that lends
them to more introspective pursuits, meditating on the
nature of their faith and their role in their deitys plan.
An ordained defender gains Knowledge (religion) as a
class skill and loses Knowledge (nobility) as a class skill.
Maneuvers: A good-aligned ordained defender adds
Silver Crane to her list of available disciplines, an
ordained defender who is neither good nor evil adds
Eternal Guardian to her list of available disciplines, and
an evil-aligned ordained defender adds Black Seraph to
her list of available disciplines. If the ordained defender
does not have this disciplines associated skill as a class
skill, she gains it as a class skill. Her initiation modifier is
Wisdom, and any warder class features that previously
used her Intelligence modifier now use her Wisdom

31

Path of War Expanded


modifier. She otherwise learns, readies, initiates
maneuvers as a standard warder.
This ability alters maneuvers.
Aura (Ex): An ordained defender who worships a
chaotic, evil, good, or lawful deity has a particularly
powerful aura (as a cleric) corresponding to the deitys
alignment (see the detect evil spell for details).
Divine Gift (Su): At 3rd level, an ordained defender
receives supernatural empowerment from her deity in
the form of a divine gift. She receives her choice of one
inquisitor inquisition or warpriest blessing. She must be
of the correct alignment to choose an alignment-based
blessing. For determining the abilities gained from an
inquisition, the ordained defenders effective inqusitor
level is equal to her ordained defender level 2.
If the ordained defender chooses a blessing, the
blessing grants a minor power at 3rd level and a major
power at 13th level. An ordained defender can call upon
the power of her blessings a number of times per day, in
any combination, equal to 3 + 1/2 her ordained defender
level (rounded down). Each time she uses a blessing, it
counts against her daily limit. The save DC (if any) for
these blessings is 10 + 1/2 the ordained defenders class
level + the ordained defenders initiation modifier.
If an ordained defender also has levels in a class
that grants cleric domains, the blessings chosen must
match the domains selected by that class. With the
GMs permission, an ordained defender can change her
former blessings or domains to make them conform.
This replaces the bonus feats gained at 3rd and 13th
levels.

Warlord

Desperado

Some warlords take to the way of the gun, and find that
their daring personalities and devil-may-care attitude to
danger is well suited to the black smoke and thunderous
crack of the gunfight.
Weapon and Armor Proficiencies: The desperado is
proficient with with simple and martial weapons, and
with firearms. They are proficient with light armor and
with bucklers. This alters the warlords weapon and
armor proficiencies.
Trick Shot Training (Ex): A desperado adds Tempest
Gale to his list of available disciplines and gains Sleight
of Hand as a class skill.
Gunfighter (Ex): At 1st level, a desperado gains his
choice of a blunderbuss, musket, or pistol. Her starting
weapon is battered, and only she knows how to use it
properly. His starting weapon is battered, and only he
knows how to use it properly. All other creatures treat
his gun as if it had the broken condition. If the weapon
already has the broken condition, it does not work at all
for anyone else trying to use it. This starting weapon can
only be sold for scrap (its worth 4d10 gp when sold). The
desperado also gains Gunsmithing as a bonus feat, and
can upgrade this gun to masterwork quality for 300gp
and one day of work, as if he were a gunslinger. In
addition, he gains Amatuer Gunslinger as a bonus feat.
He uses his desperado initiation modifier instead of his
Wisdom modifier to determine the maximum amount of
grit points he can have.
This ability replaces the bonus feat gained at 1st level.

32

Fan the Hammer (Ex): A desperados hands are


lightning-quick, and he seemingly seemingly draws,
fires, and reloads his weapons on pure instinct. At
2nd level, a desperado gains Rapid Reload as a bonus
feat, even if he does not meet the prerequisites, and
applies that feat to any firearm he wields. At 5th level, a
desperado can reload a two-handed firearm as if it were
a one-handed firearm, and a one-handed firearm as if it
were a hand or light crossbow. At 9th level, a desperado
no longer provokes attacks of opportunity when firing or
reloading his firearm.
This replaces tactical presence (indomitable presence).
Daring Grit (Ex): Through determination, verve, or
otherwise dumb luck, a desperado is capable of forcing
incredible feats of daring and skill through their own
tenacity. In game terms, grit is a fluctuating measure
of a desperados ability to perform incredible actions
in combat. At the start of each day, a desperado gains a
number of grit points equal to his desperado initiation
modifier (minimum 1). His grit goes up or down
throughout the day, but usually cannot go higher than
his desperado initiation modifier (minimum 1), though
some feats and magic items may affect this maximum. A
desperado spends grit to accomplish deeds (see below),
and regains grit in the following ways:
Critical Hit with a Firearm: Each time the desperado
confirms a critical hit with a firearm attack while in
the heat of combat, he regains 1 grit point. Confirming
a critical hit on a helpless or unaware creature or on a
creature that has fewer Hit Dice than half the desperados
character level does not restore grit.
Killing Blow with a Firearm: When the desperado
reduces a creature to 0 or fewer hit points with a
firearm attack while in the heat of combat, he regains 1
grit point. Destroying an unattended object, reducing a
helpless or unaware creature to 0 or fewer hit points, or
reducing a creature that has fewer Hit Dice than half the
desperados character level to 0 or fewer hit points does
not restore any grit.
When the desperado gains this ability, his Amateur
Gunslinger feat is immediately traded for the Extra Grit
feat, as normal. If the desperado already has gunslinger
levels, he gains a bonus to the maximum amount of grit
he can have each day equal to his desperado initiation
modifier, but gains no extra grit at the start of each day.
This ability replaces the remaining tactical presences
gained at 5th and 9th levels.
Deeds: Desperados spend grit points to accomplish
deeds. Most deeds grant the desperado some momentary
bonus or effect, but there are some that provide longer
lasting effects. Some deeds stay in effect as long as the
desperado has at least 1 grit point. For the purposes of
learning and performing deeds and for prerequisites,
a desperados effective gunslinger level is equal to his
class level 4. Unless otherwise noted, a deed can be
performed multiple successive times, as long as the
appropriate amount of grit is spent to perform the deed.
At 5th level and again at 7th, 9th, 11th, 13th, and 15th
levels, the desperado learns a deed that a gunslinger of
his effective gunslinger level could learn.
This ability replaces dual tactical presence and
warlords presence.
Blackpowder Prowess (Ex): The desperado is a
skilled warrior with his chosen firearms and is capable

Path of War Expanded


of using them with incredible proficiency. Starting at 5th
level, while the desperado maintains a Tempest Gale or
Solar Wind stance, he gains a +1 competence bonus on
attack rolls, damage rolls, and combat maneuver checks
with using firearms. This bonus increases by +1 at 12th
level and again at 19th level.
This ability replaces battle prowess.

Zealot

Discordant Crusader

Discordant crusaders are warrior zealots who choose


to blend both good and evil into one style, using the
strength of one to supplement the fury of the other.
Maneuvers: The dueling focus within the discordant
crusader allows for a split focus of his talents as well
as his ambiguously moral state. By embracing the tools
and techniques of both good and evil, he may fulfil his
mission without regard to conventional morality. A
discordant crusader loses access to the Piercing Thunder
discipline and adds Black Seraph and Silver Crane to his
list of available disciplines. He otherwise learns, readies,
initiates maneuvers as a standard zealot.
This ability alters maneuvers.
Moral Ambiguity (Ex): A discordant crusader decides
the nature of his own path, for good or ill. Starting at
1st level, the discordant crusader can initiate maneuvers
with the Good and Evil descriptors regardless of his
alignment, and regular use of these maneuver does not
threaten to change his alignment.
Grey Aura (Su): Starting at 4th level, as long as the
discordant crusader is psionically focused, his alignment
cannot be discerned by spells and effects as long as his
class level is higher than the effects caster level. In
addition, whenever he deals profane damage, he can
expend his psionic focus as a free action to instead deal
an equal amount of sacred damage. Alternatively, he can
use this ability when he deals sacred damage to instead
deal an equal amount of profane damage.
This ability replaces the mission ability gained at 4th
level. A discordant crusader never gains a mission.
Paired Weapons (Su): Starting at 5th level, a
discordant crusader treats all Black Seraph discipline
weapons as Silver Crane discipline weapons, and vice
versa.
This ability replaces defiance.
Divided Focus (Ex): At 6th level, a discordant crusader
gains Discipline Focus (Black Seraph) and Discipline
Focus (Silver Crane) as bonus feats, even if he does not
meet their prerequisites.
This ability replaces the conviction gained at 6th level.
Twofold Fire (Su): Starting at 8th level, a discordant
crusader gains the ability to augment his strikes
from the Black Seraph and Silver Crane disciplines by
spending power points. A discordant crusader can
spend a maximum number of power points augmenting
a maneuver equal to one plus one additional power
point for every four initiator levels he possesses (up to a
maximum of 6 at 20th level). If the zealot has the ability
to augment his maneuvers in other ways, such as from
another class feature or the maneuver itself, this cannot
be combined with the augments granted by this ability;
he must choose which augmentation type to use when
initiating the maneuver. The discordant crusader can

augment his Black Seraph and Silver Crane strikes in one


or more of the following ways:
For every power point the discordant crusader
spends, this strike deals an additional 1d6 points of
profane damage (if a Black Seraph strike) or sacred
damage (if a Silver Crane strike).
For every 3 power points the discordant crusader
spends, his target takes a 4 penalty to their AC (if
a Black Seraph strike) or to their attack rolls (if a
Silver Crane strike) for one minute. A successful
Will save (DC 10 + the strikes level + your initiation
modifier) negates this penalty. These penalties do
not stack with themselves if the discordant crusader
hits an opponent with multiple augmented strikes,
although a creature can suffer from both penalties
simultaneously.
This ability replaces the mission augments gained at
8th level.
Twinned Avatar (Su): At 16th level, the discordant
crusader can enter a two stances, one each from the Black
Seraph and Silver Crane Disciplines, with a single swift
action. Doing so is taxing for the discordant crusader,
and he can only maintain the stances together for a
number of rounds equal to 3 + his initiation modifier.
These rounds do not need to be consecutive, but after he
reaches this maximum he must wait an equal number of
rounds before he can use this ability again. At 20th level,
the discordant crusader can maintain a Black Seraph
and a Silver Crane stance together indefinitely.
This ability replaces metaphysical transcendence.

Void Prophet

There are those who, having tapped into the endless


void, find themselves compelled to share it with others.
These psionicists, these void prophets, cannot be said
to serve the void, because the void cannot be served,
but they travel the lands with the nothing inside them,
showing it to those who dare to oppose them. This
nihilistic fervor marks them, setting them apart from
others, but it is difficult to deny the empty purity of their
power.
Class Skills: A void prophet gains Spellcraft as a class
skill.
Maneuvers: A void prophet loses access to the Golden
Lion and Solar Wind disciplines and adds Cursed Razor
and Riven Hourglass to her list of available disciplines.
She otherwise learns, readies, initiates maneuvers as a
standard zealot.
This ability alters maneuvers.
Maneuvers Readied: Instead of recovering maneuvers
like a standard zealot, a void prophet recovers one
expended maneuver whenever she adds an unwilling
creature to her collective, and recovers expended
maneuvers equal to her void prophet initiation modifier
(minimum 2) whenever a member of her collective is
reduced to 0 or fewer hit points. Alternately, the void
prophet may focus inwards, meditating and recovering
a single maneuver as a standard action.
This ability alters maneuvers readied.
Unwilling Participant: At 1st level, a void prophet
gains Unwilling Participant as a bonus feat. The save DC
to resist being added to the void prophets collective is
equal to 10 + 1/2 her initiator level + her void prophet
initiation modifier.

33

Path of War Expanded


Expanded Collective: At 1st level, a void prophet
gains Expanded Collective as a bonus feat.
This ability replaces compartmentalized aid.
Hollow Faith (Su): The void prophet shares the patient
emptiness of the void with her enemies, inviting them to
gaze into the pitiless nothing. Her devotion to the hollow
hunger of the void spurs her to feats of psionic and
martial prowess.
At 1st level, she may add unwilling members to her
collective as a move action, and may expend her psionic
focus to add an unwilling member as a swift action
instead.
At 4th level, the void prophet may designate any
number of creatures in her collective as a free action at
the beginning of her turn. Those creatures suffer a 2
penalty to armor class, attack rolls, skill checks, caster
level checks (such as those made to overcome spell
resistance), and manifester level checks (such as those
made to overcome power resistance). These penalties
persist until those creatures leave the void prophets
collective or she is rendered unconscious or dead, or else
chooses to rescind the penalties as a free action at the
beginning of her turn.
Starting at 8th level, a void prophets mission grants
her the ability to augment her maneuvers by spending
power points. A void prophet can spend a maximum
number of power points augmenting a maneuver equal
to one plus one additional power point for every four
initiator levels she possesses (up to a maximum of 6 at
20th level). If the void prophet has the ability to augment
her maneuvers in other ways, such as from another class
feature or the maneuver itself, this cannot be combined
with the augments granted by this ability; she must
choose which augmentation type to use when initiating
the maneuver.
For every power point the void prophet spends
when initiating a strike, the target of the strike has
any insight and morale bonuses affecting them
reduced by 1 for the duration of the bonus or 24
hours, whichever is shorter. This can reduce a
bonus below 0 (effectively creating a penalty), but
only if such a bonus is already affecting the creature.
If the strike allows a saving throw, a successful save
against it negates this effect. If it does not allow a
saving throw, then the target can make a Will save
(DC 10 + 1/2 the void prophets class level + the void
prophets Charisma modifier) to negate this effect.
If the void prophet spends 3 power points when
initiating a counter and that counter successfully
negates an attack against the void prophet (either
through making the attack miss or otherwise
preventing the attack from occurring), the void
prophet may have the attack target a member of her
collective instead. The redirected attack uses the
same attack and damage rolls as the initial attack
against the void prophet, but can target the member
of the collective regardless of the range.
This ability replaces mission.
Preach the Silence (Su): The void prophet knows
how to take the hope she leeches from her victims and
use it to empower her allies. Whenever a creature fails
a saving throw to be added to her collective, the void
prophets allies in the collective gain a +1 morale bonus

34

to attack rolls and saving throws for a number of rounds


equal to her initiation modifier, or until the creature
leaves her collective, whichever happens first. This
bonus increases by +1 at 5th level and again every 5 void
prophet levels thereafter.
This ability replaces zeal.
Endless Hunger (Su): At 3rd level, the void prophet
may attempt to add a creature who fails its saving throw
against one of her strikes to her collective; if the strike
does not normally allow a save, the creature must instead
succeed at a Will save (DC 10 + the strikes level + the
void prophets Charisma modifier) to avoid being added
to the void prophets collective. This is a free action that
is part of the strike in question. If successful, the void
prophet may not recover the strike that provoked this
ability, though she may still recover 1 other maneuver
as normal.
This ability replaces commitment.
The Consuming Void (Su): At 16th level, the void
prophet may expend the soul of an unwilling creature
that has died and merged with her collective through
her metaphysical transcendence ability as a free action.
If she does, that creature dies (and leaves the collective)
and the void prophet regains her psionic focus. She may
not expend the souls of willing members of her collective.

Table 2-1: Archetype Maneuver


Progression
Level

Known

Readied

Stances

Maximum
Maneuver
Level Known

1st

2nd

Maneuvers

rd

4th

5th

th

7th

8th

10th

11th

th

12

13th

10

14th

th

11

th

11

16th

12

17th

13

18th

14

19th

14

20th

15

15

Path of War Expanded


This ability otherwise functions as
transcendence.
This ability alters and replaces
transcendence.

metaphysical
metaphysical

ARCHETYPES FOR
NON-MARTIAL DISCIPLES

Aegis

New Aegis Customizations

The maximum levels of maneuvers and stances


gained through aegis customizations is limited by those
listed on Table 2-1: Archetype Maneuver Progression,
although this restriction does not apply to maneuvers
added to his maneuvers known through other methods,
such as prestige classes or the Advanced Study feat.

1-Point Customizations

Additional Maneuvers: The aegis learns two additional


maneuvers (not stances) that he meets the prerequisites
for. These maneuvers must be from the Sleeping Goddess
discipline or one of the two other disciplines he selected
when you took the initiators soul customization. This
customization may be selected multiple times. Each
additional time it is taken, the aegis learns one maneuver
from his three disciplines. For every two times the aegis
takes this customization, he can ready one additional
maneuver. The aegis must be at least 3rd level and have
the initiators soul* customization before selecting this
customization.
Special: This customization can be taken by aberrant
aegii.
Additional Stance: The aegis learns one additional
stance that he meets the prerequisites for. This stance
must be from the Sleeping Goddess discipline or one of
the two other disciplines he selected when you took the
initiators soul customization. The aegis must be at least
4th level and have the Initiators Soul customization
before selecting this customization. This customization
may be selected up to one additional time at 7th level
and every three levels thereafter.
Special: This customization can be taken by aberrant
aegii.

2-Point Customizations

Initiators Soul: The aegis gains the ability to learn and


ready martial maneuvers. He learns three maneuvers
and one stance when he takes this customization. The
disciplines available to the aegis are Sleeping Goddess
and two other disciplines of his choice. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill. The aegis initiation
modifier is Intelligence, and each aegis level is counted
as a full initiator level. In addition, you gain Knowledge
(martial) as a class skill.
Once the aegis knows a maneuver, he must ready it
before he can use it (see below). A maneuver usable
by aegii is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. An
aegis maneuvers are not affected by spell resistance,

Maneuver Skill Checks and Rage

Why do maneuvers use such seemingly odd skills like


Perform, Craft, Sleight of Hand, or Survival as part of
initiating their maneuvers? Warriors the world over
would practice actions that imitated their fighting
style to improve their efficiency, from the swordsman
who learned dances to improve his footwork to the
spearman whose gentle and precise touch could craft a
beautiful vase, or pierce an artery in a flash.
As such, maneuvers which require skill rolls to
function are atypical of normal skill checks and do not
always follow the normal rules for using skill checks.
If an initiator performs a maneuver that requires a
skill check when normally that skill check would be
disallowed (such as during a rage) he may still initiate
the maneuver and perform the skill check as normal.
and he does not provoke attacks of opportunity when he
initiates one.
The aegis can ready all three of his maneuvers known,
but if he gains additional aegis maneuvers, he must
choose which maneuvers to ready. An aegis must always
ready his maximum number of maneuvers readied. He
readies his maneuvers by tinkering with his astral suit
for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The aegis does not need to sleep or rest for any
long period of time in order to ready his maneuvers; any
time he spends ten minutes adjusting his suit, he can
change his readied maneuvers.
An aegis begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the aegis to recover maneuvers, he must
realign himself to his astral suit a full-round action.
When he does so, he recovers a number of maneuvers
equal to his aegis initiation modifier (minimum 2) and
can exchange up to 1 point of customizations per four
class levels (minimum 1) for new customizations. These
new customizations last for one minute, at which point
they return to their prior state. Alternately, the aegis may
take a moment to focus, recovering a single maneuver as
a standard action.
Special: This customization can be taken by aberrant
aegii.

Barbarian

Primal Disciple

Primal Disciples draw on the strength and wisdom of


their ancestors to grant them the insight to use powerful
martial techniques during their furious rages.
Maneuvers: A primal disciple begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Golden Lion, Piercing Thunder,
Primal Fury, and Thrashing Dragon. A primal disciple
gains Diplomacy as a class skill.

35

Path of War Expanded


Once the primal disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by primal disciples
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A primal
disciples maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The primal disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through primal disciple levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A primal
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
primal disciple can choose to learn a new maneuver in
place of one she already knows. In effect, she loses the old
maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the primal disciple need not replace the old
maneuver with a maneuver of the same level. She can
swap only a single maneuver at any given level. A primal
disciples initiation modifier is Wisdom, and each primal
disciple level is counted as a full initiator level.
Maneuvers Readied: A primal disciple can ready
all three of her maneuvers known at 1st level, and as
she advances in level and learns more maneuvers,
she is able to ready more, but must still choose which
maneuvers to ready. A primal disciple must always
ready her maximum number of maneuvers readied.
She readies her maneuvers by practicing weapon drills
or communing with her ancestors for ten minutes. The
maneuvers she chooses remain readied until she decides
to meditate again and change them. The primal disciple
does not need to sleep or rest for any long period of time
in order to ready her maneuvers; any time she spends
ten minutes in communion with her ancestors, she can
change her readied maneuvers.
A primal disciple begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the primal disciple to recover maneuvers,
she must draw on the strength of her ancestors as a fullround action. When she does so, she recovers a number
of expended maneuvers equal to her primal disciple
initiation modifier (minimum 2), regains one round of
rage, and if she is fatigued as a result of her rage class
feature, she can make a Fortitude save (DC 10 + the
number of rounds the fatigue would last). Alternately,
the primal disciple may focus inward and recover a
single maneuver as a standard action.
Stances Known: A primal disciple begins play with
knowledge of one stance from any discipline open to
primal disciples. At 4th, 7th, 11th, and 13th levels, she

36

can select an additional stance to learn. The maximum


level of stances gained through primal disciple levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the primal disciple does not have
to ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a primal disciple cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces the rage powers gained at 4th, 6th,
8th, 10th, 12th, 14th, 16th, 18th, and 20th levels.
Ancestral Style (Ex): Primal disciples draw their skill
and strength from longstanding traditions of combat
and skill in their tribes. At 1st level and again at 6th
level, a primal disciple gains one of the following feats
as a bonus feat: Enduring Protector, Martial Charge,
Martial Power, Prodigious Two Weapon Fighting, Seize
the Opportunity, or Victorious Recovery. She must meet
the prerequisites for these feats as normal.
This ability replaces fast movement and trap sense.

Rubato

Bard

A rubato (plural rubati) is a bard who taps into


the Primal Song and channels it in both life and war.
Theories abound about the Primal Song, though most
accept that it is an echo, a shard, of something even more
ancient and fundamental, but its power fuels these war
singers and propels them to acts of incredible valor.
Maneuvers: A rubato begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Elemental Flux, Golden Lion, and
Mithral Current.
Once the rubato knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by rubati is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A rubatos maneuvers are not
affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The rubato learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through rubato levels is limited by those listed in that
table as well, although this restriction does not apply to
maneuvers added to his maneuvers known through other
methods, such as prestige classes or the Advanced Study
feat. A rubato must meet a maneuvers prerequisite to
learn it. See the Systems and Use chapter in Path of War
for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
rubato can choose to learn a new maneuver in place
of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the rubato need not replace the old maneuver
with a maneuver of the same level. He can swap only a

Path of War Expanded


single maneuver at any given level. A rubatos initiation
modifier is Charisma, and each rubato level is counted
as a full initiator level.
Maneuvers Readied: A rubato can ready all three of
his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A rubato must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
practicing weapon drills or communing with the primal
rhythm for ten minutes. The maneuvers he chooses
remain readied until he decides to practice again and
change them. The rubato does not need to sleep or
rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes practicing,
he can change his readied maneuvers.
A rubato begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the rubato to recover maneuvers, he must
expend tempo. A rubato can recover a single expended
maneuver as a swift action by spending 2 points of
tempo, or as a free action by spending 3 points of tempo.
A rubato may not recover a maneuver by spending
tempo in the same round that he initiated it, though he
might be able to recover it in another way.
Stances Known: A rubato begins his career with
knowledge of one stance from any discipline open to
rubati. At 4th, 7th, 11th, and 13th levels, he can select an
additional stance to learn. The maximum level of stances
gained through rubato levels is limited by those listed in
Table 2-1: Archetype Maneuver Progression. Unlike
maneuvers, stances are not expended and the rubato
does not have to ready them. All the stances he knows
are available to his at all times, and he can change the
stance he is currently maintaining as a swift action. A
stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a rubato cannot learn a new
stance at higher levels in place of one he already knows.
This ability replaces spells.
Tempo (Su): As the rubato fights and draws on the
Primal Song, he builds a supernatural energy known
as tempo. Outside combat, a rubato has no tempo to
spend. When a rubato enters combat, he gains a tempo
pool equal to 1/2 his class level (minimum 1) + his rubato
initiation modifier at the start of his first turn, and adds
one point of tempo to his tempo pool at the start of each
of his turns thereafter. His tempo pool persists for one
minute after the last enemy combatant is defeated or
the encounter otherwise ends. The rubato may not gain
tempo out of combat, even if another ability would
normally permit him to. A rubato can spend tempo as if
it were animus when augmenting maneuvers from the
Elemental Flux discipline.
This ability replaces cantrips.
Bardic Performance: Like all bards, the rubato can
use his performances to create magical effects on those
around his. Once per round as a free action, a rubato
can expend one round of his bardic performance to
add 2 points of tempo to his tempo pool. Alternatively,

he can spend 2 points of tempo to regain one round of


his bardic performance. He may only use one of these
abilities in a given round. In addition, a rubato can start
a bardic performance in the same action as initiating a
strike by spending one additional round of his bardic
performance ability.
Rubati learn different performances than most
bards. A rubato still learns inspire courage, inspire
competence, and soothing performance, but otherwise
learns performances from the list below. A rubatos
performances may all use either audible or visual
components, even if they would otherwise only use one
or the other.
Counterpoint (Ex): At 1st level, a rubato learns
how to lead his allies in a defensive rhythm. An ally
must be able to perceive the rubatos performance
to be affected. Affected allies gain a bonus equal
to 1/2 the rubatos class level (minimum one) on all
non-damage rolls made as part of initiating counters.
This ability replaces countersong.
Metronome (Su): At 1st level, a rubato learns how
to create a stronger, faster connection to the Primal
Song. While maintaining this performance, he adds
one point of tempo to his tempo pool at the beginning
of each of his turns. At 5th level and every five levels
thereafter, the amount of tempo gained by this ability
increases by 1. This ability replaces distraction.
Dissonance (Ex): At 1st level, a rubato learns how
to create a subtly hypnotic, discordant performance
that jars his enemies and disturbs their patterns.
Enemies within 30 feet that can perceive the rubatos
performance must succeed at a Will save (DC 10
+ 1/2 the rubatos class level + his rubato initiation
modifier) or take a 1 penalty on all non-damage
rolls made as part of their attacks or strikes while the
rubato maintains this performance. A creature that
successfully saves cannot be affected by the same
rubatos dissonance performance until the end of the
encounter. This penalty increases by 1 at 5th level
and every five levels thereafter. This ability replaces
fascinate.
Fortissimo (Su): At 6th level, a rubato learns
to empower his maneuvers with tempo. Unlike
other bardic performances, he may activate
this performance while maintaining another
performance. When the rubato initiates a strike
with an initiation action of 1 standard action, he can
expend 3 rounds of bardic performance and 2 points
of tempo to increase the damage (including ability
damage, if appropriate) dealt by that strike by 50%.
He can activate this performance after rolling his
attack roll and determining if it hit or missed, but
must activate it before damage is rolled. The rubato
must wait 3 rounds after performing a fortissimo
before he may perform it again. This ability replaces
suggestion.
Canon (Su): At 8th level, a rubato learns to lead
his allies in a martial rhythm. An ally must be able
to perceive the rubatos performance to be affected.
Whenever an affected ally initiates a maneuver, they
can recover an expended maneuver of different
type (for example, an ally that initiates a strike may
recover a boost or a counter). Each affected ally may

37

Path of War Expanded


only recover up to one maneuver per round in this
fashion. This ability replaces dirge of doom.
Accelerando (Su): At 9th level, a rubato learns to
charge his allies with his tempo, infusing them with
the Primal Song. An ally must be able to perceive the
rubatos performance to be affected. Affected allies
gain the benefits of a haste spell as if cast by a bard
of the rubatos class level. Starting and maintaining
this performance costs two performance rounds for
each round the rubato performs, rather than one.
This ability replaces inspire greatness.
Crescendo (Su): At 14th level, a rubato can
maximize his strikes with tempo, smiting his
enemies with the triumphant rise of the Primal
Song. Unlike other bardic performances, he may
activate this performance while maintaining another
performance. When the rubato initiates a strike
with an initiation action of 1 standard action, he can
expend 4 rounds of bardic performance and 4 points
of tempo to maximize the damage (including ability
damage, if appropriate) dealt by that strike. Treat all
damage dice rolled as part of the strike as though
they had achieved the maximum result. This does
not affect any other part of the strike, such as attack
rolls or rolls to determine the duration of its effects.
This ability replaces frightening tune.
Harmonize (Su): At 15th level, a rubato learns to
harmonize his allies movements with the rhythm of
the Primal Song. Unlike other bardic performances,
this performance costs 2 tempo per round to
maintain rather than costing bardic performance
rounds. An ally must be able to perceive the rubatos
performance to be affected. Affected allies gain
an insight bonus equal to the rubatos initiation
modifier to their AC, on saving throws, and on skill
checks made as part of initiating maneuvers. This
bonus increases by +2 during any round in which the
rubato recovers one or more maneuvers. This ability
replaces inspire heroics.
Con Moto (Su): At 18th level, a rubato gains the
ability to enhance the maneuvers of his allies with
his tempo. An ally must be able to perceive the
rubatos performance to be affected. Whenever an
affected ally initiates a maneuver, the rubato can
spend 2 tempo as a free action, even if it isnt his
turn. If he does, that ally may move up to 15 feet as
part of the maneuver (resolve this movement either
immediately before, or immediately after initiating
the maneuver) or if the maneuver already involves
movement, they may increase the distance moved
by 15 feet. This movement provokes attacks of
opportunity as normal, unless another ability would
prevent such attacks. In addition, the save DC of that
allys maneuver (if any) increases by 2. This ability
replaces mass suggestion.
Fugue (Ex): At 20th level, the rubato learns to
maintain two bardic performances at the same time.
He can activate two bardic performances with the
same action, paying any associated costs for each
separately. Performances noted as being able to be

38

used while maintaining other performances (such


as fortissimo) do not count against this limit. This
ability replaces deadly performance.
This ability alters bardic performance.
Martial Performer (Ex): Starting at 2nd level, a
rubato can make Perform checks in place of checks with
his disciplines associated skills. He may only substitute
Perform checks for skills associated with disciplines he
has access to from his rubato levels (including disciplines
acquired through traits or martial traditions).
This ability replaces versatile performance.

Nightmare

Dread

The fear that keeps many warriors awake at night is


knowing that out there somewhere, someone is carrying
the blade or arrow that has your name on itthe weapon
that kills the otherwise brave warrior. Some dreads
know that this most terrifying fear is one they lurks in the
front of every warriors mind in battle, and by capturing
that fear, they can appear to those night-fearing soldiers
as that one terrifying warrior. The nightmare that has
just been carrying that weapon, waiting to meet them.
Maneuvers: A nightmare begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Black Seraph, Sleeping Goddess, and
Veiled Moon.
Once the nightmare knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by nightmares is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A nightmares maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The nightmare learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through nightmare levels is limited by those listed in that
table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A nightmare must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the nightmare can choose to learn a new maneuver
in place of one he already knows. In effect, he loses
the old maneuver in exchange for the new one. He
can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the nightmare need not replace
the old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
nightmares initiation modifier is Charisma, and each
nightmare level is counted as a full initiator level.
Maneuvers Readied: A nightmare can ready all three
of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A nightmare must always ready his maximum number

Path of War Expanded


of maneuvers readied. He readies his maneuvers by
practicing weapon drills or meditating on the nature of
fear for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The nightmare does not need to sleep or rest for
any long period of time in order to ready his maneuvers;
any time he spends ten minutes meditating, he can
change his readied maneuvers.
A nightmare begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the nightmare to recover maneuvers, he
must draw on the fear of his enemies by activating his
frightful claim class feature; the nightmare recovers
a single expended maneuver whenever he Claims
a creature, and he recovers a number of expended
maneuvers equal to his nightmare initiation modifier
(minimum 2) whenever a creature he has Claimed is
reduced to 0 or less hit points. Alternately, the nightmare
may concentrate on his deepest fears and draw strength
from them to recover a single maneuver as a standard
action.
Stances Known: A nightmare begins his career with
knowledge of one stance from any discipline open to
nightmares. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum
level of stances gained through nightmare levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the nightmare does not have
to ready them. All the stances he knows are available
to his at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a nightmare cannot learn a
new stance at higher levels in place of one he already
knows.
This ability replaces shadow twin and the nightmares
new powers known at 2nd, 8th, and 14th levels.
Frightful Claim (Su): Starting at 1st level, a nightmare
gains the ability to channel his mind-breaking psionic
abilities, marking a foe as his prey and driving them
to absolute terror in the process. As a swift action, the
nightmare may Claim an opponent that he can see
(including with special senses such as blindsense or
tremorsense) within close range (25 feet + 5 feet per 2
nightmare levels) for a number of rounds equal to 1/2
his class level (minimum 1 round). A nightmare can
have a maximum number of creatures Claimed equal
to his nightmare initiation modifier (minimum 1), and
may not Claim a creature he has already Claimed until
or unless the Claim expires. Claimed creatures take a
2 penalty on saving throws against fear effects. This
penalty increases by 1 at 6th level and every six levels
thereafter, and stacks with the nightmares aura of fear
class feature,
In addition, the nightmare automatically knows the
position of creatures he has Claimed. Any opponent the
nightmare cannot see still has total concealment (50%

miss chance) against him, and the nightmare still suffers


the normal miss chance when attacking creatures that
have concealment. The nightmare is still denied his
Dexterity bonus to his AC against attacks from Claimed
creatures he cannot see.
Martial Terror (Su): At 2nd level, the nightmare gains
the ability to channel a terror through his strikes. Once
per round as a free action, the nightmare can channel
a terror through his weapon when initiating a strike
or using his devastating touch class feature against a
creature he has Claimed.
This ability replaces channel terror.
Master of Fear (Ex): Starting at 5th level, the
nightmares control over his fearsome melee might
increases. Once per round when the nightmare
manifests a psionic power, he can enter a new stance
as a free action. In addition, once per round when he
initiates a boost, he can activate a single terror as a free
action. If the nightmare possess the Terror Mastery feat,
he can instead activate two terrors as a free action when
using this ability.
This ability replaces the bonus feat gained at 5th level.
Bonus Feats: At 9th level and every four levels
thereafter, the nightmare gains Advanced Study,
Discipline Focus, Discipline Mastery, or any feat that
requires the ability to Claim an opponent as a bonus feat.
He must meet the prerequisites for these feats as normal.
This ability replaces the bonus feats gained at 9th, 13th,
and 17th levels.
Torturous Fear (Su): At 11th level, the nightmare
gains the ability to initiate strikes with an initiation
action of 1 standard action while using his devastating
touch class feature. He makes a melee touch attack as
normal, and affects the target with both the strike and
the devastating touch. If the nightmare has the ability
to use his devastating touch as a ranged attack, he can
only initiate strikes that can be used with ranged attacks
with it.
This ability replaces twin fear.
Improved Aura of Fear (Su): At 15th level, the
nightmares aura of fear radius increases from 10 feet
to 20 feet. Creatures who are immune to fear effects
must still be within 10 feet of the nightmare to lose this
immunity.
Martial Nightmare (Su): At 19th level, the nightmares
Claim causes his foes to be wracked with fear to their
cores. Creatures Claimed by the nightmares frightful
claim class feature ability lose any immunities to fear
effects and mind-affecting effects they possess for as
long as they are Claimed, and take a 2 penalty on saving
throws against the nightmares maneuvers and psionic
powers.

Myrmidon

Fighter

Some fighters attend grand colleges of war where


they learn to master more esoteric martial forms, and
some learn the techniques of many different schools of
combat and forge their own path. Others are trained in
small regiments to fight as a single cohesive, adaptable
unit where all members are capable of playing the
others parts. These fighters are known as myrmidons,
the pinnacle of the fighters tradition of adaptability,
ingenuity, and enduring strength.

39

Path of War Expanded


Class Skills: The myrmidons class skills are Acrobatics
(Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha),
Intimidate (Cha), Knowledge (dungeoneering) (Int),
Knowledge (engineering) (Int), Knowledge (martial) (Int),
Perception (Wis), Profession (Wis), Ride (Dex), Survival
(Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
These skills replace the standard fighters class skills.
However, this archetype is still compatible with other
fighter archetypes that also add class skills or skill ranks
(such as by the lore warden fighters scholastic class
feature).
Maneuvers: A myrmidon begins his career with
knowledge of three martial maneuvers. When he takes
his first myrmidon level, he selects four of the following
disciplines to gain access to for myrmidon maneuvers:
Broken Blade, Golden Lion, Iron Tortoise, Mithral
Current, Piercing Thunder, Primal Fury, Scarlet Throne,
Tempest Gale, and Thrashing Dragon. If one of his
selected disciplines associated skills is not on his class
skill list, he gains it as a class skill.
Once the myrmidon knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by myrmidons is considered
an extraordinary ability unless otherwise noted in it or
its disciplines description. A myrmidons maneuvers are
not affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The myrmidon learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through myrmidon levels is limited by those listed in that
table as well, although this restriction does not apply to
maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A myrmidon must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the myrmidon can choose to learn a new maneuver
in place of one he already knows. In effect, he loses
the old maneuver in exchange for the new one. He
can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the myrmidon need not replace
the old maneuver with a maneuver of the same level.
He can swap only a single maneuver at any given level.
A myrmidons initiation modifier is Wisdom, and each
myrmidon level is counted as a full initiator level.

DARING ACTS

With the GMs approval, a myrmidon can regain grit


by performing daring acts. As a general rule, a daring
act should be risky and dramatic. It should take a
good deal of guts, and its outcome should have a low
probability of success. If it is successful, the desperado
regains 1 grit point. Before attempting a daring act, the
player should ask the GM whether the act qualifies. The
GM is the final arbiter of whats considered a daring act,
and can grant a regained grit point for a daring act even
if the player does not ask beforehand whether the act
qualifies.

40

Maneuvers Readied: A myrmidon can ready all three


of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A myrmidon must always ready his maximum number
of maneuvers readied. He readies his maneuvers
by performing weapon drills for ten minutes. The
maneuvers he chooses remain readied until he decides to
practice again and change them. The myrmidon does not
need to sleep or rest for any long period of time in order
to ready his maneuvers; any time he spends ten minutes
practicing, he can change his readied maneuvers.
A myrmidon begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the myrmidon to recover maneuvers, he
must take on a defensive form as a full-round action,
resetting his rhythm to continue the battle. When he
does so, he recovers a number of maneuvers equal to his
myrmidon initiation modifier (minimum 2) and until the
start of his next turn, attacks made against him provoke
an attack of opportunity and he can take a 5-foot step each
time he is attacked (even if he has already taken one this
round). In addition, he gains the benefit of the Combat
Reflexes feat, and can us myrmidon initiation modifier
instead of his Dexterity modifier for determining how
many additional attacks of opportunity he can make.
Alternately, the myrmidon may take a moment to focus,
recovering a single maneuver as a standard action.
Stances Known: A myrmidon begins his career with
knowledge of one stance from any discipline open to
myrmidons. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum
level of stances gained through myrmidon levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the myrmidon does not have
to ready them. All the stances he knows are available
to his at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a myrmidon cannot learn a
new stance at higher levels in place of one he already
knows.
This ability replaces the bonus feats gained at 6th, 10th,
14th, and 18th levels.
Grit (Ex): At 1st level, the myrmidon makes his mark
upon the world with nerves of steel and superior training.
Through determination, verve, or otherwise dumb luck,
the myrmidon is capable of forcing incredible feats of
daring and skill through their own tenacity. In game
terms, grit is a fluctuating measure of a myrmidons
ability to perform incredible actions in combat. At
the start of each day, a myrmidon gains a number of
grit points equal to his myrmidon initiation modifier
(minimum 1). His grit goes up or down throughout the
day, but usually cannot go higher than his myrmidon
initiation modifier (minimum 1), though some feats and
magic items may affect this maximum. A myrmidon

Path of War Expanded


spends grit to accomplish deeds (see below), and regains
grit in the following ways.
Critical Hit: Each time the myrmidon confirms a
critical hit while in the heat of combat with a weapon
with which he has Weapon Focus or is in a weapon group
associated with a discipline he has Discipline Focus for,
he regains one grit point. Confirming a critical hit on a
helpless or unaware creature or on a creature that has
fewer Hit Dice than half the myrmidons character level
does not restore grit.
Killing Blow with a Maneuver: When the myrmidon
reduces a creature to 0 or fewer hit points with a
maneuver or with a weapon he has Weapon Focus with,
he regains 1 grit point. Destroying an unattended object,
reducing a helpless or unaware creature to 0 or fewer
hit points, or reducing a creature that has fewer Hit Dice
than half the myrmidons character level to 0 or fewer
hit points does not restore any grit.
This ability replaces the bonus feat gained at 2nd level.
Deeds: Myrmidons spend grit points to accomplish
deeds. Most deeds grant the myrmidon some momentary
bonus or effect, but there are some that provide longer
lasting effects. Some deeds stay in effect as long as the
myrmidon has at least 1 grit point. The following is
the list of base myrmidon deeds. A myrmidon can only
perform deeds of his level or lower. Unless otherwise
noted, a deed can be performed multiple successive
times, as long as the appropriate amount of grit is spent
to perform the deed.
Unbreakable (Ex): Starting at 1st level, a myrmidon is
trained very well to protect himself against the many
unnatural elements of this world where he must rely on
only his wits and training to protect him from harm. He
can spend 1 grit point as an immediate action to gain a
+4 circumstance bonus on a single saving throw.
Heroic Recovery (Ex): Starting at 1st level, a myrmidon
spend 1 grit point as a swift action to recover a single
expended maneuver.
Man of Action (Ex): Starting at 1st level, a myrmidon
can spend 1 grit point as a swift action to gain a
circumstance bonus on a single Acrobatics, Climb, or
Swim check equal to his class level.
Ready for Trouble (Ex): Starting at 3rd level, as long
as the myrmidon has at least 1 grit point, he gains a
+2 bonus on initiative checks and Will saves to resist
compulsion and fear effects. In addition, if his hands
are free and unrestrained, he can spend 1 grit point as
part of making an initiative check to draw a single nonhidden light or one-handed weapon or to draw and don
a shield (except a tower shield).
Utility Trick (Ex): Starting at 3rd level, as long as the
myrmidon has at least 1 grit point, he can perform any of
the following utility tricks. The myrmidon must declare
the utility trick he is using before using the ability.
Field Bandage: By using a healers kit to quickly
dress and bandage a wound, the myrmidon can
grant 1d6 temporary hit points per three character
levels to himself or an adjacent creature as a fullround action. These temporary hit points cannot
increase a creatures hit points beyond its normal
maximum, and last for ten minutes. A creature can
only only receive the benefits of this ability once
per day or until they have received magical healing
equal to or greater than the amount of temporary

hit points granted by the myrmidons field bandage.


This ability also halts a bleeding wound, stopping a
creature from taking further bleed damage.
Makeshift Tool: Should he need a tool in a combat
situation, the myrmidon makes due with his
weapons. He is not penalized for not having a
proper tool when making skill checks in combat.
Improvise Weapon: The myrmidon can use objects
not intended to be normal weapons or cobble
together something that can be used as a weapon. He
only takes a 2 penalty while wielding improvised
weapons, rather than 4.
Warriors Determination (Ex): The myrmidon gains an
uncanny ability to force himself through many hardships
and keep on going through his superior training and
experience. Starting at 6th level, he can spend 1 grit
point as an immediate action to negate a single condition
currently affecting him until the end of the encounter,
at which point it returns as if its duration had not been
interrupted. The myrmidon can activate this ability even
if he would not normally be able to act because of the
condition in question. A myrmidon can use this ability

41

Path of War Expanded


multiple times in an encounter, spending 1 grit point
and negating a single condition each time he does.
At 6th level, the myrmidon can temporarily negate
the fatigued, shaken, or sickened conditions using
this ability.
At 10th level, a myrmidon can temporarily negate
the dazed or staggered conditions, or ignore the
effects of a disease (including ability damage he
may have taken from the disease) using this ability.
At 14th level, a myrmidon can temporarily negate
the exhausted, frightened, or nauseated conditions
using this ability.

Marksman

Minds Eye Disciple

Minds eye disciples forgo their normal psychic honing


in order to achieve mastery over their martial teachings.
Through the focusing of their minds eye, their aim can
find any target.
Maneuvers: A minds eye disciple begins her career
with knowledge of three martial maneuvers. The
disciplines available to her are Sleeping Goddess, Solar
Wind, and Tempest Gale. A minds eye disciple gains
Sleight of Hand as a class skill.
Once the minds eye disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by minds eye
disciples is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. A
minds eye disciples maneuvers are not affected by
spell resistance, and she does not provoke attacks of
opportunity when she initiates one.
The minds eye disciple learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through minds eye disciple levels
is limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A minds eye
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
minds eye disciple can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highest-level
maneuvers she knows; the minds eye disciple need
not replace the old maneuver with a maneuver of the
same level. She can swap only a single maneuver at any
given level. A minds eye disciple initiation modifier is
Wisdom, and each minds eye disciple level is counted as
a full initiator level.
Maneuvers Readied: A minds eye disciple can ready
all three of her maneuvers known at 1st level, and as
she advances in level and learns more maneuvers,
she is able to ready more, but must still choose which
maneuvers to ready. A minds eye disciple must always
ready her maximum number of maneuvers readied.
She readies her maneuvers by opening her minds

42

eye and meditating on what it sees for ten minutes.


The maneuvers she chooses remain readied until she
decides to meditate again and change them. The minds
eye disciple does not need to sleep or rest for any long
period of time in order to ready her maneuvers; any
time she spends ten minutes focusing, she can change
her readied maneuvers.
A minds eye disciple begins an encounter with all
her readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the minds eye disciple to recover
maneuvers, she must focus her minds eye on a target.
As a full-round action, she selects one creature she can
see, recovering a number of expended maneuvers equal
to her minds eye disciple initiation modifier (minimum
2). Her next ranged attack against that creature ignores
any miss chance possessed by the target (including that
of total concealment) and does not take penalties on
attack rolls from attacking that creature from beyond
her weapons first range increment. In addition, she
gains an insight bonus on that attack roll equal to her
minds eye disciple initiation modifier. Alternately, the
minds eye disciple may focus inward and recover a
single maneuver as a standard action.
Stances Known: A minds eye disciple begins his
career with knowledge of one stance from any discipline
open to minds eye disciples. At 4th, 7th, 11th, and 13th
levels, she can select an additional stance to learn. The
maximum level of stances gained through minds eye
disciple levels is limited by those listed in Table 2-1:
Archetype Maneuver Progression. Unlike maneuvers,
stances are not expended and the minds eye disciple
does not have to ready them. All the stances she knows
are available to her at all times, and she can change the
stance she is currently maintaining as a swift action.
A stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a minds eye disciple cannot
learn a new stance at higher levels in place of one she
already knows.
This ability replaces combat style, style technique, and
style ability.
Opened Eye (Su): At 1st level, the minds eye disciples
power allows her to wield weapons more freely. She
treats all ranged and thrown weapons she wields as
Sleeping Goddess discipline weapons.
Discipline Skill (Ex): At 3rd level, a minds eye
disciple selects a discipline she has access to. She gains a
+1 bonus on checks with that disciplines associated skill.
This bonus increases by +1 at 6th level and every three
levels thereafter.
This ability replaces style skill.
Focused Eye (Su): Starting at 3rd level, as long as the
minds eye disciple maintains psionic focus, she gains a
+2 competence bonus on damage rolls for when initiating
strikes with ranged or thrown weapons. At 7th level and
every four levels thereafter, this bonus increases by +1.
This ability replaces style mantra.

Path of War Expanded


Cover Fire (Ex): When a minds eye disciple uses her
cover fire class feature, any boosts she is affected by also
affect the cover fire attack. If the target fails its saving
throw, it is also affected by any additional damage or
effects that the boost would normally apply to an attack.
This ability alters cover fire.
Bonus Feats: A minds eye disciple adds Advanced
Study, Crossbow Mastery, Discipline Focus, Discipline
Mastery, Expanded Knowledge, Extra Readied Maneuver,
and Rapid Reload to her list of available bonus feats.
This ability alters bonus feats, but does not cause the
minds eye disciple archetype to be incompatible with
other archetypes that alter the bonus feats class feature.
Augmented Eye (Su): Starting at 8th level, a the minds
eye disciple gains the ability to augment her maneuvers
by spending power points. A the minds eye disciple can
spend a maximum number of power points augmenting
a maneuver equal to one plus one additional power
point for every four initiator levels she possesses (to a
maximum of 6 at 20th level). If the minds eye disciple
has the ability to augment her maneuvers in other ways,
such as from another class feature or the maneuver itself,
this cannot be combined with the augments granted by
this ability; she must choose which augmentation type to
use when initiating the maneuver. These augments can
only be used on maneuvers that involve attack rolls.
For every power point the minds eye disciple
spends, this maneuver deals an additional 1d8
points of damage of the minds eye disciples active
energy type. For every 2d8 she increases the damage
by, the save DC of this maneuver (if any) increases
by +1. If a maneuver involves multiple attacks, this
additional damage only applies to the first attack
that hits.
For every power point the minds eye disciple
spends, attacks made as part of this maneuver
ignore 5% of miss chance possessed by the target
(such as from concealment or the displacement
spell). Miss chances cannot be reduced below 0%
with this augment.
This ability replaces the bonus feat gained at 8th level.

Monk

Monk of the Silver Fist

The Monks of the Silver Fist are an order of martial


artists that have perfected the way of the bodyguard.
Their unique use of gauntlets and greaves protects
their hands and adds weight to the attacks they make in
defense of their charges.
Weapon and Armor Proficiency: A monk of the silver
fist gains proficiency with gauntlets and bucklers in
addition to their normal weapon and armor proficiencies.
Maneuvers: A monk of the silver fist begins his
career with knowledge of three martial maneuvers. The
disciplines available to him are Eternal Guardian, Iron
Tortoise, and Mithral Current. A monk of the silver fist
gains Bluff and Perform as class skills.
Once the monk of the silver fist knows a maneuver,
he must ready it before he can use it (see Maneuvers
Readied, below). A maneuver usable by monk of the
silver fist is considered an extraordinary ability unless
otherwise noted in it or its disciplines description. A

monk of the silver fists maneuvers are not affected


by spell resistance, and he does not provoke attacks of
opportunity when he initiates one.
The monk of the silver fist learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through monk of the silver fist levels
is limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A monk of
the silver fist must meet a maneuvers prerequisite to
learn it. See the Systems and Use chapter in Path of War
for more details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the monk of the silver fist can choose to learn a new
maneuver in place of one he already knows. In effect,
he loses the old maneuver in exchange for the new one.
He can choose a new maneuver of any level he likes, as
long as he observes the restriction on the highest-level
maneuvers he knows; the monk of the silver fist need
not replace the old maneuver with a maneuver of the
same level. He can swap only a single maneuver at any
given level. A monk of the silver fists initiation modifier
is Wisdom, and each monk of the silver fist level is
counted as a full initiator level.
Maneuvers Readied: A monk of the silver fist can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. A monk of the silver fist must always ready his
maximum number of maneuvers readied. He readies his
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers he chooses remain
readied until he decides to practice again and change
them. The monk of the silver fist does not need to sleep
or rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes meditating,
he can change his readied maneuvers.
A monk of the silver fist begins an encounter with all
his readied maneuvers unexpended, regardless of how
many times he might have already used them since he
chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
In order for the monk of the silver fist to recover
maneuvers, he must take a full-round action, moving up
to his speed, then granting an adjacent ally (including
himself) an insight bonus to their AC and on saving throws
equal to his monk of the silver fist initiation modifier
for one round. If he does so, he recovers a number of
expended maneuvers equal to his monk of the silver fist
initiation modifier (minimum 2). Alternately, the monk
of the silver fist may center himself and realign his ki,
recovering a single maneuver as a standard action.
Stances Known: A monk of the silver fist begins his
career with knowledge of one stance from any discipline
open to monks of the silver fist. At 4th, 7th, 11th, and
13th levels, he can select an additional stance to learn.
The maximum level of stances gained through monk of

43

Path of War Expanded


Table 2-2: Monk of the Silver
Fist Damage
Level

Damage
(Small)

Damage
(Medium)

Damage
(Large)

1st-4th

1d4

1d6

1d8

5 -9

1d6

1d8

2d6

10th-14th

1d8

1d10

2d8

15th-19th

1d10

2d6

3d6

20

2d6

2d8

3d8

th

th

th

the silver fist levels is limited by those listed in Table 2-1:


Archetype Maneuver Progression. Unlike maneuvers,
stances are not expended and the monk of the silver fist
does not have to ready them. All the stances he knows
are available to his at all times, and he can change the
stance he is currently maintaining as a swift action. A
stance is an extraordinary ability unless otherwise
stated in the stance or discipline description.
Unlike with maneuvers, a monk of the silver fist
cannot learn a new stance at higher levels in place of
one he already knows.
This ability replaces flurry of blows and stunning fist.
Gauntlet Strike (Ex): At 1st level, the monk of the
silver fist becomes an expert in wielding gauntlets. He
gains Improved Unarmed Strike and Weapon Focus
(gauntlet) as bonus feats, even if he does not meet
their prerequisites. A monk of the silver fist deals
more damage with his gauntlet attacks than a normal
person would, as shown below. For the purposes of the
monk of the silver fists abilities and feats, a gauntlet is
any weapon worn over the hands or fingers to aid in
punching, including brass knuckles, normal gauntlets,
rope gauntlets, and spiked gauntlets.
This ability replaces unarmed strike.
Shielding Fist (Ex): At 1st level, so long as the monk
of the silver fist is wearing gauntlets, he gains a +1 shield
bonus to his AC, and treats his gauntlets as bucklers
in addition to their normal effects. If is gauntlets are
enchanted, he applies their enhancement bonus on
attack and damage rolls and to this shield bonus as well.
In addition, a monk of the silver fist can wear gauntlets
and use them as a shield without interfering losing the
benefit of his AC bonus class feature.
Bonus Feats: At 1st level, a monk of the silver fist can
select Improved Shield Bash, Buckler Bash, or Mithral
Current Style in addition to his other bonus feat choices.
At 6th level, he can select Bodyguard or Defensive
Expertise in addition to his other bonus feat choices. At
10th level, the monk of the silver fist can select Discipline
Mastery or In Harms Way in addition to his other bonus
feat choices.
This ability alters bonus feats, but does not cause the
monk of the silver fist archetype to be incompatible with
other archetypes that alter the bonus feats class feature.
Mark of the Silver Fist (Su): Starting at 4th level, a
monk of the silver fist is able to focus his protection on
one ally to better guard them. The monk of the silver fist
can spend 1 ki point as a swift action to apply a special
mark to one ally (other than himself) within 30 feet.
For a number of rounds equal to 1 + the monk of the
silver fists initiation modifier, the marked ally gains
a +4 circumstance bonus to their AC, and any enemy

44

that attacks the marked ally provokes an attack of


opportunity from the monk of the silver fist. A monk of
the silver fist can only have one mark of the silver fist
active at a time. At 12th level and again at 16th level,
the number of allies a monk of the silver fist can have
marked at a time increases by one.
Intercepting Fist (Ex): At 12th level, a monk of the
silver fist gains the ability to swiftly cross the battlefield
in the defense of his allies. Whenever an ally is targeted
by an attack, the monk of the silver fist can spend 1 ki
point as an immediate action to move up to his speed
towards that ally. If his movement ends adjacent to the
targeted ally, the monk of the silver fist becomes the
target of that attack, rather than his ally.
This ability replaces abundant step.
Reach of the Silver Fist (Ex): At 15th level, whenever
the monk initiates a strike with a range of melee attack
and a target of one creature, he can spend 1 ki point as
a free action to also initiate the strike against a second
target within close range (25 feet + 5 feet per 2 monk
of the silver fist levels). This additional strike is treated
as a melee attack, and uses the monk of the silver fists
gauntlet damage as its base damage. A monk of the silver
fist can only activate this ability once per strike.
This ability replaces quivering palm.

Paladin

Knight Disciple

Knight Disciples are holy protectors who defend the


innocent for the predations of evil creatures. Blessed
with the martial might of heaven, they boldly charge
into battle to defend their allies.
Class Skills: A knight disciple gains 2 additional skill
ranks each level.
Maneuvers: A knight disciple begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Golden Lion, Iron Tortoise, and Silver
Crane. A knight disciple gains Bluff and Perception as
class skills.
Once the knight disciple knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by knight disciples
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A knight
disciples maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The knight disciple learns additional maneuvers at
higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through knight disciple levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A knight
disciple must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
knight disciple can choose to learn a new maneuver in
place of one she already knows. In effect, she loses the old

Path of War Expanded


maneuver in exchange for the new one. She can choose
a new maneuver of any level she likes, as long as she
observes the restriction on the highest-level maneuvers
she knows; the knight disciple need not replace the old
maneuver with a maneuver of the same level. She can
swap only a single maneuver at any given level. A knight
disciples initiation modifier is Charisma, and each
knight disciple level is counted as a full initiator level.
Maneuvers Readied: A knight disciple can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers
to ready. A knight disciple must always ready her
maximum number of maneuvers readied. She readies
her maneuvers by performing weapon drills or praying
to her deity for ten minutes. The maneuvers she chooses
remain readied until she decides to meditate again and
change them. The knight disciple does not need to sleep
or rest for any long period of time in order to ready her
maneuvers; any time she spends ten minutes in prayer
and practice, she can change her readied maneuvers.
A knight disciple begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).
In order for the knight disciple to recover maneuvers,
she must project her power, protecting her allies from
harm as a full-round action. When she does so, she
recovers a number of expended maneuvers equal to
her knight disciple initiation modifier (minimum 2) and
each ally within 30 feet gains a sacred bonus equal to the
knight disciples initiation modifier (minimum 1) to their
AC and on saving throws for one round. Alternately, the
knight disciple may focus inward and recover a single
maneuver as a standard action.
Stances Known: A knight disciple begins play with
knowledge of one stance from any discipline open to
knight disciples. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through knight disciple levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the knight disciple does not have
to ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a knight disciple cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces spells.
Crusaders Training: At 1st level, a knight disciple
begins to express her divine power through her initiating
and with effects similar to the spells of other paladins.
She selects one of the following abilities to learn at 1st
level, and gains another ability at 4th level and every
three levels thereafter.
Detect Alignment (Su): The knight disciple gains the
ability to use detect chaos, detect good, and detect law as

spell-like abilities at-will, with a caster level equal to her


class level.
Detect Undead (Su): The knight disciple can use
detect undead as a spell-like ability at-will. If she
wishes, she can activate and concentrate on this
ability at the same time as her detect evil ability.
Divine Interception (Su): Once per encounter, the
knight disciple can move up to her speed as an
immediate action, provided she ends her movement
in a square adjacent to another ally.
Fiendbane (Su): The knight disciple can expend one
use of her guardians shield ability as a swift action
to enchant her weapon with holy light that banishes
evil outsiders. The next time the knight disciple hits
with that weapon, if the target is an outsider with
the evil and extraplanar subtypes, that creature
must succeed at a Will save (DC 10 + 1/2 the knight
disciples class level + the knight disciples initiation
modifier) or be banished back to its home plane. A
knight disciple can keep a weapon charged with this
ability indefinitely, although she may only have one
such weapon charged at any one time.

45

Path of War Expanded


Ghost Hunter (Su): The knight disciples weapons
and armor gain the effects of the ghost touch weapon
special ability in addition to their other properties
for as long as she wields or wears them.
Improved Guardians Shield (Su): Allies under the
effects of the knight disciples guardians shield
ability also gain the benefits of a protection from evil
spell for the duration of the shield.
Know Thine Enemy (Ex): The knight disciple can
make untrained Knowledge checks to identify
creatures with no limit to the DC, and gains a bonus
on Knowledge checks to identify chaotic and/or evil
creatures equal to 1/2 her class level.
Righteous Sanctuary (Su): Once per encounter
as an immediate action, the knight disciple can
allow a willing ally to move up to their speed. This
movement does not provoke attacks of opportunity,
and the ally must end their movement adjacent to
the knight disciple. If the ally would not be able to
reach the knight disciple, they cannot be allowed to
move with this ability.
Truthseeker (Su): The knight disciple can use
discern lies as a spell-like ability with a caster level
equal to her initiator level. She can use this ability
for a number of rounds per day equal to her class
level, although these rounds need not be consecutive.
This ability replaces divine bond.
Guardians Shield (Su): At 1st level, a knight disciple
learns to surround her allies in a field of holy protective
energy. Whenever she initiates a strike, the knight
disciple can apply a guardians shield to one ally (other
than herself) within 60 feet as a free action. This shield
lasts for a number of rounds equal to the knight disciples
initiation modifier.
A guardians shield grants the affected ally a number of
temporary hit points equal to twice the knight disciples
initiator level. These temporary hit points do not stack
with other temporary hit points, and vanish when the
shields duration expires. The knight disciple can use
her guardians shield ability a number of times per day
equal to 1/2 her class level (minimum 1) + her knight
disciple initiation modifier. This ability counts as the lay
on hands class feature for the purposes of the Extra Lay
on Hands feat.
This ability replaces lay on hands.
Spell Familiarity (Ex): Starting at 1st level, a knight
disciple can use spell completion and spell triggers items
(such as scrolls and wands) as if she possessed the ability
to cast paladin spells, using her initiator level as her
effective caster level.
Mark of Censure (Su): At 1st level, a knight disciple
gains the ability to censure the actions of evil creatures,
protecting her allies from the harm they cause. Once per
day as a swift action, the knight disciple can apply a mark
of censure to any evil creature she can see. The mark
lasts for 24 hours or until the creature is slain. While the
mark of censure is in effect, the knight disciples allies
(other than herself) gain damage reduction/ equal to
her knight disciple initiation modifier against attacks
made by the marked creature. At 11th level, this damage
reduction increases to equal twice her knight disciple
initiation modifier. At 4th level and every three levels

46

thereafter, the knight disciple can use this ability an


additional time per day.
This ability replaces smite evil.
Merciful Shield (Su): At 3rd level, a knight disciples
guardians shield becomes potent enough to protect
allies from debilitating effects. The knight disciple
selects one condition from the list below that she meets
the prerequisites for. Whenever an ally under the effects
of her guardians shield would gain a condition she has
selected, that condition is negated and the duration of
the guardians shield affecting them is reduced by one
round. This ability can remove a condition caused by a
curse, disease, or poison without curing the affliction.
At 3rd level, the knight disciple can select from the
following conditions:
Shaken
Sickened
Fatigued
At 6th level, the knight disciple adds the following
conditions to the list of those that can be selected:
Dazed
Stunned
Diseased: The knight disciples guardians shield
ability also acts as a remove disease spell, using the
knight disciples level as the caster level.
Staggered: The target is no longer staggered, unless
the target is at exactly 0 hit points.
At 9th level, the knight disciple adds the following
conditions to the list of those that can be selected.
Cursed: The knight disciples guardians shield
ability also acts as a remove curse spell, using the
paladins level as the caster level.
Exhausted: The knight disciple must have the fatigue
condition before selecting this condition.
Frightened: The knight disciple must have the
shaken condition before selecting this condition.
Nauseated: The knight disciple must have the
sickened condition before selecting this condition.
Poisoned: The knight disciples guardians shield
ability also acts as a neutralize poison spell, using
the knight disciples level as the caster level.
At 12th level, the knight disciple adds the following
conditions to the list of those that can be selected:
Blinded
Deafened
Paralyzed
At 6th level and every three levels thereafter, the
knight disciple selects an additional condition from the
above lists. The effects of this ability stack; for example,
a 12th level knight disciples guardians shield could
provide 24 temporary hit points and protect against
fatigue, exhaustion, diseases, and poisons. Once the
knight disciple selects a condition to protect against, that
choice cannot be changed.
This replaces the mercies ability.
Empowered Healing (Su): At 4th level, a the knight
disciple healing maneuvers become more potent. Any
maneuver she initiates that heals hit point damage (to
herself or others) heals an additional 50% points of
damage (rounded down).

Path of War Expanded


This ability replaces channel energy.
Guardians Aura (Ex): At 11th level, a knight disciples
protective nature allows her to use her counters for the
benefit of her allies instead of just herself. Whenever she
initiates a counter, she can choose to have that counter
affect an ally within 10 feet instead of herself. When
determining if the counter can be initiated (for example,
if the counter is initiated in response to an attack), she
treats that ally as if they were herselves. The counter
still uses the knight disciples modifiers to determine its
success or failure, and she still makes any rolls or checks
for the counter.
This ability replaces aura of justice.
Holy Disciple (Su): At 20th level, a knight disciple
becomes a paragon of divine martial justice. She gains
damage reduction 10/evil, and whenever a creature
under the effect of her mark of censure deals damage
to one of her allies (not including herself), that creature
takes 1/2 the damage it dealt. This damage is the same
type as the damage that was dealt to the knight disciples
ally. In addition, the temporary hit points granted by the
knight disciples guardians shield ability increase by
50% (rounded down).

Ranger
Ambush Hunter

Stalkers in the wilderness who specialize in sudden,


vicious strikes from hidden vantage points, the Ambush
Hunters and their animal companions are masters of
stealth and of overwhelming assault.
Maneuvers: An ambush hunter begins his career with
knowledge of three martial maneuvers. The disciplines
available to him are Golden Lion and Primal Fury.

Table 2-3: Ambush Hunter


Disciplines
Discipline (associated skill)

Allowed Combat Styles

Broken Blade (Acrobatics)

Natural Weapon or TwoWeapon Combat

Iron Tortoise (Bluff)

Thrown or Weapon and


Shield

Piercing Thunder (Acrobatics)

Mounted or Two-Handed
Weapons

Scarlet Throne (Sense Motive)

Mounted or Two-Handed
Weapons

Solar Wind (Perception)

Archery, Crossbow or
Thrown

Tempest Gale (Sleight of


Hand)

Archery, Crossbow or
Thrown

Thrashing Dragon
(Acrobatics)

Thrown or Two-Weapon
Combat

Once the ambush hunter knows a maneuver, he must


ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by ambush hunters is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. An ambush
hunters maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The ambush hunter learns additional maneuvers
at higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through ambush hunter levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat.
An ambush hunter must meet a maneuvers
prerequisite to learn it. See the Systems
and Use chapter in Path of War for more
details on how maneuvers are used.

47

Path of War Expanded


Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
ambush hunter can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose a
new maneuver of any level he likes, as long as he observes
the restriction on the highest-level maneuvers he knows;
the ambush hunter need not replace the old maneuver
with a maneuver of the same level. He can swap only a
single maneuver at any given level. An ambush hunters
initiation modifier is Wisdom, and each ambush hunter
level is counted as a full initiator level.
Maneuvers Readied: An ambush hunter can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. An ambush hunter must always ready his
maximum number of maneuvers readied. He readies
his maneuvers by meditating or observing his animal
companion for ten minutes. The maneuvers he chooses
remain readied until he decides to practice again and
change them. The ambush hunter does not need to sleep
or rest for any long period of time in order to ready his
maneuvers; any time he spends ten minutes meditating,
he can change his readied maneuvers.
An ambush hunter begins an encounter with all his
readied maneuvers unexpended, regardless of how
many times he might have already used them since he
chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
In order for the ambush hunter to recover maneuvers,
he must blend into the shadows and position himself to
strike. As a full-round action, the ambush hunter and his
animal companion gain hide in plain sight (as the ranger
class feature) for one round, each can make a Stealth
check to hide, and then each can move up to their speed.
When he does so, he recovers a number of expended
maneuvers equal to his ambush hunter initiation
modifier (minimum 2). The ambush hunter and his
animal companion do not take a penalty on their Stealth
checks from moving while using this ability. Alternately,
the ambush hunter may take a moment to reassess his
prey, recovering a single maneuver as a standard action.
Stances Known: An ambush hunter begins his career
with knowledge of one stance from any discipline open
to ambush hunters. At 4th, 7th, 11th, and 13th levels, he
can select an additional stance to learn. The maximum
level of stances gained through ambush hunter levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances are
not expended and the ambush hunter does not have
to ready them. All the stances he knows are available
to his at all times, and he can change the stance he is
currently maintaining as a swift action. A stance is an
extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, an ambush hunter cannot
learn a new stance at higher levels in place of one he
already knows.
This ability replaces spells.
Martial Style (Ex): At 1st level, the ambush hunter
selects an additional martial discipline to gain access

48

to from the following list. This choice also determines


which combat styles he can choose from when he gains
the combat style class feature. If the ambush hunter
does not have the disciplines associated skill as a class
skill, he gains it as a class skill.
Martial Companion (Ex): At 4th level, an ambush
hunter gains the companionship of a loyal animal
companion. This functions as the rangers hunters
bond class feature except for the following. The ambush
hunters animal companion gains a list of maneuvers and
stances known equal to 1/2 the number of maneuvers or
stances known by the ambush hunter (rounded down).
The animal companion can only learn maneuvers from
the Primal Fury discipline, and treats its natural attacks
as Primal Fury discipline weapons. For example, a 4th
level ambush hunter knows 5 maneuvers and 2 stances;
his animal companion would learn 2 maneuvers and 1
stance from the Primal Fury discipline.
The animal companion does not ready its maneuvers;
it has access to each of its known maneuvers at all times.
When the animal companion initiates a maneuver, the
ambush hunter expends one of his readied maneuvers
of his choice. If the ambush hunter has no unexpended
maneuvers, the animal companion cannot initiate its
maneuvers. The animal companions initiation modifier
is Wisdom, and its initiator level is equal to the ambush
hunters initiator level.
This ability replaces hunters bond.
Ambush Tactics (Ex): The ambush hunter is adept
at maneuvering with his animal companion to take
advantage of any weakness his enemies present.
Starting at 4th level, whenever an ambush hunter or
his animal companion attack a flat-footed creature
or are both flanking the same creature, they both add
the ambush hunters initiation modifier as a bonus on
damage rolls made with strikes against that flat-footed or
flanked creature. Whenever the ranger and the animal
companion successfully attack the same creature in a
single round, the ambush hunter recovers one expended
maneuver.
This ability replaces favored enemy.
Pack Savagery (Ex): Starting at 8th level, whenever
the ambush hunter or his animal companion initiates a
boost from the Primal Fury or Golden Lion disciplines,
both the ambush hunter and his animal companion gain
the benefits of the boost. The ambush hunter and the
animal companion can only benefit from one such boost
per round, even if they use this ability.
This ability replaces quarry.
Unbreakable Bond (Su): At 19th level, the ambush
hunters bond with his animal companion is so strong
that it transcends time, space, life, and death. The
ambush hunter always knows the exact location of his
animal companion, regardless of distance (even if the
animal companion is on another plane) and can view his
animal companions location as if by a scrying spell for a
number of minutes per day equal to his ambush hunter
initiation modifier. The caster level for this effect is equal
to the ambush hunters initiator level. In addition, if the
ambush hunters animal companion dies, it reincarnates
24 hours later in a random location within 1 mile of the
ambush hunter.

Path of War Expanded


Hidden Blade

Rogue

Some rogues specialize in wielding weapons that their


enemies will never see, striking from behind veils of
shadow and illusion.
Maneuvers: A hidden blade begins her career with
knowledge of three martial maneuvers. The disciplines
available to her are Mithral Current, Thrashing Dragon,
and Veiled Moon.
Once the hidden blade knows a maneuver, she
must ready it before she can use it (see Maneuvers
Readied, below). A maneuver usable by hidden blades
is considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A hidden
blades maneuvers are not affected by spell resistance,
and she does not provoke attacks of opportunity when
she initiates one.
The hidden blade learns additional maneuvers at
higher levels, as indicated on Table 2-1: Archetype
Maneuver Progression. The maximum level of
maneuvers gained through hidden blade levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A hidden
blade must meet a maneuvers prerequisite to learn it.
See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
hidden blade can choose to learn a new maneuver
in place of one she already knows. In effect, she loses
the old maneuver in exchange for the new one. She
can choose a new maneuver of any level she likes, as
long as she observes the restriction on the highestlevel maneuvers she knows; the hidden blade need not
replace the old maneuver with a maneuver of the same
level. She can swap only a single maneuver at any given
level. A hidden blades initiation modifier is Intelligence,
and each hidden blade level is counted as a full initiator
level.
Maneuvers Readied: A hidden blade can ready all
three of her maneuvers known at 1st level, and as she
advances in level and learns more maneuvers, she is able
to ready more, but must still choose which maneuvers to
ready. A hidden blade must always ready her maximum
number of maneuvers readied. She readies her
maneuvers by meditating or performing martial katas
for ten minutes. The maneuvers she chooses remain
readied until she decides to meditate again and change
them. The hidden blade does not need to sleep or rest for
any long period of time in order to ready her maneuvers;
any time she spends ten minutes in meditating, she can
change her readied maneuvers.
A hidden blade begins an encounter with all her
readied maneuvers unexpended, regardless of how
many times she might have already used them since she
chose them. When she initiates a maneuver, she expends
it for the current encounter, so each of her readied
maneuvers can be used once per encounter (unless she
recovers them, as described below).

In order for the hidden blade to recover maneuvers,


she must play a gambit (see below). Alternately, the
hidden blade may take a moment to reposition,
recovering a single maneuver as a standard action.
Stances Known: A hidden blade begins play with
knowledge of one stance from any discipline open to
hidden blades. At 4th, 7th, 11th, and 13th levels, she
can select an additional stance to learn. The maximum
level of stances gained through hidden blade levels
is limited by those listed in Table 2-1: Archetype
Maneuver Progression. Unlike maneuvers, stances
are not expended and the hidden blade does not have
to ready them. All the stances she knows are available
to her at all times, and she can change the stance she
is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a hidden blade cannot learn
a new stance at higher levels in place of one she already
knows.
This ability replaces the rogue talents gained at 4th,
8th, 12th, 16th and 20th levels. This ability does not
cause the hidden blade archetype to be incompatible
with other archetypes that alter the rogue talents class
feature, so long as it still has a rogue talent at each of
these levels to give up.
Hidden Specialization (Ex): At 1st level, a hidden
blade adds Broken Blade, Shattered Mirror, or Tempest
Gale to her list of available disciplines. If the hidden
blade does not have that disciplines associated skill as a
class skill, she gains it as a class skill.
Hidden Weapons (Ex): A hidden blade is adept at
storing and retrieving weapons from places that no one
would expect to find them. At 1st level, she gains Quick
Draw as a bonus feat, even if she does not meet the
prerequisites. In addition, she can draw hidden weapons
as a free action, rather than a move action.
Portable Hole Specialist (Ex): Starting at 1st level, a
hidden blade becomes adept at smuggling and storing
objects into and out of extradimensional spaces, and can
retrieve items from bags of holding or portable holes as
a move action, regardless of how full or unorganized the
bag is.
Gambits (Ex): A hidden blade is a cunning warrior
who seizes opportunities as they present themselves
to put his enemies in untenable positions. At 1st level,
a hidden blade selects two gambits from the gambits
available to warlords (see the warlord base class in
Path of War) or the hidden blade gambits listed below.
At 4th level and every four levels thereafter, a hidden
blade selects an additional gambit to learn. Any gambit
that would normally use the hidden blades Charisma
modifier to determine its effects instead uses her hidden
blade initiation modifier. These gambits allow the hidden
blade to recover maneuvers. Due to their reliance on the
stresses of combat to bring out the best of the hidden
blade, gambits cannot be used outside combat.
A gambit has two aspects: a risk and a reward. A
gambits risk describes an action the hidden blade must
take in order to play the gambit. The hidden blade begin
a gambit as a swift action, then performs the gambits
risk action. She may add her hidden blade initiation
modifier as a luck bonus on any d20 rolls made while
performing this action (such as the Acrobatics check of

49

Path of War Expanded


an acrobatic gambit, or the attack roll of a brave gambit).
The hidden blade only gets this bonus if she used a swift
action to begin the gambit; if taking the actions normally,
she gains no additional benefits. If the hidden blade
initiates a maneuver as part of a gambit, she cannot
recover that maneuver when the gambit is completed
(even if its her only expended maneuver).
If the hidden blade succeeds at her gambits risk, she
recovers a number of expended maneuvers equal to her
hidden blade initiation modifier (minimum 2) and gains
the reward listed in the gambits description. Allies who
would gain a benefit from the gambits reward must be
within 60 feet of the hidden blade and able to see her
perform the gambits risk.
If the hidden blade fails her gambit (such as missing
the charge attack of a brave gambit, or failing the saving
throw of an unbreakable gambit), she suffers the gambits
rake, recovering only a single expended maneuver and
taking a 2 penalty on all d20 rolls for one round.

HIDDEN BLADE GAMBITS

Hidden blades can select these gambits in addition


to the gambits normally available to warlords. Some
of these gambits are supernatural abilities, and do not
function in an anti-magic field or similar effect.

STEALTH GAMBIT (SU)

Risk: The hidden blade makes a Stealth check to hide.


Reward: The hidden blade becomes invisible for a
number of rounds equal to her initiation modifier, as if
under the effect of an invisibility spell.

FLANKERS GAMBIT

Risk: The hidden blade attacks an opponent adjacent


to one of the hidden blades other allies.
Reward: The hidden blade is considered to be flanking
that opponent until the end of her next turn, even if the
hidden blade is not in a position that would allow her to
flank them.

COWARDS GAMBIT

Risk: The hidden blade attacks a flat-footed opponent


or an opponent she is flanking.
Reward: The hidden blades allies gain a bonus on
damage rolls against that opponent equal to the hidden
blades Intelligence modifier for one round.

50

Path of War Expanded


Class Templates

Class Templates are similar to archetypes. They


modify existing base classes in order to allow them to
better fulfill new roles. However, class templates can
be applied to multiple classes, unlike the more exclusive
archetypes. The following class templates are presented
in this book. A class template follows the same rules
as archetypes for determining whether or not they are
compatible with other archetypes or class templates.
Bushi: A noble warrior dedicated to the code of
Bushido. Specialists in the art of Iaijutsu, the bushi is
a class template for the stalker, warder and warlord
classes.
Hussar: A mounted warrior that leads allies from
atop his noble steed and guides the battle through the
use of special formations. The hussar is a class template
for the warlord and warder classes.
Polymath: The polymath is an expert in many fields.
Combining both maneuvers and extracts, they are
capable of filling many roles. The polymath is a class
template for the alchemist and investigator classes.
Privateer: A daring and dangerous pirate captain,
the privateer brings the sword and pistol style to life
through the use of their Ploys, and can turn any crew
into master sailors. The privateer is a class template for
the stalker and warlord classes.
Warpath Follower:
The warpath follower is a
dedicated warrior empowered by their deity. Granted
insight and instinct in the use of martial maneuvers, they
combine this power with the magic of their faith. The
warpath follower is a class template for the inquisitor
and warpriest classes.

Bushi

Bushi are honorable and noble warriors who specialize


in Iaijutsu, the art of the draw cut. With a single swing
of his katana, a bushi can cleave through armor, bones
and organs as easily as straw. Bushi follow the code of
bushido and exemplify the virtues of righteousness,
courage, benevolence, respect, honesty, honor and
loyalty.

Converting Your Character to a Bushi

The bushi is a class template suitable for use with the


stalker, warlord and warder classes. When converting a
character to a bushi, the character loses or changes the
following class features. A character can still take the
bushi class template even if they also have an archetype
that alters their maneuvers readied ability, as long as
they still have the ability to recover a single maneuver
as a standard action to give up:

Stalker

The stalker gives up the ability to recover a single


maneuver as a standard action.
The stalker gives up blending and improved
blending.
The stalker gives up the stalker art at 1st level.
The stalker can choose to take a bushido in place of
a stalker art.

What Is A Class Template?

A class template is similar to an archetype, but is


broader in scope and can be applied to multiple different
classes to change their abilities to more closely fit a
theme that the player might wish to achieve. For example,
instead of having a Samurai Leader archetype for
the warlord, a Samurai Guardian archetype for the
warder, and a Samurai Killer archetype for the stalker,
we instead of a single class template that can be applied
to all three classes to represent different aspects of the
samurais culture and ethos, the bushi.
While class templates function mostly the same as
archetypes, because they apply to multiple classes, they
are laid out differently. At the start of each class template
is a list of the classes it can be applied to and the class
features they lose or alter. After that, the class template
details its new class features, and what level they are
gained at. Similarly to archetypes, class templates cannot
be applied to a class if they have already traded away the
same ability.

51

Path of War Expanded


Warlord

The warlord gives up the ability to recover a single


maneuver as a standard action.
The warlord gives up their first two bonus feats (at
1st and 6th level).
The warlord gives up the tactical presence, dual
presence, and warlords presence class features.

Warder

The warder gives up the ability to recover a single


maneuver as a standard action.
The warder gives up their first two bonus feats (at
3rd and 8th level).
The warder gives up proficiency with heavy armor.
The warder gives up the clad in steel, steel defense,
and born of steel class features.

Maneuvers: A bushi trades one of his available


disciplines for the Mithral Current discipline, and gains
Perform as a class skill. He otherwise learns, readies,
initiates maneuvers as a standard member of his base
class.
This ability alters maneuvers.
Iaido (Ex): In addition to his normal maneuver
recovery, a bushi can recover his maneuvers by
sheathing his blade and taking a brief moment of quiet
contemplation. When he sheathes a weapon (normally
a move action), he recovers one maneuver. He cannot
recover more than one maneuver per round this way, no
matter how many weapons he sheathes or how many
times he sheathes an individual weapon per round, nor
can he use a maneuver in the same round it is recovered
in this way. A bushi cannot use this ability to recover a
maneuver in the same round in which it was initiated.
Iaido Training (Ex): At 1st level, a bushi gains Exotic
Weapon Proficiency (katana) and Exotic Weapon
Proficiency (wakizashi) as bonus feats, even if he does
not meet their prerequisites.
Quick Draw (Ex): At 1st level, a bushi gains Quick
Draw as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi may sheathe his
weapon without provoking attacks of opportunity.
Mixed Combat (Ex): At 6th level, a bushi gains Mixed
Combat as a bonus feat, even if he does not meet the
prerequisites. In addition, the bushi is considered to be
threatening all adjacent squares even if his weapon is
sheathed, and can draw his weapon when making any
attack (including attacks of opportunity).
Bushido (Su): As a bushi grows in power, he gains
access to abilities through the refinement of his spirit
and his weapon by adhering to the principles of bushido.
A stalker bushi can choose to take a bushido in place
of a stalker art at 3rd, 7th, 11th, 15th, and 19th levels.
This ability does not cause the bushi class template to be
incompatible with other archetypes that alter the stalker
arts class feature. A warlord bushi selects a bushido to
gain at 2nd, 5th, 7th, 9th, 11th, and 15th levels. A warder
bushi selects a bushido to gain at 3rd, 6th, 8th, 13th,
15th, and 19th levels. A bushi gains bushidos from the
following list:
Benevolence: The bushis kindness and concern for
his allies takes on a supernatural quality. The bushi can
spend a swift action to grant all allies within 30 feet a
number of temporary hit points equal to the bushis

52

initiator level. These temporary hit points do not stack


with other temporary hit points, and last for one minute
or until depleted.
Courage: The bushi becomes immune to nonmagical
fear effects. In addition, he gains a +4 bonus on saves
against fear effects, and can grant this bonus to his allies
within 60 feet for a number of rounds equal to his bushi
initiation modifier as a swift action.
Honesty: The Universal Truth speaks to the bushi,
allowing him to detect falsehood wherever it may hide.
The bushi can use discern lies as a spell-like ability with
a caster level equal to his initiator level. He can use
this ability for a number of rounds per day equal to his
initiation modifier, although these rounds need not be
consecutive.
Honor: The bushi knows that honorable combat is the
only true test of a warrior, and that the most honorable
combat is a one-on-one duel. Whenever the bushi hits a
creature with an attack, he gains a +1 bonus on attack
and damage rolls against that creature until the end of
his next turn. This bonus increases by +1 for every four
initiator levels the bushi possesses. A bushi does not get
an additional benefit from attacking a creature multiple
times, although he loses the bonus if he does not attack
the creature for one round.
Loyalty: The bushis strong sense of loyalty to friends
and allies allows him to instinctively know when they
are in danger. As a standard action, the bushi can mark
an ally, allowing him to know the relative position and
general condition of the marked allies as if they were
under the effects of both a deathwatch and a status
spell. This mark lasts for a number of hours equal to the
bushis initiator level, and functions as long as both the
bushi and the target are on the same plane. The bushi
can activate this ability a number of times per day equal
to his bushi initiation modifier (minimum 1).
Respect: The bushi respects all life, and knows that the
strength of his allies support his own strength. Whenever
the bushi uses the aid another action, he uses his bushi
initiation modifier (minimum +2) instead the normal aid
another bonus granted to his allies.
Righteousness: The bushi knows right from wrong on
an inherent, instinctual level. He can gains the ability to
use detect chaos, detect evil, detect good, and detect law
as spell-like abilities at-will, with a caster level equal to
his initiator level.

Hussar

Hussars are masters of mounted combat. These mobile


and ferocious warriors first appeared among light
cavalry units, where they began to spread across the
world as their effectiveness led to more and more nations
adopting light cavalry tactics. Hussar adventurers bring
their military skills to bear in aiding their allies through
the use of formations, tactical insight and discipline.

Converting Your Character to a Hussar

The hussar is a class template suitable for use with


the warlord and warder classes. When converting a
character to a hussar, the character loses or changes the
following class features:

Path of War Expanded


Warlord

The warlord gives up all bonus feats.


The warlord gives up the tactical presence, dual
presence, and warlords presence class features.

Warder


The warder gives up all bonus feats.


The warder gives up proficiency with heavy armor.
The warder gives up the clad in steel, steel defense,
and born of steel class features.

Weapon and Armor Proficiency: Hussars are


proficient with all simple and martial weapons, with
light and medium armor, and with shields (except tower
shields).
This replaces the base classs standard weapon
proficiencies.
Class Skills: A hussar gains Handle Animal as a class
skill.
Maneuvers: The disciplines available to a hussar are
Golden Lion, Iron Tortoise, Piercing Thunder, Primal
Fury, and Solar Wind. If the hussar does not have these
disciplines associated skills as class skills, he gains them
as class skills. He otherwise learns, readies, initiates
maneuvers as a standard member of his base class.
This ability alters maneuvers.
Maneuvers Readied: In addition to his base class
normal maneuver recovery, a hussar recovers one
expended maneuver every time he successfully
negates an attack using the Mounted Combat feat.
This ability alters maneuvers readied.
Mount (Ex): At 1st level, a hussar gains the
service of a loyal and trusty steed to carry him
into battle. This mount functions as a druids
animal companion, using the hussars level
as his effective druid level. The creature
must be one that he is capable of riding and
is suitable as a mount. A Medium-sized
hussar can select a camel or a horse. A
Small-sized hussar can select a pony or
wolf, but can also select a boar or a dog if
he is at least 4th level. At the GMs options,
other animals may be suitable mounts for
a hussar to select.
A hussars bond with his mount is strong, with
the pair learning to anticipate each others moods
and moves. A hussar does not take an armor check
penalty on Ride checks while riding his mount. The
mount is always considered combat trained and begins
play with Light Armor Proficiency as a bonus feat.
Should a hussars mount die, he may find another
mount to serve him after 1 week of mourning.
Mounted Combat (Ex): At 1st level, a hussar gains
Mounted Combat as a bonus feat, even if he does not
meet the prerequisites.
Mounted Maneuver Expertise (Ex): Starting at 1st
level, a hussar and his trusty steed are so in tune with
each other that they can work as one when performing
maneuvers. Whenever a hussar is mounted and uses
a maneuver with a movement component (such as
making a charge attack, or taking an extra move action),
the hussar can have his mount take the appropriate
movement in his place. If the maneuver allows the
hussar to make a charge attack, both him and his mount

are considered to be charging. This replaces the share


spells ability that normal animal companions gain.
Formations (Ex): As the hussar levels, he learns
a number of formations that assist both himself and
his allies. Adopting a formation is a move action for
the hussar, and allies within range of someone in the
formation can enter the formation as a free action.
Formations have a limited range, as noted in the
formations description. In order for a hussars ally to
participate in a formation and gain its benefits, they
must start their turn within range of another ally who
is participating in the formation. Allies participating
in a formation do not necessarily have to be within
range of the hussar; they merely must be within range
of another ally within the formation. A hussar may only
have one formation active at a time, and if the hussar
leaves a formation, all allies in the formation also leave
that formation. A creature can only gain the benefits
of one formation at any given time. The hussar selects
one formation from the following list to learn at 5th, 8th,
11th, 14th, and 17th levels:

53

Path of War Expanded


Guerrilla: Allies in the Guerrilla formation gain a +2
bonus on attack and damage rolls against creatures
they flank. At 7th level, allies in the formation can take
a 5-foot step once per round as a free action (even if it
isnt their turn) as long as that 5-foot step would place
them in a position to flank an opponent. At 15th level,
as long as two allies in the formation are adjacent to the
same opponent, they are considered to be flanking that
opponent.
Range: 15 feet.
Marching: Allies in the Marching formation allies gain
a +10-foot bonus to their movement speeds. At 7th level,
allies in the formation gain the benefits of the Endurance
and Diehard Feats. At 15th level, allies in the formation
cannot become fatigued or exhausted for as long as they
remain in this formation. If an ally is already fatigued
or exhausted when they join the formation, they ignore
the effects of the condition while they remain in the
formation.
Range: 10 feet.
Phalanx: Allies in the Phalanx formation gain a +1
bonus to their AC and to Reflex Saves. At 10th level, these
bonuses increase to +2, and allies in the formation gain
evasion (as the rogue class feature). At 15th level, this
bonus to AC increases to +2 for each ally in the formation
(up to a maximum of +10) and the bonus to Reflex saves
increases to +1 for each ally in the formation (up to a
maximum of +5).
Range: 5 feet.
Siegebreaker: Allies in the Siegebreaker formation gain
a +4 bonus on combat maneuver checks when making
bull rush, disarm, and sunder attempts. At 10th level,
this bonus increases to +8. At 15th level, allies in the
formation ignore an amount of hardness an object has
equal to 5 times the number of allies in the formation,
and can perform disarm and sunder combat maneuvers
on opponents as if they were two size categories larger.
This stacks with other effects that increase effective size.
Range: 15 feet.
Surge: Allies in the Surge formation gain a +2 bonus
on attack and damage rolls while charging. At 10th
level, whenever an ally in the formation charges a
creature, they may make one turn of up to 90 degrees
when charging. At 15th level, whenever an ally in the
formation makes a charge attack, one other ally in the
formation can make a charge attack against the same
target as an immediate action. The ally making this
charge attack must be able to charge the target in order
to activate this ability, and cannot make a charge on
their following turn afterwards. Only one ally in the
formation can use this ability per round, regardless of
how many allies are in the formation.
Range: 10 feet.
Terror: Allies in the Terror formation gain a +4 bonus
on Intimidate checks to demoralize opponents. At 7th
level, allies in the formation gain the benefits of the
Dazzling Display feat, except that they may use it with
any weapon they wield, not just ones with which they
have Weapon Focus. At 15th level, whenever an ally in
the formation successfully demoralizes an opponent,
that opponent takes an additional 2 penalty on attack
rolls, saving throws, skill checks, and ability checks for
as long as it is shaken.
Range: 10 feet.

54

Volley: Allies in the Volley formation gain a +2 bonus


on ranged attack rolls. At 10th level, ranged attacks
made by these allies ignore all concealment less than
total concealment. At 15th level, allies in the formation
gain the abilityto launch a hail of deadly bolts or arrows
that affects a 5-foot-radius burst within their weapons
first range incrementas a standard action. This attack
deals 1d6 points of damage per character level of the ally
to any creature in the area. Creatures in the area may
make a Reflex Save (DC 10 + 1/2 that allys character level
+ that allys Dexterity modifier) to halve this damage.
Damage reduction applies as normal to this damage,
although it is treated as if it had been dealt by the allys
weapon for the purposes of overcoming it.
Range: 5 feet.

Polymath

Knowledge is power. For those who truly seek


knowledge in all its forms, knowledge of martial
maneuvers is no different than knowledge of magic or
science, and all are equally worthy of study. Sometimes
geniuses, sometimes madmen, these seekers of
knowledge hunger for new skills and abilities with an
addiction and obsessiveness that can often be off putting,
but is exceptionally useful. Polymaths are alchemists
or investigators who learn to combine their intellect
and extracts with the training and discipline of the Path
of War. These cunning warriors learn to use any and
all tools available to them to master any challenge set
before them.

Converting Your Character to a Polymath

The polymath is a class template suitable for use with


the alchemist and investigator classes. When converting
a character to a polymath, the character loses or changes
the following class features:

Alchemist

The alchemist gives up the poison resistance, poison


use, and poison immunity class features.
The alchemist prepares one fewer extracts per day
of each level of extract he knows. If this would
reduce his extracts prepared to 0, he may only
prepare bonus extracts that he received of that level
due to a high Intelligence score.

Investigator

The investigator gives up the poison lore, poison


resistance, and poison immunity class features.
The investigator prepares one fewer extracts per
day of each level of extract he knows. If this would
reduce his extracts prepared to 0, he may only
prepare bonus extracts that he received of that level
due to a high Intelligence score.

Weapon and Armor Proficiency: A polymath gains


proficiency with martial weapons in addition to his base
class standard weapon proficiencies.
Maneuvers: A polymath begins his career with
knowledge of three martial maneuvers. If the polymath
does not have these disciplines associated skills as
class skills, he gains them as class skills. The disciplines
available to him are Primal Fury, Solar Wind, and Steel
Serpent.

Path of War Expanded


Once the polymath knows a maneuver, he must ready
it before he can use it (see Maneuvers Readied, below).
A maneuver usable by polymaths is considered an
extraordinary ability unless otherwise noted in it or its
disciplines description. A polymaths maneuvers are not
affected by spell resistance, and he does not provoke
attacks of opportunity when he initiates one.
The polymath learns additional maneuvers at higher
levels, as indicated on Table 2-1: Archetype Maneuver
Progression. The maximum level of maneuvers gained
through polymath levels is limited by those listed in that
table as well, although this restriction does not apply
to maneuvers added to his maneuvers known through
other methods, such as prestige classes or the Advanced
Study feat. A polymath must meet a maneuvers
prerequisite to learn it. See the Systems and Use chapter
in Path of War for more details on how maneuvers are
used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on),
the polymath can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the

old maneuver in exchange for the new one. He can


choose a new maneuver of any level he likes, as long
as he observes the restriction on the highest-level
maneuvers he knows; the polymath need not replace
the old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
polymaths initiation modifier is Intelligence, and each
polymath level is counted as a full initiator level.
Maneuvers Readied: A polymath can ready all three
of his maneuvers known at 1st level, and as he advances
in level and learns more maneuvers, he is able to ready
more, but must still choose which maneuvers to ready.
A polymath must always ready his maximum number
of maneuvers readied. He readies his maneuvers by
meditating or performing martial katas for ten minutes.
The maneuvers he chooses remain readied until he
decides to practice again and change them. The polymath
does not need to sleep or rest for any long period of time
in order to ready his maneuvers; any time he spends ten
minutes study or meditation, he can change his readied
maneuvers.
A polymath begins an encounter with all his readied
maneuvers unexpended, regardless of how many times
he might have already used them since he chose them.
When he initiates a maneuver, he expends it for the
current encounter, so each of his readied maneuvers can
be used once per encounter (unless he recovers them, as
described below).
In order for the polymath to recover maneuvers, he
must re-evaluate his opponents and their abilities as a
full-round action. When he does, he replaces a number
of expended maneuvers equal to his polymath initiation
modifier (minimum 2) with new readied polymath
maneuvers he knows. If he wishes, he may replace these
maneuvers with themselves, effectively recovering
them. In addition, whenever the polymath recovers
maneuvers in this way, he may drink one extract he has
prepared as a swift action. Alternately, the polymath may
take a brief moment to collect his thoughts to recover a
single maneuver as a standard action.
Stances Known: A polymath begins his career with
knowledge of one stance from any discipline open to
polymaths. At 4th, 7th, 11th, and 13th levels, he can
select an additional stance to learn. The maximum level
of stances gained through polymath levels is limited
by those listed in Table 2-1: Archetype Maneuver
Progression. Unlike maneuvers, stances are not
expended and the polymath does not have to ready them.
All the stances he knows are available to his at all times,
and he can change the stance he is currently maintaining
as a swift action. A stance is an extraordinary ability
unless otherwise stated in the stance or discipline
description.
Unlike with maneuvers, a polymath cannot learn a
new stance at higher levels in place of one he already
knows.

55

Path of War Expanded


Privateer

Privateers are professional mercenary sailors. With


their Letters of Marque authorizing them to engage in
the otherwise illegal act of piracy, privateers undertake
daring raids on the ships of their enemies, stealing
valuable and precious resources. Just because their
career choice involves plunder and murder doesnt
mean that Privateers are heartless cutthroats, indeed,
persons from all walks of life become privateers.

Converting Your Character to a Privateer

The privateer is a class template suitable for use with


the stalker and warlord classes. When converting a
character to a privateer, the character loses or changes
the following class features:

Stalker

The stalker gives up the blending and improved


blending class features.
The stalker loses the ability to recover their
maneuvers by spending a full-round action to
center their ki.

Warlord

The warlord gives up the warleader and improved


warleader class features.
The warlord no longer recovers maneuvers when
executing a gambit.

Maneuvers: The disciplines available to a privateer


are Golden Lion, Solar Wind, Steel Serpent, Tempest
Gale, and Thrashing Dragon. If the privateer does not
have these disciplines associated skills as class skills, he
gains them as class skills. He otherwise learns, readies,
initiates maneuvers as a standard member of his base
class.
This ability alters maneuvers.
Maneuvers Readied: Instead of his base class normal
maneuver recovery, a privateer must spend a full-round
action laughing intimidatingly. When he does so, he
recovers a number of expended maneuvers equal to his
privateer initiation modifier (minimum 2) and can make
an Intimidate check to demoralize all opponents within
30 feet. This ability counts as the Dazzling Display feat
for the purposes of meeting prerequisites and for effects
or abilities that augment or alter the Dazzling Display
feat. Alternatively, the privateer can recover a single
maneuver as a standard action.
This ability alters maneuvers readied.
Barking Irons (Ex): At 1st level, a privateer gains
proficiency with firearms.
Sea Dog (Ex): At 1st level, the privateer gains
Knowledge (dungeoneering), Knowledge (geography),
Knowledge (local), Profession (sailor), and Swim as class
skills if they are not already class skills for the privateer.
In addition, he gains a bonus on skill checks with
these skills equal to 1/2 his class level.
Swash and Buckle (Ex): At 2nd level, a privateer
learns to use the signature fighting style of high seas
corsairs, combining a blade with a number of other
weapons. As long as the privateer is wearing a buckler
or wielding a boarding axe, cutlass, rapier, or onehanded firearm in one hand, he reduces the penalties
for fighting with two weapons by 1. He does not need to
be wielding the same weapon in each hand to gain this

56

benefit; a single one of the listed weapons is enough. At


12th level, he reduces the penalties for fighting with two
weapons by an additional 1.
Jolly Roger (Ex): At 5th level, a privateer gains a
specialized flag which represents his ship and his
crew. As long as the privateer and his crew are on a
ship displaying his flag or otherwise able to see the flag
(regardless of whether the flag is on the ship or not), they
gain a +2 morale bonus on Intimidate, Profession (sailor),
and Swim checks, a +2 morale bonus on saving throws
against fear effects, and a +1 morale bonus on attack
rolls. At 10th level and every five levels thereafter, these
bonuses increase by +1.
Privateer Ploys (Ex): As a privateer levels, he learns
several tricks, tactics, maneuvers and dirty deeds that
he uses in combat to aid his crew and strike fear into the
hearts of his foes. Unless otherwise specified, each ploy
can only be taken once.
A warlord privateer may choose to take a ploy in place
of a warlord bonus feat or gambit. A stalker privateer
may choose to take a ploy in place of a stalker art. This

Path of War Expanded


ability does not cause the privateer class template to
be incompatible with other archetypes that alter the
warlords bonus feats or gambit class features, or the
stalkers stalker arts class feature.
Daring Gambit: The privateer learns one warlord
gambit (see the warlord class feature), using his privateer
initiation modifier instead of his Charisma modifier
for any relevant bonuses. In addition, whenever the
privateer succeeds on a gambit, he and each other ally
within 30 feet recover one expended maneuver. This
ploy can be taken multiple times; each additional time it
is taken, the privateer learns one new gambit.
Dazzling Gambit: Whenever the privateer succeeds on
a gambit, he can make an Intimidate check to demoralize
all opponents within 30 feet as a free action, even if it
isnt his turn.
Deadly Strike: The privateer gains the deadly strike
class feature (see the stalker class feature) as a stalker of
his level 4 (minimum 1d6 damage). The privateer uses
his privateer initiation modifier instead of his Wisdom
modifier to determine the duration of his deadly strikes.
If the privateer already has the deadly strike class
feature, this ploy instead increases the damage of his
deadly strikes by 1d6.
Gun Training: The privateer gains Amatuer Gunslinger
as a bonus feat, even if he does not meet the prerequisites.
He uses his privateer initiation modifier instead of his
Wisdom modifier to determine the maximum amount of
grit points he can have. In addition, the privateer gains
a grit feat of his choice as a bonus feat. He must meet
the prerequisites for this feat as normal. If the privateer
already has grit from another ability, he gains Extra Grit
as a bonus feat instead of Amatuer Gunslinger, as normal
(he can use his privateer initiation modifier instead of
his Wisdom modifier if he so wishes).
Laugh It Off: Once per day when the privateer fails a
Fortitude or Will save, he can reroll that saving throw as
a free action, even if it isnt his turn. He must take the
result of the second roll, even if it is worse. At 10th level
and again at 15th level, the privateer can use this ability
one additional time per day.
Red Shirt, Brown Pants: Once per encounter when the
privateer takes damage, he can grant his other allies
within 60 feet gain a bonus on damage rolls equal to his
privateer initiation modifier for 1d6 rounds as a free
action, even if it isnt his turn.
Salt in the Wound: The privateer gains Improved Dirty
Trick and Greater Dirty Trick as bonus feats, even if he
does not meet their prerequisites.
Sea Legs: The privateer gains a +1 bonus on saving
throws against effects that would cause him to become
sickened, nauseated, fatigued, or exhausted. At 5th level
and every five levels thereafter, this bonus increases
by +1.
Sea Combat: The privateer can treat ranged attacks
with firearms against adjacent opponents as melee
attacks in every way. He may initiate strikes and use
feats and abilities that normally only apply to melee
attacks (such as Power Attack) with such attacks, and
uses his Strength modifier to determine his attack bonus
instead of his Dexterity modifier. He adds his Strength
modifier to damage rolls as normal for a melee weapon
of the firearms handedness. The privateer may treat
one-handed firearms as light weapons for the purpose

of the Weapon Finesse feat, two weapon fighting feat


and similar effects. He does not provoke attacks of
opportunity when making attacks in this manner, and
may not use feats that normally only apply to ranged
weapons while treating a firearm as a melee weapon. In
addition, the privateer can reload a one-handed firearm
while wielding another weapon in his other hand, and
does not provoke attacks of opportunity while doing so.
Sneak Shot: Once per round when the privateer makes
a full attack using a melee weapon, he can draw and fire
a loaded one-handed firearm as a free action. The attack
with the firearm must be made against one of the targets
of the privateers full attack, and does not provoke an
attack of opportunity.
Terrifying Brutality: Whenever the privateer reduces
an opponent to 0 hit points, he can terrify another
opponent within 30 feet as a swift action. That creature
must succeed at a Will save (DC 10 + 1/2 the privateers
class level + the privateers initiation modifier) or cower
for one round. This is a mind-affecting fear effect.
Terrifying Strike: Whenever the privateer successfully
hits an opponent with a deadly strike, that creature must
succeed at a Will save (DC 10 + 1/2 the privateers class
level + the privateers initiation modifier) or become
shaken for one round. If the target is already shaken or
demoralized, they instead become frightened for one
round. This is a mind-affecting fear effect.

Warpath
Follower

The followers of a Warpath can be found among the


servants of any and all gods, although they are certainly
more common among the followers of warlike gods.
Those who follow a warpath give up some of their
spellcasting proficiency in order fight for the causes of
their god with greater effectiveness.

Converting Your Character to a Warpath


Follower

The warpath follower is a class template suitable for


use with the inquisitor and warpriest classes. When
converting a character to a warpath follower, the
character loses or changes the following class features:

Inquisitor

The inquisitor gives up their judgement, second


judgement, third judgement, and true judgement
class features.
The inquisitor has one fewer spell per day of each
spell level he can cast. If this would reduce his spells
per day to 0, he may only cast bonus spells that he
received of that level due to a high Wisdom score.

Warpriest

The warpriest gives up their focus weapon, sacred


weapon, sacred armor, and aspect of war class
features.
The warpriest prepares one fewer spell per day of
each spell level he can cast. If this would reduce his
spells prepared to 0, he may only prepare bonus
spells that he received of that level due to a high
Wisdom score.

57

Path of War Expanded


Table 2-4: Warpath Maneuver
Progression
Level

Known

Readied

Stances

Maximum
Maneuver
Level Known

1st

3 (1)

nd

3 (1)

3rd

3 (1)

4th

4 (2)

th

4 (2)

6th

4 (2)

7th

4 (2)

8th

4 (2)

9th

4 (2)

10th

5 (3)

Maneuvers

11

th

5 (3)

12th

5 (3)

13th

10

5 (3)

14

th

11

5 (3)

15th

11

6 (4)

16th

12

6 (4)

th

13

6 (4)

18th

14

6 (4)

19th

14

6 (4)

20

15

7 (5)

17

th

Weapon and Armor Proficiency: A warpath follower


gains proficiency with his deitys favored weapon (if
any) or a single martial weapon of his choice in addition
to his standard weapon proficiencies. This weapon is his
favored weapon for the purpose of his warpath follower
class features.
Maneuvers: A warpath follower begins his career
with knowledge of three martial maneuvers. When he
takes his first warpath follower level, he selects three of
disciplines for which his favored weapon is a discipline
weapon to gain access to. If one of his selected disciplines
associated skills is not on his class skill list, he gains it as
a class skill.
Once the warpath follower knows a maneuver, he must
ready it before he can use it (see Maneuvers Readied,
below). A maneuver usable by warpath followers is
considered an extraordinary ability unless otherwise
noted in it or its disciplines description. A warpath
followers maneuvers are not affected by spell resistance,
and he does not provoke attacks of opportunity when he
initiates one.
The warpath follower learns additional maneuvers
at higher levels, as indicated on Table 2-4: Warpath
Maneuver Progression. The maximum level of
maneuvers gained through warpath follower levels is
limited by those listed in that table as well, although
this restriction does not apply to maneuvers added to
his maneuvers known through other methods, such as
prestige classes or the Advanced Study feat. A warpath
follower must meet a maneuvers prerequisite to learn it.

58

See the Systems and Use chapter in Path of War for more
details on how maneuvers are used.
Upon reaching 4th level, and at every even numbered
initiator level thereafter (6th, 8th, 10th, and so on), the
warpath follower can choose to learn a new maneuver in
place of one he already knows. In effect, he loses the old
maneuver in exchange for the new one. He can choose
a new maneuver of any level he likes, as long as he
observes the restriction on the highest-level maneuvers
he knows; the warpath follower need not replace the
old maneuver with a maneuver of the same level. He
can swap only a single maneuver at any given level. A
warpath followers initiation modifier is Wisdom, and
each warpath follower level is counted as a full initiator
level.
Maneuvers Readied: A warpath follower can ready
all three of his maneuvers known at 1st level, and as he
advances in level and learns more maneuvers, he is able
to ready more, but must still choose which maneuvers
to ready. A warpath follower must always ready his
maximum number of maneuvers readied. He readies

Path of War Expanded


GRANTED MANEUVERS
AND ALTERNATE RECOVERY
METHODS

If a warpath follower uses the Lightning Recovery


or Victorious Recovery feat (or a similar method) to
recover a maneuver, it is immediately added to her
currently granted maneuvers.
his maneuvers by meditating or praying to his deity for
ten minutes. The maneuvers he chooses remain readied
until he decides to practice again and change them. The
warpath follower does not need to sleep or rest for any
long period of time in order to ready his maneuvers; any
time he spends ten minutes practicing, he can change his
readied maneuvers.
A warpath follower begins an encounter with all his
readied maneuvers unexpended, regardless of how
many times he might have already used them since he
chose them. When he initiates a maneuver, he expends
it for the current encounter, so each of his readied
maneuvers can be used once per encounter (unless he
recovers them, as described below).
Unlike other martial disciples, warpath followers rely
on flashes of divine inspiration to inform their strategy
in combat. Because of this, they do not have full control
over their readied maneuvers; when a warpath follower
readies his maneuvers, he selects one of his readied
maneuvers to be immediately granted to him for use at
any time (when this maneuver is used outside of combat,
it recovers on its own in the following round), with the
rest of his initially randomized maneuvers waiting to
be granted in combat. The remainder of his readied
maneuvers are withheld and currently inaccessible until
combat begins. If he is able to act in a surprise round
when combat begins, he is granted his maneuvers then
as normal, but if he is caught unaware, he must wait
until his initiative before his maneuvers are granted
(beyond the initial one). At the end of each of his combat
turns, one previously withheld maneuver (randomly
determined) is granted to him, and thus becomes
accessible for his next turn and subsequent turns. He can
freely choose to initiate any maneuver that is currently
granted when his turn begins, but he cannot initiate a
withheld maneuver. If the warpath follower chooses not
to employ a maneuver in a given round, his currently
granted maneuvers remain available, and a previously
withheld maneuver is granted, as described above. In
other words, it doesnt matter if he uses his maneuvers
or notat the end of each of his turns, one withheld
maneuver from his selection of readied maneuvers
is granted to him. Over the course of a few rounds, all
the warpath followers maneuvers will eventually be
granted.
A warpath follower can change the readied maneuvers
he has chosen to be immediately granted for use at any
time by spending one minute in prayer.
If, at the end of the warpath followers turn, he cannot
be granted a maneuver because he has no withheld
maneuvers remaining, he recovers all expended
maneuvers, and a new group of readied maneuvers
is granted to him, replacing his previously granted

maneuvers if any remain unspent. He selects one of his


choice and gains the remainder of granted maneuvers
as randomized selections, as noted below. At the end
of his next turn, a withheld maneuver is granted to the
warpath follower, and the process of inspiration begins
again.
At 4th level and again at 10th, 15th, and 20th levels, the
number of maneuvers granted to the warpath follower
at the beginning of an encounter and when he recovers
his maneuvers increases by one. Unlike the warpath
followers initial granted maneuver, these additional
maneuvers are randomly determined (for example,
at the beginning of an encounter, a 4th level warpath
follower would choose one maneuver to have access to,
then randomly be granted one more).
Alternatively, a warpath follower can speak a brief
prayer, recovering a single expended maneuver as a
standard action. If the warpath follower cannot ready
his full allotment of readied maneuvers, he loses the
ability to automatically recover his expended maneuvers
and can only recover maneuvers by spending a standard
action.
Stances Known: A warpath follower begins his career
with knowledge of one stance from any discipline
open to warpath followers. At 4th, 7th, 11th, and 13th
levels, he can select an additional stance to learn. The
maximum level of stances gained through warpath
follower levels is limited by those listed in Table 2-4:
Warpath Maneuver Progression. Unlike maneuvers,
stances are not expended and the warpath follower does
not have to ready them. All the stances he knows are
available to his at all times, and he can change the stance
he is currently maintaining as a swift action. A stance is
an extraordinary ability unless otherwise stated in the
stance or discipline description.
Unlike with maneuvers, a warpath follower cannot
learn a new stance at higher levels in place of one he
already knows.
Divine Focus Weapon (Ex): At 1st level, a warpath
follower is given insight into combat by his deity, granting
him knowledge of how to use weapons more effectively.
He gains Weapon Focus with his favored weapon, even
if he does not meet the prerequisites. In addition, if the
warpath follower can cast divine spells, he may use his
favored weapon as a divine focus.
Controlled Insight (Ex): Starting at 4th level, a
warpath follower is better able to understand the needs
and desires of his deity. When he readies his maneuvers,
he selects two to be granted to him at all times, rather
than one. In addition, when he recovers all his expended
maneuvers as a result of having no withheld maneuvers
left, he chooses two of the new granted maneuvers rather
that one, then randomly determines any additional
maneuvers granted as normal.

59

Path of War Expanded


Chapter 3:
Prestige Classes

In this section are a trio of new martial disciple


prestige classes to expand your game world further.
The animus adept takes the new animus system with
its use of martial glyphs to a new level of party support.
The landskneckt brings a powerful boost to einhander
combat styles and defensive abilities, and the phoenix
champion brings the fires of purity by way of Solar Wind
and Silver Crane to ranged combat.
Some of these prestige classes learn specialized
maneuvers and stances from their class features (such
as the phoenix champions p
hoenix wing strike). Though
these are considered maneuvers for the purposes of
feats, effects, and abilities, they are exclusive to the
prestige classes in question, and cannot be learned
through the Advanced Study feat or similar effects. In
addition, a character who unlocks these maneuvers can
always ready and initiate them, even if their initiator
level would not be high enough to use a maneuver of
that level or if they do not have access to the disciplines
in question. A member of these prestige classes does
not lose access to these maneuvers if they trade away a
discipline when they join a martial tradition, and cannot
trade them for new maneuvers when doing so.

Animus Adept

Some martial disciples seek the power of raw arcane


energies, known to those in martial circles as animus,
and learn methods to channel it. Others are born with
it and choose to bend it inwards for martial pursuits
and become animus adepts, others dally with it while
maintaining other professions before coming to embrace
it as a source of raw arcane talent. Whatever the path
that led to their discovery and mastery over their power,
animus adepts are skilled warriors that are able to
blend their talents with glyph manipulation and martial
maneuver to produce a variety of wild effects that blur
the line between what is magic and what is pure martial
skill.
Hit Die: d8.

REQUIREMENTS

To qualify to become an animus adept, a character


must fulfill all the following criteria.
Skills: Knowledge (martial) 5 ranks, Spellcraft 5 ranks.
Feats: Animus Healing.
Initiating: Ability to initiate maneuvers, initiator level
5th.
Special: Must possess an animus pool (either by a
class feature or the Tap Animus feat).

CLASS SKILLS

The animus adepts class skills are Craft (Int),


Knowledge (all) (Int), Profession (Wis), Spellcraft (Int),
and Use Magic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.

60

CLASS FEATURES

All of the following are class features of the animus


adept.
Weapon and Armor Proficiency: Animus adepts gain
no additional weapon or armor proficiencies.

Maneuvers: At every even level, an animus adept


gains a new maneuver known. His available disciplines
for these maneuvers are Elemental Flux and three of his
previously available disciplines, chosen when he takes
his first animus adept level. He must meet a maneuvers
prerequisites to learn it, as normal. He adds his full
animus adept level to his initiator level to determine
his total initiator level and his highest-level maneuvers
known.
At 2nd level and again at 5th level, an animus adept
gains an additional maneuver readied.
Stances: At 4th level, an animus adept learns a new
stance from any of the disciplines available to him as an
animus adept. He must meet the stances prerequisites to
learn it, as normal.

Path of War Expanded


Table 3-1: Animus Adept
Maneuvers

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Known

Readied

1st

+0

+0

+0

+1

Animus, martial glyphs (basic)

2nd

+1

+1

+1

+1

Mystical power

3rd

+2

+1

+1

+2

Martial glyphs (advanced)

4th

+3

+1

+1

+2

Mass martial glyphs

5th

+3

+2

+2

+3

Martial glyphs (master), runic singularity

Special

Animus (Su): At 1st level, an animus adept gains an


animus pool similar to a mystics. Outside combat, an
animus adept has no animus to spend. When the animus
adept enters combat, he gains an animus pool equal to 1
+ his highest initiation modifier (minimum 1) at the start
of his first turn, and adds one point of animus to her
animus pool at the start of each of his turns thereafter.
His animus pool persists for one minute after the last
enemy combatant is defeated or the encounter otherwise
ends. At the end of any round in which the animus adept
initiates a maneuver (a strike, boost, or counter), he
adds an additional point of animus to her pool. Certain
abilities, such as some class features, maneuvers, and
feats, require the animus adept to expend points of
animus to use.
If the animus adept previously had levels in the mystic
class or another class that grants an animus pool, he
instead adds his animus adept level to his levels in that
class to determine its strength, potentially gaining more
powerful maneuver augments or increasing the amount
he can spend on such augments. If the animus adept
possesses the Tap Animus feat, it is exchanged for the
Extra Animus feat as normal.
Martial Glyphs (Su): At 1st level, an animus adept
learns to use primal magic to funnel his uncontrolled
arcane energies through elemental concepts. These
concepts encapsulate base principles of arcane magic,
the building blocks upon which actual spells are formed,
and when the animus adept combines these building
blocks with his physical abilities, he can channel them
into martial glyphs. When he enters this class, an animus
adept learns five basic glyphs, and learns three new
glyphs at each animus adept level thereafter. Each time
the animus adept gains a new level in this class, he can
exchange a single known glyph for any other glyph he
could learn. At 1st level, he can only learn basic glyphs.
At 3rd level, he gains the ability to learn advanced glyphs,
and at 5th level, he can learn master glyphs.
The animus adept can cast a glyph as a free action
once per round when he hits with a strike. Alternatively,
he can cast a glyph as a swift action. In either case,
casting a glyph costs one point of animus and affects
a single creature within close range (25 feet + 5 feet
per 2 initiator levels). Unless otherwise noted, a glyph
lasts for a number of rounds equal to 1 + the animus
adepts highest initiation modifier (minimum 1 round).
If a glyph allows a saving throw, its save DC is 10 + 1/2
the animus adepts initiator level + the animus adepts
highest initiation modifier.
Repeated applications of the same glyph do not stack
with each other or change their duration. Glyphs that

Level

deal energy damage or grant energy resistance use the


animus adepts choice of his active energy type (if he is
psionic) or his active elements associated energy type.
If the animus adept does not have an active element, he
gains one, as if he knew maneuvers from the Elemental
Flux discipline. Once a glyph is cast, it maintains the
elemental that it was cast with, if any. A character with
the Spellcraft skill can identify glyphs as they are cast,
treating the animus adepts class level as their effective
spell level.
Mystical Prowess: Starting at 2nd level, an animus
adept adds his class level to Knowledge (martial) and
Spellcraft checks to identify martial maneuvers, powers,
spells, and glyphs. In addition, if the animus adept
possesses the elemental glyphs or candle magic class
features, he adds his animus adept level to his mystic
level to determine their effectiveness of those abilities.
Mass Martial Glyphs (Su): At 4th level, an animus
adepts control over his roiling arcane might is such that
he can become a living font of animus-infused glyphs. As
a full-round action, the animus adept can cast a martial
glyph against a number of allies within 30 feet equal to
his highest initiation modifier.
Runic Singularity (Su): At 5th level, the animus adept
gains the ability to cast a martial glyph against a target
within close range as part of the initiation action of a
boost or when he changes his stance. In addition, he
adds one additional point of animus to his animus pool
at the start of each of his turns in a combat.

Martial Glyphs

The following are the glyphs available to an animus


adept. Unless otherwise noted, these effects last for
the duration of the glyph or until the glyph otherwise
expires (see the individual glyphs for more details).

Basic Glyphs

Elemental Shield: The affected ally gains energy


resistance to the animus adepts active elements
associated energy type equal to the animus adepts
initiator level.
Blinding Blade: The next time the affected ally hits
with a martial strike, critical hit, deadly strike, or
sneak attack, their target must succeed at a Reflex
save or become blinded for one round. Regardless of
whether or not the target succeeds on their save, this
glyph expires once used.
Elemental Weapon: The affected allys attacks deal
an additional 1d6 points of damage of your active
elements associated energy type per six initiator
levels you possess (up to a maximum of 3d6).

61

Path of War Expanded


Dead Steel: The affected allys attacks deal an
additional 1d6 points of negative energy damage per
six initiator levels the animus adept posseses (up
to a maximum of 3d6). Against creatures of the fey
type, this damage increases to 1d8 per six initiator
levels (up to a maximum of 3d8). Undead creatures
and other creatures healed by negative energy do not
take this additional damage and are not healed by it.
Deflective Armor: The affected allys natural armor
bonus to their AC increases by +2. This bonus
increases by +1 for every six initiator levels the
animum adept possesses (up to a maximum of +5).
Evasive Armor: The next time the affected ally
succeeds on a Reflex save against an effect that
allows a partial effect on a successful saving throw,
they are instead completely unaffected. This glyph
expires once used.
Ferrous Shell: The affected ally is protected by a
crude but non-restrictive metal shell, granting them
a +5 armor bonus to their AC. The shell weighs 10
pounds and does not count as armor.
Flowing Blade: The affected ally rolls twice against
a creatures miss chance and uses the better result.
Ghost Armor: The affected allys armor and shield
gain the benefits of the ghost touch special ability.
Ghost Eating Blade: The affected allys weapons
gain the benefits of the ghost touch special ability.
Shadowmeld: The affected ally is surrounded by
a layer of protective, smoky concealment, granting
them gain concealment (20% miss chance) against
opponents.

Advanced Glyphs

Corpse Strength: The affected ally gains a +4


profane bonus to Strength and a +2 bonus on saving
throws made to resist spells and effects that utilize
negative energy, inflict negative levels, deal ability
damage or ability drain, or inflict ability penalties. In
addition, the affected ally heals from negative energy
damage and takes damage from cure spells or similar
effects, as if they were an undead creature.
Death Shield: The affected ally gains resistance to
negative energy equal to the animus adepts initiator
level and a +4 bonus on saves against energy drain
and negative energy effects.
Elemental Armor: Opponents that hit the ally with
a melee attacks take 2d6 points of damage of the
animus adepts active elements associated energy
type.
Hardened Armor: The affected ally gains damage
reduction 5/adamantine.
Illusionary State: The affected ally gains the
benefits of a mirror image spell, using the animus
adepts initiator level as the caster level. This glyph
expires once each image has been destroyed.
Spirit Stride: As a free action, the affected ally
can teleport to any unoccupied space they can see
within 5 feet per two initiator levels. The ally does
not require line of effect, and this glyph expires once
used.
Spiritual Anchor: In order to affect a creature with
this glyph, the animus adept must have hit them with
a martial strike as part of casting it, or must hit them
with a ranged touch attack if he did not cast it during

62

a strike. The target is affected as if by a dimensional


anchor spell.
Wind Speed: The affected ally gains the benefits of
a haste spell (+1 to attack rolls, initiative, and Reflex
saves, a +30-foot enhancement bonus to movement
speeds, and one extra attack when making a full
attack),

Master Glyphs

Dispelling Burn: This glyph acts as a targeted


greater dispel magic spell against the target, with
a caster level equal to the animus adepts initiator
level. The target takes 1d4 points of damage for each
level of the spell or effect dispelled by this ability.
Drowning Curse: The target chokes and gasps,
becoming nauseated and unable to speak or perform
the verbal components of spells. The target can
attempt a Fortitude save at the start of each of their
turns while they are affected by this glyph; if they
succeed, they can ignore its effects and act normally
for one round.
Fortified Heart: The affected allys vital areas
become as hard as the hardest stones, and they
become immune to critical hits and sneak attacks.
Gravity of Iron: This glyph can only be cast against
creatures who are made of metal or wearing metal
armor. The target must succeed at a Fortitude
save or become paralyzed and is knocked prone. It
remains aware of its surroundings and can breath
normally (unless otherwise in a situation where they
might not be able to), but cannot take any actions,
including speech. At the end of each of its turns
while paralyzed by this glyph, the target can attempt
another Fortitude save to end its effects.
Incandescent Array: The affected ally emits light
as a daylight spell in a dazzling array of colors, and
attacks against them suffer a 50% miss chance.
Creatures that do not rely on sight to aim their
attacks are unaffected by this miss chance.
Wraithstrike: The target must succeed at a Will
save or gain 1d3 temporary negative levels until
the end of the encounter. Unlike normal negative
levels, these disappear after the encounter ends. A
creature can only suffer the effects of this glyph once
at any given time; if they are affected by another
wraithstrike glyph, the negative levels overlap, rather
than stacking.

Landsknecht

The Landsknecht are elite mercenaries, travelling


warriors for hire who serve as auxiliary forces for armies
the world over. Whether in companies of their own
or as elite individual soldiers, the title of landsknecht
carries with it the weight of battlefield experience and
martial supremacy. Landsknecht are proficient with
many different weapons and military tactics, but many
prefer to use a sword and shield or to simply wield a
sword in a one handed style. The most elite landsknecht
serve as bodyguards to kings, generals and standard
bearers, where their skill at fending off large numbers
of enemies makes them especially suited for such tasks.
Such soldiers often command double or even triple the

Path of War Expanded


Table 3-2: The Landsknecht
Maneuvers

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

st

+1

+1

+1

+0

2nd

+2

+1

+1

+1

3rd

+3

+2

+2

+1

4th

+4

+2

+2

+1

Superior reach

5th

+5

+3

+3

+2

Improved uncanny dodge, mobile attacker

6th

+2

Surprising strike 2/day

1
0

Level
1

Special

Known

Readied

Level

Threatening demeanor, strength of arms

Never outnumbered, uncanny dodge

Surprising strike 1/day

+6

+3

+3

th

+7

+4

+4

+2

Silver crown strike

8th

+8

+4

+4

+3

Bait the dragon

9th

+9

+5

+5

+3

Surprising strike 3/day

10th

+10

+5

+5

+3

Stance of assured victory

pay of a normal soldier, and their skill at arms more


than makes them worth the cost.
Hit Die: d10.

REQUIREMENTS

To qualify to become a landsknecht, a character must


fulfill all the following criteria.
Base Attack Bonus: +5.
Feats: Quick Draw, Combat Reflexes.
Initiating: One Mithral Current or Scarlet Throne
maneuver known, initiator level 5th.

Strength of Arms (Ex): At 1st level, a landsknecht


learns to deliver maximum power with his one-handed
weapon. As long as the landsknecht only attacks with a
single weapon wielded in one hand during a round, he
adds 1-1/2 times his Strength modifier to damage, as if he
was wielding the weapon in two hands.

CLASS SKILLS

The landsknechts class skills are Acrobatics


(Dex), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha),
Perform(dance) (Cha), Sense Motive (Wis), and Survival
(Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

All of the following are class features of the landsknecht.


Weapon and Armor Proficiency: Landsknechts gain
no additional weapon or armor proficiencies.
Maneuvers: At every even level, a landsknecht gains
a new maneuver known. His available disciplines for
these maneuvers are Mithral Current, Scarlet Throne,
and two of his previously available disciplines, chosen
when he takes his first landsknecht level. He must meet
a maneuvers prerequisites to learn it, as normal. He
adds his full landsknecht level to his initiator level to
determine his total initiator level and his highest-level
maneuvers known.
At 3rd level and again at 6th level and 9th level, a
landsknecht gains an additional maneuver readied.
Stances: At 4th level and again at 6th level and 10th
level, a landsknecht learns a new stance from any of
the disciplines available to him as a landsknecht. He
must meet the stances prerequisites to learn it, as
normal.
Threatening Demeanor (Ex): A landsknechts
fierce reputation and extensive training follows
them wherever they go. Even unarmed, they engender
fear and awe from those around them. Starting at 1st
level, a landsknecht is considered to be threatening
all squares within reach of your weapon, even if it is
sheathed.

63

Path of War Expanded


Never Outnumbered (Ex): The landsknechts elite
training makes them ideally suited for fighting against
the odds. Starting at 2nd level, a landsknecht gains
a +1 bonus on attack and damage rolls whenever he
threatens two or more opponents. This bonus increases
by +1 at 5th level and again at 8th level.
Uncanny Dodge (Ex): At 2nd level, a landsknecht
gains the ability to react to danger before his senses
would normally allow him to do so. He cannot be caught
flat-footed, nor does he lose his Dexterity bonus to AC if
the attacker is invisible. He still loses his Dexterity bonus
to armor class if immobilized. A landsknecht with this
ability can still lose his Dexterity bonus to armor class
if an opponent successfully uses the feint action against
him.
If a landsknecht already has uncanny dodge from
a different class, he automatically gains improved
uncanny dodge (see below) instead.
Surprising Strike (Su): At 3rd level, a landsknechts
combat prowess is such that he can initiate strikes even
with only the barest amount of preparation. Once per
day, the landsknecht can use a strike with an initiation
action of 1 standard action in place of an attack of
opportunity. He can use this ability twice per day at 6th
level, and three times per day at 9th level.
Superior Reach (Ex): At 4th level, As long as the
landsknecht only attacks with a single weapon wielded
in one hand during his turn, he increases his melee
reach with that weapon by 5 feet.
Improved Uncanny Dodge (Ex): At 5th level and
higher, a landsknecht can no longer be flanked. This
defense denies a rogue the ability to sneak attack the
landsknecht by flanking him, unless the attacker has at
least four more rogue levels than the landsknechts class
level.
If a landsknecht already has uncanny dodge (see
above) from another class, the levels from the classes that
grant uncanny dodge stack to determine the minimum
rogue level required to flank the landsknecht.
Mobile Attacker (Ex): Starting at 5th level, the
landsknecht has mastered the ability to attack on the run,
taking advantage of any opening his maneuverability
creates. Once per round, the landsknecht can make a
melee attack as a free action against an opponent he
threatens at any point in his movement when he takes
a move action or initiates a maneuver that allows him
to move as part of its initiation action. He can use this
ability a number of times per encounter equal to his
highest initiation modifier.
Silver Crown Strike (Su): At 7th level, the landsknecht
learns one of the most powerful secret techniques
known to man. He adds the following maneuver to his
maneuvers known, even if he cannot normally learn a
maneuver of its level, and can ready and initiate it as
normal.

64

SILVER CROWN STRIKE


Discipline: Scarlet Throne and Mithral Current (Strike)
Level: 7
Prerequisites: Landsknecht level 7th
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a single swing of your blade, you strike your foe
with the force of a thousand blows. Although you only
swing your sword once, you make a number of attacks
with a single weapon against the target as if you had
made a full attack against them. These attacks deal
weapon damage as normal, except that the damage from
all hits is totalled before applying damage reduction,
resistances, or immunities. If any of the attacks is a
successful critical hit, the total damage from the entire
strike is multiplied. You can only confirm one critical hit
in this way. If you drew your weapon as part of this strike,
you gain a circumstance bonus on critical confirmation
rolls for these attacks equal to your initiation modifier.
Bait the Dragon (Ex): At 8th level, a landsknechts
confidence and skill is such that he doesnt just seize
openings from his opponentshe creates them. As a
swift action, the landsknecht can choose to take a 4
penalty to AC for one round. If he does so, any melee
attack made against him for one round provokes an
attack of opportunity from the landsknecht. These
attacks of opportunity are resolved after the attack that
provoked them.
Stance of Assured Victory (Ex): At 10th level, a
landsknecht learns the ultimate stance of military
combat. As a swift action, he can abandon his current
stance to assume the stance of assured victory stance.
This ability is considered to be an 8th-level stance of the
Mithral Current and Scarlet Throne disciplines. While
the landsknecht maintains this stance, he and his allies
within 30 feet gain a circumstance bonus on attack rolls
equal to his highest initiation modifier. In addition,
whenever an opponent within 30 feet of the landsknecht
attacks an ally, they provoke an attack of opportunity
from any ally other than the target who is also within 30
feet of the landsknecht. This attack of opportunity can
be made even if the opponent is not within that allys
melee reach. An attack can only provoke one such attack
of opportunity in this way.

Phoenix
Champion

The Phoenix Champions are a loose organization of


master archers and thrown weapon users dedicated
to spreading the light of the sun into the deepest and
darkest places of the world. Though not necessarily
religious in nature, the organization reveres the phoenix
as a symbol of the sun and of life. Phoenix Champions
often work as travelling heroes, moving from place to
place at a whim and putting down any evil they find
there with fire, both in the form of actual flames and in
terms of the sheer amount of ammunition they unload.

Path of War Expanded


Though the Phoenix Champions may seem the type to
stand boldly before any odds, unyielding forces or foes
which oppose them, they are generally more practical
about their heroism than other champions of good. A
Phoenix Champion is just as likely to sneak into a city
or abandoned mausoleum undetected and remove the
monster or villain with a single, unseen shot as they are
to announce their presence in a hail of flaming arrows
or spears. In short, the Phoenix Champions value results
more than methods.
The Phoenix Champions are made up of a large
variety of heroes. Stalkers and warlords are common, as
are mystics and the occasional warder who expresses
interest in ranged combat. But the Phoenix Champions
accept anyone with skill with a bow and a will to better
the world around them. With the advent of guns, some
Phoenix Champions have grown enamored of their
firepower and welcomed gunslingers and their like into
the fold.
Hit Die: d10.

REQUIREMENTS

To qualify to become a phoenix champion, a character


must fulfill all the following criteria.
Base Attack Bonus: +4.
Alignment: Any non-evil.

Feats: Point Blank Shot, Precise Shot, and either


Discipline Focus (Solar Wind) or Discipline Focus
(Tempest Gale).
Initiating: Ability to initiate maneuvers, initiator level
5th.

CLASS SKILLS

The phoenix champions class skills are Diplomacy


(Cha), Perception (Wis), Sleight of Hand(Dex), Stealth
(Dex), and Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES

All of the following are class features of the phoenix


champion.
Weapon and Armor Proficiency: Phoenix champions
gain no additional weapon or armor proficiencies.
Maneuvers: At every even level, a phoenix champion
gains a new maneuver known. His available disciplines
for these maneuvers are Mithral Current, Scarlet Throne,
and two of his previously available disciplines, chosen
when he takes his first phoenix champion level. He must
meet a maneuvers prerequisites to learn it, as normal.
He adds his full phoenix champion level to his initiator
level to determine his total initiator level and his highestlevel maneuvers known.

65

Path of War Expanded


Table 3-3: The Phoenix Champion
Maneuvers

Level

Base Attack
Bonus

Fort
Save

Ref
Save

Will
Save

1st

+1

+1

+1

+0

Burning bow

Special

Readied

Level

nd

+2

+1

+1

+1

Eye of the heavens (darkvision)

3rd

+3

+2

+2

+1

Phoenix wing strike

4th

Phoenixs cunning

1
0

+4

+2

+2

+1

th

+5

+3

+3

+2

Eye of the heavens (blindsense)

6th

+6

+3

+3

+2

Greater phoenix wing strike

7th

+7

+4

+4

+2

Rising phoenix dance

8th

+8

+4

+4

+3

Eye of the heavens (true seeing)

9th

+9

+5

+5

+3

Cleansing flames

10th

+10

+5

+5

+3

Solar inspiration

At 3rd level and again at 6th level and 9th level, a


phoenix champion gains an additional maneuver
readied.
Stances: At 4th level and again at 6th level and 10th
level, a phoenix champion learns a new stance from
any of the disciplines available to him as a phoenix
champion. He must meet the stances prerequisites to
learn it, as normal.
Burning Bow (Su): Starting at first level, a phoenix
champion deals an additional 1d6 points of fire damage
on any ranged attack he makes as part of a maneuver.
This stacks with the flaming weapon special ability and
similar effects.
Eye of the Heavens (Su): Phoenix champions lead
the light into the darkest places of the world, and their
vision can pierce even the most opaque shadows. At 2nd
level, a phoenix champion gains darkvision with a range
of 60 feet. If he already has darkvision, the range of his
darkvision instead increases by 30 feet. At 5th level, the
phoenix champion gains blindsense with a range of 30
feet, and at 8th level, he gains the effects of the true
seeing spell out to a distance of 60 feet at all times.
Phoenix Wing Strike (Su): At 3rd level, a phoenix
champion learns the first of his orders secret maneuvers,
the phoenix wing strike. The phoenix champion can
expend a readied strike of any level as a standard action
to use this ability. When he does so, he creates a 30-foot
cone of mystical fire and light that deals 1d6 points of
damage per initiator level to any creature caught within
the area. Half of this damage is fire damage and the
other half is sacred damage. Creatures caught within the
blast can make a Reflex save (DC 10 + 1/2 the phoenix
champions initiator level + the phoenix champions
highest initiation modifier) to take half damage. This
ability is considered to be a 5th-level strike of the Silver
Crane, Solar Wind, and Tempest Gale disciplines. Once
the phoenix champion has used this ability, he cannot
use it again until he recovers his maneuvers.
At 6th level, the phoenix champion further unlocks
the power of his order. When he expends a Silver
Crane, Solar Wind, or Tempest Gale maneuver to use
his Phoenix Wing Strike, he applies one of the following
effects to the blast:
Silver Crane: One ally within 30 feet of the phoenix
champion is healed a number of hit points equal to

66

Known

1/2 the damage roll of the blast. If that ally is within


the area of the blast, they do not take damage from it.
Solar Wind: Any creature that fails its save is also
blinded for one round.
Tempest Gale: The phoenix champion makes trip
attempt against each creature that fails its save.
He makes a single combat maneuver check with a
sacred bonus equal to his initiation modifier and
compares it to the CMDs of an affected creature. These
combat maneuver attempts do not provoke attacks of
opportunity.
Phoenixs Cunning (Ex): Starting at 4th level, a
phoenix champion adds 1/2 his class level as a bonus on
combat maneuver checks made with ranged weapons.
Rising Phoenix Dance (Su): At 7th level, a phoenix
champion learns the signature stance of his society. As
a swift action, he can abandon his current stance to
assume the rising phoenix dance stance. This ability is
considered to be a 6th-level stance of the Silver Crane,
Solar Wind, and Tempest Gale disciplines. While the
phoenix champion maintains this stance, he gains a fly
speed equal to his land speed with good maneuverability
and gains a bonus on Fly checks equal to 1/2 his initiator
level. In addition, all allies within 30 feet gain the benefits
of the protection from evil spell and a +1 bonus on attack
and damage rolls against evil creatures for every three
phoenix champion levels. The phoenix champion can
maintain this stance for as long as he likes.
Cleansing Flames (Su): At 9th level, a phoenix
champion gains access the revitalizing fires of his
namesake legend. Whenever the phoenix initiates a
maneuver that requires a ranged attack, one ally within
60 feet of him can attempt another saving throw against
an ongoing condition affecting them. The DC for this
saving throw is the same as the original effect that
caused the condition, and a successful save ends the
condition. This ability cannot be used to end conditions
that allowed no saving throw.
Solar Inspiration(Ex): At 10th level, the light of
the sun fills the phoenix champion with wisdom and
fury. He gains a +10 insight bonus on Perception and
Diplomacy checks, and when he uses his Phoenix Wing
Strike ability, the Reflex saving throw only halves the
fire damage from the blast.

Path of War Expanded


Chapter 4:
Feats and Traits

Martial disciples cannot perform their amazing acts


of combat prowess by maneuver alone, and within this
section you find feats and traits to fill in the blanks to
make your martial disciple the best they can be. There are
traits that assist you with customizing how you interact
with your maneuver progression and the access you
have to disciplines and how multiclassing can influence
your initiator level. The feat section contains a wealth of
new combat feats, discipline-mixing feats, and a whole
line of style feats that can make your chosen disciplines
really reach new levels of power and aptitude.

TRAITS

These traits are focused on expanding the ability of


initiators. While you do not necessarily have to be an
initiator to take them, their benefits are designed to
improve on a characters ability to use martial disciplines.
Agile Dancer (Social): You can make Perform (dance)
checks in place of Acrobatics checks, and can use the
higher of your Dexterity or Charisma modifiers when
making Perform (dance) checks.
Combat Training (Combat): You learn one 1st-level
maneuver (strike, boost, or counter) from any one
discipline of your choice. If you are not a member of an
initiating class, you can ready this maneuver by spending
ten minutes practicing it, and can recover it by taking a
standard action to focus. Your initiation modifier for this
maneuver is the key ability of its disciplines associated
skill (for example, a discipline with Acrobatics as its
associated skill would make Dexterity your initiation
modifier). If you can already initiate other maneuvers
or later gain the ability to, the maneuver granted by
this trait is added to your list of maneuvers known, and
you can recover it as normal for your class. You cannot
exchange this maneuver for another maneuver as you
level up, nor does it add its discipline to your list of
available disciplines.
Practiced Initiator (Combat): Pick an initiating
classyour initiator level in that class gains a +2 trait
bonus as long as this bonus does not raise your initiator
level above your current Hit Dice.
Unorthodox Method (Regional, Any): You trade
one of your classs available disciplines for a different
discipline of your choice. You gain the new disciplines
skill as a class skill.

ANIMUS HEALING (COMBAT)

You have learned how to channel your animus into


healing energies.
Prerequisites: Animus pool or equivalent ability
(such as a rubato bards tempo class feature or the Tap
Animus feat).
Benefits: Once per encounter, you can spend up to
one point of animus as a move action to heal 2d6 hit
points. At 4th level and every four levels thereafter, you
can spend one additional point of animus when you use
this ability, healing 2d6 hit points for each point spent.

AWAKENED ANIMUS (COMBAT)

You can modulate the roiling energies within your soul


with mental might.
Prerequisites: Animus pool or equivalent ability
(such as a rubato bards tempo class feature or the Tap
Animus feat).
Benefit: When initiating maneuvers with a psionic
augment, you may spend points of animus as if they
were power points. In addition, you gain a reserve of
1 power point and the psionic subtype, allowing you to
take psionic feats, metapsionic feats, and psionic item
creation feats and to gain psionic focus.

FEATS

Feats are the bread and butter of a characters fighting


style. They can drastically improve or alter a characters
capabilities, and initiators are no exception to this rule.
Presented below are dozens of new feats that expand
on a characters abilities in combat and out. Included
are style feats that are associated with each discipline
presented in Path of War and Path of War: Expanded.

67

Path of War Expanded


Feats

Benefit

Animus Healing

Animus pool or equivalent ability

Heal yourself with animus

Awakened Animus

Animus pool or equivalent ability

You can spend animus on power point augments

Battle Fervor

Fervor, guardians shield, or lay on


hands class feature; ability to initiate
maneuvers

Deal additional damage on martial strikes after


healing or shielding an ally

Channeled Recovery

Channel energy class feature

Channel energy allows allies to recover a


maneuver

Dark Allure

Ability to Claim creatures

Claimed creatures take a penalty on attacks


against other allies

Dark Authority

Ability to Claim creatures

Claimed creatures take a penalty on attacks


against you

Dark Presence

Ability to Claim creatures

Claimed creatures provoke attacks of


opportunity when taking 5-foot steps

Daisho Expertise

Proficiency with the katana or


wakizashi

Use Dex instead of Str on attack rolls with


katanas and wakizashi, and increase their
damage dice

Electrum Manticore

Two Golden Lion maneuvers known,


two Silver Crane maneuvers known

Initiate Golden Lion boosts when entering Silver


Crane stances, and vice-versa

Elemental Current

Quick Draw, two Elemental Flux


maneuvers known, two Mithral
Current maneuvers known

Make opponents vulnerable to elemental


damage instead of silver

Elemental Focus

Elemental attunement class feature or


one Elemental Flux maneuver known

Specialize in one element to partially ignore


resistance and immunity to it

Elemental Sun

Two Elemental Flux maneuvers


known, two Solar Wind maneuvers
known

Solar Wind maneuvers while in an Elemental


Flux stance reduce energy resistance on hit

Enduring Protector

Combat Reflexes, Martial Power

Gain temporary hit points when you reduce


an opponent to 0 hit points with an attack of
opportunity

Eternal Hourglass

Two Eternal Guardian maneuvers


known, two Riven Hourglass
maneuvers known

While in a Riven Hourglass stance, initiate an


Eternal Guardian counter for free once per
encounter

Extra Animus

Must possess an animus pool

Increase your starting animus total

Extra Conviction

Conviction class feature

Gain an additional conviction

Extra Granted Maneuver

Granted maneuvers, initiator level 3rd

Gain an additional granted maneuver at the


start of combat

Extra Presence

Tactical presence class feature

Gain an additional tactical presence

Feral Goddess

One Sleeping goddess maneuver


known, ability to manifest a psionic
power that grants natural weapons
(such as claws of the beast or
metamorphosis)

Reduce the cost of powers that grant natural


weapons by 1, and treat those natural weapons
as magic

Flowing Mithral Fist

Improved Unarmed Strike, one Mithral Your unarmed strikes are treated as silver
Current stance known
weapons, and you can sheath them for free once
per round

Forge of the Goddess

One Sleeping Goddess maneuver


known, ability to manifest call
weaponry

Giant Slayer

68

Prerequisites

Reduce the cost of call weaponry by 1, and


always treat the called weapon as a Sleeping
Goddess discipline weapon
You dont provoke attacks of opportunity from
creatures you charge, and deal additional
damage to creatures larger than you

Grasp of Darkness

Dark claim class feature

Claim an additional creature and recover an


additional maneuver when Claiming creatures

Haft Strike

Base attack bonus +5

Take a 2 penalty to AC to attack adjacent


creatures with a reach weapon

Path of War Expanded


Feats

Prerequisites

Benefit

Hone Weapon

Knowledge (martial) 3 ranks

Sharpen weapons to increase their effectiveness

Improved Blade Meditation

Blade meditation class feature, mystic


level 7th

Use blade meditation as a standard action

Improved Quick Draw

Quick Draw

Threaten with sheathed weapons, and


sheath weapons immediately after attacks of
opportunity

Lurker in Darkness

Stealth 6 ranks

Use Stealth to hide from unusual senses

Malevolence

Ability to Claim creatures

Curse and penalize Claimed creatures

Mass Murder

Massacre class feature

Use massacre an additional time per encounter

Mirror of the Moon

Two Shattered Mirror maneuvers


known, two Veiled Moon maneuvers
known, ability to initiate maneuvers of
4th level or higher

Leave behind a major image when you use a


maneuver to teleport

Mixed Combat

Quick Draw, base attack bonus +6

Blend ranged and melee attacks without


provoking attacks of opportunity

Molten Silver Strike

Quick Draw, two Mithral Current


maneuvers known, two Solar Wind
maneuvers known

Use Solar Wind boosts with Mithral Current


wave strikes

Pikemans Training

Base attack bonus +1

Wield a polearm in one hand while using a


shield

Pinning Arrow

Point-Blank Shot, Precise Shot

Pin a target in place instead of a normal attack

Polearm Dancer

Perform (dance) 1 rank, base attack


bonus +1

Use Dex instead of Str on attack rolls with


polearms and spears

Prodigious Two-Weapon
Fighting

Str 13

Use Str instead of Dex for meeting Two-Weapon


Fighting prerequisites, and treat one-handed
weapons as light weapons

Seize the Opportunity

Combat Reflexes, base attack bonus +1

Take an attack action when you take an attack of


opportunity instead of a normal attack

Sin Eater

Ability to Claim creatures

Gain temporary hit points when a Claimed


creature is reduced to 0 hit points

Silver Fang Initiate

Quick Draw, two Mithral Current


maneuvers known, two Steel Serpent
maneuvers known

Increase ability damage from Steel Serpent


maneuvers against creatures vulnerable to
silver

Tap Animus

You may not possess the animus class


feature

Gain an animus pool

Unhindered Way

Speed of Thought, proficiency with


medium armor

Move at normal speed in medium and heavy


armor

Variable Wind

One Solar Wind maneuver known, one


Solar Wind stance known

Change the damage type of your Solar Wind


maneuvers by changing your active element

Weaken the Prey

One Cursed Razor, Eternal Guardian or Cursed, diseased, or ability damage creatures
Steel Serpent maneuver known
are penalized on saves against your maneuvers

Winds of War

Ability to Claim creatures

Your speed increases based on the number of


creatures you have Claimed

Zealous Blade

Enhanced mind blade class feature,


zeal class feature

Add 1/2 your zealot level to your soulknife level


for determining soulknife class features

Style Feats

Prerequisites

Benefit

Black Seraph Style

Intimidate 3 ranks, one Black Seraph


stance known

Gain bonuses against fearful creatures

Black Seraphs
Malevolence

Black Seraph Style, Intimidate 7 ranks

Treat fearful creatures as good-aligned for


dealing profane damage to them

Black Seraph Style, Black Seraphs


Malevolence, Intimidate 11 ranks

Nearby creatures stop being immune to fear

Black Seraph
Annihilation

69

Path of War Expanded


Style Feats

Prerequisites

Benefit

Broken Blade Style

Improved Unarmed Strike, Acrobatics


3 ranks, one Broken Blade stance
known

Unarmed strikes ignore 1/2 your character level


in damage reduction and hardness

Broken Blade Style, Acrobatics 7 ranks

Once per round, sunder armor as a free action


when you hit with an unarmed strike

Broken Blade Style, Broken Blade


Crush, Acrobatics 11 ranks

Once per round, make a combat maneuver


attempt as a free action when you hit with an
unarmed strike

Spellcraft 3 ranks, one Cursed Razor


stance known

Deal additional bleed damage to cursed


creatures

Cursed Razor Style, Spellcraft 7 ranks

Curse additional creatures

Cursed Razor Style, Cursed Razor


Plague, Spellcraft 11 ranks

Once per round, when you hit a cursed creature,


make an additional attack against a different
cursed creature

Spellcraft 3 ranks, one Elemental Flux


stance known

Once per round, change your active element as


a free action

Broken Blade Crush


Broken Blade Rhythm

Cursed Razor Style


Cursed Razor Plague
Cursed Razor Massacre

Elemental Flux Style


Elemental Flux Shift
Elemental Flux
Explosion

Elemental Flux Style, Elemental Flux


Shift, Spellcraft 11 ranks

Your weapons become elemental burst

Intimidate 3 ranks, one Eternal


Guardian stance known

Combat maneuvers curse creatures

Eternal Guardian Oath

Eternal Guardian Style, Intimidate 7


ranks

Expend a counter to penalize the attacks of


cursed creatures

Eternal Guardian
Endurance

Eternal Guardian Style, Eternal


Guardian Oath, Intimidate 11 ranks

Recover a maneuver when you reduce a cursed


creature to 0 hit points

Diplomacy 3 ranks, one Golden Lion


stance known

Once per round, make an attack of opportunity


against a flanked creature an ally misses

Golden Lion Style, Diplomacy 7 ranks

Expend a counter to move towards and attack a


creature that charges an ally and misses

Eternal Guardian Style

Golden Lion Style


Golden Lion Charge
Golden Lion Command
Iron Tortoise Style
Iron Tortoise Shell
Iron Tortoise Snap
Mithral Current Style
Mithral Current Flow
Mithral Current Slice
Piercing Thunder Style

Piercing Thunder Push


Piercing Thunder
Trample

70

Elemental Flux Style, Spellcraft 7 ranks Deal additional damage after changing your
active element

Golden Lion Style, Golden Lion Charge, Expend a counter to grant allies temporary hit
Diplomacy 11 ranks
points
Bluff 3 ranks, proficiency with shields,
one Iron Tortoise stance known

Shield bashes deal damage as if you were one


size larger

Iron Tortoise Style, Bluff 7 ranks

Gain evasion when you initiate counters

Iron Tortoise Style, Iron Tortoise Shell,


Bluff 13 ranks

Make additional attacks when you hit with


shield bashes

Quick Draw, Perform (dance) 3 ranks,


one Mithral Current stance known

Feint as a swift action using Perform (dance)


while you have a sheathed weapon

Mithral Current Style, Perform (dance)


7 ranks

Once per round, move 10 feet when an attack


misses you

Mithral Current Style, Mithral Current


Flow, Perform (dance) 11 ranks

Your first attack in a round you drew a weapon


treats the target as vulnerable to silver

Acrobatics 3 ranks, one Piercing


Thunder stance known

Creatures provoke attacks of opportunity when


entering squares you threaten with a reach
weapon

Piercing Thunder Style, Acrobatics 7


ranks

Ready spears and polarms as if they had brace,


and push creatures you hit back when you do

Piercing Thunder Style, Piercing


Thunder Push, Acrobatics 13 ranks

Bull rush and overrun creatures you charge


while wielding a Piercing Thunder discipline
weapon

Path of War Expanded


Style Feats

Prerequisites

Benefit

Primal Fury Style

Survival 3 ranks, one Primal Fury


stance known

Use Survival instead of Acrobatics to move


through threatened squares, and you can charge
through difficult terrain and opponents spaces

Primal Fury Style, Survival 7 ranks

Make an attack against a creature you pass


while charging

Primal Fury Style, Primal Fury Slash,


Survival 11 ranks

Charge creatures in the air as if you could


fly, and reduce the falling damage youd take
afterwards

Autohypnosis 5 ranks, one Riven


Hourglass stance known

Expend a maneuver to reroll a missed attack

Riven Hourglass Style, Autohypnosis


7 ranks

Once per round, while in a Riven Hourglass


stance, expend a maneuver to increase the
duration of an effect on you

Primal Fury Slash


Primal Fury Leap

Riven Hourglass Style


Riven Hourglass Eternity

Riven Hourglass
Rewind
Scarlet Throne Style

Scarlet Throne Dignity


Scarlet Throne Riposte
Shattered Mirror Style
Shattered Mirror Waltz
Shattered Mirror
Duality
Silver Crane Style
Silver Crane Feathers
Silver Crane Wing
Sleeping Goddess Style
Sleeping Goddess
Slumber

Riven Hourglass Style, Riven Hourglass Expend a counter to suppress a condition


Eternity Autohypnosis 11 ranks
affecting you for one minute
Sense Motive 3 ranks, one Scarlet
Throne stance known

Treat one-handed weapons as two-handed


weapons for the purposes of class features and
feats

Scarlet Throne Style, Sense Motive 7


ranks

Expend a counter to attempt to negate an enemy


attack and take a 5-foot step

Scarlet Throne Style, Scarlet Throne


Dignity, Sense Motive 11 Ranks

Whenever you negate an attack, you can make


an attack of opportunity against the attacker

Craft 3 ranks, one Shattered Mirror


stance known

Increase your shield bonus by +2 while wielding


a Shattered Mirror discipline weapon

Shattered Mirror Style, Craft 7 ranks

You ignore movement penalties from difficult


terrain

Shattered Mirror Style, Shattered


Mirror Waltz, Craft 13 ranks

Expend a boost to roll twice on each attack roll


this round and take the higher result

Perception 3 ranks, one Silver Crane


stance known

Penalize your AC and Reflex saves to grant other


allies a bonus to theirs

Silver Crane Style, Perception 7 ranks

Expend a counter to take damage for an ally

Silver Crane Style, Silver Crane


Feathers, Perception 11 ranks

When using Silver Crane Feathers, you can


attempt to instead negate the damage

Autohypnosis 3 ranks, one Sleeping


Goddess stance known

Gain psionic focus and recover a maneuver as a


standard action

Sleeping Goddess Style, Autohypnosis


7 ranks

Expend your psionic focus to confuse a creature


you hit

Sleeping Goddess Strike Sleeping Goddess Style, Sleeping


Goddess Slumber, Autohypnosis 11
ranks
Solar Wind Style
Solar Wind Flash
Solar Wind Inferno
Steel Serpent Style
Steel Serpent Fangs
Steel Serpent Venom

Your attacks cause the target to a penalty on


saves against your maneuvers

Perception 3 ranks, one Solar Wind


stance known

Your ranged attacks deal additional fire damage


and outline creatures with faerie fire

Solar Wind Style, Perception 7 ranks

Expend a boost to attempt to blind a creature


you hit with a ranged attack

Solar Wind Style, Solar Wind Flash,


Perception 11 ranks

Your ranged attacks ignore some fire resistance


and immunity to fire

Heal 3 ranks, one Steel Serpent stance


known

Steel Serpent maneuvers penalize the targets AC


and attacks

Steel Serpent Style, Heal 7 ranks

Expend a readied boost to treat an ability


damage creature as flat-footed

Steel Serpent Style, Steel Serpent Fangs, Nauseate ability damaged creatures you hit
Heal 13 ranks

71

Path of War Expanded


Style Feats

Prerequisites

Benefit

Tempest Gale Style

Sleight of Hand 3 ranks, one Tempest


Gale stance known

You can make ranged bull rush, dirty trick,


disarm, and trip attempts

Tempest Gale Style, Sleight of Hand 7


ranks

Ranged attacks against you suffer a 20% miss


chance

Tempest Gale Haze


Tempest Gale Storm
Thrashing Dragon Style
Thrashing Dragon Pounce
Thrashing Dragon
Whirlwind
Veiled Moon Style
Veiled Moon Shunt

Veiled Moon Warp

Tempest Gale Style, Tempest Gale Haze, Make two ranged combat maneuver attempts
Sleight of Hand 11 ranks
at once
Acrobatics 3 ranks, one Thrashing
Dragon stance known

Once per round, make an attack with your off


hand when you attack with your primary hand

Thrashing Dragon Style, Acrobatics 7


ranks

Make an off hand attack as part of a strike

Thrashing Dragon Style, Thrashing


Dragon Pounce, Acrobatics 11 ranks

Attack each opponent in reach with both your


primary and off hand weapons

Stealth 3 ranks, one Veiled Moon


stance known

10 feet of your movement per round is done as


teleportation

Veiled Moon Style, Stealth 11 ranks

Once per round, expend a readied maneuver


to forcibly teleport a creature you hit a short
distance

Veiled Moon Style, Veiled Moon Step,


Stealth 15 ranks

Expend a strike to make a special attack that


renders the target incorporeal

BATTLE FERVOR (COMBAT)

Your divine powers provide ample courage for battle.


Prerequisites: Fervor, guardians shield, or lay on
hands class feature, ability to initiate maneuvers.
Benefit: When you use fervor or lay on hands to
heal yourself as a swift action or when you apply your
guardians shield to an ally, the next strike you initiate
deals additional damage equal to half the amount of
healing or temporary hit points granted.

CHANNELED RECOVERY

You are able to use divine energy to restore your


maneuvers.
Prerequisites: Channel energy class feature.
Benefit: When you use channel energy to heal allies,
allies in your channeled energy area may choose to
forgo half the healing to instead recover one expended
maneuver.

DARK ALLURE (COMBAT)

Those you have Claimed by become distracted by your


presence.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you take a penalty on
attack rolls against creatures other than you equal to the
number of creatures you currently have Claimed.
Special: Characters with the Dark Authority feat
cannot take this feat (and vice versa).

DARK AUTHORITY (COMBAT)

Those you have Claimed tremble at the mere thought of


defying you.
Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you take a penalty on
attack rolls against you equal to the number of creatures
you currently have Claimed.
Special: Characters with the Dark Allure feat cannot
take this feat (and vice versa).

72

DARK PRESENCE (COMBAT)

Those you have Claimed cannot escape your malice.


Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you provoke an attack
of opportunity from you whenever they make a 5-foot
step into or out of one of your threatened squares.

DAISHO EXPERTISE (COMBAT)

Your grace and skill with both the katana and wakizashi
is on the level of a prodigy.
Prerequisites: Proficiency with the katana or
wakizashi.
Benefit: Increase the damage die of katanas and
wakizashi you wield by one die step. In addition, you
may use your Dexterity modifier instead of your Strength
modifier when making attack rolls with either weapon.
This feat counts as Weapon Finesse for purposes of
meeting the prerequisites of other feats.
Special: If you are proficient with the katana as a
martial weapon, you meet the prerequisites for this
feat, although you only gain its benefit while wielding
a katana in two hands (to gain these benefits while
wielding the katana in one hand, you must possess
Exotic Weapon Proficiency with the weapon). You must
possess Exotic Weapon Proficiency with the wakizashi to
gain the benefits of this feat with a wakizashi.

ELECTRUM MANTICORE (COMBAT)

Youve learned how to blend the arts of the Golden Lion


and Silver Crane disciplines.
Prerequisites: Two Golden Lion maneuvers known,
two Silver Crane maneuvers known.
Benefit: You can initiate a Golden Lion boost as part of
entering a Silver Crane stance, and can initiate a Silver
Crane boost as part of entering a Golden Lion stance.

Path of War Expanded


ELEMENTAL CURRENT (COMBAT)

Youve learned how to blend the skills of the Elemental


Flux discipline with that of Mithral Current.
Prerequisites: Quick Draw, two Elemental Flux
maneuvers known, two Mithral Current maneuvers
known.
Benefit: Whenever you use a Mithral Current strike
or stance to make a creature vulnerable to silver, you
can instead make that creature vulnerable to your
active elements associated energy type. Creatures with
vulnerability to an energy type half again as much (+50%)
damage as normal from that energy type, as normal. If
your target is normally immune to that energy type, they
instead take half damage from that energy type instead
of none for as long as they are vulnerable.

ELEMENTAL FOCUS (COMBAT)

You have chosen a singular element with which to excel.


Prerequisites: Elemental attunement class feature or
one Elemental Flux maneuver known.
Benefit: Choose one element available as an active
element for the Elemental Flux discipline. When this
element is your active element, your maneuvers that
deal damage of that elements associated energy type
ignore up to your character level in energy resistance.
In addition, starting at character level 10th, creatures
that are immune to that elements energy type take half
damage instead of none from your attacks and abilities.

ELEMENTAL SUN (COMBAT)

Youve trained in the techniques needed to blend your


talents with the Elemental Flux and Solar Wind disciplines.
Prerequisites: Two Elemental Flux maneuvers
known, two Solar Wind maneuvers known.
Benefit: When you hit with a Solar Wind maneuver
while maintaining an Elemental Flux stance, you can
reduce your targets resistances to acid, cold, electricity,
and fire by 1/2 your initiator level for one round. Multiple
uses of this ability do not stack; instead, the duration
increases by one round.

ENDURING PROTECTOR (COMBAT)

Your determination to win grows with every foe that


falls.
Prerequisites: Combat Reflexes, Martial Power.
Benefit: Whenever you reduce an opponent to 0 or
fewer hit points with an attack of opportunity, you gain
temporary hit points equal to that opponents Hit Dice or
the amount of temporary hit points you would normally
gain when you use the Martial Power feat, whichever
is higher. These temporary hit points do not stack with
themselves, and last for one round.

ETERNAL HOURGLASS (COMBAT)

Time is your weapon and your shield.


Prerequisites: Two Eternal Guardian maneuvers
known, two Riven Hourglass maneuvers known.
Benefit: Once per encounter, while you maintain
a Riven Hourglass stance, you can initiate an Eternal
Guardian counter as a free action (even if it isnt your
turn).
Normal: Initiating a counter is an immediate action.

EXTRA ANIMUS (COMBAT)

Your reserves of animus are stronger.


Prerequisites: Must possess an animus pool.
Benefit: Your initial animus pool at the start of each
combat increases by 2 points.
Special: You can take this feat multiple times. Each
additional time you take the feat, your initial animus
pool increases by 1 point instead of 2.

EXTRA CONVICTION

Youve more conviction than that of your fellows.


Prerequisites: Conviction class feature.
Benefit: Choose a conviction that you meet the
prerequisites for. You gain the benefit of that conviction.
Special: You can take this feat multiple times. Each
time you take the feat, you choose an additional
conviction you meet the prerequisites for.

EXTRA GRANTED MANEUVER (COMBAT)

Youre quite capable at sorting through your flashes of


mystic inspiration for maneuvers you need.
Prerequisites: Granted maneuvers, initiator level 3rd.
Benefit: When you are granted your maneuvers at the
start of combat and after you expend all your remaining
maneuvers, you can choose one additional maneuver to
be granted from your withheld maneuvers.
Normal: Your granted maneuvers are equal to your
normal allotment, and any granted maneuvers beyond
the initial two are chosen at random.

EXTRA PRESENCE (COMBAT)

Youve learned more presence abilities for your tactical


presence class feature.
Prerequisites: Tactical presence class feature.
Benefit: Choose a tactical presence that you meet the
prerequisites for. You can assume that tactical presence
when you use your tactical presence class feature.
Special: You can take this feat multiple times. Each
time you take the feat, you choose an additional tactical
presence you meet the prerequisites for. You can select
tactical presences normally available to a warlord
archetype (such as the bannerman) with this feat even if
you do not possess that archetype.

FERAL GODDESS (PSIONIC)

You may use psionically generated natural weapons


to best use with the your master of the Sleeping Goddess
discipline.
Prerequisites: One Sleeping goddess maneuver
known, ability to manifest a psionic power that
grants natural weapons (such as claws of the beast or
metamorphosis).
Benefit: You reduce the power point cost for
manifesting a power that grants you a natural weapon
by 1 (to a minimum of 0). In addition, you treat natural
weapons created by psionic powers as Sleeping Goddess
discipline weapons and as magic weapons for the
purposes of overcoming damage reduction.

73

Path of War Expanded


FLOWING MITHRAL FIST (COMBAT)

You have learned how to make your unassuming hands


and feet into swift moving, deadly weapons.
Prerequisites: Improved Unarmed Strike, one Mithral
Current stance known.
Benefit: You treat unarmed strikes as Mithral Current
discipline weapons and as silver weapons for the
purposes of overcoming damage reduction or dealing
additional damage to a creature vulnerable to silver. In
addition, you can sheath your hands once per round as a
free action that does not provoke attacks of opportunity
(even if it isnt your turn) by placing them in your pockets,
under your sleeves, or in an otherwise non-threatening
position.
Normal: Unarmed strikes are not Mithral Current
discipline weapons.

FORGE OF THE GODDESS (PSIONIC)

Your ability to call forth psionically-generated weapons


is tempered by your skill with the Sleeping Goddess
discipline.
Prerequisites: One Sleeping Goddess maneuver
known, ability to manifest call weaponry.
Benefit: You treat any weapon you create with the
call weaponry power as a Sleeping Goddess discipline
weapon. In addition, you reduce the power point cost
for manifesting call weaponry by 1 (to a minimum of 0).

GIANT SLAYER (COMBAT)

You know how to turn an enemys size and reach against


them.
Benefit: When you make a charge attack, you do not
provoke attacks of opportunity from the target of your
charge. In addition, you gain a +1 bonus on attack rolls
made during charges for each size category larger than
you the target of the attack is.

GRASP OF DARKNESS (COMBAT)

Your malicious intentions ensnare many creatures at


once, placing them under your power.
Prerequisites: Dark claim class feature
Benefit: When you use your dark claim class feature to
Claim a creature, you recover two expended maneuvers
rather than one, and can Claim two additional opponents
within close range. You do not recover additional
maneuvers for Claiming these opponents beyond the
one granted by this feat.

HAFT STRIKE (COMBAT)

Holding your polearm further up its length, you can


strike adjacent foes as well as those further away.
Prerequisites: Base attack bonus +5.
Benefit: You can choose to take a 2 penalty to your
AC to gain the ability to threaten and attack adjacent
opponents with your reach weapon. You must choose to
use this feat before making an attack roll during your
turn, and its effects last until the start of your next turn.

HONE WEAPON (COMBAT)

Youve learned the art of bringing a fine cutting edge to


your weapons.
Prerequisites: Knowledge (martial) 3 ranks.
Benefit: You can spend ten minutes using a whetstone
to sharpen a piercing or slashing weapon or up to 20
pieces of piercing or slashing ammunition to a fine point
or edge. The newly-honed weapon gains a +1 bonus on

74

damage rolls for one day. This bonus increases by +1 at


character level 4th and at every four levels thereafter.
Honing a weapon has no effect on its hardness or hit
points, and you may hone both magical and nonmagical
weapons. You can only hone manufactured weapons
with this feat.

IMPROVED BLADE MEDITATION (COMBAT)

Youve mastered the art form of your blade meditation.


Prerequisites: Blade meditation class feature, mystic
level 7th.
Benefit: You can activate your blade meditation class
feature as a standard action instead of as a full-round
action.

IMPROVED QUICK DRAW (COMBAT)

Even with your weapon still sheathed, your presence is


enough to threaten enemies.
Prerequisites: Quick Draw.
Benefit: You are considered to be threatening all
squares within reach of your weapon even if it is
sheathed, and can draw your weapon when making an
attack of opportunity. When you draw your weapon in
this way, you may sheath weapon without provoking
attacks of opportunity after the attack is resolved.

LURKER IN DARKNESS

Your training allows you to foil even magical and


unusual senses.
Prerequisites: Stealth 6 ranks.
Benefit: Creatures using unusual forms of sensory
perception such as blindsight, greensight, or tremorsense
cannot automatically foil your use of Stealth; such
creatures must make a Perception check as normal to
detect you when you make use of the Stealth skill. This
feat foils indirect detection (such as a creature using
detect magic to search for your magical items while you
are using Stealth) in the manner described above, but
has no effect on psi-like abilities, powers, spells, spelllike abilities, and/or supernatural abilities specifically
used to uncover information about you rather than
enhancing the users perception, such as the augury spell.

MALEVOLENCE (COMBAT)

Creatures you have Claimed become cursed.


Prerequisites: Ability to Claim creatures.
Benefit: Creatures Claimed by you become cursed and
take a 2 penalty on combat maneuver checks and skill
checks for as long as they are Claimed.

MASS MURDER (COMBAT)

You are impelled to acts of horrific violence.


Prerequisites: Massacre class feature.
Benefit: You can use your massacre class feature an
additional time per encounter.
Special: You can take this feat a second time. Its effects
stack.

MIRROR OF THE MOON (COMBAT)

You can bend light as well as space.


Prerequisites: Two Shattered Mirror maneuvers
known, two Veiled Moon maneuvers known, ability to
initiate maneuvers of 4th level or higher.
Benefit: Whenever you initiate a maneuver that
allows you to teleport, you leave behind an illusory
duplicate of yourself in the space you teleport from.
This duplicate functions as a major image spell with a

Path of War Expanded


caster level equal to your initiator level, except that it
only lasts for one round and does not require you to
concentrate to maintain or direct it. You can only create
a single duplicate with this feat at any given time. This is
a supernatural ability.

Benefit: You may use your Dexterity modifier instead


of your Strength modifier on attack rolls with spears and
polearms.
Special: This feat counts as Weapon Finesse for
purposes of meeting prerequisites and requirements.

MIXED COMBAT (COMBAT)

PRODIGIOUS TWO-WEAPON FIGHTING


(COMBAT)

You are trained at using ranged and melee attacks at


the same time.
Prerequisites: Quick Draw, base attack bonus +6.
Benefit: You can sheathe a weapon as a free action
that does not provoke attacks of opportunity, even if it
isnt your turn. If you hit a creature with a melee attack,
your attacks with ranged weapons until the end of your
turn do not provoke attacks of opportunity from that
creature.
Normal: Sheathing a weapon is a move action that
provokes attacks of opportunity. Ranged attacks provoke
attacks of opportunity.

MOLTEN SILVER STRIKE (COMBAT)

Your powerful strikes are imbued with fiery wrath.


Prerequisites: Quick Draw, two Mithral Current
maneuvers known, two Solar Wind maneuvers known.
Benefit: You can gain the effects of Solar Wind boosts
when initiating Mithral Current strikes that allow you to
attack enemies at range as a melee attack, even if those
boosts would normally only function for ranged attacks.
When you do so, you increase the range of the Mithral
Current strike by 10 feet plus an additional 5 feet per
four initiator levels you possess.
Normal: Mithral Current strikes that attack enemies
at range are still melee attacks, and as such would not
gain the benefits of Solar Winds boosts.

PIKEMANS TRAINING (COMBAT)

Militaries across the land rely on lines of pikemen


carrying both their long spears and a shield. You are
familiar with this fighting style.
Prerequisites: Base attack bonus +1.
Benefit: You can wield a normally two-handed polearm
or spear in one hand, provided you are wielding a light
or heavy shield in your other hand. When wielding a
weapon in this manner, you treat it in all ways as being a
one-handed weapon, rather than a weapon of its normal
handedness.

PINNING ARROW (COMBAT)

You are capable of such exceptional aim that you can


pin a foot to the ground, or a wing to a side.
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: Once per round, you can make a pinning shot
in place of an attack action. When you do, make a ranged
attack. If it hits, it deals no damage, but the target must
succeed at a Reflex save (DC 10 + the damage your attack
would have dealt) or stop in their tracks and become
unable to move for one round. They can still take other
actions as normal, but cannot leave their space. A flying
creature that fails its saving throw falls, potentially
taking falling damage, unless it succeeds at a Fly check
with the same DC as the Reflex save.

POLEARM DANCER (COMBAT)

Your motions with your spear are agile and graceful.


Prerequisites: Perform (dance) 1 rank, base attack
bonus +1.

Your great physical might allows you to wield two large


weapons with ease.
Prerequisites: Str 13.
Benefit: You may fight with a one-handed weapon in
your offhand as if it were a light weapon. In addition, you
may use your Strength score instead of your Dexterity
score for the purpose of qualifying for Two-Weapon
Fighting and any feats with Two-Weapon Fighting as a
prerequisite.

SEIZE THE OPPORTUNITY (COMBAT)

You possess an exceptional knack for exploiting sudden


openings by your opponents.
Prerequisites: Combat Reflexes, base attack bonus +1.
Benefit: When you make an attack of opportunity,
you can use take an attack action (such as vital strike) or
attempt a combat maneuver (such as a bull rush, disarm
or dirty trick) in place of your attack of opportunity. This
feat does not allow you to move when it isnt your turn.

SIN EATER (COMBAT)

You prosper as your enemies fail.


Prerequisites: Ability to Claim creatures.
Benefit: Whenever a creature Claimed by you is
reduced to 0 or fewer hit points, you gain temporary
hit points equal to twice that creatures Hit Dice. These
temporary hit points last for one minute.

SILVER FANG INITIATE (COMBAT)

You have learned how to combine talents from the


Mithral Current and Steel Serpent disciplines.
Prerequisites: Quick Draw, two Mithral Current
maneuvers known, two Steel Serpent maneuvers known.
Benefit: Whenever you use a Steel Serpent maneuver
to deal ability score damage to a creature with
vulnerability to silver, increase that ability score damage
by 50%.

TAP ANIMUS (COMBAT)

You gain the ability to tap a small wellspring of animus


within you.
Prerequisites: You may not possess the animus class
feature.
Benefit: When you enter combat, you gain an animus
pool with you point of animus at the start of your first
turn, and add one point of animus to your animus
pool at the start of each of your turns thereafter. Your
animus pool persists for one minute after the last enemy
combatant is defeated or the encounter otherwise ends.
At the end of any round in which you initiate a maneuver
(a strike, boost, or counter), you add an additional point
of animus to you pool. You can use this animus pool to
augment maneuvers or power animus-related feats as
normal.
Special: If you ever gain the animus class feature, this
feat is immediately exchanged for the Extra Animus feat.

75

Path of War Expanded


UNHINDERED WAY (PSIONIC)

Prerequisites: Speed of Thought, proficiency with


medium armor.
Benefit: Your speed is not reduced by medium and
heavy armor, and you can gain the benefit of your Speed
of Thought feat while wearing heavy armor.

VARIABLE WIND (COMBAT)

Youve learned to use the many styles of the Solar Wind


discipline.
Prerequisite: One Solar Wind maneuver known, one
Solar Wind stance known.
Benefit: You gain the ability to change your active
element if you cannot already. Any Solar Wind maneuver
you initiate that deals fire damage instead deals damage
of your active elements associated energy type (see
the Elemental Flux discipline for more information on
active elements).

WEAKEN THE PREY (COMBAT)

The weak crumble before your power.


Prerequisites: One Cursed Razor, Eternal Guardian or
Steel Serpent maneuver known.
Benefit: Cursed creatures, diseased creatures, and
creatures suffering from ability damage take a 2 penalty
on saving throws against your maneuvers.

WINDS OF WAR (COMBAT)

Those you have Claimed cannot hide, and now they can
no longer even run.
Prerequisites: Ability to Claim creatures.
Benefit: You gain a +5-foot bonus to each of your
movement speeds. This bonus increases by +5 feet for
each creature you currently have Claimed.

ZEALOUS BLADE (PSIONIC)

Your conviction fuels the power of the weapon you have


idealized for your cause.
Prerequisites: Enhanced mind blade class feature,
zeal class feature.
Benefit: You add your zealot level to your soulknife
level to determine the enhancement bonus granted by
your enhanced mind blade class feature, the maximum
enhancement bonus of your mind blade, the effects of
your blade skills, and which blade skills you can select.

STYLE FEATS

Unlike normal style feats, these style feats can be used


with any weapon, and are not limited to unarmed strikes.

BLACK SERAPH STYLE (COMBAT, STYLE)

You laugh off the cowardly assaults of your foes.


Prerequisites: Intimidate 3 ranks, one Black Seraph
stance known.
Benefit: You gain a +1 profane bonus to your AC and
on saving throws against the abilities of creatures that
are shaken, frightened, panicked, or cowering. This
bonus increases by +1 at character level 5th and at every
five levels thereafter.

BLACK SERAPHS MALEVOLENCE (COMBAT)

You rip into creatures that cannot withstand your terror.


Prerequisites: Black Seraph Style, Intimidate 7 ranks.
Benefit: You treat creatures that are shaken,
frightened, panicked, or cowering as being good-aligned
for the purpose of dealing profane damage to them.

76

BLACK SERAPH ANNIHILATION (COMBAT)

You drive your foes before you.


Prerequisites: Black Seraph Style, Black Seraphs
Malevolence, Intimidate 11 ranks.
Benefit: Creatures within 30 feet of can be affected
by fear effects even if they are normally immune to
fear. Creatures within 30 feet of you that are normally
immune to mind-affecting effects can still be affected by
fear effects, although they gain a +5 resistance bonus on
saves against such effects.

BROKEN BLADE STYLE (COMBAT, STYLE)

Your fists strike harder than any blade.


Prerequisites: Improved Unarmed Strike, Acrobatics
3 ranks, one Broken Blade stance known.
Benefit: Your unarmed strikes ignore 1/2 your
character level in damage reduction and hardness.

BROKEN BLADE CRUSH (COMBAT)

A blow from your fist crushes armor as easily as bones.


Prerequisites: Broken Blade Style, Acrobatics 7 ranks.
Benefit: Once per round, when you make an unarmed
strike against an opponent wearing armor, you can make
a sunder attempt against that opponents armor as a free
action that does not provoke attacks of opportunity.

BROKEN BLADE RHYTHM (COMBAT)

Every blow from your fist builds on the last.


Prerequisites: Broken Blade Style, Broken Blade
Crush, Acrobatics 11 ranks.
Benefit: Once per round, when hit with a Broken
Blade strike, you can make a combat maneuver attempt
against a creature within your melee reach as a free
action. This combat maneuver attempt does not provoke
attacks of opportunity.

CURSED RAZOR STYLE (COMBAT, STYLE)

You persecute those under the influence of your dark


power.
Prerequisites: Spellcraft 3 ranks, one Cursed Razor
stance known.
Benefit: Whenever you damage a cursed creature
with a melee attack, that creature takes 2 points of bleed
damage plus an additional 2 points of bleed damage for
every four character levels you possess. The creature
continues to bleed until the bleeding is stopped via
magical healing or a successful DC 15 Heal check.

CURSED RAZOR PLAGUE (COMBAT)

Your curses spread amongst your enemies.


Prerequisites: Cursed Razor Style, Spellcraft 7 ranks.
Benefit: Whenever you cause an opponent to become
cursed by an effect other than this feat, you may select
an additional opponent within 30 feet of you to become
cursed for the same duration. This is a supernatural
ability.

CURSED RAZOR MASSACRE (COMBAT)

You tear into your victims like a plague-laced wind.


Prerequisites: Cursed Razor Style, Cursed Razor
Plague, Spellcraft 11 ranks.
Benefit: Once per round, when you hit a cursed
creature with a melee attack, you can make a melee
attack against a different cursed creature within your
reach at your highest base attack bonus as a free action,
even if it isnt your turn.

Path of War Expanded


ELEMENTAL FLUX STYLE (COMBAT, STYLE)

You understand the fluid and changing nature of


elemental magics.
Prerequisites: Spellcraft 3 ranks, one Elemental Flux
stance known.
Benefit: You can change your active element once per
round as a free action.

ELEMENTAL FLUX SHIFT (COMBAT)

Your insight into the elements expands, allowing you to


fuse disparate energies.
Prerequisites: Elemental Flux Style, Spellcraft 7 ranks.
Benefit: When you change your active element, your
next attack before the start of your next turn deals
additional damage equal to your highest initiation
modifier of your previous active elements associated
energy type. This is a supernatural ability.

ELEMENTAL FLUX EXPLOSION (COMBAT)

Your strikes explode with elemental ferocity.


Prerequisites: Elemental Flux Style, Elemental Flux
Shift, Spellcraft 11 ranks.
Benefit: Your weapons are gain the benefit of the
elemental burst weapon special ability. The type of
damage is determined by your active elements associated
energy type (for example, your weapons would gain the
benefit of the flaming burst weapon special ability if
your active element is fire). This is a supernatural ability.

ETERNAL GUARDIAN STYLE (COMBAT,


STYLE)

Your combat maneuvers are empowered by psychic


curses.
Prerequisites: Intimidate 3 ranks, one Eternal
Guardian stance known.
Benefit: Whenever you succeed on a combat
maneuver attempt against an opponent, they become
cursed for one round. This is a supernatural ability.

ETERNAL GUARDIAN OATH (COMBAT)

You target foes you have marked with a curse and


further impair their ability to fight.
Prerequisites: Eternal Guardian Style, Intimidate 7
ranks.
Benefit: You can expend a readied counter as an
immediate action to cause cursed creatures you threaten
to take a 4 penalty on attack rolls against creatures
other than you until the start of your next turn.

ETERNAL GUARDIAN ENDURANCE


(COMBAT)

You feed on the energy of fallen foes to renew your


combat abilities.
Prerequisites: Eternal Guardian Style, Eternal
Guardian Oath, Intimidate 11 ranks.
Benefit: Once per round, when you reduce a cursed
opponent to 0 or fewer hit points, you can recover an
expended maneuver as a free action.

GOLDEN LION STYLE (COMBAT, STYLE)

You are adept at taking advantage of your allies missed


opportunities.
Prerequisites: Diplomacy 3 ranks, one Golden Lion
stance known.
Benefit: Once per round, when an ally (other than
yourself) misses an attack against an opponent you both
flank, you can make an attack of opportunity against
that opponent.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

GOLDEN LION CHARGE (COMBAT)

Your awareness of the battlefield lets you seize


opportunity at a moments notice.
Prerequisites: Golden Lion Style, Diplomacy 7 ranks.
Benefit: Whenever an opponent within 30 feet misses
an ally with an attack, you can expend a readied counter
as an immediate action to move up to your speed towards
that opponent, provided you end your movement with
that opponent within your melee reach, and make an
attack of opportunity against them.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

GOLDEN LION COMMAND (COMBAT)

Your battlefield presence bolsters the will of your allies.


Prerequisites: Golden Lion Style, Golden Lion Charge,
Diplomacy 11 ranks.
Benefit: You can expend a readied boost as a swift
action to grant all allies within 30 feet 5 temporary hit
points each time you make an attack this round. These
temporary hit points stack with themselves and last for
one round.
Special: A character can choose this feat in place of a
bonus teamwork feat they would gain.

77

Path of War Expanded


IRON TORTOISE STYLE (COMBAT, STYLE)

You guard yourself and allies with your trusty shield at


your side.
Prerequisites: Bluff 3 ranks, proficiency with shields,
one Iron Tortoise stance known.
Benefit: You deal damage with shield bash attacks as
though you were one size larger than you actually are.
This stacks with other effects that increase you or your
weapons size.

IRON TORTOISE SHELL (COMBAT)

Your shield protects you from more than just physical


assaults.
Prerequisites: Iron Tortoise Style, Bluff 7 ranks.
Benefit: Whenever you initiate a counter, you gain
evasion (as the rogue class feature) until the end of your
next turn.

IRON TORTOISE SNAP (COMBAT)

Your sword-and-shield style is brutally efficient.


Prerequisites: Iron Tortoise Style, Iron Tortoise Shell,
Bluff 13 ranks.
Benefit: Whenever you hit a creature with a shield
bash, you can make an attack with a different weapon
at your highest base attack bonus against that creature.
You can only make two additional attacks per round in
this manner.

MITHRAL CURRENT STYLE (COMBAT, STYLE)

Your dazzling and graceful motions allow you to catch


foes off guard.
Prerequisites: Quick Draw, Perform (dance) 3 ranks,
one Mithral Current stance known.
Benefit: While you have a sheathed weapon on
your person, you can make a feint against an opponent
within your melee reach as a swift action. You may make
Perform (dance) checks in place of Bluff checks when
feinting in this way.

MITHRAL CURRENT FLOW (COMBAT)

Every mistake your opponent makes allows you to place


yourself in better position to strike.
Prerequisites: Mithral Current Style, Perform (dance)
7 ranks.
Benefit: Whenever an opponent misses an attack
against you, you can move up to 10 feet without
provoking attacks of opportunity as a free action, even
if it isnt your turn.

MITHRAL CURRENT SLICE (COMBAT)

Drawing your weapon from its sheath as you strike


allows you to hit harder and faster.
Prerequisites: Mithral Current Style, Mithral Current
Flow, Perform (dance) 11 ranks.
Benefit: Your first attack in a round in which you
drew a weapon deals damage to your target as if they
were vulnerable to silver.
Normal: Creatures with vulnerability to silver take
50% more damage from silver weapons.

78

PIERCING THUNDER STYLE (COMBAT,


STYLE)

You can use the natural reach of a spear or polearm


with greater effectiveness.
Prerequisites: Acrobatics 3 ranks, one Piercing
Thunder stance known.
Benefit: While you are wielding a reach weapon,
opponents provoke an attack of opportunity when they
enter a square you threaten. If an opponent would
also provoke an attack of opportunity from leaving a
threatened square when they do, they still only provoke
a single attack of opportunity from you.

PIERCING THUNDER PUSH (COMBAT)

Your weapon guards you against hordes of charging


foes.
Prerequisites: Piercing Thunder Style, Acrobatics 7
ranks.
Benefit: You can ready spears or polearms against
charges as if they had the brace quality. If you hit a
charging opponent with your readied weapon, you push
them back 5 feet (potentially stopping their charge).

PIERCING THUNDER TRAMPLE (COMBAT)

Your charges are unstoppable, even by those you strike.


Prerequisites: Piercing Thunder Style, Piercing
Thunder Push, Acrobatics 13 ranks.
Benefit: Whenever you charge a creature while
wielding a Piercing Thunder discipline weapon, you can
make a bull rush attempt and an overrun attempt against
the target of your charge. These combat maneuver
attempts do not provoke attacks of opportunity, and can
be made before or after your charge attack.

PRIMAL FURY STYLE (COMBAT, STYLE)

Your fury drives you to close with your foes so that you
can tear into them more easily.
Prerequisites: Survival 3 ranks, one Primal Fury
stance known.
Benefit: You can make Survival checks in place of
Acrobatics checks to move through threatened squares.
In addition, you can charge through difficult terrain and
spaces containing opponents. You do not provoke attacks
of opportunity for entering an opponents space when
charging, although you provoke attacks of opportunity
as normal for moving through an opponents threatened
area.

PRIMAL FURY SLASH (COMBAT)

Your swift movements and skill allow you to strike


enemies as you close with your target.
Prerequisites: Primal Fury Style, Survival 7 ranks.
Benefit: When you charge a creature, you can make
a single melee attack against another creature that is
adjacent to you at any point during your movement.

PRIMAL FURY LEAP (COMBAT)

Not even the sky is safe from your wrath.


Prerequisites: Primal Fury Style, Primal Fury Slash,
Survival 11 ranks.
Benefit: You can make charge attacks against
opponents in the air. If you do, you are treated as having
a fly speed equal to your land speed during the charge,
with good maneuverability. If you do not normally have
a fly speed, you fall after this charge. You reduce the
effective distance of this fall by 10 feet per initiator level.

Path of War Expanded


RIVEN HOURGLASS STYLE (COMBAT, STYLE)

Your understanding of temporal nature can give you


insight into your enemies movements.
Prerequisites: Autohypnosis 5 ranks, one Riven
Hourglass stance known.
Benefit: Whenever you miss an attack, you can
expend a readied maneuver as an immediate action to
reroll your attack roll. You must take the result of your
second roll.

RIVEN HOURGLASS ETERNITY (COMBAT)

Your grasp of time allows you to extend effects which


benefit you.
Prerequisites: Riven Hourglass Style, Autohypnosis 7
ranks.
Benefit: Once per round, while you maintain a Riven
Hourglass stance, you can expend a readied maneuver
as a free action to extend the duration of one spell,
power, or boost affecting you by one round. This is a
supernatural ability.

RIVEN HOURGLASS REWIND (COMBAT)

You are able to reverse the flow of temporality to recover


from debilitating effects for a short time.
Prerequisites: Riven Hourglass Style, Riven Hourglass
Eternity Autohypnosis 11 ranks.
Benefit: You can expend a readied counter as an
immediate action to suppress one ongoing condition
affecting you for one minute (see conditions in Appendix
2 of the Pathfinder RPG Core Rulebook). This does
not allow you to suppress the dead, dying, helpless or
unconscious conditions. This is a supernatural ability.

SCARLET THRONE STYLE (COMBAT, STYLE)

Your skill with a single blade allows you to strike with


the same force as those much stronger than you.
Prerequisites: Sense Motive 3 ranks, one Scarlet
Throne stance known.
Benefit: As long as you only attack with a single
weapon wielded in one hand during a round, you treat
that weapon as if you were wielding it in two hands for
the purposes of feats and abilities that would benefit
from this change. This does not increase your Strength
bonus to damage with the weapon.

SCARLET THRONE DIGNITY (COMBAT)

Noble training has enabled you to withstand attacks


that would harm those of lesser breeding.
Prerequisites: Scarlet Throne Style, Sense Motive 7
ranks.
Benefit: You can expend a readied maneuver as an
immediate action in response to an attack being made
against you. If you do, make an attack roll with a weapon
you are wielding. If your attack roll is higher than your
opponents, their attack is negated, and you can take a
5-foot step, even if you have already moved or taken a
5-foot step this round.

SCARLET THRONE RIPOSTE (COMBAT)

the Scarlet Throne Dignity feat), that opponent provokes


an attack of opportunity from you. A given creature can
only provoke an attack of opportunity from you in this
way once per round.

SHATTERED MIRROR STYLE (COMBAT,


STYLE)

You are skilled in the art of reflective combat.


Prerequisites: Craft 3 ranks, one Shattered Mirror
stance known.
Benefit: When wielding one or more Shattered
Mirror discipline weapons, your shield bonus to your AC
increases by +2 (if you dont already have a shield bonus,
you are considered to have a shield bonus of +0).

SHATTERED MIRROR WALTZ (COMBAT)

Your supernatural swordplay lets you move like an


illusion.
Prerequisites: Shattered Mirror Style, Craft 7 ranks.
Benefit: You ignore movement penalties from difficult
terrain. Other effects of the terrain affect you as normal.

SHATTERED MIRROR DUALITY (COMBAT)

Your reality-distorting power reflects your attacks,


making it hard to defend against you.
Prerequisites: Shattered Mirror Style, Shattered
Mirror Waltz, Craft 13 ranks.
Benefit: Once per round, you can expend a readied
boost as a swift action. If you do, you roll twice for each
attack roll you make this round and use the better result.
This is a supernatural ability.

SILVER CRANE STYLE (COMBAT, STYLE)

Your mercy shields your allies.


Prerequisites: Perception 3 ranks, one Silver Crane
stance known.
Benefit: As a free action, can choose to take a 1
penalty to your AC and on Reflex saves to grant other
allies within 30 feet a +1 bonus to their AC and on Reflex
saves. At character level 4th and at every four levels
thereafter, the penalty increases by 1 and these bonuses
increase by +1.

SILVER CRANE FEATHERS (COMBAT)

You sacrifice yourself for others.


Prerequisites: Silver Crane Style, Perception 7 ranks.
Benefit: Whenever an ally within 30 feet would take
ability damage or hit point damage, you can expend a
readied counter as an immediate action to take the
damage in place of that ally. This is a supernatural ability.

SILVER CRANE WING (COMBAT)

Your sacrifice to others grants you divine protection.


Prerequisites: Silver Crane Style, Silver Crane
Feathers, Perception 11 ranks.
Benefit: When you use your Silver Crane Feathers feat,
you can make a Will save (DC equal to the ability damage
dealt + the hit point damage dealt). If you succeed, the
damage is negated rather than being redirected to you.

You seize opportunity as it comes, taking advantage of


your enemys poor position after a missed attack.
Prerequisites: Scarlet Throne Style, Scarlet Throne
Dignity, Sense Motive 11 Ranks.
Benefit: Whenever you use an ability to negate an
attack from an opponent (such as with a counter or with

79

Path of War Expanded


SLEEPING GODDESS STYLE (COMBAT,
STYLE)

You can tap into the dream state to refresh your mind
and body.
Prerequisites: Autohypnosis 3 ranks, one Sleeping
Goddess stance known.
Benefit: You gain gain psionic focus as a standard
action. When you do, you recover recover an expended
maneuver as a free action. If you have the Psionic
Meditation feat, you can instead gain psionic focus and
recover an expended maneuver as a move action.

SLEEPING GODDESS SLUMBER (COMBAT)

Your attacks drag your opponents mind into their


dream world.
Prerequisites: Sleeping Goddess Style, Autohypnosis
7 ranks.
Benefit: Whenever you hit a creature with an attack,
you can expend your psionic focus as a free action. If
you do, that creature must succeed at a Will save (DC
= 10 + 1/2 your character level + your highest initiation
modifier) or become confused for one round. A creature
that successfully saves cannot be affected by this feat for
24 hours. This is a supernatural ability.

SLEEPING GODDESS STRIKE (COMBAT)

Your strikes travel through the collective unconscious of


the world to strike your foes.
Prerequisites: Sleeping Goddess Style, Sleeping
Goddess Slumber, Autohypnosis 11 ranks.
Benefit: Whenever you hit an opponent with an
attack, they take a 2 penalty on saving throws against
your maneuvers until the end of their next turn.

SOLAR WIND STYLE (COMBAT, STYLE)

Your arrows glow as bright as the sun.


Prerequisites: Perception 3 ranks, one Solar Wind
stance known.
Benefit: Your ranged attacks deal 1 point of additional
fire damage. At character level 5th and at every five
levels thereafter, this damage increases by 1. In addition,
whenever you hit a creature with a ranged attack, you
can choose to have your target become outlined as if by
a faerie fire spell, with a caster level equal to the your
initiator level. Successive uses of this ability against the
same creature do not stack; instead, they extend the
duration. You can suppress or resume the light on an
affected creature you can see as a free action. This is a
supernatural ability.

SOLAR WIND FLASH (COMBAT)

The light of your arrows is blinding


Prerequisites: Solar Wind Style, Perception 7 ranks.
Benefit: Whenever you hit a creature with a ranged
attack, you can expend one of your readied boosts as a
swift action. If you do, that creature must succeed at a
Fortitude save (DC = 10 + 1/2 your character level + your
highest initiation modifier) or become blinded for one
round. This is a supernatural ability.

80

SOLAR WIND INFERNO (COMBAT)

The burning power of your arrows sears the flesh of


even those immune to fire
Prerequisites: Solar Wind Style, Solar Wind Flash,
Perception 11 ranks.
Benefit: Your ranged attacks ignore up to your
character level in fire resistance. In addition, you can
deal fire damage to creatures that are immune to fire,
treating their immunity as fire resistance 30 for the
purposes of this feat and dealing damage to them.
Special: If you have the Variable Wind feat, your
ranged attacks ignore energy resistance of your active
elements associated energy type, and you treat immunity
to that energy type as resistance 30 to that energy type.

STEEL SERPENT STYLE (COMBAT, STYLE)

Your training lets you take advantage of weakened foes.


Prerequisites: Heal 3 ranks, one Steel Serpent stance
known.
Benefit: Whenever you hit a creature with a Steel
Serpent maneuver, that creature takes a 1 penalty on
attack rolls and to their AC for two rounds. At character
level 5th and at every five levels thereafter, this penalty
increases by 1.

STEEL SERPENT FANGS (COMBAT)

You have honed your lethal intent to an art form.


Prerequisites: Steel Serpent Style, Heal 7 ranks.
Benefit: As a swift action, you can expend a readied
boost to treat opponents suffering from ability damage
as flat-footed until the start of your next turn.

STEEL SERPENT VENOM (COMBAT)

You amplify the weakness of your victims.


Prerequisites: Steel Serpent Style, Steel Serpent Fangs,
Heal 13 ranks.
Benefit: Whenever you deal weapon damage to
a creature suffering from ability score damage, that
creature must succeed at a Fortitude save (DC = 10 + 1/2
your character level + your highest initiation modifier)
or become nauseated for one round. Multiple uses of this
effect do not stack, nor do they increase the duration.

TEMPEST GALE STYLE (COMBAT, STYLE)

Your arrows and slings are able to strike targets in


unusual ways.
Prerequisites: Sleight of Hand 3 ranks, one Tempest
Gale stance known.
Benefit: You can make bull rush, dirty trick, disarm,
and trip attempts using a ranged weapon against any
target within your first range increment. Attempting a
combat maneuver in this way is a standard action that
provokes an attack of opportunity (unless you have
the appropriate improved combat maneuver feat). You
use your Dexterity modifier instead of your Strength
modifier for determining your combat maneuver bonus
for these attempts.

TEMPEST GALE HAZE (COMBAT)

The very wind that carries your attacks to the enemy


protects you from retaliation.
Prerequisites: Tempest Gale Style, Sleight of Hand 7
ranks.
Benefit: Ranged attacks against you suffer a 20% miss
chance.

Path of War Expanded


TEMPEST GALE STORM (COMBAT)

You can fire off precisely aimed shots at rapid pace.


Prerequisites: Tempest Gale Style, Tempest Gale Haze,
Sleight of Hand 11 ranks.
Benefit: You can make two different ranged combat
maneuver attempts with your Tempest Gale Style feat
against a single target as a standard action. You only
provoke attacks of opportunity once when doing so.

THRASHING DRAGON STYLE (COMBAT,


STYLE)

Your skill with two weapons makes you as dangerous as


foes who wield one larger weapon.
Prerequisites: Acrobatics 3 ranks, one Thrashing
Dragon stance known.
Benefit: Once per round, when you make an attack
as a standard action or attack action, you can make an
additional attack with another weapon as a free action.
This attack is made at your highest base attack bonus,
although you take the penalties for fighting with two
weapons as normal.

THRASHING DRAGON POUNCE (COMBAT)

Your swift movements allow you to close the gap and


strike quickly against your foe.
Prerequisites: Thrashing Dragon Style, Acrobatics 7
ranks.
Benefit: Whenever you initiate a strike that requires
you to make only single melee attack, you can make an
additional attack with another weapon as a free action.
This attack is made at your highest base attack bonus,
although you take the penalties for fighting with two
weapons as normal. This attack does not gain any of the
benefits of the strike you initiated.

VEILED MOON SHUNT (COMBAT)

You twist an enemys location, shunting them into a


dangerous position of weakness.
Prerequisites: Veiled Moon Style, Stealth 11 ranks.
Benefit: Once per round, when you hit with an attack,
you can expend a readied maneuver as a free action to
forcibly teleport your target. That creature must succeed
at a Will save (DC 10 + the expended maneuvers level +
your highest initiation modifier) or be teleported to any
unoccupied space within 30 feet of them that you can
see. You need not teleport them to a location that can
support them; you can teleport them into the air, into
difficult terrain, or into dangerous situations as you see
fit. This is a supernatural ability, and is considered a
Veiled Moon maneuver for the purposes of save DCs and
abilities such as the Discipline Focus feat.

VEILED MOON WARP (COMBAT)

Your strikes can force an enemy into the aether for a


short time.
Prerequisites: Veiled Moon Style, Veiled Moon Step,
Stealth 15 ranks.
Benefit: As a standard action, you may expend
one of your readied strikes and make a melee attack
against an opponent. If it hits, deal weapon damage as
normal and the target must succeed at a Will save (DC
10 + 1/2 your character level + your highest initiation
modifier) or become incorporeal for one round. The
targets equipment does not become incorporeal,
though it remains on their body, effectively rendering
them incapable of using any items that do not have the
ghost touch property or an equivalent effect. This is a
supernatural ability.

THRASHING DRAGON WHIRLWIND


(COMBAT)

Your fury strikes out at all enemies around you.


Prerequisites: Thrashing Dragon Style, Thrashing
Dragon Pounce, Acrobatics 11 ranks.
Benefit: As a full-round action, you can make one
melee attack with a weapon in your main hand and a
weapon in your off hand against each opponent within
reach. This attack is made at your highest base attack
bonus, and you do not take the penalties for fighting
with two weapons on these attacks.

VEILED MOON STYLE (COMBAT, STYLE)

Your secret knowledge of ethereal pathways allows you


to slip through cracks in this world and come out the other
side.
Prerequisites: Stealth 3 ranks, one Veiled Moon
stance known.
Benefit: Whenever you move, you can treat up to 10
feet of that movement as teleportation. This teleportation
may be taken at any point during your movement, and
cannot exceed the total movement you would normally
be allowed to make. You must have line of sight to your
destination, and cannot teleport into an occupied space.
This is a supernatural ability.
Special: You can use this feat to bypass a 5 feet worth
of obstacles when making a charge; you treat a square
you bypass as empty for the purposes of determining if
you can charge your target.

81

Path of War Expanded


Chapter 5:
Systems and Use
Expanded

The art of the blade is not without its own subtle rules
and without these, the whole martial art itself dissolves
into chaos. Throughout this chapter, well explore some
new rules and variants to assist both GM and player
alike with maintaining their game, adding new and
interesting options, as well as clearing up a few things
to make the journey on the Path of War successful and
enjoyable.

Favored Class Bonuses

Many races have unique perspectives or talents that


bring some different abilities to the table when it comes
to some classes. The following are alternate favored class
bonuses for use with martial disciple classes and may be
taken in lieu of an additional hit point or skill point.
Aasimar Blessed by heavenly birthright, the aasimar
who follows the path to war as a martial disciple as either
leader, defender, or often both. A strong and hearty race,
they take the martial lifestyle readily and their talents
and abilities find great use as warriors of the highest
caliber. They take readily to any path that involves the
Silver Crane discipline, and they are said to have been
some of the first practitioners of it.
Mystic: Add +1/5 to the mystics arcane defense
bonus.
Warder: Add 1/4 of a maneuver known from the
Golden Lion or Silver Crane disciplines.
Warlord: Add +5 feet every 1/2 level to the range of
the warlords tactical presence.
Blue Blues who follow the paths of the martial
disciples are rarer than their goblin cousins in that
they find it a waste of their great and powerful minds.
Those that do, often find ways to either incorporate their
talents with psionic potential or learn their trades from
other goblinoids.
Harbinger: Add +1 foot of movement speed to the
harbingers grim news movement modes.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a stalker art.
Zealot: Add +1/2 to the number of creatures in the
zealots collective.
Dromite Dromites who become martial disciples
often are the protectors of their hive-cities, brave
warriors who protect their queens and the workers that
dwell there, and foraging hunters and gathers when
times are lean. Their hivemind roots do them great
benefits when working together, and they often use their
martial talents to work in concert with each other.
Stalker: Add +1/4 to insight bonus to AC when the
stalker recovers maneuvers.
Warder: Add +1/2 to the number of uses per day of
the warders armigers mark ability.
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.

82

Zealot: Add +1/2 to the number of creatures in the


zealots collective.
Duergar Duergar that find training as martial
disciples do so with the intent to keep That Which
Sleeps Beneath from rising at any cost. This breeds
vicious, strong warriors with a savage strength that
many creatures beneath the earth have come to fear
and respect. While certainly touched by a generational
madness that infects them mind, body, and culturally,
the duergar are still a fierce warrior race that is both
full of loathing for interlopers into their affairs and
more than willing to use their best warriors to destroy
or enslave any that challenge their mission.
Harbinger: Add 1/4 of a maneuver known from the
Cursed Razor or Scarlet Throne disciplines.
Stalker: Gain: Add +1/2 point to the stalkers ki pool.
Zealot: Gain 1/4 of a new zealot conviction.
Dwarves The dwarven race has a proud and
substantial martial tradition that dates back to their
creation myths. Their gods are warriors and mighty are
their chosen children, their stories say, in the homes of
stone and metal. With such a legacy, it is no surprise to
any that the dwarven race boasts a strong tradition of
their young men and women learning martial disciplines
and using them to protect their noble race.
Stalker: Add +1/4 to the insight bonus to AC when
the stalker recovers maneuvers.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Warlord: Add +1/5 to the bonus on saving throws
granted by the warlords tactical presence.
Zealot: Gain 1/4 of a new zealot conviction.
Elan There are not many among the elan who would
walk the path of the martial disciple, but those that
do often pursue it with single minded devotion. Its a
dangerous road, and with eternity looming before them
many elan eschew such a violent lifestyle. Those that
dont, find that their unique racial capacities are well
suited to this lifestyle.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.
Zealot: Add +1/4 of a maneuver known from the
Sleeping Goddess or Eternal Guardian disciplines
Forgeborn The forgeborn are naturals when it
comes to the nature of martial disciplines. Being both
metal and flesh, the blending of the body with ones
weapon into a seamless form of combat is quite poetic
to them. While often not good at more delicate moves
within various arts, some martial disciples among the
forgeborn find their tough and strong bodies are good
where it counts.
Mystic: Add +1/5 to the mystics arcane defense
bonus.
Warder: Add +1/4 to the bonus to AC granted by the
warders aegis.
Zealot: Increase the forgeborns natural armor
bonus by + 1/4.
Elves Martial combat to the elven race is not unlike a
dance of deadly perfection. Elves that follow these paths
to becoming great warriors find that that disciplines and

Path of War Expanded


styles that emphasize their intellects and grace are the
best ways to exceed in combat. Elves often have practiced
for centuries and are some of the most accomplished
martial disciples in all worlds.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain a +1/5 dodge bonus to AC.
Warder: Increase the maximum dexterity bonus of
worn armor by +1/4.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Gain 1/4 of a new zealot conviction.
Gnomes The gnomish race is not widely known
for producing the greatest warriors of any legend, but
they are a hardy race and one that has endured due to
their wit and determination. By bringing this to the field
of battle as a martial disciple, they find themselves as
capable combatants that surprise all but the most wise of
foes who know its dangerous to corner an angry gnome.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 of a maneuver known from the
Shattered Mirror or Solar Wind disciplines.
Stalker: Gain 1/4 of a new stalker art.
Warder: Reduce the armor check penalty of worm
armor by +1/5.
Warlord: Add +1/4 of a maneuver known from the
Tempest Gale or Thrashing Dragon disciplines.
Zealot: Add +1/2 to the number of creatures in the
zealots collective.
Goblinoids The goblin races, that being of standard
stock goblins and their larger and more aggressive
kin (hobgoblins and bugbears) are known for their
warlike tendencies and they are wildly varied to their
approaches to combat, but in the end have some things
in common. Hobgoblins tend towards more rigid and
orderly pursuits with their violence, soldiering on in
campaigns of conquest where the bugbears are simply
violent for violences sake. Goblins themselves are more
cruel and capricious, flavored heavily with dumb luck
and cowardice.
Harbinger: Gain a +1/4 bonus on damage rolls
when using strikes from the harbingers dark focus
disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a new stalker art.
Warlord: Gain a +1/4 circumstance bonus on all d20
rolls made during a warlords gambit.
Half-elves Half-elves take to battle as naturally as
a duck to water, many of these folk having had to face
bitter racism and resentment for their homely human
features or their pretty elven faces depending on where
they grew up. This separation has given many half-elves
the time and dedication to master the arts of battle and
give them the strength to overcome their hardships.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain 1/4 of a new stalker art.
Warder: Add +1/4 to the number of additional extra
attacks of opportunity when using Defensive Focus
Warlord: Add +1/4 to the number of uses per day of
the warlords warleader ability.

Zealot: Add +1/2 to the number of creatures in the


zealots collective.
Half-giants Bred as slaves and gladiators, it is no
wonder that that the half-giant martial disciple stands
strong amongst their kind. Standing head and shoulders
above most races, the powerful body of the half-giant
provides a strong, tough, and tenacious warrior who is
capable of mastering a great many combat tricks.
Warder: Add +1/5 to the number of uses per day of
the warders extended defense ability.
Warlord: Add +1/4 of a maneuver known from the
Golden Lion or Primal Fury disciplines
Zealot: Gain 1/4 of a new zealot conviction.
Halflings While many halflings would provide that
their race is not known for its warriors, it is known for
those of their number that choose to decline home and
hearth, comfort and family to follow a path to adventure.
Those that train, often with taller races, find their nimble
forms are well suited to the rigors of battle, and they
often return from their questing as heroes to protect
their communities.
Harbinger: Add +1 foot of movement speed to the
harbingers grim news movement modes.

83

Path of War Expanded


Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Gain a +1/5 dodge bonus to AC.
Warder: Add +1/5 to the bonus on Will saves granted
by the warders aegis.
Warlord: Gain a +1/4 circumstance bonus on all d20
rolls made during a warlords gambit.
Zealot: Gain 1/4 of a new zealot conviction.
Half-orcs Born into a world that often times looks
at them with a mixture of dislike, pity, and shame, the
half-orc forges their own path no matter what life hands
to them. Born of the union of an adaptable race and an
extremely brutish one, the half-orc gains many of the
best of both races and this assists them in almost any
martial path they choose to follow. Half-orcs find that
life as a martial disciple brings them great respect and
honor, in both human or in orcish society, and they may
rise to positions of strength despite their mixed blood.
Full-blooded orcs may also use these alternate class
features, finding their own savage natures meshing well
with the violence of martial pursuits.
Harbinger: Gain a +1/4 bonus on damage rolls
when using strikes from the harbingers dark focus
disciplines.
Mystic: Gain a +1/4 bonus on damage rolls when
using strikes that deal acid, cold, electricity, or fire
damage.
Stalker: Add +1/4 of a maneuver known from the
Broken Blade or Steel Serpent disciplines
Warder: Add +1/4 of a maneuver known from the
Broken Blade or Primal Fury disciplines
Warlord: Gain 1/5 of a new combat feat.
Zealot: Gain 1/4 of a new zealot conviction
Humans No race is more gregarious than humanity.
Innovative and tenacious to a fault, humanity has
provided a great deal of dastardly and heroic warriors
who have learned, developed, and mastered many styles
of martial combat. Humanity walks all paths, and when
they walk the path of the martial disciple they often
develop new tricks to share along the way.
Harbinger: Add +1/4 of a maneuver known from the
harbingers dark focus disciplines.
Mystic: Add +1/4 point of animus to the mystics
starting animus pool at the beginning of combat.
Stalker: Add + point to the stalkers ki pool.
Warder: Add + to the number of uses per day of
the warders armigers mark ability.
Warlord: Gain 1/6 of a new combat feat.
Zealot: Gain an additional power point per level.
Maenad The passionate and volatile nature of the
Maenad coupled with their natural discipline is a perfect
fit as a martial disciple. Many maenad warriors learn
the skills of a martial disciple in their lives and find
that by doing so they are able to exercise their passions
and maintain the rigidity they employ to achieve great
satisfaction in life.
Harbinger: Gain a +1/4 bonus on damage rolls
when using strikes from the harbingers dark focus
disciplines.
Mystic: Add +1/4 of a maneuver known from the
Elemental Flux or Mithral Current discipline.
Warder: Gain a +1/4 bonus on damage rolls when
making attacks of opportunity while using the
warders defensive focus.

84

Warlord: Gain 1/5 of a new combat feat.


Zealot: Add +1/4 of a maneuver known from the
Elemental Flux or Sleeping Goddess disciplines
Ophiduan The proud and imperious ophiduan race
learns the arts of the martial disciple as a matter of
pride, as they choose to excel at everything they put their
minds to. Their warriors use their naturally tough hides
to protect them in battle, and their more stealthy killers
employ poisons to devious effectiveness.
Harbinger: Add +1/4 of a maneuver known from the
Shattered Mirror or Steel Serpent disciplines.
Stalker: Add +1/4 of a maneuver known from the
Steel Serpent or Veiled Moon disciplines.
Zealot: Add +1/2 to the number of creatures in the
zealots collective
Tiefling Born of a fel union, tieflings who learn the
arts of the path of war often capitalize on the vicious
nature of the fiendish blood in their make up, driving
them to violent excellence in the path of war. Tieflings
of all bloodlines can master a variety of techniques
and many will indulge their darker natures and learn
techniques from the Black Seraph discipline.
Harbinger: Add +1/4 of a maneuver known from the
Black Seraph or Cursed Razor disciplines.
Mystic: Add +1/4 of a maneuver known from the
Elemental Flux or Shattered Mirror disciplines.
Stalker: Gain 1/4 of a new stalker art.
Warder: Gain a +1/4 bonus on damage rolls when
making attacks of opportunity while using the
warders defensive focus.
Xeph The xeph martial disciple learns to harness
their grace and speed into a furious fighting style, often
using their psionic talents to augment this. Whether
studying a purely martial line of training or mixing their
psychic prowess with their warrior talent, the xeph have
a great love of the ways of the path of war.
Harbinger: Add +1 foot of movement speed to the
harbingers grim news movement modes.
Mystic: Add +1/4 of a maneuver known from the
Mithral Current or Riven Hourglass disciplines.
Warlord: Gain 1/5 of a new combat feat.
Zealot: Add +1/4 of a maneuver known from the
Eternal Guardian or Sleeping Goddess disciplines.

Discipline Exchanges and You

When joining a martial tradition, you are opening


yourself to a whole new world of martial training. When
taking the Unorthodox Method trait, you also show that
your character has a divergent method from the normal
means that a martial character would go.

1. Martial Traditions When you join a tradition


and opt to trade an available discipline for the
traditions, you also gain that disciplines associated
skill as a class skill. You do not lose the traded
disciplines associated skill.
2. Archetypes When selecting an archetype that
trades a available discipline for another, you also
gain the new discipline (or disciplines) associated
skills as class skills. Unless otherwise noted, you do
not lose the traded disciplines associated skills, and
an archetype that allows a character to choose from
more options when gaining a new class feature
(such as the brutal slayer stalkers additional stalker
arts or the bushis bushidos) is not incompatible
with other archetypes that add similar options.

Path of War Expanded


3. Traits Traits that would modify your available
disciplines add any new disciplines associated
skills as class skills, and do not cause you to lose
any class skills.

Maneuvers and Mounted Combat

When a character initiates a martial strike or boost


during a mounted charge attack, the initiation of the
maneuver overrides any damage bonuses that are
would be gained while performing this action (such as
by the Spirited Charge feat or while wielding a lance),
and the initiator deals damage as if they were not
charging (the effects of the strike or boost are applied to
the attack as normal). If a mounted character initiates a
strike that includes a charge attack, their mount forgoes
its normal actions this round and takes a full-round
action to move up to twice its speed in a straight line,
taking the normal penalty to its AC for charging. Martial
counters and stances are unaffected by being mounted,
and a character can gain their effects as normal.

Old Dogs And New Tricks

In this section, previously-released classes from Path


of War have been given some new options and abilities,
as well as access to the new disciplines introduced in this
book. Some classes gain a choice of disciplines to add to
their list; this choice is made on a character-by-character
basis. If a character of one of the listed classes has an
archetype, then they might gain a different discipline
than a normal member of the class (for example, a
stalker with the soul hunter archetype gains access to
the Cursed Razor discipline, while a normal stalker has
a choice between Riven Hourglass and Tempest Gale). If
an archetype introduced in Path of War is not listed, then
they gain the new disciplines that a normal member of
their class gains.

Stalker

New Disciplines A stalker adds either Riven


Hourglass or Tempest Gale to his list of available
disciplines. If he does not have that disciplines associated
skill as a class skill, he gains it as a class skill.
A stalker with the judge archetype instead adds
Shattered Mirror to his list of available disciplines
and gains spellcraft as a class skill.
A stalker with the soul hunter archetype instead
adds Cursed Razor to his list of available disciplines
and gains Spellcraft as a class skill.
Stalker Arts A stalker can choose from the following
when he learns a new stalker art:
Bloodseeker (Ex): The stalker gains the scent special
ability.
Fear Monger (Ex): The stalker gains Cornugon
Smash and Dazzling Display as bonus feats. The
stalker must meet the prerequisites of these feats to
select this stalker art.
Killers Implements (Ex): The stalker chooses a melee
weapon he is proficient with, and gains the benefits
of the Weapon Finesse and Deadly feats when
using that weapon, even if that weapon could not
normally be used with those feats. At 6th level and
every five levels thereafter, the stalker chooses an
additional melee weapon to gain the benefits of this
ability with. The stalker can change one of these
weapon choices by practicing with a new weapon
for ten minutes. This stalker art counts as both
Weapon Finesse and Deadly Agility for the purposes
of meeting prerequisites.

The Bannerman and his Banner

While trying to leave it to the player and GM to


determine if a banner is acceptable for the character in
the method of how it is carried, we wanted to be more
easy and unrestricted with it. A bannermans banner
is intended to be able to be placed on any manner of
item so long as it is displayed. Some official ideas for
how a bannerman may carry a banner: as heraldry on
a shield, on a small pole mounted to either his mounts
saddle or to the back of his armor, a tabard that they
wear prominently, or a standard that hangs from a
polearm or spear. So long as that standard is carried
upon his person where people can see it, he can inspire
these allies.

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Path of War Expanded


Lord of War (Ex): The stalker adds Scarlet Throne or
Piercing Thunder his list of available disciplines. If
he does not have that disciplines associated skill as
a class skill, he gains it as a class skill. In addition,
he gains a +2 competence bonus on checks with that
skill. A stalker may select this stalker art once for
each discipline.
Snipers Tools (Ex): The stalker chooses a ranged
weapon he is proficient with, and gains the benefits
of the Point Blank Shot and Precise Shot feats when
using that weapon. At 6th level and every five
levels thereafter, the stalker chooses an additional
ranged weapon to gain the benefits of this ability
with. The stalker can change one of these weapon
choices by practicing with a new weapon for ten
minutes. This stalker art counts as both Point Blank
Shot and Precise Shot for the purposes of meeting
prerequisites.

Warder

New Disciplines A warder adds either Eternal


Guardian or Piercing Thunder to her list of available
disciplines. If she does not have that disciplines
associated skill as a class skill, she gains it as a class skill.
A warder with the dervish defender archetype
instead adds either Eternal Guardian or Riven
Hourglass to her list of available disciplines. If she
does not have that disciplines associated skill as a
class skill, she gains it as a class skill.
A warder with the hawkguard archetype instead
adds Tempest Gale to her list of available disciplines
and gains Sleight of Hand as a class skill.
A warder with the zweihander sentinel archetype
instead adds either Eternal Guardian or Piercing
Thunder to her list of available disciplines. If she
does not have that disciplines associated skill as a
class skill, she gains it as a class skill.

Warlord

New Disciplines A warlord adds either Piercing


Thunder or Tempest Gale to his list of available disciplines.
If he does not have that disciplines associated skill as a
class skill, he gains it as a class skill.
A warlord with the bannerman archetype instead
adds Piercing Thunder to his list of available
disciplines and gains Acrobatics as a class skill.
A warlord with the steelfist commando archetype
instead adds Riven Hourglass to his list of available
disciplines and gains Autohypnosis as a class skill.
A warlord with the vanguard commander archetype
instead adds Eternal Guardian to his list of available
disciplines and gains Intimidate as a class skill.
New Gambits A warlord can choose from the
following when he learns a new gambit:
Battering Ram Gambit
Risk: The warlord attempts an overrun combat
maneuver against an opponent.
Reward: Other allies adjacent to the overruned
opponent may make an attack of opportunity
against that creature.
Chessmasters Gambit
Risk: The warlord attempts a reposition combat
maneuver against an opponent.

86

Reward: The warlord is able to move the opponent


into an undesirable position, and that opponent
takes to their AC equal to the warlords initiation
modifier until the start of the warlords next turn.
Flankers Gambit
Risk: The warlord attacks an opponent adjacent to
one of the warlords other allies.
Reward: The warlord is considered to be flanking
that opponent until the end of her next turn, even
if the warlord is not in a position that would allow
him to flank them.
Oxens Gambit
Risk: The warlord attempts a drag combat maneuver
against an opponent.
Reward: The warlord boldly grabs his target and
drags them around while inspiring his allies to
action; for every 5 feet the warlord drags the
opponent, his allies (other than himself himself)
may move 5 feet without provoking attacks of
opportunity as a free action, even if it isnt their
turns.
Thieving Gambit
Risk: The warlord attempts a steal combat maneuver
against an opponent.
Reward: By successfully stealing an opponents
item, the warlord infuriates them to the point of
heedless anger. That opponent takes a penalty to
their AC equal to the warlords initiation modifier,
but gains a +2 bonus on damage rolls against the
warlord. Both the penalty and bonus last until the
start of the warlords next turn.
New Tactical Presences When a warlord gains
a new tactical presence (including by taking the Extra
Presence feat), he can gain select of the following instead:
Warning Presence: The instructions given by the
wary warlord help his allies defend themselves
against sudden surprises. Allies within 30 feet of
the warlord gain a bonus equal to the warlords
initiation modifier on Reflex saves against traps
and to their AC during a surprise round. In addition,
the warlord can designate one of his allies to act in
a surprise round, even if they normally would not
be able to. A warlord must be at least 2nd level to
select this presence.
Taskmasters Presence: The warlord is a driving
master, be it cruelly with a whip or kindly with
encouragement. Allies within 30 feet of the warlord
gain the benefits of the Endurance feat and gain
a morale bonus on saving throws against fatigue,
disease, compulsion effects, and sleep effects equal
to the warlords initiation modifier. If the warlord
is participating in a Craft or Profession check
made by one of his allies, he can add his warlord
initiation modifier as a morale bonus on that check.
A warlord must be at least 5th level to select this
presence.
Gladiators Presence: The warlord has seen some
scraps in his day, and he knows how to inspire
his allies through some tough moments too. Allies
within 30 feet of the warlord gain a morale bonus on
combat maneuver checks and to their CMD equal to

Path of War Expanded


the warlords initiation modifier. In addition, those
allies do not provoke attacks of opportunity when
making combat maneuver attempts. A warlord
must be at least 9th level to select this presence.

Pathwalker

New Disciplines A pathwalker adds Sleeping


Goddess his list of available disciplines. He also adds
Mithral Current, Piercing Thunder, and Tempest Gale
to the list of disciplines he can choose for his other
available disciplines.

Maneuver Recovery Errata When manifesting


powers during your maneuver recovery, your maximum
level for the power manifested cannot exceed 1/2 of the
maximum power level that you can manifest (rounded
down, minimum of 1st level powers). Example: If the
pathwalker can manifest a 5th level power, he could
manifest a power during recovery with a level no greater
than 2nd level. Powers with a duration greater than
instant have their durations shortened as well, equaling
1 + your Wisdom modifier in rounds (unless the duration
would be shorter manifested normally).
New Discipline Paths A pathwalker can choose
from the following when selecting his warriors path:
Mithral Current Path The lightning-fast Mithral
Current pathwalkers strike with the power and
force of a hurricane wind, move with the fluidity
of a raging river, and are as cunning as fox. They
carefully time their blows with their draw-andstrike techniques, and remain ever-ready to draw
their blade and test their steel.
Bonus Class Skill: Perform.
Powers: Burst, defensive precognition.
Skills: Acrobatics, Bluff, Perform.
Trance: Starting at 3rd level, while the pathwalker is
psionically focused, maintaining a Mithral Current
stance, he gains a +1 bonus on damage rolls for the
first attack he makes after drawing a weapon. This
bonus increases by +1 at 7th level and every four
levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker can
expend his psionic focus as a swift action to make
a feint attempt against an opponent he threatens,
gaining a +2 bonus on his Bluff check. This bonus
increases by +1 at 8th level and every five levels
thereafter.
Piercing Thunder Path The Piercing Thunder
pathwalker is stalwart and strong, hefting mighty
polearms and powerful spears in combat with ease.
They are opportunistic in battle, wary of openings
in their enemys defenses. They constantly watch
for that opening to allow their potent weapons to
end the combat in a single thrust.
Bonus Class Skill: Acrobatics.
Powers: Inevitable strike, metaphysical weapon.
Skills: Acrobatics, Intimidate, Ride.
Trance: Starting at 3rd level, while the pathwalker
is psionically focused and maintaining a Piercing
Thunder Stance, he gains a +1 bonus on damage rolls
made with Piercing Thunder discipline weapons.
This bonus increases by +1 at 7th level and every
four levels thereafter.

Maneuver: Starting at 3rd level, the pathwalker can


expend his psionic focus as an immediate action the
pathwalker to brace his weapon against a charge, as
if he had readied an action. He gains a +1 bonus on
his attack roll with this attack. This bonus increases
by +1 at 7th level and every four levels thereafter.
Tempest Gale Path Clever and daring, the Tempest
Gale pathwalker pushes his limits with each throw
or twang of a bowstring. Always seeking the next
great trick shot, they are perfectionists in combat
and tricky in peace.
Bonus Class Skill: Sleight of Hand.
Powers: Tactical precognition, distract.
Skills: Acrobatics, Perception, Sleight of Hand.
Trance: Starting at 3rd level, while the pathwalker is
psionically focused and maintaining a Tempest Gale
Stance, he gains a +2 bonus on combat maneuvers
checks made with a ranged or thrown weapon. This
bonus increases by +1 at 7th level and every four
levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker
can expend his psionic focus as a standard action
to make a dirty trick attempt against any creature
within the range of his weapon. At 7th level and
every four levels thereafter, he gains a +1 bonus on
his combat maneuver check, which stacks with the
bonus granted by his trance ability.
Sleeping Goddess Path The pathwalker who
walks the road of the Sleeping Goddess seeks to
find unity in mind and blade, finding inner peace
in battle and epiphany in victory. By using their
psychic essence as both a shield and a weapon, they
find ways to increase their psychic potential in
battle to their natural limits.
Bonus Class Skill: Autohypnosis.
Powers: Call weaponry, empty mind.
Skills: Autohypnosis, Diplomacy, Sense Motive.
Trance: Starting at 3rd level, while while the
pathwalker is psionically focused and maintaining
a Sleeping Goddess Stance, he gains a +1 insight
bonus on attack rolls made with weapons created by
psionic powers (such as the call weaponry, claws of
the beast, and bit of the wolf powers) or maneuvers
(such as call the souls blade). This bonus increases
by +1 at 7th level and every four levels thereafter.
Maneuver: Starting at 3rd level, the pathwalker
can expend his psionic focus as a swift action to
create a field of defensive psychic force through his
skin and body, increasing the pathwalkers natural
armor bonus by +2. This bonus lasts for a number
of rounds equal to 1/2 the pathwalkers class level,
and increases by +1 at 8th level and every five levels
thereafter

War Soul

New Disciplines A war soul adds either Sleeping


Goddess to his list of available disciplines. In addition,
he can trade one of his available disciplines for the Riven
Hourglass, Scarlet Throne, or Tempest Gale discipline. If
he does not have that disciplines associated skill as a
class skill, he gains it as a class skill.
New Blade Skills A war soul can choose from the
following when he learns a new blade skill:

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Path of War Expanded


Riven Hourglass Approach: The war soul is capable
of such fine manipulations of time that he seems
prophetic. While he maintains a Riven Hourglass
stance, the war soul can use his Wisdom modifier
instead of his Dexterity modifier for Reflex saves
and initiative checks.
Scarlet Throne Nobility: The war soul has mastered
how to best use a single weapon to defend himself
and read the actions of his opponents. While he
maintains a Scarlet Throne stance and wields a
mind blade in one hand while holding nothing in
the other hand, the war soul gains a +1 dodge bonus
to his AC and a +1 insight bonus on Sense Motive
checks to resist feint attempts or oppose uses of the
Bluff skill. These bonus increase by +1 at 5th level
and every five levels thereafter.
Sleeping Goddess Empowerment: By increasing his
internal psionic potency within through mastery of
the Sleeping Goddess discipline, the war soul is able
to infuse great psionic power and understanding
within his mind blade. While he maintains a
Sleeping Goddess stance, he can charge his mind
blade with psionic energy as a move action. He
can release this energy as a free action when he
hits with a strike to deal an additional 1d8 points
of damage. This additional damage increases to
2d8 at 12th level and to 3d8 at 18th level, and
counts as psychic strike for the purposes of meeting
prerequisites and for blade skills and other abilities
that require psychic strike. A war soul must be at
least 6th level to select this blade skill.
Tempest Gale Trick: The techniques of the Tempest
Gale discipline improve the war souls ability to use
thrown mind blades or and mind bolts. While he
maintains a Tempest Gale stance, the war soul adds
his Wisdom modifier on combat maneuver checks
and Sleight of Hand checks made using a thrown
mind blade or mind bolt.

Previously Released Prestige


Classes
New Disciplines These previously published
prestige classes for Path of War also gain access to some
of the new disciplines from this book:

Awakened Blade: An awakened blade adds either


Riven Hourglass or Sleeping Goddess to his list
of available disciplines. If he does not have that
disciplines associated skill as a class skill, he gains
it as a class skill.
Battle Templar: A battle templar adds Black Seraph
(if he is evil-aligned) or Silver Crane (if he is goodaligned) to his list of available disciplines. If the
battle templar is neither good nor evil, he chooses
between the two disciplines. If he does not have that
disciplines associated skill as a class skill, he gains
it as a class skill.
Bladecaster: A bladecaster adds Elemental Flux and
Shattered Mirror to his list of available disciplines
and gains Craft as a class skill.
Dragon Fury: A dragon fury adds Mithral Current
to his list of available disciplines and gains Perform
as a class skill.

88

THE ELEMENTS AND SOLAR


WIND

The traditionalists of the Solar Wind discipline


teach their students the fire is the natural power of
the sun, and while this art was developed in sunny
mesas and rolling plateaus bathed in winds, there are
other environments where the discipline was adapted.
From the frozen fjords and frigid taigas comes the icy
Glacial Frost variant (cold). From the tropical forests of
the world comes the corrosive Virulent Spray variant
(acid). Finally, hailing from stormy peaks of wave-tossed
islands comes the electrical variant Oncoming Storm
(electrical) variant. When a character possesses the
Solar Wind discipline, they can decide which variant (if
any) is used, changing the standard elemental damage
type associated with Solar Wind to that of the variant
chosen. This choice is made when the character gains
access to the disciplineother variants can be learned
whenever the character gains a level in a new class that
possesses the Solar Wind martial discipline or through
the following feat:

VARIABLE WIND (COMBAT)

Youve learned to use the many styles of the Solar Wind


discipline.
Prerequisite: One Solar Wind maneuver known, one
Solar Wind stance known.
Benefit: You gain the ability to change your active
element if you cannot already. Any Solar Wind
maneuver you initiate that deals fire damage instead
deals damage of your active elements associated
energy type (see the Elemental Flux discipline for more
information on active elements).
Mage Hunter: A mage hunter adds Shattered
Mirror to his list of available disciplines.
Umbral Blade: An umbral blade adds Cursed Razor
to his list of available disciplines and gains Spellcraft
as a class skill.
Prestige Classes and Granted Maneuvers When
characters with granted maneuvers (such as mystics)
gain additional readied maneuvers from a prestige
class, they also gain additional granted maneuvers at
the same rate. If the character has multiple prestige
classes that give readied maneuvers, they may add the
maneuvers readied from each to determine the number
of maneuvers granted.
For example, if you were currently readying 7
maneuvers and gained 4 of them granted to you at the
start of the combat round and a prestige class added
an additional readied maneuver, you would also gain
a granted maneuver, bringing you to 8 maneuvers
readied and 5 maneuvers granted. If you possess
multiple prestige classes, then each time you are granted
an additional readied maneuver, you gain a granted
maneuver as well.

Path of War Expanded

Chapter 6:
Maneuvers and
Stances Expanded

In this chapter, we will explore the nine new disciplines


added to the Path of War lineup, their special rules and
interactions, and the ways they are used in combat. Each
discipline is detailed with some information about them,
where they may have come from in ways that are easily
adapted to your campaign, as well as their associated
skills and their weapon groups. Some of these new
disciplines add in new systems and interactions with use
with animus, power points, and the cursed condition.

Discipline Descriptions
Cursed Razor

The discipline known now as Cursed Razor has dark


origins indeed, spawned forth from the bodyguards
of an ancient demonic cult. Tapping into the power of
their own malevolence, these warrior-warlocks struck
their opponents down with dark curses channeled
through their weapons and developed techniques
to project maleficent auras that sapped away at the
bodies and minds of their enemies. Since then Cursed
Razor has spread far beyond the now-dead cult, which
taught other students before its demise, left books of
its secrets lying around, or else simply inspired others
with demonstrations of its entropic power. Though the
techniques of Cursed Razor stem from the inborn malice
found in any sapient mind, its powers are not necessarily
evilpragmatic, certainly, and utterly lacking in any

sense of fair play, but not evil. Knights and champions


in the mortal realm seeking the weapons to combat evil
turn to Cursed Razor to gain an edge on their fiendish
foes, or as a way of acknowledging the terrible truth
of evils place in the multiverse while at the same time
casting their defiance in its teeth. Maneuvers from the
Cursed Razor discipline are imbued and enhanced with
magical energies; as such, they are supernatural abilities.
Cursed Razors associated skill is Spellcraft, and its
associated weapon groups are heavy blade, light blades,
and spears.

CURSE MANEUVERS

Some maneuvers in Path of War: Expanded have the


curse descriptor. These maneuvers, much like spells
with the curse descriptor, use persistent, malicious
energies to inflict penalties on their victims. A creature
immune to curses is immune to the effects of these
maneuvers, with the exception of any weapon damage
inflicted by them.
Many of these curse maneuvers inflict a new condition:
cursed. By itself, the cursed condition does nothing, but
many maneuvers or abilities have an increased effect
on cursed creatures, or can only be used on cursed
creatures (see individual maneuver descriptions for
more information on how they interact with the cursed
condition). Spells with the curse descriptor also apply
the cursed condition for a duration equal to the spells
duration. Multiple applications of the cursed condition
do not overlap; instead the duration of each new
application of the condition is added to the remaining
duration of the previous application. The successful
use of break enchantment, remove curse, or similar
effects removes the cursed condition from the target in
addition to their normal effects.

89

Path of War Expanded


ACTIVE ELEMENTS

Many Elemental Flux maneuvers deal damage of the


initiators active elements associated energy type. The
four available active elements (and their associated
energy type) are air (electricity), earth (acid), fire (fire),
and water (cold). A character that knows at least one
Elemental Flux maneuver chooses his active element
when he readies his maneuvers, and can change it by
focusing as a standard action. A character can only
have one active element at a time. An Elemental Flux
maneuver that deals energy damage gains that damage
type as a descriptor.
If a character is psionic, they can change their active
energy type whenever they change their active element,
and vice versa. A psionic characters active energy type
need not match their active element.

Elemental Flux

Equal parts martial discipline and magical art form,


the discipline of Elemental Flux is a martial art that is
said to have roots in the bloodlines of genies and their
mortal descendants. By tapping their magical natures,
they were able to pioneer a style of fighting that
channeled their innate magic into a cohesive fighting
style. Those descended from these original genie
battle masters passed their talents down through the
generations, and the discipline proliferated from there.
In the current day, practitioners of Elemental Flux blend
arcane elemental energies with martial strikes to create
a dizzying of quasi-arcane, magic-infused attacks that
spell devastation and ruin to enemies. Elemental Fluxs
associated skill is Spellcraft, and its associated weapon
groups are light blades, monk weapons, and thrown.

Eternal Guardian

The exact origins of the discipline of the Eternal


Guardian difficult to determine due to the styles
incredible age. One legend claims it was created by the
god who first separated the planes, dividing the mortal
from the immortal, while another story insists that it
was founded by a single warrior who swore to defend
his city from an entire invading army. These stories
reflect the core of the discipline: A total devotion to a
promiseusually either an oath to an ally that they will
survive, no matter the cost to the disciple, or a curse on
a foe that they will never escape. Today, the discipline
of the Eternal Guardian has spread far and wide: It is
used by bodyguards in the palaces of kings, sentinels
of occult orders, and humble night watchmen making
their rounds. The discipline of the Eternal Guardian
and all of its maneuvers and stances are considered
to be supernatural abilities and thus do not function
in situations where supernatural abilities will fail.
Eternal Guardians associated skill is Intimidate, and its
associated weapon groups are hammers, heavy blades,
and polearms.

Mithral Current

Like the flashing rapids, thundering waterfalls and


deep, silent depths of the ocean, Disciples of Mithral
Current embody the many forms and ever changing
nature of water. The art of Mithral Currents bladework
began as a set of scattered abilities found across several

90

THE FINE ART OF IAIJUTSU

Disciples of Mithral Current are swift striking


warriors, and many of their maneuvers gain an added
benefit if the disciple draws their weapon as part of the
attack. For purposes of game mechanics, this means
that the disciple has their weapon sheathed before
initiating the maneuver, has the Quick Draw feat or a
base attack bonus of +1 (allowing them to draw their
weapon as part of a move action) and is initiating the
maneuver using the weapon that is sheathed, drawing
that weapon as a free action prior to initiating the
maneuver (this can be done even if it isnt your turn). As
long as all three conditions are met, the Mithral Current
disciple meets the requirements for these bonus effects
to activate when initiating these maneuvers. A weapon
is considered sheathed if it is in a non-threatening
position, such as a monk putting their hands at their
sides or in their pockets, a spear wielder pointing the
tip of their spear into the ground, a soulknife with an
unformed mind blade, or even a samurai keeping their
katana in its sheath. The terminology of sheathing the
weapon is only intended to serve as a shorthand for any
number of ways a warrior can present themselves as
non-threatening with their weapon.
different island nations. Through frequent cultural
exchange, trade and war these techniques spread and
mixed forming a unique style that blended the culture
and history of many peoples. The discipline found its
use among all walks of life, from noble palaces where
the drawing of a blade was an act of social suicide to the
slums of portside cities where a hidden blade was the
only thing that could keep one safe. Mithral Currents
associated skill is Perform (dance), and its associated
weapon groups are light blades, heavy blades, and
polearms.

Piercing Thunder

The Piercing Thunder discipline finds its traditions


rooted in one of the oldest weapons known to intelligent
beings: the spear. Be this spear fought in melee, tossed
to hunt, or used as part of a charge, the spear, and later
the pole arm, has been a standard in military practice.
Those who following Piercing Thunders teachings know
that these mighty hafted weapons are equally at home in
the hands of a strong warrior on the battlefield or even
in the hands of a poor peasant militiathe spear knows
no rank, only skill. Piercing Thunder shows superiority
through overwhelming force through reach and mobility.
Piercing Thunders associated skill is Acrobatics, and its
associated weapon groups are polearms and spears.

Riven Hourglass

Time exists. No one can deny this fact that time


inexorably marches forward and brings all things to
crumbling ruin, to death, and to dissolution. For others,
time brings great things, as when things mature they
grow and change, become more beautiful or potent. At
the end of all things, the sand in the hourglass always
falls and time passes. Some souls reject this notion, and
learn through skill with a blade to cleave the hourglass
in twain and alter the passage of time to their benefit.
Thus, the Riven Hourglass was born. The disciples of
this discipline believe that within each being there is an

Path of War Expanded


Hourglass in their soul, and within this hourglass resides
the sands that flow endlessly towards the end of a
creatures time in the world. By manipulating their own
Hourglass and that of others, the practitioners of this art
show that through will, determination, and the use of
the sands of time within all beings that battle can be won
before it has even begun. Riven Hourglass disciples are
capable of seeing minute flows in the endlessly flowing
sands of time and are capable of making decisions in the
moments when they need to be made. Riven Hourglass
associated skill is Autohypnosis, and its associated
weapon groups are flails, hammers, and light blades.

Shattered Mirror

The strange and, in some ways, disquieting discipline


known as Shattered Mirror is ancient and misunderstood.
Many conflicting tales of its origins and practice exist,
crediting its invention to a variety sources. Perhaps the
most well-known story of its origin places blame for it
at the feet of a mirror of opposition triggered by a great
warrior caught in the midst of a magical conflict. The
mirrors powerful magics were pulled and warped by the
flying spells and magical taint and the being it coughed
forth came out wrong, unable to return to its home.
Deprived of its homeland and its true and proper nature,
it traveled the lands seeking power over reflections in
an effort to return. The product of its failure, says the
legend, is Shattered Mirror, which is still practiced to

this day by those who seek power over reflections both


true and deceptive. Shattered Mirrors associated skill
is Craft (glassmaking, painting, sculpture, or sketching),
and its associated weapon groups as heavy blade, light
blades, and close weapons.

Sleeping Goddess

Though some put their trust in a well-crafted sword


or a solid shield, the greatest warriors know that a
tempered mind and devotion to ones ideals are the
sharpest weapon and the toughest armor. A Sleeping
Goddess adept strikes his deathblow not at the heart
of his foe, but at the ideals and principles he devotes
himself to, undermining his conceptual basis of reality.
Through their mastery of psionics and overpowering
force of belief, disciples of this discipline assert their
presence on the world, transcending the shackles of
reality and making their surroundings their own. A
master of the discipline becomes unto a god, rending
minds asunder as easily as bodies, and shaking the
foundations of others beliefs merely by sharing their
own. Sleeping Goddess associated skill is Autohypnosis,
and its associated weapon groups are flails, heavy blades,
monk, and spears. In addition, any weapon created by
the form mind blade class feature or equivalent ability
(such as a deadly fists empowered strikes, a psychic
armorys panoply of blades, or a soulbolts mind bolt) or
a Sleeping Goddess maneuver is treated as a discipline
weapon.

SLEEPING GODDESS AND


POWER POINTS

The Sleeping Goddess discipline unlocks the power of


the mind, allowing its adepts to tap into their psionic
talent. You gain power points equal to the highest
level Sleeping Goddess maneuver you know (including
stances), plus one additional power point for each
Sleeping Goddess maneuver known beyond the first
(including stances). If you already have a power point
pool, you add those points to it. If you do not have a
power point pool, you gain one as well as the psionic
subtype. You do not gain bonus power points for a high
initiation modifier (though you do gain bonus power
points for having a high key ability score if you have
levels in a manifester class, as normal).

Tempest Gale

Like the whipping winds of a great storm front, the


arrows, slings, bullets and thrown weapons of a Tempest
Gale Disciple reach out across the battlefield to find
their target without error. Developed from the skills of
masterful archers who used trick shots and careful aim
to bring down their foes, Tempest Gale is a discipline that
specializes in targeted shots that can disable or destroy
any foe. Tempest Gales associated skill is Sleight of Hand,
and its associated weapon groups are bows, crossbows,
firearms, and thrown.

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Path of War Expanded


Maneuvers and Stances
Cursed Razor
1ST LEVEL
Aura of Misfortune: Stance Opponents within close
range take a 2 penalty on saving throws.
Luck Shifting: Boost Gain a +1 luck bonus to your
AC for each cursed opponent within medium range
(maximum +5).
Spilled Salt: Counter An opponent within medium
range takes a 4 penalty on an attack roll or skill check
Stutter Strike: Strike [curse] Your melee attack curses
the target and causes them to take a 4 penalty on
language-based skill checks, and suffer a 25% failure
chance on spells with verbal components.
Touch of the Witch: Stance [curse] Opponents struck
in melee become cursed.
Woeful Burden: Strike [curse] Your melee attack
curses the target and reduces their movement speed by
10 feet + 5 feet per four initiator levels.

2ND LEVEL
Bad Karma: Counter [curse] An opponent that targets
you must succeed at a Will save or become cursed and
take a 4 penalty to d20 rolls for 1d4 rounds.
Mockery: Strike Your melee attack deals +1d6 damage,
or +3d6 against a cursed opponent.
Murderous Spite: Boost Your next melee attack
against a cursed opponent is a touch attack.
Torment the Weak: Strike Your melee attack deals +1d6
damage; a cursed target begins to bleed uncontrollably.
Word of Retribution: Counter Make a Spellcraft check
when damaged by a cursed opponent to deal equal
damage to that opponent.

3RD LEVEL
Aura of Shared Misery: Stance You can curse multiple
opponents at once, and cursed creatures within 20 feet
take additional damage from attacks and effects.
Dogpile Strike: Strike Your melee attack deals +2d6
damage and may knock the target prone. This strike
deals an additional +2d6 damage against flanked
creatures.
Huntsmans Curse: Strike [curse] Your melee attack
curses, staggers, and penalizes the target unless they
succeed at a Will save.
Sorcerers Sidestep: Counter You gain a luck bonus
on saving throws for one round equal to +2 plus the
number of cursed creatures within medium range
(maximum +10)

4TH LEVEL
Hangmans Curse: Strike [curse] Your melee attack
curses and exhausts the target unless they succeed at
a Fortitude save.
Persecution: Strike Your attack deals +4d6 damage, or
+8d8 against a cursed opponent.

92

Warlocks Stride: Boost [curse] Your movement speed


doubles and you leave behind a cursed trail for one
round.
Witchfinders Brand: Boost The next power, psi-like
ability, spell, or spell-like ability the target uses
within one round is disrupted unless it succeeds on a
Concentration check.

5TH LEVEL
Festering Curse: Strike [curse] Your melee attack deals
+4d6 damage and curses the target with a festering rot.
Shadow Pin: Counter [curse] You curse a creature
within medium range and interrupt their movement. A
flying target falls.
The Dragon Knows: Stance You gain blindsight with
a range of 60 feet, and cursed opponents cannot use
Acrobatics to avoid attacks of opportunity against you.
Witchs Revenge: Strike [curse] Your melee attack
curses the target, and they must succeed at a Fortitude
save or take a 4 penalty to an ability score. A cursed
target takes either a worse penalty or a second penalty.

6TH LEVEL
Curse of Chains: Strike [curse] Your melee attack
causes the target to become cursed and paralyzed
unless it succeeds at a Will save; other opponents near
them must also save or become cursed and paralyzed.
Eye for an Eye: Counter An opponent suffers the
effects of an attack, spell, or power they used against
you.
Oathbreakers Aura: Stance [curse] Opponents within
30 feet cannot benefit from anarchic, axiomatic, insight,
morale, profane, or sacred bonuses, and opponents
struck in melee become cursed.
Sorcerers Gaze: Boost Your attacks ignore ignore
concealment, miss chances, and deflection bonuses to
AC for one round.
Warlocks Blow: Strike You teleport an opponent
within long range to a space within your reach, then
attack them. Your melee attack deals +8d6 damage.

7TH LEVEL
Black Dogs Due: Strike Your melee attack deals
+8d6 damage and may knock the target prone. This
strike deals an additional +4d6 damage against flanked
creatures.
Traitors Roar: Strike [curse] Your attack curses the
target and causes them to violently betray their allies
unless they succeed at a Will save.
Woedrinker: You gain concealment and a +2 luck bonus
on attack damage rolls per cursed opponent within
medium range (maximum +10) for one minute. In
addition, you gain temporary hit points based on the
number of cursed opponents within range.

8TH LEVEL
Luckdrinker Aura: Stance You steal magical and
psionic effects from opponents within 30 feet.

Path of War Expanded


Unending Nightmare Strike: Strike Your melee attack
causes the target to take repeated damage to each of its
mental ability scores.
Warlocks Mirror: Counter Make a Spellcraft check to
redirect a attack or effect from a cursed opponent to up
to three creatures of your choice within medium range.

9TH LEVEL
Festival of Shadows: Strike Opponents within close
range must make a Reflex save or become immobilized
by shadows, then you attack each creature within
range. Your attack deals +10d6 damage, or +12d8
against cursed opponents.

Elemental Flux
1ST LEVEL
Eldritch Shield: CounterA You gain energy resistance
10 against a single attack or effect.
Elemental Nimbus: Stance You gain variable offensive
effects based on your active element.
Embrace the Elements: Stance You gain variable
defensive effects based on your active element.
Fluctuation Movement: Boost You gain a movement
method or bonus based on your active element.
Spark Strike: StrikeA Your attack deals +2d4 energy
damage.
Variable Flux: Strike Your attack has an additional
effect based on your active element.

2ND LEVEL
Arcane Shield: CounterA You make a Spellcraft check
to generate a small shield of force to defend against an
attack.
Degrade Resistance: BoostA Your attacks for one
round ignore 10 points of energy resistance of your
active elements associated energy type.
Eldritch Fang: BoostA Your next attack this round
deals +1d4 force damage, overcomes damage reduction,
and may stagger the target.
Elemental Strike: StrikeA Your attack has an additional
effect based on your active element, and can be
augmented for extra damage.
Energy Spark: StrikeA As part of an attack, you fire a
ray that deals 3d6 points of energy damage. You can
augment to fire a second ray.

3RD LEVEL
Elemental Flux Stance: Stance Your attacks deal
+2d6 energy damage. In addition, you gain energy
resistance 15 and an additional effect based on your
active element.
Energy Jolt: StrikeA You fire a ray that deals 3d6 points
of energy damage, plus an additional effect based on
your active element.
Lance of Power: StrikeA You create a 30-foot line that
deals 5d6 points of energy damage, plus an additional
effect based on your active element.
Raging Flux: StrikeA Your melee attack deals +4d6
energy damage and pushes the target back 5 feet for
every 10 points of damage dealt.

4TH LEVEL
Arcane Torrent: StrikeA You fire missiles of force that
deal 6d6 points of damage unless the target succeeds at
a Reflex save. You can augment to instead fire an area
barrage of missiles.
Assay Resistance: BoostA Your next attack ignores
25 points of energy resistances, overcomes damage
reduction, and deals +2d6 energy damage.
Eldritch Consumption: Counter Make a Spellcraft
check to negate a spell or power targeting you; if you
succeed, you heal 5 hit points per level of the effect.
Energy Hammer: StrikeA Your attack deals +6d6
energy damage, plus an additional effect based on your
active element.

5TH LEVEL
Elemental Drive: StrikeA You fire a ray that deals 9d6
points of energy damage and bull rushes the target.
Elemental Absorption: Counter You become immune
to your active elements associated energy type, instead
healing for half the damage that would be dealt for one
round.
Elemental Vortex: StrikeA Your attack deals +8d6
energy damage, plus an additional effect based on your
active element.
Enter the Vortex: Stance You can fire blasts of energy
that deal 4d6 damage, and gain a movement type based
on your active element.

6TH LEVEL
Eldritch Energy Hammer: StrikeA Your attack affects
the target as if by a greater dispel magic, dealing
additional damage if you dispel an effect.
Elemental Destruction Ring: StrikeA You create a
20-foot burst around you that deals 12d6 points of
energy damage, plus an additional effect based on your
active element.
Eldritch Fang Flurry: Boost Your attacks for one
round deal +3d6 force damage, overcome damage
reduction, and a struck creature must make a Fortitude
save or become blinded for one round.
Nexus of Elemental Retribution: Stance You gain
resistance 30 to acid, cold, electricity and fire. Some of
the damage you absorb is stored and can be unleashed
as a burst around you.
Shatter Resistance: BoostA Your attacks deal +4d6
energy damage for one round. In addition, you ignore
energy resistance for one round, and creatures immune
to energy damage take half damage, rather than none.
You can augment to also reduce the spell resistance of
creatures struck.

7TH LEVEL
Cascade of Elemental Wrath: StrikeA Make a full
attack. Each attack deals additional damage equal to
1d6 + your initiation modifier, and you can change your
active element as a free action after each attack.
Force Majeure: StrikeA Your melee attack deals +14d6
energy damage. All the damage dealt by the attack is

93

Path of War Expanded


considered energy damage, rather than its normal type.
You can augment to instead deal force damage.
Redirecting Flux: CounterA Make a Spellcraft check to
redirect a magical effect to a new target.

8TH LEVEL
Elemental Breach: Boost Your attacks for one round
ignore energy resistances and immunities, and
overcome damage reduction. Any damage of your
active elements associated energy type is increased
by 50%.
Master of the Elements: Stance You transform as if
under the effect of the elemental body III spell.
Zephyr Flux: StrikeA You transform into energy,
teleporting across the battlefield and dealing damage
to creatures you touch.

9TH LEVEL
Strike of Elemental Devastation: StrikeA You fire five
elemental rays, each dealing energy damage and an
effect based on the element of the ray.

Eternal Guardian
1ST LEVEL
Guards Oath: Strike On a failed save, your foes
movement is cursed, provoking attacks of opportunity
against you even if it otherwise would not.
Strike of the Infinite Protector: Strike Your attack
grants an ally a +2 bonus to AC.
Terrifying Blow: Strike Your attack may frighten the
target. Deals +1d6 damage against a cursed opponent.
Valiant Keepers Stance: Stance Allies do not provoke
attacks of opportunity when moving through squares
you threaten.
Vigilant Keepers Stance: Stance Enemies treat
squares your threatened area as difficult terrain.
Wardens Bearing: Boost You gain a +2 bonus to a
combat maneuver attempt, and you are treated as one
size category larger for determining if you can make
that attempt.

2ND LEVEL
Debilitating Fear: Boost Daze a cowering, shaken,
frightened, or panicked opponent.
Fear the Reaper: Counter Intimidate an opponent into
missing an ally.
Oath of the Intercessor: Counter You take a blow
meant for an ally.
Strike of the Royal Guardian: Strike Your attack
reduces your opponents damage and curses them.
Relentless Wardens Strike: Strike You teleport to a
creature that is cursed or afraid, then make a melee
attack that deals +2d6 damage.

3RD LEVEL
Binding Fetters: Boost Your attack curses a creature,
and that creature must make a Will save or be teleported
back to you at the start of your next turn.

94

Intruders End: Counter You dare your foes to enter


your protected sanctum, dramatically increasing your
threatened area and gaining additional attacks of
opportunity.
Stance of the Eternal Guardian: Stance You tie your
soul to a creature, giving benefits similar to a shield
other spell.
Swallow Your Fear: Counter You or an ally gain a
+4 morale bonus to a save against a mind-affecting
effect. If your target succeeds on your save, they gain
temporary hit points.

4TH LEVEL
Grim Guards Laughter: Strike Your attack deals +4d6
damage and you can intimidate all opponents within
30 feet. If your target is cursed, they also may become
frightened.
Oath of Torpor: Boost Your attacks lay a binding curse
on their targets, possibly slowing them if they move.
Strike of the Steadfast Legion: Strike Your attack
causes you and your allies gain damage reduction,
and allies can sacrifice hit points to grant other allies
temporary hit points for one round.
Watchmans Rebuke: Counter You force an opponent
to reroll a successful saving throw. Cursed creatures
take a 2 penalty on that reroll.

5TH LEVEL
Jailer of the Damned: Stance You ignore immunity
to mind-affecting and fear effects, and you gain a +2
bonus on combat maneuver attempts against afraid
creatures.
Unbearable Gaze: Counter You blind an opponent,
potentially causing their attack or spell to miss.
Shackles of the Condemned: Strike Your attack deals
+5d6 damage and you shackle yourself to your target
with supernatural chains, entangling them.
Stand Your Ground: Counter You and an ally take half
damage from attacks and effects for one round.

6TH LEVEL
Charge of Dismay: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may frighten nearby enemies.
Inescapable Fetters: Boost Your attacks for one round
curse creatures, and those creature must make a Will
save or be teleported back to you at the start of each of
their turns.
Inescapable Grasp: Stance Cursed creatures you
threaten cannot take 5-foot steps or use the withdraw
action, and their movement provokes attacks of
opportunity from you even if they otherwise would not.
Infinite Focus: Counter Your allies within 60 feet do
not provoke attacks of opportunity for one round.
Strike of Sacrifice: Strike Your attack deals +6d6
damage and you transfer some of your AC to allies
within 30 feet.

Path of War Expanded


7TH LEVEL

2ND LEVEL

Curse of Impending Doom: Strike Your attack deals


+6d6 damage, curses the target, and inflicts a growing
penalty on attack rolls, saving throws, and skill checks.
Grim Satisfaction: Boost Your next attack may cause
the target to cower in fear for one round.
Unbreakable Promise: Counter Opponents within 60
feet must make a Will save or become unable to reduce
other creatures below 0 hit points.

Calm the Storm: Counter Make an opposed attack roll


to negate an attack against you. If the attack is negated,
the attacker must make a Reflex Save or be unable to
attack you again this round.
Dual Crash: Strike You make an attack, and if you
drew your weapon as part of this strike, you can make
a second attack at a 2 penalty.
Iron Wave: Strike Your melee attack deals +2d6
damage. If you drew your weapon as part of this strike,
you can make this attack against a creature within
close range, and your target must make a Will save or
become vulnerable to silver.
Ride the Wake: Boost If you drew your weapon as
part of an attack this round, you can initiate this boost
to move up to your speed without provoking attacks of
opportunity.
Riptide Strike: Strike Your melee attack deals +2d6
damage. If you drew your weapon as part of this strike,
you can make a trip attempt with a +2 competence
bonus.

8TH LEVEL
Crushing Rebuke: Counter You Intimidate an enemy,
causing them to fail attack rolls for the rest of their
turn.
Hammer of the Immortal: Strike You attack every
opponent you threaten, dealing +8d6 points of damage
and inflicting a 4 penalty to their AC and CMD. Then,
you make a combat maneuver attempt against each
target hit.
Stance of the Infinite Warrior: Stance Your threatened
squares remain threatened for one round, and you can
teleport to an opponent within your threatened area as
an immediate action.

9TH LEVEL
Oath of Eternity: Counter You swear a large area
around you to be under your protection, massively
increasing your threatened area and gaining additional
attacks of opportunity.

Mithral Current
1ST LEVEL
Flowing Creek: Counter Make a Perform (dance)
check to negate an incoming attack. If you succeed, you
can take a 5-foot step.
Following Wake: Boost You can make a trip attempt
against the next creature you charge this round as a
free action, using a Perform (dance) check in place of a
combat maneuver check.
Reaching Blade Stance: Stance Your melee attacks
deal +1d6 damage, and your first attack each round has
its reach increased by 5 feet.
Ready the Draw: Stance You threaten squares as if you
were wielding sheathed weapons on your person, and
can draw weapons as part of any type of attack (even
while flat-footed). In addition, you gain the benefits of
the Combat Reflexes feat, using your initiation modifier
in place of your Dexterity modifier to determine the
number of attacks of opportunity you can make.
Swift Current: Strike Your melee attack deals +1d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Tidal Blade: Strike Your melee attack targets two
creatures within your reach. If you drew your weapon
as part of this strike, you gain a +2 bonus on your attack
roll.

3RD LEVEL
Flowing Water Stance: Stance You gain a +4 dodge
bonus to your AC and a +4 bonus on initiative checks.
Once per round, you can sheath a weapon as a free
action that does not provoke attacks of opportunity.
Rippling Current: Strike Your melee attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target is considered flat-footed.
Rushing Wake: Boost When you charge this round,
you can trip each opponent adjacent to you during your
movement.
Salt Breeze Strike: Strike Your attack deals +3d6
damage. If you drew your weapon as part of this strike,
your target takes a 4 penalty on attack rolls for one
round.

4TH LEVEL
Blinding Reflection: Strike Your melee attack deals
+6d6 damage. If you drew your weapon as part of
this strike, your target must make a Fortitude save or
become blinded for one round.
Disruptive Wave: Counter You can charge a creature
casting a spell or power against you, and increase the
DC to maintain concentration on their effect by 4.
Ride the Current: Counter You move up to10 feet after
an attack is made against you. If you have a sheathed
weapon, you may draw it and attack the creature back.
Silver Wave: Strike Your melee attack deals +6d6
damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will save
or become vulnerable to silver, and you can bull rush
them with a bonus on your CMB check equal to your
initiation modifier.

95

Path of War Expanded


5TH LEVEL
Flowing Stream: Counter Make a Perform (Dance)
check to negate an attack or in place of a Reflex Save. If
you succeed, you can move up to your speed, drawing
a sheathed weapon and making an attack back against
the creature for +3d6 damage.
Mithral Flash: Counter Make an opposed attack roll to
negate an opponents attack. If you drew your weapon
as part of this counter, you can attack the creature back
for +5d6 damage, treating your weapons as silver while
you do so.
Rapid Current: Strike You make two melee attacks,
dealing +3d6 damage on each. If you drew your
weapon as part of this strike, you can make a third
attack that does not deal additional damage.
Shifting Waters Stance: Stance You do not need to
move in a straight line while charging, can charge
through difficult terrain, and once per round, you
can sheath your weapon as a free action that does
not provoke attacks of opportunity. In addition,
you increase any movement you make as part of a
maneuver by 5 feet.
Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +3d6 damage. If you drew your
weapon as part of this strike, you can attack all
opponents within your reach in addition to those
adjacent to you.

6TH LEVEL
Crashing Wake: Strike You move up to 30 feet and can
attack each opponent adjacent to you at any point in
the movement. These attacks deal +4d6 damage.
Endless Current: Boost You can move up to 10 feet as
a free action after each attack you make for one round.
Mithral Current Stance: Stance You threaten squares
as if you were wielding sheathed weapons on your
person, can draw weapons as part of any type of attack
(even while flat-footed), and once per round, you can
sheath your weapon as a free action that does not
provoke attacks of opportunity. In addition, creatures
you hit with an attack must make a Will save or become
vulnerable to silver.
Quicksilver Wave: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you can make this attack against a creature
within close range, your target must make a Will
save or become vulnerable to silver, and you can trip
them with a bonus on your CMB check equal to your
initiation modifier.

7TH LEVEL
Blade of the Silver Sea: Strike Your melee attack deals
+8d6 damage. If you drew your weapon as part of this
strike, you overcome damage reduction and suppress
the targets regeneration and fast healing.
Flowing River: Counter Make a Perform (dance)
check in place of a saving throw. If you succeed, you
can move to a space adjacent to the originator of the

96

effect and attack them with a sheathed weapon for


+5d6 damage.
Raging Whirlpool Strike: Strike You attack all adjacent
opponents, dealing +5d6 damage. If you drew your
weapon as part of this strike, you can make a second
attack against them for +3d6 damage.

8TH LEVEL
Mithral Lightning Stance: Stance Your speed
increases by 10 feet, you gain a +6 dodge bonus to your
AC against attacks of opportunity, your weapons are
treated as silver, and once per round, you can sheath
your weapon as a free action that does not provoke
attacks of opportunity. In addition, you can make an
attack against any creature that makes an attack of
opportunity against you, dealing +3d6 damage. Your
attacks as part of counters deal +3d6 damage.
Mithral Wave: Strike Your melee attack deals +14d6
damage. If you drew your weapon as part of this strike,
you can make this attack against a creature within
close range, your target must make a Fortitude save
or become dazed for 1d4 rounds, a Reflex save or be
knocked prone, and a Will save or become vulnerable
to silver.
Riptide Slice: Strike Your melee attack deals +12d6
damage. If you drew your weapon as part of this strike,
this attack is made against your opponents touch AC.

9TH LEVEL
Dance of the Silver Hurricane: Counter For one
round, you can make a Perform (dance) check in place
of your AC and CMD, and can move up to 10 feet when
attacked. At the start of your next turn, you can attack
each creature that made an attack against you in the
previous round, dealing +1d6 damage for each time a
given creature missed you.

Piercing Thunder
1ST LEVEL
Bronze Lancers Edge: Boost Your next charge attack
deals +1d6 damage.
Bronze Lancet Charge: Strike Charge attack that
deals +1d6 damage and does not provoke attacks of
opportunity.
Iron Pikemans Attitude: Stance Gain the benefits
of the Endurance feat and reduce armors restrictive
qualities.
Oaken Shield: Counter Increase your shield bonus by
+4 against one attack.
Phalanx Lancer: Stance Use heavy weapons one
handed with a shield and deal +1d6 damage those
weapons. You can lock your shields with those of allies
to gain a bonus to AC.
Piercing Strike: Strike Strike through two opponents
that are adjacent to each other.

2ND LEVEL
Armor-Piercing Thrust: Strike Your attack is made
against your opponents touch AC.

Path of War Expanded


Brace for Impact: Counter Make an Acrobatics check
to negate an incoming charge attack. If wielding a
discipline weapon, you deal damage back.
Hastened Leap: Boost Move up to 20 feet or make an
Acrobatics check to make a running jump with a +10
bonus.
Throwing Thunder: Strike Hurl your discipline
weapon at a target as an attack that deals +2d6 damage
and may knock the target prone.
Thunderous Fall: Strike Your attack deals +2d6
damage, and if the target is mounted, they may be
dismounted; if theyre on foot, you may make a trip
attempt as a free action.

3RD LEVEL
Goring Strike: Strike Increases reach by 5 feet and
attacks opponents in a line, dealing +3d6 damage.
Iron Lancers Edge: Boost Your next charge attack
deals +3d6 damage and staggers your target.
Piercing Thunder Hammer: Strike You make a
powerful downward blow that deals +2d6 damage and
may knock your target prone.
Twin Thunder Stance: Stance You may wield two
heavy weapons as if they were both one-handed
weapons, and gain the benefits of the Two-Weapon
fighting feat.

4TH LEVEL
Iron Lancet Charge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and may knock the target prone.
Leaping Strike: Strike Use an Acrobatics check in
place of your attack roll, dealing +6d6 damage if you hit.
Repositioning Leap: Counter Make an Acrobatics
check to negate an attack and leap out of the way of
danger.
Twisting Lance: Strike Make a trip attempt with a +4
bonus, and if you succeed, make an attack that deals
+5d6 damage.

5TH LEVEL
Meteor Spiral Strike: Strike Your attack deals +8d6
damage, automatically overcomes damage reduction,
and may nauseate the target.
Stance of the Thunderbrand: Stance You gain a +4
dodge bonus to your AC, your reach increases by 5
feet, and opponents you threaten provoke attacks of
opportunity with any movement, including 5-foot steps
and teleportation.
Throwing Comet: Strike Hurl your weapon as a 30-foot
line, dealing +8d6 damage and possibly knocking
opponents prone.
Twisting Parry: Counter Make an attack roll opposing
an incoming attack. If you succeed, you redirect the
attack to an adjacent opponent.

6TH LEVEL
Diving Thunderbolt Stance: Stance You gain a bonus
on Acrobatics to jump equal to twice your initiator

level, become immune to falling damage, and can


charge enemies you attack from a higher elevation.
Glorious Thunder Charge: Strike Charge attack
that deals +8d6 damage, does not provoke attacks of
opportunity, and may nauseate the target.
Impaling Comet Strike: Strike Increases reach
by 10 feet and attacks opponents in a line, dealing
+6d6 damage and automatically overcoming damage
reduction.
Lightning Rush: Boost Increase your speed by 30 feet
for one round, then move up to your speed as a free
action.
Steel Lancers Edge: Strike Charge attack that deals
+6d6 damage, does not provoke attacks of opportunity,
and you can make an Acrobatics check to jump away
after the attack.

7TH LEVEL
Breaking the Charge: Counter Interrupt a charge
attack passing through your reach with an attack that
deals +5d6 damage and may knock the target prone.
Leaping Thunder Crash: Strike Use an Acrobatics
check in place of your attack roll, dealing +35 damage
if you hit and possibly disarming the target.
Rush to the Fray: Strike Charge attack that does not
provoke attacks of opportunity and allows you to
attack all adjacent opponents for +5d6 damage at the
end of the charge.

8TH LEVEL
Adamantine Lancers Edge: Boost Your next charge
attack deals +8d6 damage, automatically overcomes
damage reduction, and may daze your target.
Deadly Thunder Lancers Stance: Stance Gain
bonuses on attack rolls, damage rolls, and Acrobatics
checks to jump and tumble, and you can move before
or after maneuvers or attacks.
Thundering Lancers Blow: Strike Your attack deals
+12d6 damage, and you can make a bull rush attempt
that also knocks the target prone.

9TH LEVEL
Piercing Charge of the Dread Lancer: Strike Charge
across the battlefield as a line attack, striking each
opponent you pass through and dealing +15d6 damage.

Riven Hourglass
1ST LEVEL
Clockwatcher: Counter You can act during a surprise
round in which you would not normally be able to act.
Distorted Clock: Stance You extend the effects of
beneficial spells and powers, and gain resistance
against harmful spell effects.
Minute Hand: Boost You make an attack as a swift
action with a 2 penalty.
Sands of Time Stance: Stance You gain a +2 bonus on
initiative checks and Reflex Saves.
Sands of Time Approach: Strike Your attack may
fatigue the target for 1d4 rounds.

97

Path of War Expanded


Strike the Hourglass: Strike Your attack may cause
the target to lose their next move action.

2ND LEVEL
Chronal Aggression: Strike Your fire a ray that deals
2d6 + your initiation modifier points of damage and
sickens the target.
Rapid Strike: Strike You make two attacks as a
standard action.
Stopwatch: Counter Make an Autohypnosis check
against an attack roll to take a 5-foot step, potentially
negating the attack.
Temporal Burn: Strike Your attack deals +2d6 damage,
overcomes damage reduction, and ignores hardness.
Unhindered Step: Boost Your land speed increases by
30 feet for one round.

3RD LEVEL
Flickering Defense: Counter Your opponent must roll
twice for their attack and take the worse result, and
takes a 4 penalty on their attack roll.
Probability Twist: Counter You reroll a d20 roll or
damage roll. You must take the results of your reroll,
even if its worse.
Riven Hourglass Stance: Stance You gain a +4 dodge
bonus to your AC, a +4 on initiative checks, immunity
to slow, and a 20% miss chance against magical effects
that target you.
Temporal Fury: Strike Your attack deals +2d6 damage
and the target must make a Fortitude save or become
slowed.
Time Skitter: Boost You gain the benefits of a haste
spell for a number of rounds equal to your initiation
modifier.

4TH LEVEL
Chronal Draw: Strike Your attack deals +3d6 damage
and the target must make a Will save or become
exhausted.
Gift of Time: Boost You donate part or all of your turn
to an ally.
Temporal Body Adjustment: Counter You negate any
one negative condition that currently affects you.
Tip the Hourglass: Strike Your attack deals +4d6
damage and the target must make a Fortitude save or
become slowed.

5TH LEVEL
Chronal Fission: Stance You can initiate one counter
per round without using an immediate action.
Hour Hand: Boost Make an extra attack with a 4
penalty that deals +4d6 damage.
Sands of Time Tornado: Strike You attack each
adjacent opponent, dealing additional damage equal to
twice your initiation modifier and potentially sickening
your targets.
Time-Thiefs Talons: Strike Your attack deals an
additional 2 points of damage per initiator level and
heals you for the same amount.

98

Relativity Burst: Counter You gain a move action.

6TH LEVEL
Sand-Bearers Swiftness: Stance You gain the benefits
of a haste spell, immunity to slow, and a 20% miss
chance against attacks and effects that target you.
Shatter the Hourglass: Strike Your attack may freeze
the target in time for 1d4 rounds, paralyzing them.
Temporal Distortion: Counter You move up to twice
your speed without provoking attacks of opportunity.
Temporal Wave: Strike You unleash a 30-foot cone
of glimmering temporal energy that slows and may
nauseate creatures caught in the area.

7TH LEVEL
Beat the Clock: Counter You gain a standard action.
Sands of Time Hurricane: Strike You attack each
adjacent opponent twice with a +4 bonus on your
attack rolls. A struck target must make a Fortitude save
or become nauseated for one round.
Temporal Dilation: Strike Your melee touch attack
removes a foe from the timestream for 1d4 rounds.

8TH LEVEL
God of the Hourglass Stance: Stance You can act in
surprise rounds and within time stop spells, and you
gain an additional move or standard action each round.
Heart of the Time Lord: Counter You gain the effects
of a heal spell when you would be reduced to 0 or fewer
hit points.
Wrath of Time: Strike You unleash a massive wave
of temporal energy, dealing damage and potentially
disintegrating anything within a 60-foot cone.

9TH LEVEL
Break the Hourglass: Counter You strike within the
moments before an opponent can act against you,
gaining a move and standard action (or full-round
action) with which to attack your opponent.

Shattered Mirror
1ST LEVEL
Breaking Glass Strike: Strike Your melee attack
dazzles the target and may daze them.
Copycat Cut: Strike Your melee attack deals +1d6
damage, and you can use one of your targets attack
rolls in place of a later attack.
Doppelganger Dance: Stance You can follow when
opponents make 5-foot steps.
Funhouse Waltz: Boost Your speed increases by 10
feet and you can turn while running and charging for
one round.
Left-Hand Strike: Strike A successful Craft check
causes opponent to lose shield bonus to AC and causes
the target to take +1d6 damage from your melee attack.
Obsidian Reflection Stance: Stance You apply a bonus
or penalty on attack and damage rolls to all creatures
within 20 feet (including you).

Path of War Expanded


2ND LEVEL
Broken Mirror Strike: Strike Your melee attack may
break the targets armor or shield.
Equivocate: Counter You establish a reflective
relationship with an opponent, sharing magical effects
between the two of you.
Mimics Gambit: Strike Your melee attack allows you
to copy a spell or power affecting the target.
Obsidian Razor Style: Boost You add your Craft ranks
as a bonus on damage rolls for one round.
Obsidian Sidestep: Counter Make a Craft check in
place of a saving throw.

3RD LEVEL
Curse of the Twisted Reflection: Strike [curse] Your
melee attack curses the target and may confuse them.
Infinity Mirror Stance: Stance You create mirror
images of yourself.
Reflected Blade Style: Boost You copy the effects of a
strike against a second target within close range.
Shattered Glass Smite: Strike Your melee attack deals
+3d6 damage and creates a 30-foot cone of shattered,
magical glass behind them.

4TH LEVEL
Blazing Mirror Strike: Strike You make a touch attack
with a weapon you are wielding; the target must make
a Fortitude save or become blinded.
Carnival Swap: Boost You trade a power or spell
affecting you with one affecting the target.
Doppelganger Waltz: Counter You can move when
your target does.
Fetchs Wrath: Strike Your melee attack deals +4d6
damage, and you can teleport before or after the attack.

5TH LEVEL
Curse of the Smoking Mirror: Strike [curse] Your
attack causes the target to fall prey to a reflective curse
unless it succeeds at a Will save.
Empty Frame: Counter You become incorporeal in
response to harm.
Gleaming Imprisonment: Strike Your melee attack
traps a creature within a sphere of mirrors.
Silvered Mirror Stance: Stance A power or spell cast
on you can also affect allies.

6TH LEVEL
Copycats Cunning: Boost You copy armor, shield,
or weapon special abilities of items wielded by an
opponent.
Cursed Mirror Stance: Stance You can make
additional attacks of opportunity each round equal
to your initiation modifier, and attacks that hit you in
melee provoke an attack of opportunity from you.
Murderous Reflection: Strike Your melee attack gains
a bonus equal to the targets Strength modifier on the
attack roll and deals +7d6 damage.

Plagiarism: Counter You temporarily steal an ability


used against you.
Warped Glass Strike: Strike Your melee attack deals
+4d6 damage and causes the target to lose the ability to
tell friend from foe.

7TH LEVEL
Double Team: Strike Your melee attack knocks the
target prone and deals additional damage equal to
twice the result of a Craft check.
Infinite Reflections: Strike You deliver a cascade of
melee attacks.
Mirror Demons Waltz: Boost [curse] You teleport
to an unoccupied space within long range, cursing
opponents adjacent to you and rendering them flatfooted.

8TH LEVEL
Obsidian Negation: Counter You make a Craft check
against a spell, power, or maneuver to negate its effect
and cause the effects originator to be unable to use it
temporarily.
Shattered Mirror Strike: Strike Your melee attack
deals +6d6 damage and causes the target to be unable
to see other creatures.
Unholy Mirror Stance: Stance Harmful powers and
spells used against opponents within 30 feet of you are
copied to affect additional targets.

9TH LEVEL
Septennial Seal: Strike Your melee attack traps the
targets soul within a mirror for seven years.

Sleeping Goddess
1ST LEVEL
Battle Mantra: Stance You gain flexible insight bonuses
to aid your combat ability.
Body of Delusion: CounterA Make an Autohypnosis
check to halve damage taken from an attack.
Call the Souls Blade: Boost Create a weapon of ideals
or empower your mind blade.
Ego-Wounding Strike: StrikeA Your attack may inflict
a 2 penalty on attack rolls, skill checks, and ability
checks.
Flash of Insight: BoostA On a successful attack or CMB
check, you grant an ally a new save against an ongoing
effect.
Harmony-Shattering Strike: StrikeA Your attack may
increase the damage the target takes by your allies by
+1d6.
Unbroken Stride: Stance You can walk on liquids and
unstable surfaces, and eventually walls and even the
air.

2ND LEVEL
Adamant Will: CounterA You an one ally gain a +4
insight bonus to your ACs.
Fearless Faith: CounterA You reduce the effects of a
fear effect as it happens.

99

Path of War Expanded


Mind-Revealing Strike: StrikeA Your attack deals
+1d6 damage, and you become able to read the targets
surface thoughts on a failed Will save.
Reactive Reversion: BoostA You mark your location
and can teleport back to it until the start of your next
turn.
Twofold Assault: StrikeA Your attack deals +1d6
damage and you may attempt a combat maneuver,
using an Autohypnosis check in place of your combat
maneuver check.

3RD LEVEL
Chains of Doubt: StrikeA Your attack deals +3d6
damage and may nauseate your target and its allies.
Grasp of the Goddess: BoostA Your reach is increased
by 5 feet and you can make an additional attack of
opportunity this round.
Inexorable Embrace of Sleep: StrikeA Your attack
deals +2d6 damage and puts victim into a trance.
Internal Dominion of the Sleeping Goddess: Stance
Once per round, you can reroll a failed saving throw or
force an opponent to reroll an attack roll.

7TH LEVEL
Perfect Distillation of the Soul: Boost You create a
powerful weapon of ideals or empower your mind
blade.
Pierce the Soul: StrikeA Your attack deals +7d6 damage
and strikes at a creature connected to the targets mind
or spirit, rather than the target.
Soul-Crushing Mien: Counter Gain a +4 bonus on a
Will save, and possibly stun the effects originator.

4TH LEVEL

8TH LEVEL

Armory of the Sleeping Goddess: Boost You create


an enhanced weapon of ideals or empower your mind
blade.
Puppet of the Goddess: StrikeA Your attack deals +4d6
damage and may override one of the targets senses.
Reunion in Dreams: BoostA You teleport a willing
creature to your side.
Traumatic Reversal: CounterA You take half damage
from an effect, and the effects originator must succeed
at a Will save or take half the damage they would have
dealt.

Indomitable Idealism: Counter You avoid death,


recreating yourself from the thoughts of onlookers.
Self Beyond the Self: StrikeA Your attack allows you to
take control of the targets mind temporarily, as if by a
Geths mind control power.
Unimpeachable Authority of the Sleeping Goddess:
Stance Your presence causes opponents to become
shaken, and you can focus your attention to panic an
opponent for one round.

5TH LEVEL
Inarguable Presence of the Sleeping Goddess: Stance
You ignore immunity to mind-affecting effects and gain
a 20% miss chance against attacks.
Reshape the Sculpted Mind: StrikeA Your attack deals
1d4 damage to a mental ability score and may damage
the opponents mind temporarily.
Reverberation of Defeat: Boost When you reduce an
opponent to 0 or fewer hit points, that targets allies
must succeed at a Will save or become shakened and
sickened.
The Ties that Bind: StrikeA Your attack deals +5d6
damage, and your target along with one of its allies
may become entangled.

6TH LEVEL
Convert Intrusion: CounterA Make an Autohypnosis
check to transform an opponents spell into a bonus on
saving throws for your allies.
Dreaming Nomad Strike: StrikeA You teleport across
the battlefield, striking multiple enemies.

100

Overpowering Optimism: Boost You automatically


regain psionic focus, and one of your maneuvers in the
next three rounds is augmented for free.
Strike of Transfixed Awe: StrikeA Your attack deals
+6d6 damage and may stun the target. If the target is a
spellcaster or manifester, they lose one of their highestlevel spell slots and power points.
Unavoidable Gaze of the Sleeping Goddess: Stance
You do not need to make Perception checks to notice
creatures within 60 feet, gain a bonus on initiative
checks, and can read the thoughts of those around you
by expending psionic focus.

9TH LEVEL
Immortal Truths of the Sleeping Goddess: StrikeA
Your attack deals +10d6 damage, and if you would
reduce the target to 0 or fewer hit points, you enter
an instantaneous dialogue with them, potentially
converting them to your way of thinking.

Tempest Gale
1ST LEVEL
Disarming Shot: Strike Your ranged attack attack
allows you to make a ranged disarm attempt using
Sleight of Hand in place of your CMB.
Distant Gale: Strike Your ranged attack deals +1
damage for every 20 feet between you and the target
(maximum +5).
Eye of the Needle: Boost Your next ranged attack
against an opponent engaged in melee gains a +4 bonus.
Galebreakers Stance: Stance Your ranged attacks
ignore wind effects and the wind wall spell.
Slipstream Strike: Strike Your ranged attack ignores
cover less than total cover.
Snipers Eye Stance: Stance You reduce the penalty for
making attacks at multiple range increments, and gain
a bonus on ranged combat maneuver attempts.

Path of War Expanded


2ND LEVEL
Deflecting Shot: Counter Make a Sleight of Hand check
to disarm an opponent attacking an ally within 30 feet.
Distracting Draft: Boost Make a Sleight of Hand check
in place of Bluff to feint against a creature at range.
Your next ranged attack against that target deals +1d6
damage if successful.
Dustcatching Breeze: Strike Your ranged attack deals
+2d6 damage and allows you to make a ranged dirty
trick attempt using Sleight of Hand in place of your
CMB.
Piercing Shot: Strike Shoot your weapon in a 30-foot
line, dealing 3d6 damage (Reflex half).
Sudden Gust: Strike Your ranged attack deals +2d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB.

3RD LEVEL
Battering Gale: Strike Your ranged attack deals +3d6
damage and allows you to make a ranged bull rush
attempt using Sleight of Hand in place of your CMB.
Cascading Draft: Boost Your next ranged attack deals
+2 damage for every 20 feet between you and the target
(maximum +20).
Disarming Blast: Strike Your ranged attack deals
+3d6 damage and allows you to make a ranged disarm
attempt using Sleight of Hand in place of your CMB.
Tempest Gale Stance: Stance You add your initiation
modifier to damage rolls with ranged weapons and
gain a bonus on ranged combat maneuver attempts
and the save DCs of Tempest Gale maneuvers equal to
1/4 your initiator level.

4TH LEVEL
Cutting Gale: Strike Your ranged attack deals +5d6
damage, automatically overcomes damage reduction,
and may inflict a bleeding wound.
Exploding Gale: Strike Your ranged attack deals +4d6
damage and explodes outwards, the shrapnel dealing
damage to adjacent creatures equal to your initiation
modifier.
Iron Wind: Strike Your ranged attack deals +4d6
damage and may stagger the target.
Wind Tunnel: Boost Your ranged attacks for one round
do not take penalties for making attacks at multiple
range increments.

5TH LEVEL
Iron Wind: Strike Your ranged attack deals +5d6
damage and may blind the target.
Dancing Winds Stance: Stance As long as you move at
least 10 feet in a round, you gain improved evasion and
a 20% miss chance against all attacks.
False Wind: Counter Make a ranged attack against
an opponent that attacks an ally. If it hits, the ally can
move up to their speed, even if it isnt their turn.
Grounding Shot: Strike Your ranged attack deals +5d6
damage and if the target is flying, they must succeed at

a Fly check opposed by your Sleight of Hand check or


lose the ability to fly.
Piercing Gale: Strike Shoot your weapon in a 50-foot
line, dealing 10d6 damage (Reflex half). Creatures that
fail their saves are knocked prone.

6TH LEVEL
Razor Tempest: Strike Your ranged attack deals +8d6
damage and inflicts a bleeding wound.
Trick of the Wind: Boost Use Sleight of Hand check
in place of attack roll for ranged attacks for one round.
Wind Lance: Strike Your ranged attack deals double
damage, or triple damage if used at the end of a charge
with a thrown weapon.
Winds of Vengeance Stance: Stance You can make
additional attacks of opportunity equal to your initiation
modifier and opponents that hit allies provoke a
ranged attack of opportunity from you.

7TH LEVEL
Black Wind: Strike Shoot your weapon in a 50-foot line,
dealing 15d6 damage (Reflex half). Creatures that fail
their saves must also make a Fortitude save or become
dazed for one round.
Hunting Zephyr: Strike Your ranged attack
automatically hits and threatens a critical hit.
Punishing Tempest: Boost Your ranged attacks for one
round allow you to make ranged bull rush attempts
against the targets, using Sleight of Hand in place of
your CMB.

8TH LEVEL
Breath Stealing Wind: Strike Your ranged attack deals
+10d6 damage and silences the target.
Eye of the Storm: Stance You You add your initiation
modifier to damage rolls with ranged weapons, ignore
cover and concealment less than total, and ignore
weather and winds on your attacks (including magical
winds such as a wind wall spell).
Steel Tornado: Strike Your ranged attack deals +10d6
damage and allows you to make a ranged trip attempt
using Sleight of Hand in place of your CMB. In addition,
you can make a ranged disarm attempt against them
for each item they are holding.

9TH LEVEL
Vicious Tempest Volley: Strike You make a full attack
with your ranged weapon, with each hit dealing +2d6
damage and allowing you to make a ranged bull rush,
dirty trick, disarm, sunder, or trip attempt using Sleight
of Hand in place of your CMB.

101

Path of War Expanded


Maneuver Descriptions

The maneuvers in this section are listed first by


discipline, then by level, and then in alphabetical order.

Cursed Razor

Special Note: Maneuvers from this discipline are


imbued and enhanced with magical energies. As such,
they are supernatural abilities.

1ST LEVEL
AURA OF MISFORTUNE
Discipline: Cursed Razor (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You project an area of ill fortune. While you maintain
this stance, all opponents within close range (25 feet +
5 feet per 2 initiator levels) take a 2 penalty on saving
throws.

LUCK SHIFTING
Discipline: Cursed Razor (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
One mans ill luck is another mans fortune. After
initiating this boost, you gain a +1 luck bonus to your
AC until the start of your next turn for each cursed
opponent within medium range (100 feet + 10 feet per
initiator level), up to a maximum bonus of +5.

SPILLED SALT
Discipline: Cursed Razor (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous (see text)
This unsubtle counter disrupts an opponent with a
blatant curse, whelming them with misfortune. You
can initiate this counter when a creature within range
makes an attack roll or skill check. That creature takes a
4 penalty on that attack roll or skill check.

STUTTER STRIKE
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With just the faintest edge of dark energies, you can
afflict your victims with a word-eating curse. Make
a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC
11 + your initiation modifier) or take a 4 penalty on

102

language-based skill checks and suffer a 25% chance of


failure when casting spells (including divine spells) with
a verbal component for a number of rounds equal to
your initiator level.
In addition, a struck target becomes cursed for a
number of rounds equal to your initiator level, regardless
of whether or not it succeeded on its save.

TOUCH OF THE WITCH


Discipline: Cursed Razor (Stance) [curse]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your weapons become charged with malicious
energies. While you maintain this stance, any creature
you hit with a melee weapon (including natural
weapons) becomes cursed for a number of rounds equal
to your initiation modifier. This stances effect resolves
after other effects relating to the attack (such as strikes
or weapon properties).

WOEFUL BURDEN
Discipline: Cursed Razor (Strike) [curse]
Level: 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This insidious strike leaves a creature burdened with
phantom weight that bears them down. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target takes a penalty to each of their movement
speeds equal to 10 feet + 5 feet per four initiator levels.
In addition, a struck target becomes cursed for a
number of rounds equal to your initiator level.

2ND LEVEL
BAD KARMA
Discipline: Cursed Razor (Counter) [curse]
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: One creature
Duration: Instantaneous (see text)
Invoking the basic laws of fortune and punishment,
you curse a creature that attempts to harm you. You can
initiate this counter in response to being targeted by an
attack, ability, maneuver, power, or spell. The creature
targeting you must succeed at a Will save (DC 12 + your
initiation modifier) or become cursed and take a 4
penalty on all d20 rolls for 1d4 rounds.

Path of War Expanded


MOCKERY
Discipline: Cursed Razor (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This strike amplifies the misfortune already afflicting
an enemy, turning their curse into deep wounds. Make a
melee attack. If it hits, it deals weapon damage as normal
plus an additional 1d6 points of damage. If the target is
cursed, this strikes additional damage increases to 3d6.

MURDEROUS SPITE
Discipline: Cursed Razor (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

3RD LEVEL
AURA OF SHARED MISERY
Discipline: Cursed Razor (Stance)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This baleful aura spreads the despair you inflict and
drains at the life of your victims. While you maintain
this stance, whenever a creature within 20 feet of you
becomes cursed as a result of another effect, you may
select a different creature within 20 feet. That creature
becomes cursed for a number of rounds equal to your
initiation modifier. In addition, cursed creatures within
20 feet of you take additional points of damage equal
to 1/4 your initiator level (minimum 1) per damage die
whenever they take damage from an attack or effect.

You channel your ill will into your attacks. After you
initiate this boost, the next melee attack you make
against a cursed creature until the start of your next turn
is considered a touch attack.

TORMENT THE WEAK


Discipline: Cursed Razor (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This vicious strike rends its victims and causes those
under your dark power to vent their life force. Make a
melee attack. If it hits, it deals weapon damage as normal
plus an additional 1d6 points of damage. If the target is
cursed, it takes an additional 1d6 points of damage each
round at the start of its turn for a number of rounds
equal to your initiation modifier.

WORD OF RETRIBUTION
Discipline: Cursed Razor (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: See text
Target: Creature targeting you
Duration: Instantaneous
With a word you afflict your enemies with the
power of your vengeance. You can initiate this counter
whenever a cursed creature deals damage to you. Make
a Spellcraft check (DC 10 + 1/2 that creatures Hit Dice +
that creatures Charisma modifier). If you succeed, you
deal damage to that creature equal to the damage it did
to you. This damage is not subject to damage reduction,
immunity, or resistance of any kind.

103

Path of War Expanded


DOGPILE STRIKE
Discipline: Cursed Razor (Strike)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This vicious strike preys upon the weak and persecuted.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 2d6 points of damage, and
the target must succeed at a Reflex save (DC 13 + your
initiation modifier) or be knocked prone. If the target is
flanked (either by you or by other creatures), this strikes
additional damage increases to 4d6.

HUNTSMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Creatures struck down by this curse find themselves
slowed as though in a nightmare, unable to escape their
pursuers. Make a melee attack. If it hits, it deals weapon
damage as normal, and the target must succeed at a
Will save (DC 13 + your initiation modifier) or become
cursed and staggered for a number of rounds equal to
your initiator level. In addition, a target that fails its save
takes a 1 penalty on attack rolls, Reflex saves, and to
its AC, and moves at half its normal speed for the same
duration.

SORCERERS SIDESTEP
Discipline: Cursed Razor (Counter)
Level: 3
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Drawing on your mystical connection with fortune
for good and ill, you avoid even magical and unusual
attacks. You can initiate this counter at any time to gain
a +2 luck bonus on all saving throws for one round. This
bonus improves by +1 for each cursed opponent within
medium range (100 feet + 10 feet per initiator level), up
to a maximum bonus of +10.

104

4TH LEVEL
HANGMANS CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This grim curse afflicts its victims with a breathless
exhaustion, and a dark bruise forms around their necks.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 14 + your initiation modifier) or become cursed and
exhausted for a number of rounds equal to your initiator
level.

PERSECUTION
Discipline: Cursed Razor (Strike)
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
This strike amplifies the misfortune already afflicting
an enemy, turning their curse into deep wounds. Make a
melee attack. If it hits, it deals weapon damage as normal
plus an additional 4d6 points of damage. If the target is
cursed, this strikes additional damage increases to 8d8.

WARLOCKS STRIDE
Discipline: Cursed Razor (Boost) [curse]
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
Like ill news you travel swiftly, leaving woe and
heartbreak in your wake. After initiating this boost, your
movement speeds are doubled until the start of your
next turn, and you create a cursed aura in every square
you leave while under the effect of this boost. Creatures
entering or passing through a cursed aura must succeed
at a Will save (DC 14 + your initiation modifier) or take a
4 penalty on attack rolls and skill checks for a number
of rounds equal to your initiation modifier. In addition,
creatures that fail their saves also become cursed and
their movement speeds are reduced by 15 feet for the
same duration. Cursed auras created by your movement
vanish after one round.

Path of War Expanded


WITCHFINDERS BRAND
Discipline: Cursed Razor (Boost)
Level: 4
Prerequisites: One Cursed Razor maneuver
Initiation Action: 1 swift action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
With a swift gesture, you impede the sorceries of
others. When you initiate this boost, one creature within
medium range (100 feet + 10 feet per level) develops an
ashen brand on a visible part of its body or clothing. The
next time the target attempts to cast a spell, manifest a
power, or use a psi-like or spell-like ability, they must
succeed at a Concentration check (DC 15 + your initiator
level + your initiation modifier) or the spell, power, or
ability is disrupted (see the Concentration rules in the
Pathfinder RPG Core Rulebook). If the target does not
attempt to use such an ability within one round, the
brand vanishes harmlessly.

5TH-LEVEL MANEUVERS
FESTERING CURSE
Discipline: Cursed Razor (Strike) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Instantaneous (see text)
Your vicious strike afflicts your victims with a curse
of rot. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 4d6 points of
damage, and the target becomes cursed. In addition, a
struck target must succeed at a Fortitude save (DC 15 +
your initiation modifier) at the start of each of its turns
for a number of rounds equal to your initiation modifier
or take an additional 2d6 points of damage as its body
begins to decay and slough off in putrid clumps.

SHADOW PIN
Discipline: Cursed Razor (Counter) [curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round
By harming the shadow of your enemy, you can pin
them in place. You can initiate this counter in response
to a creature within range leaving its space (including
via movement such as a being pushed by a gust of wind
spell or bull rush combat maneuver, or teleportation
effects). The target becomes cursed for one round and
stops its movement, dropping to the ground and taking
falling damage as normal if it is flying and cannot hover.
In addition, the target cannot move or be moved from
its space for one round. You cannot stop a creatures
movement if it is within another creatures space.

THE DRAGON KNOWS


Discipline: Cursed Razor (Stance)
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By meditating on your ill intentions and dark thoughts,
you gain senses beyond the normal ken. While you
maintain this stance, you gain the blindsight ability with
a range of 60 feet, and cursed opponents automatically
fail Acrobatics checks to move through your threatened
space without provoking attacks of opportunity.

WITCHS REVENGE
Discipline: Cursed Razor (Strike) [Curse]
Level: 5
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
This ancient strike utterly cripples a foes abilities.
Make a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 15 + your initiation modifier) or take a 4 penalty to
an ability score of your choice. If the target is cursed, you
can choose to either increase this penalty to 6, or cause
the target to take a second 4 penalty to another ability
score of your choice. These penalties last for a number of
rounds equal to your initiator level.
In addition, a struck target becomes cursed for a
number of rounds equal to your initiator level, regardless
of whether or not it succeeded on its save.

6TH LEVEL
CURSE OF CHAINS
Discipline: Cursed Razor (Strike) [curse]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Phantom chains trail in the wake of your strike and
spread through your enemies like wildfire. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 16 + your
initiation modifier) or become cursed and paralyzed for
a number of rounds equal to your initiation modifier.
While the target is paralyzed by this strike, opponent
that ends its turn adjacent must succeed at a Will save
(DC 16 + your initiation modifier) or also become cursed
and paralyzed for a number of rounds equal to your
initiation modifier. Only the initial target spreads its
curse in this manner.
This strike can paralyze creatures normally immune
to paralysis, though such creatures gain a +6 competence
bonus on their saving throws.

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Path of War Expanded


EYE FOR AN EYE
Discipline: Cursed Razor (Counter)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: See text
Target: Creature targeting you
Duration: Instantaneous (see text)
With a snarled curse you level vengeance at your
enemy. You can initiate this counter whenever you are
struck by an attack or when you fail a saving throw
against a maneuver, power, psi-like ability, spell, or spelllike ability. This counter cannot be initiated in response
to failing a save against a harmless effect. The creature
originating the attack or effect suffers all damage and
effects inflicted upon you, just as if theyd targeted
themselves. This maneuver only duplicates the effects
you suffered on the creature, not the entire effect.

OATHBREAKERS AURA
Discipline: Cursed Razor (Stance)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This malevolent aura robs its victims of their
supernatural edges and interferes with their oaths.
While you maintain this stance, opponents within 30
feet of you lose the benefits of any anarchic, axiomatic,
insight, profane, or sacred bonuses they possess (they
regain the benefits of these bonuses when they leave the
area or you assume a different stance). In addition, any
creature you hit with a melee weapon (including natural
weapons) becomes cursed for a number of rounds equal
to your initiation modifier. This stances effect resolves
after other effects relating to the attack (such as strikes
or weapon properties).

SORCERERS GAZE
Discipline: Cursed Razor (Boost)
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By channeling the magical energies within, you pick
out the weak places in protections both magical and
mundane and strike down those who cower behind them.
After initiating this boost, your attacks until the start of
your next turn ignore the AC bonus granted to targets
by cover less than total cover, deflection bonuses to AC,
and any miss chance (including the miss chance from
total concealment, although you still need to choose the
correct square if you cannot see your target). Total cover
provides its normal benefits against your attacks.

106

WARLOCKS BLOW
Discipline: Cursed Razor (Strike) [teleportation]
Level: 6
Prerequisites: Two Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One cursed creature
Duration: Instantaneous
With a savage curse and a lunge, you teleport your
enemy into your weapon. When you initiate this strike,
the target must succeed at a Will save (DC 16 + your
initiation modifier) or be teleported to an unoccupied
space within your melee reach of your choice that is not
difficult terrain. If you successfully teleport your target,
make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 8d6 points of damage.

7TH LEVEL
BLACK DOGS DUE
Discipline: Cursed Razor (Strike)
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You strike a distracted foe, bringing swift death with
the edge of your blade. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 8d6
points of damage, and the target must succeed at a Reflex
save (DC 17 + your initiation modifier) or be knocked
prone. If the target is flanked (either by you or by other
creatures), this strikes additional damage increases to
12d6.

TRAITORS ROAR
Discipline: Cursed Razor (Strike) [compulsion, curse,
mind-affecting]
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Channeling dark energies through your blade, you
poison the loyalty of those you strike. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 17 + your
initiation modifier) or be overwhelmed with feelings of
hatred for its allies. A target that fails its save immediately
takes a standard action (even if it isnt its turn) to harm
or hinder its allies in some way. The victim acts as though
possessed of true hatred for its allies, utilizing whatever
it perceives as the most harmful ability possible, and
targets them as if it were their foe.
Once the harmful action is taken, the creature becomes
cursed for a number of rounds equal to your initiation
modifier and resumes its normal attitude towards its
allies. This maneuver does not change the creatures
feelings about its enemies; for example, it might use its
action to cast a fireball spell that includes both its allies
and enemies within its area.

Path of War Expanded


WOEDRINKER
Discipline: Cursed Razor
Level: 7
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 Standard action
Range: Personal
Target: You
Duration: 1 minute (see text)
Like an avatar of woe, you prosper as others fail.
When you initiate this maneuver, you gain concealment
(20% miss chance) and a +2 luck bonus on attack and
damage rolls for one minute. These bonuses improve by
+2 for each cursed opponent within medium range (100
feet + 10 feet per initiator level) when you initiate this
maneuver, up to a maximum bonus of +10.
In addition, you gain 10 temporary hit points for one
hour when you initiate this maneuver, plus an additional
10 temporary hit points for each cursed opponent within
medium range (100 feet + 10 feet per initiator level),
up to a maximum of 50 temporary hit points. After
initiating this maneuver, the bonuses and temporary hit
points granted do not change if the number of cursed
opponents within range increases or decreases.

8TH LEVEL
LUCKDRINKER AURA
Discipline: Cursed Razor (Stance)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 swift action
Range: Personal
Area: You
Duration: Stance
This cursed aura steals beneficence from your enemies
and gifts it to your allies. You supernaturally sense magic
around you and can twist it to your advantage. While
you maintain this stance, you automatically know which
spells, powers, or magical effects are active upon any
individual you see within 30 feet.
In addition, at the beginning of each round, you may
select a power, psi-like ability, spell, or spell-like ability
affecting a hostile creature within 30 feet. Make a dispel
check (1d20 + your initiator level) against the effect (DC
11 + the effects caster or manifester level). If you succeed,
the effect is suppressed for a number of rounds equal to
your initiation modifier, and one of your allies within 30
feet gains the benefit of that effect for the same duration.

UNENDING NIGHTMARE STRIKE


Discipline: Cursed Razor (Strike)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)

target must succeed at a Will save (DC 18 + your initiation


modifier) or take an additional 4 points of damage to its
Intelligence, Wisdom, and Charisma scores. A successful
save or the creatures death ends this effect.

WARLOCKS MIRROR
Discipline: Cursed Razor (Counter)
Level: 8
Prerequisites: Three Cursed Razor maneuvers
Initiation Action: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One cursed creature (see text)
Duration: Instantaneous
Those under your influence find their own powers
betraying them. You can initiate this counter in response
to any cursed creature making an attack, initiating a
maneuver, or using a power, psi-like ability, spell, or
spell-like ability targeting you (it may also have other
targets, as long as you are one of them). Make a Spellcraft
check (DC = 10 + 1/2 the cursed creatures Hit Dice + the
cursed creatures Charisma modifier). If you succeed,
the attack, maneuver, power, psi-like ability, spell, or
spell-like ability does not affect its intended target(s) and
instead affects up to three targets of your choice within
range, even if it would normally affect only one creature.

9TH-LEVEL
FESTIVAL OF SHADOWS
Discipline: Cursed Razor (Strike)
Level: 9
Prerequisites: Four Cursed Razor maneuvers
Initiation Action: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Target: Opponents within range
Duration: Instantaneous (see text)
The ultimate expression of your grim power, you wrap
your enemies in shadow, plunge your blade into the
darkness, striking them down with tenebrous copies of
your weapon. When you initiate this strike, all opponents
within range must succeed at a Reflex save (DC 19 + your
initiation modifier) or become immobilized by shadows;
all their movement speeds are reduced to 0 for a number
of rounds equal to your initiation modifier. Creatures
in flight drop to the ground and take falling damage as
normal if they cannot hover.
In addition, make a melee attack roll as part of this
maneuver and compare it to the AC of all creatures
within range. Each creature hit by the attack roll takes
weapon damage as normal plus an additional 10d6
points of damage. If a target is cursed, this strikes
additional damage increases to 12d8.

This cruel and unusual strike traps its victims in a


waking nightmare. Make a melee attack. If it hits, it deals
weapon damage as normal plus 4 points of damage to
the targets Intelligence, Wisdom, and Charisma scores.
At the beginning of each of your turns thereafter, the

107

Path of War Expanded


Elemental Flux

Animus Augmentation: Many maneuvers within


the Elemental Flux discipline may be augmented and
improved by spending one or more points of animus (see
the mystic base class in Chapter 1 for more details) when
initiating the maneuver. Unless otherwise noted, you can
only augment an individual maneuver once. UUnlike a
mystics normal animus augmentations, the number of
animus points spent on elemental flux augmentations
is not limited by a your mystic level. Instead, you can
spend a maximum amount of animus augmenting a
maneuver equal to one point plus one additional point of
animus for every seven initiator levels you possess (up
to a maximum of 3 at 14th level). If you have the ability
to augment your maneuvers in other ways, such as from
a class feature or other ability, this cannot be combined
with the augments of Elemental Flux maneuvers; you
must choose which augmentation type to use when
initiating the maneuver.

1ST LEVEL
ELDRITCH SHIELD
Discipline: Elemental Flux (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: One attack or effect
By drawing upon the elements, you are capable of
defending against energy effects. You can initiate this
counter when you are affected by an attack, spell, or
effect that deals acid, cold, fire, electricity, or sonic
damage. You gain energy resistance 10 to each of those
energy types against that attack, spell, or effect.
Animus augmentation: You may spend one point of
animus to increase this energy resistance to 20.

ELEMENTAL NIMBUS
Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Channeling the strength of the elements lends your
attacks strength and fury. While you maintain this
stance, you gain one of the following benefits, based on
your active element:
Air You gain a +2 bonus on attack rolls against
opponents wearing metal armor, and your attacks
deal an additional 1d6 points of electricity damage.
At initiator level 10th, the bonus on attack rolls
increases to +4 and the additional damage increases
to 3d6.
Earth The strength of the earth empowers your
weapon, causing it to deal damage as if it was one
size category larger. Starting at initiator level 10th,
your weapons instead deal damage as if they were
two size categories larger.
Fire Your attacks deal additional fire damage equal
to your initiation modifier. At initiator level 10th,

108

this damage increases to be equal to twice your


initiation modifier.
Water When you successfully hit an opponent with
an attack, they must succeed at a Fortitude save (DC
11 + your initiation modifier) or become staggered
for one round. A creature cannot be staggered by
this stance more than once per round. The save DC
for this stances effect increases by +1 at initiator
level 5th and at every four initiator levels thereafter.

EMBRACE THE ELEMENTS


Discipline: Elemental Flux (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By filling yourself with the fundamentals of an element,
you are capable of altering how your body defends itself
in the realm of martial combat. While you maintain this
stance, you gain one of the following effects, based on
your active element:
Air You gain a +2 dodge bonus to your AC and the
benefit of the Deflect Arrows feat, even if you do not
meet the normal prerequisites. This dodge bonus
increases by +1 for every six initiator levels you
possess.
Earth You gain a +2 natural armor bonus on AC and
a +4 resistance bonus on CMD to resist bull rush,
grapple, and trip attempts. These bonuses increase
by +1 for every six initiator levels you possess.
Fire You gain a +4 bonus on initiative checks and
you gain the benefits of the endure elements spell.
The bonus on initiative checks increases by +1 for
every six initiator levels you possess.
Water You gain a +2 bonus on Reflex saving throws
and a +4 competence bonus on Acrobatics checks.
These bonuses increase by +1 for every six initiator
levels you possess.

FLUCTUATION MOVEMENT
Discipline: Elemental Flux (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Coating your feet in the power of the elements, you
alter your movement to grant you a burst of speed and
maneuverability. This boost has one of the following
effects, based on your active element:
Air You can make a single jump this round as a free
action, with a +10 bonus to your Acrobatics check.
Earth Your movement ignores difficult terrain for
one round.
Fire Your base land speed increases by 10 feet for
one round.
Water You can make one turn of up to 90 degrees as
part of the move when charging this round

Path of War Expanded


SPARK STRIKE
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By letting the power of the elements flow through you
and into your attack, youre able to strike true with raw
primal energies at your unlucky foe. Make an attack.
If it hits, it deals weapon damage as normal plus an
additional 2d4 points of damage of your active elements
associated energy type.
Animus augmentation: You may spend one point of
animus to increase this strikes additional damage to 3d4.

VARIABLE FLUX
Discipline: Elemental Flux (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)

Animus augmentation: You may spend one point of


animus to have the force shield crumble slowly after the
attack rather than vanishing instantly, granting you a +2
shield bonus to your AC until the start of your next turn.

DEGRADE RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a disciple of the Elemental Flux, you understand
how to use elements to assault those normally resistant
to them. When you initiate this boost, your attacks
ignore the first 10 points of energy resistance to your
active element for one round.
Animus augmentation: You may spend one point of
animus to cause your first attack during the duration of
this boost to deal an additional 1d6 points of damage of
your active elements associated energy type.

Filling your weapon with the power of the elements,


you lash out with barely-contained eldritch power. Make
an attack. If it hits, it deals weapon damage as normal
plus one of the following effects, based on your active
element:
Air If the target is wearing metal armor, wielding
a metal shield, or wielding a weapon mostly
composed of metal, you gain a +4 bonus on your
attack roll.
Earth If your attack hits, the target must succeed at
a Will save or become sickened for one round.
Fire If your attack hits, the target must succeed at a
Reflex save or catch on fire for 1d4 rounds.
Water If your attack hits, the target must
succeed at a Fortitude save or become
fatigued for one round.
Saving throws against this strike are DC 11 +
your initiation modifier.

2ND LEVEL
ARCANE SHIELD
Discipline: Elemental Flux (Counter) [force]
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You rely on your unique insight into eldritch powers
to create a shield of energy that protects you from an
attack. You can initiate this counter in response to a
melee or ranged attack (including touch or ranged touch
spell attacks) being made against you. Make a Spellcraft
check, using your opponents attack roll as the DC. If you
succeed, the attack is negated. This is a force effect, and
may be used to block incorporeal attacks.

109

Path of War Expanded


ELDRITCH FANG
Discipline: Elemental Flux (Boost) [force]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: One creature
Duration: 1 round
You fill your strike with eldritch energy that
overwhelms the senses of your target. After initiating
this boost, the next attack you make this round deals an
additional 1d4 points of force damage and automatically
overcomes damage reduction. If it hits, the target must
succeed at a Fortitude save (DC 12 + your initiation
modifier) or become staggered for one round.
Animus augmentation: You may spend one point of
animus to increase the additional damage of this boost
to 2d4.

ELEMENTAL STRIKE
Discipline: Elemental Flux (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You channel the fluctuating power of the elements
to land an empowered blow. Make an attack. If it hits,
it deals weapon damage as normal plus one of the
following effects, based on your active element:
Air If your attack hits, the target must succeed at a
Reflex save or be knocked prone from the force of
the blow.
Earth If your attack hits, the target must succeed
at a Reflex save or take an additional 2d6 points of
acid damage at the start of your next turn.
Fire If your attack hits, the target must succeed at a
Reflex save or be blinded by the smoke and flames
for one round.
Water If your attack hits, the target must succeed
at a Fortitude save or become nauseated for one
round from the chilling cold.
Saving throws against this strike are DC 12 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the initial additional
damage of this strike by 1d6 per point of animus spent
and increase the save DC of this strike by +1 per point of
animus spent.

ENERGY SPARK
Discipline: Elemental Flux (Boost)
Level: 2
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
You fill the air with elemental energy, which explodes
as you strike your target. When you make an attack
(including a strike), you can initiate this boost to fire a ray
of energy at a creature within 30 feet. This ray requires

110

a ranged touch attack to hit and deals 3d6 points of


damage of your active elements associated energy type.
Animus augmentation: You may spend two points of
animus to create an additional ray. The rays may be fired
at the same or different targets, but both rays must be
aimed at targets within 30 feet of you.

3RD LEVEL
ELEMENTAL FLUX STANCE
Discipline: Elemental Flux (Stance)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Filling both your body and soul with the power of the
elements, you open yourself up to new powers. While
you maintain this stance, your attacks deal an additional
2d6 points of damage of your active elements associated
energy type, you gain energy resistance 15 to your active
elements associated energy type, and you gain one of
the following effects, based on your active element:
Air Your speed and perception are heightened,
granting you a +4 bonus on initiative checks and a +4
dodge bonus to your AC.
Earth The strength and durability of the earth suffuses
your bones, granting you DR 5/adamantine.
Fire Your body is filled with warmth and healing light,
granting you fast healing 1. In addition, you glow like a
torch as if under the effect of a light spell.
Water Your body is inured against debilitating effects,
granting you a +2 bonus on all saving throws.

ENERGY JOLT
Discipline: Elemental Flux (Strike)
Level: 3
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous (see text)
You fill the opponent with harmful elemental energy,
dealing damage and causing them to suffer debilitating
effects. You fire a ray against an opponent within 30 feet.
This ray requires a ranged touch attack to hit and deals
3d6 points of damage of your active elements associated
energy type. This strike also has one of the following
effects, based on your active element:
Air If your ray hits, the target must succeed at a
Fortitude save or be pushed 15 feet away from you
in a direction of your choice.
Earth If your ray hits, the target takes an additional
1d6 points of acid damage at the start of your next
turn, and must succeed at a Fortitude save or be
sickened for a number of rounds equal to your
initiation modifier.
Fire If your ray hits, the target must succeed at a
Reflex save or take an additional 2d6 points of fire
damage at the start of your next turn.
Water If your ray hits, the target must succeed at a
Fortitude save or become entangled for a number of
rounds equal to your initiation modifier.

Path of War Expanded


Saving throws against this strike are DC 12 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the initial damage of this
strike by 1d6 per point of animus spent and increase the
save DC of this strike by +1 per point of animus spent.

LANCE OF POWER
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous (see text)
With a swing of your blade, you release a rippling line
of elemental energy. When you initiate this strike, you
create a 30-foot line of energy that deals 5d6 points of
damage of your active elements associated energy type
to each creature within its area. This strike also has one
of the following effects, based on your active element:
Air The crack of thunder accompanying the
lightning deafens creatures for a number of rounds
equal to your initiation modifier.
Earth The acid spray also creates a greasy, oily
slick, causing creatures who fail their Reflex saves
to drop items they are holding as if affected by the
grease spell.
Fire The intensity of the flaming blast adds an
additional +1 point of damage per die and dazzles
each target for a number of rounds equal to your
initiation modifier.
Water The icy blast makes surfaces very slippery,
and creatures who fail their Reflex saves slip on the
ice and fall prone.
Creatures caught in the line can make a Reflex save
(DC 13 + your initiation modifier) to take half damage
and negate the added effect.
Animus augmentation: You may spend up to five
points of animus to increase the damage of this strike by
2d6 per point of animus spent and increase the save DC of
this strike by +1 per point of animus spent. The number
of points of animus you may spend augmenting this
maneuver is not limited by your level; you may always
spend up to five points, although the total damage dice
for this maneuver may not exceed your initiator level
(up to a maximum of 15d6). For example, a 7th-level
initiator could spend five points of animus augmenting
this maneuver, adding a +5 bonus to his save DC, but he
would still only deal 7d6 points of damage.

RAGING FLUX
Discipline: Elemental Flux (Strike)
Level: 3
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to strike with such eldritch force that
it drives your foes backwards. Make an attack. If it hits,
it deals weapon damage as normal plus an additional

4d6 points of damage of your active elements associated


energy type. For every 10 points of damage you deal,
the target of this attack is pushed 5 feet away from you
in any direction. If this movement causes the target to
collide with a solid object (such as a tree or a wall), it
takes an additional 1d6 points of bludgeoning damage
from striking the surface.
Animus augmentation: You may spend one point of
animus to push the target an additional 5 feet.

4TH LEVEL
ARCANE TORRENT
Discipline: Elemental Flux (Strike) [force]
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
You unleash a sudden burst of eldritch energy that
surges towards a distant foe. When you initiate this
strike, select a target within 60 feet. Magical missiles
of explosive force swiftly fly at this target, dealing 6d6
points of force damage to the target unless it succeeds at
a Reflex save (DC 14 + your initiation modifier).
Animus augmentation: You may spend two points of
animus to instead fire a barrage of force missiles. Instead
of this strikes normal effect, you create a 15-foot burst
within 60 feet of you, affecting each creature within its
area as if you had targeted them.

ASSAY RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By directly targeting the elemental essence that
suffuses all creatures, you overcome an opponents
defenses with a powerful attack. Your next attack
ignores the first 25 points of energy resistance to your
active elements associated energy type, automatically
overcomes damage reduction, and deals an additional
2d6 points of damage.
Animus augmentation: You may spend one point of
animus to increase this boosts additional damage to 3d6.

ELDRITCH CONSUMPTION
Discipline: Elemental Flux (Counter)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You have such an intimate understanding of the
underlying nature of magic that you can capture its
essence and feast on it to rejuvenate yourself. You can
initiate this counter in response to being targeted by a

111

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spell, spell-like ability, power, or psi-like ability. Make a
Spellcraft check (DC 11 + the effects caster or manifester
level). If you succeed, the effect is countered, and you
heal 5 hit points per level of the effect you countered.

ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 4
Prerequisites: One Elemental Flux maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
As you advance your training, you learn to unleash
ever more powerful bursts of energy. Make an attack.
If it hits, it deals weapon damage as normal plus an
additional 6d6 points of damage of your active elements
associated energy type. This strike also has one of the
following effects, based on your active element:
Air If your attack hits, the target must succeed at a
Fortitude save or become deafened for 1d4 rounds.
Earth If your attack hits, the target must succeed at
a Will save or become stunned for 1d4 rounds
Fire If your attack hits, the target must succeed at a
Reflex save or become blinded for 1d4 rounds.
Water If your attack hits, the target must succeed
at a Fortitude save or become nauseated for 1d4
rounds.
Saving throws against this strike are DC 14 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the additional damage of
this strike by 1d6 per point of animus spent and increase
the save DC of this strike by +1 per point of animus spent.

5TH LEVEL
ELEMENTAL DRIVE
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Target: One creature
Duration: Instantaneous
You charge your weapon with kinetic and elemental
energy, driving them back with a wave of elemental
power. You fire a ray against an opponent within 30 feet.
This ray requires a ranged touch attack to hit and deals
9d6 points of damage of your active elements associated
energy type, and you attempt a bull rush against your
target, calculating your CMB using your initiation
modifier and initiator level in place of your Strength
modifier and base attack bonus.
Animus augmentation: You may spend one point of
animus to gain a +5 bonus on your bull rush attempt.

112

ELEMENTAL ABSORPTION
Discipline: Elemental Flux (Counter)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You learn to suffuse your being with an element to
such a degree that its presence heals you instead of
harming you. You can initiate this counter at any time
to gain immunity to your active elements associated
energy type for one round. While under the effect of this
counter, attacks and effects that that deal energy damage
of that type instead heal you for half of the damage they
would normally deal.

ELEMENTAL VORTEX
Discipline: Elemental Flux (Strike)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
A whirling vortex of elemental energy engulfs your
foe just as your blade lands. Make an attack. If it hits,
it deals weapon damage as normal plus an additional
8d6 points of damage of your active elements associated
energy type. This strike also has one of the following
effects, based on your active element:
Air If the target is wearing metal armor, wielding
a metal shield, or wielding a weapon mostly
composed of metal, you and your allies gain a +4
bonus on attack rolls against the target until the
start of your next turn, regardless of whether or not
your attack hits.
Earth If your attack hits, you may make a free trip
attempt that does not provoke attacks of opportunity,
with a bonus on the attempt equal to your initiation
modifier.
Fire If your attack hits, the target must succeed at
a Reflex save or catch on fire for 2d4 rounds, and
become sickened from the pain for as long as they
are burning.
Water If your attack hits, the target must succeed at
a Fortitude save or become entangled for a number
of rounds equal to your initiation modifier.
Saving throws against this strike are DC 15 + your
initiation modifier.
Animus augmentation: You may spend up to three
points of animus to increase the additional damage of
this strike by 1d6 per point of animus spent and increase
the save DC of this strike by +1 per point of animus spent.

Path of War Expanded


ENTER THE VORTEX
Discipline: Elemental Flux (Stance)
Level: 5
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Riding on the currents of elemental energy, you gain
the benefit of a new form of movement. While you
maintain this stance, you gain the ability to throw blasts
of elemental energy as if using a ranged weapon. These
blasts are considered to be part of the thrown weapon
group, have a range increment of 30 feet, and deal
double damage on a critical hit. Attacks made with these
blasts are ranged touch attacks that deal 4d6 points of
damage of your active elements associated energy type.
In addition, you gain one of the following effects, based
on your active element:
Air You gain a fly speed equal to your base land
speed, with good maneuverability.
Earth You gain a burrow at a speed equal to your
base land speed, and you gain tremorsense with a
range of 30 feet. In addition, you can breath freely
while underground.
Fire You gain a +4 circumstance bonus on initiative
checks and your base land speed increases by 30
feet.
Water You gain a swim speed equal to twice your
base land speed, and you also gain the aquatic and
amphibious subtypes.

6TH LEVEL
ELDRITCH ENERGY HAMMER
Discipline: Elemental Flux (Strike)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You know how to destroy the bonds that hold magic
together just as easily as you can forge them. Make an
attack. If it hits, it deals weapon damage as normal, and
you affect the target as if you had cast a targeted greater
dispel magic on it. Make a dispel check against the spell
with the highest caster level affecting the target, using
your initiator level as your caster level for the check. If
you do not successfully dispel that spell, compare the
same result to the spell with the next highest caster level.
Repeat this process until you have dispelled one spell
affecting the target, or you have failed to dispel every
spell. You can only end one spell with this maneuver. If
you successfully dispel a spell affecting the target, your
target takes 1d6 points of force damage for each level of
the effect dispelled.
Animus augmentation: You may spend up to three
points of animus to gain a +2 bonus on your dispel check
per point of animus spent.

ELEMENTAL DESTRUCTION RING


Discipline: Elemental Flux (Strike)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: 20 ft.
Area: 20-ft. radius burst, centered on you
Duration: Instantaneous (see text)
You whip the elements around you into a fury, then
unleash the energy at all the foes who surround you.
When you initiate this maneuver, you release a 20-foot
burst of energy centered on you that deals 12d6 points of
damage of your active elements associated energy type
to any creatures in the area. You do not take damage
from this burst. This strike also has one of the following
effects, based on your active element:
Air The flash of lightning blinds targets for 1d4
rounds.
Earth The acid is gummy and sticky, applying a 4
penalty to targets Dexterity scores and a 2 penalty
to attack rolls for 1d4 rounds. In addition, targets
take 1d6 points of acid damage at the start of each
of their turns for a number of rounds equal to your
initiation modifier.
Fire The intense heat and pain from the blast dazes
targets for one round.
Water Targets become staggered for 1d6 rounds
from the intense chill.
Creatures caught in the burst can make a Reflex save
(DC 16 + your initiation modifier) to take half damage
and negate the added effect.
Animus augmentation: You may spend any number
of animus points to augment this strike, regardless of
your level. For every point of animus you spend, this
strikes damage increases by 1d6. The total damage dice
for this maneuver may not exceed your initiator level
(up to a maximum of 20d6).

ELDRITCH FANG FLURRY


Discipline: Elemental Flux (Boost) [force]
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Save: Fortitude partial
Striking at your foes with elemental fury, you aim
to disable his opponents in addition to harming them.
After initiating this boost, all attacks you make for one
round deal an additional 3d6 points of force damage and
automatically overcome damage reduction. In addition,
any opponent hit by one of your attacks must succeed
at a Fortitude save (DC 16 + your initiation modifier)
or become blinded for one round. Multiple hits do not
extend the duration of this blinding effect, though they
do prompt multiple saves.

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NEXUS OF ELEMENTAL RETRIBUTION
Discipline: Elemental Flux (Stance)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You can absorb and redirect the flow of elemental
power, syphoning away energies that would harm
you and making them your own. While you maintain
this stance, you gain energy resistance 30 to acid, cold,
electricity, and fire. Any time your resistance reduces
damage of one of those types, it is stored in a pool of
up to twice your initiator level. As a swift action, you
can unleash your stored energy, creating a 20-foot
burst centered on you that deals damage of your active
elements associated energy equal to the amount stored,
then reducing the pool to 0. You do not take damage
from this burst. Creatures caught within the area can
make a Reflex save (DC 16 + your initiation modifier) to
take half damage.

SHATTER RESISTANCE
Discipline: Elemental Flux (Boost)
Level: 6
Prerequisites: Two Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You know that the might of the elements can overwhelm
any defense. After initiating this boost, all attacks you
make for one round ignore energy resistance of your
targets, and creatures with an energy immunity still take
half damage, rather than no damage. In addition, all of
your attacks deal an additional 4d6 points of damage
of your active elements associated energy type for the
same duration.
Animus augmentation: You may spend two points of
animus to lower the spell resistance possessed by those
damaged by your attacks by 10 for the duration of this
boost.

7TH LEVEL
CASCADE OF ELEMENTAL WRATH
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: Melee or ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Each slash of your blade releases more and more
eldritch power, overwhelming your enemies with the
power of your strikes. Make a full attack. Each attack
deals damage entirely of your active elements associated
energy type, and additional damage equal to 1d6 + your
initiation modifier. During your full attack, you can
change your active element as a free action once after
each subsequent attack.

114

Animus augmentation: You may spend two points of


animus to make an extra attack during this strike at your
highest attack bonus.

FORCE MAJEURE
Discipline: Elemental Flux (Strike)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
You infuse your weapon with pure elemental power,
striking with a force beyond mere steel. Make an attack.
If it hits, it deals weapon damage as normal plus an
additional 14d6 points of damage. Unlike with a normal
attack, all damage dealt by this attack is to be considered
to be of your active elements associated energy type
(including weapon damage, weapon enchantments, and
bonuses from a high strength or from feats).
Animus augmentation: You may spend three points
of animus to instead infuse your strike with raw arcane
energy, unaligned to any elemental forces. If you do,
your attack deals force damage rather than elemental
damage.

REDIRECTING FLUX
Discipline: Elemental Flux (Counter)
Level: 7
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Your mastery of the Elemental Flux discipline knows
how to read and alter the flow of magical energy. You
can initiate this counter when you are targeted by a
spell, power, spell-like ability, or psi-like ability. Make a
Spellcraft check (DC 15 + the effects caster or manifester
level). If you succeed, you can redirect that effect to
another target of your choice within the spells range. If
the effect has multiple targets, you can choose to change
all of its targets to other valid targets within range.
Animus augmentation: You may spend up to three
points of animus when initiating this counter, gaining a
+2 bonus on your Spellcraft check per point of animus
spent.

8TH LEVEL
ELEMENTAL BREACH
Discipline: Elemental Flux (Boost)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
As a master of the Elemental Flux discipline, you know
how to overwhelm the defenses of your targets and
expose their weaknesses to the elements. After initiating
this boost, your attacks for one round ignore all energy

Path of War Expanded


resistances and energy immunities and automatically
overcome damage reduction. Additionally, any damage
you deal of your active elements associated energy type
is increased by 50% for the same duration.

MASTER OF THE ELEMENTS


Discipline: Elemental Flux (Stance)
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You attune your very form to roiling elemental energies
and merge with them. While you maintain this stance,
your type changes to outsider (native) and you gain your
active element as a subtype. In addition, you are treated
as if you were under the effects of the elemental body III
spell. You may continue to wield weapons, wear armor,
and use other items while in this form, and your new
body does not damage or otherwise adversely affect
your equipment.

ZEPHYR FLUX
Discipline: Elemental Flux (Strike) [teleportation]
Level: 8
Prerequisites: Three Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 120 ft.
Targets: One primary target, plus additional secondary
targets equal to your initiation modifier
Duration: Instantaneous (see text)
Upon reaching supreme levels of understanding in
this discipline, you may transmute your entire being into
elemental energy and travel in the blink of an eye across
the battlefield, leaving a wake of devastation behind
you. When you initiate this strike, select a primary
target and a number of secondary targets within 30 feet
of the primary target equal to your initiation modifier.
A creature cannot be both a primary target and a
secondary target. Your path across the battlefield deals
14d6 points of damage to the primary target and 7d6
points of damage to secondary targets. All damage is of
your active elements associated energy type.
This strike also has one of the following effects, based
on your active element:
Air Any target who fails its save is dazed by the
electrical jolt for one round.
Earth Any target who fails its save is deafened from
the seismic vibrations for 1d3 rounds.
Fire Any target who fails its save is engulfed
in cinders and smoke, becoming blinded for 1d3
rounds.
Water Any target who fails its save is nauseated for
1d3 rounds from the bone-chilling cold.
All targets can make a Reflex save (DC 18 + your
initiation modifier) to take half damage and negate the
added effect. After this strike concludes, you can move
to any space within 10 feet of a secondary target of this
strike without provoking attacks of opportunity. As a
supernatural ability, this strike is not subject to spell
resistance.

Animus augmentation: You may spend up to three


points of animus to increase the initial damage of this
strike by 2d6 (1d6 to secondary targets) per point of
animus spent and increase the save DC of this strike by
+1 per point of animus spent.

9TH LEVEL
STRIKE OF ELEMENTAL DEVASTATION
Discipline: Elemental Flux (Strike) [air, earth, fire,
force, water]
Level: 9
Prerequisites: Four Elemental Flux maneuvers
Initiation Action: 1 full-round action
Range: 30 feet
Target: Up to five creatures
Duration: Instantaneous (see text)
The ultimate expression of elemental power can only
be unleashed by a master of the Elemental Flux discipline,
and by calling upon the arcane forces of magic as well
as the terrific power of the elements, the disciple may
crush his opponents under a fierce magical assault. The
maneuver creates five distinct blasts of energy, one of
each element and one of pure force. These blasts may
be fired at the same or different targets, as long as each
target is within 30 feet of you. Each blast requires a
ranged touch attack to hit and has one of the following
effects if it hits:
Air A bolt of electrical energy that deals 25 points
of electricity damage and staggers the opponent for
1d4 rounds. If the target is wearing metal armor
or a metal shield, or wielding a primarily metal
weapon then the attack gains a +4 circumstance
bonus on hit.
Earth A jet of boiling acid that deals 25 points of
acid damage and blinds the target for 1d4 rounds.
Fire A stream of sulfurous fire that deals 25 points
of fire damage, nauseates the target for 1d4 rounds,
and sets them on fire for the same duration.
Force A hammering blast of arcane force that deals
50 points of force damage.
Water A freezing beam of cold that deals 25 points
of cold damage and the target must succeed at a
Fortitude save (DC 19 + your initiation modifier) or
become dazed for 1d4 rounds.
Animus augmentation: For each blast, you may
spend up to three points of animus to increase its initial
damage by 10 per point of animus spent and its save
DC (if any) by +1 per point of animus spent. You may
spend any number of animus points to augment this
strike, regardless of your level. However, each blast
must be augmented separately, and you cannot spend
more than three points per blast. The blasts of this strike
are otherwise immutable; you cannot use abilities such
as the mystics elemental attunement class feature to
change the damage types dealt.

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Eternal Guardian
1ST LEVEL
GUARDS OATH
Discipline: Eternal Guardian (Strike) [curse]
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A central concept of the discipline of the Eternal
Guardian is the ability to restrict an opponents
movementprevent their escape or halting their
advance. Your basic but potent strike allows you to
harry and disrupt a foe until they lay down their arms.
Make a melee attack. If it hits, it deals weapon damage
as normal, and the target must succeed at a Will save
(DC 11 + your initiation modifier) or become cursed and
unable to move within your threatened area (including
with 5-foot steps and using the Withdraw action)
without provoking an attack of opportunity from you
for 24 hours. If the target drops all weapons it is holding,
it can make another saving throw to end this effect. An
affected target that is not holding a weapon can draw
or pick up a weapon, then drop it to gain a new saving
throw, but can never gain more than one save per round
against this curse.

STRIKE OF THE INFINITE PROTECTOR


Discipline: Eternal Guardian (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30 ft. (see text)
Target: One enemy and one ally
Duration: Instantaneous (see text)
You swear to protect your charge, while living or dead,
with an unbreakable oath. Make an attack. If it hits, it
deals deal weapon damage as normal and a fragment of
your life force envelops an ally within 30 feet, granting
them a +2 bonus to their AC for one round.

TERRIFYING BLOW
Discipline: Eternal Guardian (Strike) [fear]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a bellowing cry, you deliver a fearsome wound to
your opponent. Make an attack. If it hits, it deals weapon
damage as normal, and the target must succeed at a
Will save (DC 11 + your initiation modifier) or become
frightened for one round. If your target is cursed, your
attack deals an additional 1d6 points of damage.

VALIANT KEEPERS STANCE


Discipline: Eternal Guardian (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The basics of the Eternal Guardian discipline teach you
how to ward your allies from errant attacks. While you
maintain this stance, your allies do not provoke attacks
of opportunity from enemies while they move through
squares you threaten.

VIGILANT KEEPERS STANCE


Discipline: Eternal Guardian (Stance) [curse]
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt an aggressive stance which slows your
enemies ability to advance or retreat. While you
maintain this stance, opponents treat all squares you
threaten as difficult terrain. This does not prevent those
opponents from charging through your threatened area,
however. In addition, whenever you hit an opponent
with an attack of opportunity, that opponent becomes
cursed until the end of your next turn.

WARDENS BEARING
Discipline: Eternal Guardian (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
You shift your weight and assume a stronger, more
impressive position. You can activate this boost while
making a combat maneuver attempt. You gain a +2 bonus
on your combat maneuver check, you do not provoke
attacks of opportunity for making that combat maneuver
attempt, and you are treated as one size category larger
for purposes of determining if your combat maneuver
can affect your target (such as a Medium creature
attempting to bull rush a Huge creature).

2ND LEVEL
DEBILITATING FEAR
Discipline: Eternal Guardian (Boost) [fear]
Level: 2
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: 60 ft.
Target: One creature
Duration: 1 round
You fill your target with the fear that prey feels when
it sees a mighty predator, impairing their ability to act.
When you activate this boost, choose one creature within
range that is cowering, shaken, frightened, or panicked.
That creature must succeed at a Will save (DC 12 + your
initiation modifier) or become dazed for 1 round.

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FEAR THE REAPER
Discipline: Eternal Guardian (Counter) [fear]
Level: 2
Initiation Action: 1 immediate action
Range: 60 ft. (see text)
Target: One ally (see text)
Duration: Instantaneous
You have learned to use the fear you create as a
method of defense for both yourself and your allies. You
can initiate this counter in response to a melee or ranged
attack being made against an ally (including you) within
60 feet. Make an Intimidate check, using your opponents
attack roll as the DC. If you succeed, the attack is negated,
and the attacker becomes shaken for one round, as if
you had demoralized them with the Intimidate check.

OATH OF THE INTERCESSOR


Discipline: Eternal Guardian (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee reach
Target: One ally
Duration: Instantaneous
You make an unbreakable vow to take the brunt of an
attack in place of your ally. You can initiate this counter
in response to a melee or ranged attack being made
against an ally within your melee reach. You and that
ally switch places, and the attack targets you instead.
Neither your nor your allys movement provokes attacks
of opportunity.

that is cowering, cursed, shaken, frightened, or panicked.


After you teleport, make a melee attack against that
creature, if able. If it hits, it deals weapon damage as
normal plus an additional 2d6 points of damage.

3RD LEVEL
BINDING FETTERS
Discipline: Eternal Guardian (Boost) [curse,
teleportation]
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: 1 round
Your oath binds you and the target of your attack in
combat with each other, leashing your very souls together.
You can activate this boost when you hit a creature
with a melee attack. That creature becomes cursed for
one round, and at the start of your next turn, it must
succeed at a Will save (DC 13 + your initiation modifier)
be teleported to an unoccupied square adjacent to you.
This teleportation functions regardless of the distance
between you and the target, although it cannot
teleport a target on another plane of existence.
For every 10 feet the target moves during its

STRIKE OF THE ROYAL GUARDIAN


Discipline: Eternal Guardian (Strike) [curse]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Some foes may slip past your guard, but as a disciple of
the Eternal Guardian, you have other ways to minimize
their threat, afflicting your enemies with an agonizing
curse that cripples their attacks. Make an attack. If it
hits, it deals weapon damage as normal, and the target
becomes cursed, taking a 2 penalty on damage rolls
with weapon attacks for as long as it is cursed. If an
affected target does not make an attack during its turn,
it can make a Will save (DC 12 + your initiation modifier)
to end this effect. If the target prostrates itself (treated as
dropping prone) and grovels for a full round, the curse is
automatically removed.

RELENTLESS WARDENS STRIKE


Discipline: Eternal Guardian (Strike) [teleportation]
Level: 2
Initiation Action: 1 standard action
Range: Melee attack and 60 ft. (see text)
Target: One creature
Duration: Instantaneous
You hound a weakened enemy, keeping them in check.
When you initiate this strike, you may teleport to any
space within 60 feet that is within 10 feet of a creature

117

Path of War Expanded


turn preceding the teleportation, the save DC of this
strike increases by +1 (up to a maximum of a +3 increase
to the DC). You can touch an ally in place of a willing
ally to curse them, in which case they automatically fail
their Will save to resist being teleported back to you at
the start of your next turn. You can end this effect and
the cursed condition on any the target at any time as a
free action.

INTRUDERS END
Discipline: Eternal Guardian (Counter) [teleportation]
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You declare an area to be your protected sanctum, and
dare any foe to try their hand at entering your sanctum.
With each opportunity, you warp space, teleporting
across your domain to attack before returning. After
initiating this counter, your threatened area increases
to 20 feet for one round. This overlaps with, rather
than stacking with, any natural reach you otherwise
have; if your natural reach is greater than 20 feet, it is
not reduced. In addition, for the duration of this boost,
you gain a +2 circumstance bonus on attack rolls while
making attacks of opportunity and can make a number
of additional attacks of opportunity this round equal to
your initiation modifier. This stacks with the Combat
Reflexes feat and other effects that increase the number
of attacks of opportunity you can make in a round.

STANCE OF THE ETERNAL GUARDIAN


Discipline: Eternal Guardian (Stance)
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal and 60 ft. (see text)
Target: You and one ally (see text)
Duration: Stance
You bind your soul in a protective embrace around
one of your allies. When you enter this stance, choose an
ally within 60 feet. While you maintain this stance and
as long as that ally is within 60 feet of you, that gains a
+1 deflection bonus to its AC and a +1 bonus on all saving
throws. At initiator level 8th and at every four initiator
levels thereafter, these bonuses increase by +1 (up to a
maximum of +5 at 20th level). In addition, as long as that
ally is within 60 feet of you, it takes only half damage
from all wounds and attacks (including special abilities)
that deal hit point damage. The amount of damage not
taken by the your ally is taken by you. Forms of harm
that do not involve hit points, such as charm effects,
temporary ability damage, level draining, and death
effects, are not shared. If the subject suffers a reduction
of hit points from a lowered Constitution score, the
reduction is not split with you because it is not hit point
damage.

118

SWALLOW YOUR FEAR


Discipline: Eternal Guardian (Counter)
Level: 3
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One ally
Duration: Instantaneous (see text)
Your knowledge of fear and devotion allows you to
absorb and control harmful magics which can affect the
mind. You can initiate this counter in response to an ally
(including yourself) within 60 feet rolling a saving throw
against a mind-affecting effect. You or your ally gains a
+4 morale bonus on that saving throw, and if the save
is successful, that ally gains a number of temporary hit
points equal to the save DC of that effect for a number of
rounds equal to your initiator level.

4TH LEVEL
GRIM GUARDS LAUGHTER
Discipline: Eternal Guardian (Strike) [fear]
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous
Your deep, disturbing laughter echoes throughout
the battlefield filling your foes with dread and causing
their wills to falter. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 4d6
points of damage, and you can make an Intimidate check,
treating that check as a demoralize attempt against every
opponent within 30 feet. If you successfully demoralize
a cursed creature with this strike, that creature becomes
frightened for one round in addition to becoming
demoralized.

OATH OF TORPOR
Discipline: Eternal Guardian (Boost) [curse]
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous (see text)
You swear an oath to your foes, that their limbs will be
heavy and their wills sapped. After initiating this boost,
each successful attack or combat maneuver attempt you
make against an opponent before the start of your next
turn also causes that opponent to become cursed for one
minute. Each time a creature cursed by this boost moves,
it must succeed at a Will save (DC 14 + your initiation
modifier) or become slowed (as the spell) until the end
of its next turn. A successful save against this effect
ends the curse. Alternatively, if a creature cursed by this
boost does not willingly move from its space for two
consecutive rounds, the curse ends without a need for
a saving throw. A creature forced to move (such as by a
bull rush) does not trigger this effect.

Path of War Expanded


STRIKE OF THE STEADFAST LEGION
Discipline: Eternal Guardian (Strike)
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack and 60 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
When you bring your enemy low, your strength
bolsters the will of your allies. Make an attack. If it
hits, it deals weapon damage as normal plus additional
damage equal to 1/2 your initiator level, and all allies
within 60 feet of you gain damage reduction/ equal to
your initiation modifier (minimum 1) for one round. In
addition, any ally who gains damage reduction from
this strike can expend a number of hit point up to your
initiator level to grant any other ally who gained damage
reduction from this strike three times that amount in
temporary hit points. These temporary hit points last for
one round.

UNBEARABLE GAZE
Discipline: Eternal Guardian (Counter) [fear]
Level: 5
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 round
Your stare fills a creature with supernatural dread,
causing them to fear looking into your eyes lest it
cause them great harm. You can initiate this counter
in response to being targeted by an attack, spell, or
power originating from an creature within 60 feet. That
creature must succeed at a Reflex save (DC 15 + your
initiation modifier) or become blinded for one round,
averting its eyes as a result of utter terror. If the target
fails its saving throw, the attack or effect suffers a 50%
miss chance against you, even if it would normally
automatically hit. A creature without eyes or that is
already blind is immune to this effect.

WATCHMANS REBUKE
Discipline: Eternal Guardian (Counter)
Level: 4
Prerequisites: 1 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: Instantaneous
Your supernatural will calls for your enemies to cease
resisting and submit to your judgement. You can initiate
this counter when an opponent within 60 feet succeeds
on a saving throw. That opponent must immediately
reroll its save, using the result of the second roll to
determine if it succeeded or failed. If that opponent is
cursed, it takes a 2 penalty on this reroll.

5TH LEVEL
JAILER OF THE DAMNED
Discipline: Eternal Guardian (Stance)
Level: 5
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt the stance of the wardens which guard the
gates of death. While you maintain this stance, your
maneuvers and other abilities treat creatures that are
normally immune to mind-affecting effects and fear
effects as if they were not immune. Such creatures gain
a +5 resistance bonus on saving throws against these
effects, rather than ignoring them outright. In addition,
while you maintain this stance, you do not provoke
attacks of opportunity when attempting a combat
maneuver against a creature that is shaken, frightened,
or panicked, and you gain a +2 bonus on your combat
maneuver checks against such creatures.

119

Path of War Expanded


SHACKLES OF THE CONDEMNED
Discipline: Eternal Guardian (Strike) [curse]
Level: 5
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your strike binds your target, summoning cursed
manacles that bind both you and your enemy to a single
fate. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 5d6 points of
damage, and the target becomes cursed and entangled
for a number of rounds equal to your initiator level.
While under the effect of this maneuver, the target
cannot move further than 30 feet away from you, even
by teleportation effects. You or your target can pull on
the chain as a trip or drag attempt as an attack action
without provoking attacks of opportunity. You gain
a +4 bonus on combat maneuver checks and to your
CMD when making these attempts or having them
made against you. If the target begins and ends its turn
adjacent to you, it can make a Will save (DC 15 + your
initiation modifier) to end the effects of this strike. If
you move further than 30 feet away from the target, the
curse is broken and the effects of this strike end. You can
end the effects of this strike as a free action, and it ends
automatically if you are knocked unconscious or killed.

STAND YOUR GROUND


Discipline: Eternal Guardian (Counter)
Level: 5
Prerequisites: 2 Eternal Guardian maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: You and one ally
Duration: 1 round
You and your ally stand together to defend your
position, strengthened by supernatural resolve. When
you initate this counter, choose an ally within 60 feet.
For one round, you and that ally each take only half
the damage you would otherwise take. Damage that is
redirected (such as by the shield other spell or the share
pain power) or intentionally taken (such as by strike of
the steadfast legion) is not reduced.

6TH LEVEL
CHARGE OF DISMAY
Discipline: Eternal Guardian (Strike) [fear]
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 30 ft. (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
The disciple barrels through the enemy lines, terrifying
his foes. Make a charge attack that does not provoke
attacks of opportunity. If it hits, it deals weapon damage
as normal plus an additional 6d6 points of damage, and
all opponents (including the target) within 30 feet must
succeed at a Will save (DC 16 + your initiation modifier)

120

or become frightened for 1d4 rounds and shaken for one


minute after. Creatures with more hit dice than your
initiator level cannot become frightened by this strike,
although they still become shaken on a failed save. Any
creature that starts its turn without line of sight to you
can make another saving throw to end this effect.

INESCAPABLE FETTERS
Discipline: Eternal Guardian (Boost)
teleportation]
Level: 6
Prerequisites: 2 Eternal Guardian maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

[curse,

Your nightmarish oath that no foe will escape you


draws. After initiating this boost, each creature you hit
with a melee attack before the start of your next turn
becomes cursed for one round per four initiator levels
you possess. At the end of each of the turns of a creature
cursed by this boost, that creature must succeed at
a Will save (DC 16 + your initiation modifier) or be
teleported to an unoccupied square adjacent to you. This
teleportation provokes an attack of opportunity from
you, and functions regardless of the distance between
you and the cursed creature, although it cannot teleport
a target on another plane of existence. For every 10 feet
a cursed creature moves during its turn preceding the
teleportation, the save DC of this strike increases by
+2 (up to a maximum of a +6 increase to the DC). You
can touch a willing ally to curse them, in which case
they automatically fail their Will save to resist being
teleported back to you at the start of your next turn.
You can end this effect and the cursed condition on any
affected creature at any time as a free action.

INESCAPABLE GRASP
Discipline: Eternal Guardian (Stance)
Level: 6
Prerequisites: Two Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your resolution is absolute, and those affected by
your ill will find themselves unable to act freely. While
you maintain this stance, cursed creatures you threaten
cannot take 5-foot steps or use the Withdraw action, and
any such creature that leaves its square provokes an attack
of opportunity from you, even if its movement would not
otherwise provoke attacks of opportunity (such as with
the Spring Attack feat or a teleportation effect).

INFINITE FOCUS
Discipline: Eternal Guardian (Counter)
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All allies within 60 ft.
Duration: 1 round

Path of War Expanded


You share some of your patience and dedication with
your allies, allowing them to avoid careless mistakes
that would allow an opponent to strike. After initiating
this counter, your allies within 60 feet of you do not
provoke attacks of opportunity for one round. Any ally
that moves further than 60 feet away from you loses
this benefit. You can initiate this counter in response
to an ally provoking an attack of opportunity from an
opponent; if you do, that attack is negated, and the ally
gains the full benefits of this counter as normal.

STRIKE OF SACRIFICE
Discipline: Eternal Guardian (Strike)
Level: 6
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack and 30 feet (see text)
Target: One creature (see text)
Duration: Instantaneous (see text)
You seal a portion of your life force around your allies,
protecting them from harm at the cost of your own
vulnerability. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 6d6 points of
damage, and you may lower your AC by up to 1/2 your
initiator level and grant all allies within 30 feet an equal
bonus to their ACs. Both the reduction of your AC and
the bonus to your allies ACs lasts for a number of rounds
equal to your initiator level.

7TH LEVEL
CURSE OF IMPENDING DOOM
Discipline: Eternal Guardian (Strike) [curse, fear]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
The disciples curse seeps into the foes subconscious,
forcing it to believe failure is just around the corner.
Make an attack. If it hits, it deals weapon damage as
normal plus an additional 6d6 points of damage, and
the target becomes cursed for 24 hours. While cursed by
this strike, the target suffers a 2 penalty on attack rolls,
saving throws, and skill, checks. Whenever an affected
target succeeds on an attack roll, saving throw, or skill,
check, the penalty imposed by this strike increases by 2.
Whenever an affected target fails on such a roll, it must
succeed at a Will save (DC 17 + your initiation modifier)
or become panicked for one round, and the penalty
imposed by this maneuver is reset to 2. A creature
under the effect of this strike can choose to intentionally
fail on any of these rolls to make another saving throw
against this effect. If it does, failure does not cause it to
become panicked, nor does it reset the penalty to 2.

GRIM SATISFACTION
Discipline: Eternal Guardian (Boost) [fear]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Seeing the fear and resignation in the eyes of your foes
spurs you closer to victory. After initiating this boost, the
next creature you hit with an attack for one round must
succeed at a Will save (DC 17 + your initiation modifier)
or cower in fear for one round, and you heal a number
of hit points equal to your initiator level. If the creature
that fails its save is cursed, you heal an additional 10 hit
points.

UNBREAKABLE PROMISE
Discipline: Eternal Guardian (Counter) [curse]
Level: 7
Prerequisites: 2 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: All opponents within 60 ft.
Duration: 3 rounds (see text)
You vow that no foe will land a killing blow against
those under your protection. You can initiate this
counter in response to a melee or ranged attack being
made against another ally within 60 feet. All opponents
within 60 feet of you must succeed at a Will save (DC 17
+ your initiation modifier) or become cursed for three
rounds. While a creature is cursed by this counter, it
cannot reduce any creature other than itself below 0 hit
points by any means; any additional damage is negated.
An affected creature can strike itself as an attack action
or part of a full-attack action (dealing damage as normal
for the attack) to end this curse.

8TH LEVEL
CRUSHING REBUKE
Discipline: Eternal Guardian (Counter) [fear]
Level: 8
Prerequisites: 3 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: 60 ft.
Target: One creature
Duration: 1 turn
Your overwhelming presence castigates a foe, causing
them to utterly doubt their own abilities. You can initiate
this counter in response to a melee or ranged attack
being made against you or an ally by an enemy within
60 feet. Make an Intimidate check, using the creatures
attack roll as the DC. If you succeed, the attack is negated,
and that all attacks made by that creature until the end
of its turn are treated as if that creature had rolled a
natural 1.

121

Path of War Expanded


HAMMER OF THE IMMORTAL
Discipline: Eternal Guardian (Strike)
Level: 8
Prerequisites: 3 Eternal Guardian maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Every threatened opponent
Duration: Instantaneous (see text)
You act as both hammer and anvil, striking your
enemies with furious skill that breaks their lines and
their spirits. Make a melee attack roll and compare it
to the AC of each opponent you threaten. If the attack
roll hits a target, it deals weapon damage as normal
plus an additional 8d6 points of damage, and the target
takes a 4 penalty to its AC and CMB until the start of
your next turn. Use the same damage roll for each target.
In addition, you may make a single combat maneuver
attempt against each target you hit with this strike as
a free action. These combat maneuver attempts do not
provoke attacks of opportunity.

STANCE OF THE INFINITE WARRIOR


Discipline: Eternal Guardian (Stance) [teleportation]
Level: 8
Prerequisites: 3 Eternal Guardian maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your eternal vigilance allows you to leave an echo
of your presence behind to guard areas in which you
are no longer physically present. While you maintain
this stance, any square you threaten during your turn
remains threatened by you until the end of your next
turn. You can make melee attacks (including attacks
of opportunity) against creatures within these squares,
regardless of your actual location a flickering glimpse
of how you appeared the moment you threatened that
square appears and makes the attack, just as if you were
actually in the square. In addition, whenever a creature
enters your threatened area, you can teleport to any
unoccupied space within 10 feet of that creature as an
immediate action.

9TH LEVEL
OATH OF ETERNITY
Discipline: Eternal Guardian (Counter) [curse,
teleportation]
Level: 9
Prerequisites: 4 Eternal Guardian maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You declare a swathe of the battlefield to be your
domain, in which you will brook no trespass. You teleport
across the battlefield with each blow, blinking towards
an enemy then returning to your original position. After
initiating this counter, your threatened area increases to
40 feet for one round. This overlaps with, rather than
stacking with, any natural reach you otherwise have;

122

if your natural reach is greater than 40 feet, it is not


reduced. In addition, for the duration of this boost, your
attacks of opportunity deal an additional 3d6 points of
damage and curse the target for one round, and you can
make a number of additional attacks of opportunity this
round equal to 1/2 your initiator level. This stacks with
the Combat Reflexes feat and other effects that increase
the number of attacks of opportunity you can make in a
round.

Mithral Current
1ST LEVEL
FLOWING CREEK
Discipline: Mithral Current (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Like the flowing water that inspired your art, you
sidestep and work around foes instead of fighting them
directly. You can initiate this counter in response to a
melee or ranged attack (including touch or ranged touch
spell attacks) being made against you. Make a Perform
(dance) check, using your opponents attack roll as the
DC. If you succeed, the attack is negated and you may
take a 5-foot step as a free action, even if you have
already taken one this round.

FOLLOWING WAKE
Discipline: Mithral Current (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By utilizing the momentum of your body and blade,
you turn a charge into disabling slash that leaves your
opponent on the ground. After initiating this boost, you
can make a trip attempt against the next creature you
charge this round as a free action, using a Perform
(dance) check in place of your combat maneuver check.
This combat maneuver attempt does not provoke an
attack of opportunity.

REACHING BLADE STANCE


Discipline: Mithral Current (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You can translate the momentum of your swift attacks
into greater reach, striking foes who would normally be
out of your range. While you maintain this stance, your
melee attacks deal an additional 1d6 points of damage,
and you increase the reach of the first attack you make
each round by 5 feet. The additional damage of this
stance increases by 1d6 for every eight initiator levels
you possess.

Path of War Expanded


READY THE DRAW
Discipline: Mithral Current (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have the ability to draw your weapon with
blinding speed, channeling that motion into deadly
attacks. While you maintain this stance, you are
considered to be threatening all squares within reach of
your weapon even if it is sheathed, and can draw your
weapon when making any type of maneuver or attack
(including attacks of opportunity), even while flat-footed.
In addition, you gain the benefits of the Combat Reflexes
feat, even if you do not meet the normal prerequisites.
You use your initiation modifier instead of your Dexterity
modifier when determining the number of additional
attacks of opportunity you can make each round.

SWIFT CURRENT
Discipline: Mithral Current (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
One of the basic tenets of the Mithral Current is that
all momentum can be turned into a powerful offensive
tool. As an initiate of the discipline, you can use the
momentum of drawing your blade from its sheath to
increase a strikes power. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
1d6 points of damage. If you drew your weapon as part
of this strike, your target is considered flat-footed against
this attack.

TIDAL BLADE
Discipline: Mithral Current (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to two creatures
Duration: Instantaneous
As a disciple of the Mithral Current discipline, your
skill and grace comes from your flowing movements
and lightning-quick attacks. You make a swift slash,
striking through multiple enemies with your swing.
Make a melee attack roll and compare it to the AC of
two creatures within your reach. If the attack roll hits a
target, the attack deals weapon damage as normal. Use
the same damage roll for each target. If you drew your
weapon as part of this strike, you gain a +2 bonus on
your attack roll.

2ND LEVEL
CALM THE STORM
Discipline: Mithral Current (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By perfectly timing your counterattacks, you can force
your opponent into a position where they are unable
to further attack you. You can initiate this counter in
response to a melee or ranged attack being made against
you. Make an attack roll with a weapon you are wielding.
If your attack roll is higher than your opponents, their
attack is negated and they must succeed on a Reflex Save
(DC 12 + your initiation modifier) or be unable to target
you with any other attacks this turn.

DUAL CRASH
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a sudden reversal of direction, you strike an
enemy when they least expect itat the instant after
theyd already been hit. Make a melee attack. If it hits,
it deals weapon damage as normal. If you drew your
weapon as part of this strike, you can make a second
attack against the same target with a 2 penalty on the
attack roll.

IRON WAVE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
By imitating the motions of ocean waves, you extend
the reach of your blade beyond its edge. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 2d6 points of damage. If you drew your
weapon as part of this strike, you can make your attack
against any creature within close range (25 feet + 5 feet
per 2 initiator levels), even if that creature isnt within
your reach. The attack is still treated as a melee attack,
and a creature struck must succeed at a Will save (DC
12 + your initiation modifier) or become vulnerable to
silver until the end of your next turn. Creatures with
vulnerability to silver take 50% more damage from
silver weapons. This maneuver is a supernatural ability.

123

Path of War Expanded


RIDE THE WAKE
Discipline: Mithral Current (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
For a disciple of the Mithral Current discipline, stillness
is death, and you acknowledge this fact by continuing to
move even after striking your foes. If you drew a weapon
as part of making an attack this round, you can initiate
this boost to move up to your speed without provoking
attacks of opportunity.

RIPTIDE STRIKE
Discipline: Mithral Current (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like the dangerous tidal swells that pull swimmers out
to sea and under the waves, you pull an opponent to the
ground with your strike. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
2d6 points of damage. If you drew your weapon as part
of this strike, you may also make a trip attempt against
them as a free action with a +2 competence bonus on
your combat maneuver check. This trip attempt does not
provoke an attack of opportunity.

3RD LEVEL
FLOWING WATER STANCE
Discipline: Mithral Current (Stance)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You adopt a stance that maximizes free movement and
speed, allowing you to dance around your opponents
attacks and flow past obstacles like a rushing stream.
While you maintain this stance, you gain a +4 dodge
bonus to your AC and a +4 bonus on initiative checks. In
addition, you can sheath your weapon once per round as
a free action that does not provoke attacks of opportunity,
even if it isnt your turn.

RIPPLING CURRENT
Discipline: Mithral Current (Strike)
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your blade weaves in and out of your opponents
sight to strike at an unexpected angle. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 3d6 points of damage. If you drew your
weapon as part of this strike, your target is considered
flat-footed against this attack.

124

RUSHING WAKE
Discipline: Mithral Current (Boost)
Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a sudden burst of speed, you charge towards a
foe, skillfully knocking aside any others in your path.
After initiating this boost, when you make a charge attack
this round, you can make a trip attempt as a free action
against each opponent adjacent to you at any point in
your movement. These trip attempts do not provoke
attacks of opportunity, although your movement still
does as normal.

SALT BREEZE STRIKE


Discipline: Mithral Current (Strike)
Level: 3
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Imitating the stinging winds of ocean storms, you strike
with a debilitating slash and a spray of dust. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 3d6 points of damage. If you drew your
weapon as part of initiating this strike, a struck target
takes a 4 penalty on attack rolls for one round.

4TH LEVEL
BLINDING REFLECTION
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Reflecting light off your blade like a pond bathed in
moonlight, you temporarily blind an opponent and
swiftly strike in the opening granted. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 6d6 points of damage. If you drew your
weapon as part of this strike, a struck target must succeed
at a Fortitude Save (DC 14 + your initiation modifier) or
become blinded for 1 minute. If the target succeeds on
their save, they are instead dazzled for one round.

DISRUPTIVE WAVE
Discipline: Mithral Current (Counter)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 immediate action
Range: Melee attack (see text)
Target: One creature
Duration: Instantaneous
By sensing the ripples in reality caused by powerful
magic, you are able to anticipate and strike before a spell
takes effect. You can initiate this counter in response to
being targeted by a power, psi-like ability, spell, or spell-

Path of War Expanded


like ability. Make a charge attack against the originator of
the effect, moving up to twice your speed towards them
as normal. If it hits, it deals weapon damage as normal,
possibly interrupting the effect and increasing the DC of
the Concentration check to not lose the effect by +4.

RIDE THE CURRENT


Discipline: Mithral Current (Counter)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By reading the movements of a foe, you are able to
position yourself out of your enemys reach, striking
as a final parting gift. You can initiate this counter in
response to a melee or ranged attack being made against
you. If your weapon is sheathed, you may draw it and
make a melee attack against your attacker. If it hits, it
deals weapon damage as normal. Regardless of whether
or not you attacked, you can move up to 10 feet without
provoking attacks of opportunity. You cannot make this
counterattack if the target is not within your melee reach
or otherwise targetable with a melee attack.

SILVER WAVE
Discipline: Mithral Current (Strike)
Level: 4
Prerequisites: One Mithral Current maneuver
Initiation Action: 1 standard action
Range: Melee or close (25 ft. + 5 ft/2 levels)
Target: One creature
Duration: Instantaneous (see text)
Drawing your blade in a powerful diagonal cut, you
strike your foe with a brutal wave of kinetic energy.
Make a melee attack. If it hits, it deals weapon damage as
normal plus an additional 6d6 points of damage. If you
drew your weapon as part of this strike, you can make
your attack against any creature within close range (25
feet + 5 feet per 2 initiator levels), even if that creature
isnt within your reach, and the target must succeed at
a Will save (DC 14 + your initiation modifier) or become
vulnerable to silver until the end of your next turn. In
addition, you may also make a bull rush attempt against
a struck target as a free action with a competence bonus
on your combat maneuver check equal to your initiation
modifier. This bull rush attempt does not provoke an
attack of opportunity. Creatures with vulnerability to
silver take 50% more damage from silver weapons. This
maneuver is a supernatural ability.

5TH LEVEL
FLOWING STREAM
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your graceful movements allow you to distance yourself
from enemies attacks. You can initiate this counter
response to a melee or ranged attack being made against
you or when caught in an effect that requires a Reflex
saving throw. Make a Perform (dance) check, using your
opponents attack roll or the Reflex save DC as the DC. If
you succeed, the attack is negated or you are otherwise
unaffected by the effect, and you can move up to your
speed without provoking attacks of opportunity towards
the originator of the attack or effect. If your weapon is
sheathed when you initiate this counter, you may draw it
and make a melee attack against your attacker. If it hits, it
deals weapon damage as normal plus an additional 3d6
points of damage. You cannot make this counterattack

125

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if the target is not within your melee reach or otherwise
targetable with a melee attack

MITHRAL FLASH
Discipline: Mithral Current (Counter)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Though the Mithral Current discipline is noted for its
graceful movements and artful dodges, you are just as
capable of blocking blades as you are avoiding them. You
can initiate this counter response to a melee or ranged
attack being made against you. Make an attack roll with a
weapon you are wielding. If your attack roll is higher than
your opponents, their attack is negated. If you drew your
weapon as part of this counter, you can make a make attack
against your attacker. If it hits, it deals weapon damage as
normal plus an additional 5d6 points of damage, and your
weapon is treated as silver for the purposes of vulnerabilities
and overcoming damage reduction. You cannot make this
counterattack if the target is not within your melee reach or
otherwise targetable with a melee attack.

RAPID CURRENT
Discipline: Mithral Current (Strike)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You unleash a rapid flurry of attacks at an enemy,
carving deep wounds into their flesh. Make two melee
attacks at your full base attack bonus. Each attack that hits
deals weapon damage as normal plus an additional 3d6
points of damage. If you drew your weapon as part of this
strike, you can make a make one additional attack at your
full base attack bonus. If it hits, it deals weapon damage as
normal, and does not gain bonus damage from this strike.

SHIFTING WATERS STANCE


Discipline: Mithral Current (Stance)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You dance your way across the battlefield, heedless of
any obstacles between you and your target. While you
maintain this stance, you do not need to move in a straight
line while charging, and may move through difficult
terrain while charging (although your movement is still
reduced if you do so). In addition, any time a maneuver
allows you to move as part of initiating it (including
maneuvers that allow you to take a 5-foot step), you may
move an additional 5 feet. You can sheath your weapon
once per round as a free action that does not provoke
attacks of opportunity, even if it is not your turn.

126

WHIRLPOOL STRIKE
Discipline: Mithral Current (Strike)
Level: 5
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent enemies or enemies in reach (see text)
Duration: Instantaneous
With a spinning slash, you strike down all foes near
you. Make a melee attack roll and compare it to the AC
of each adjacent opponent. If the attack roll hits a target,
it deals weapon damage as normal plus an additional
3d6 points of damage. Use the same damage roll for each
target. If you drew your weapon as part of this strike, you
may attack all opponents within your reach in addition
to those adjacent to you.

6TH LEVEL
CRASHING WAKE
Discipline: Mithral Current (Strike)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All enemies adjacent to you (see text)
Duration: Instantaneous
You rush across the battlefield, striking all foes in
your path. When you initiate this maneuver, you can
move up to 30 feet as a free action, provoking attacks
of opportunity as normal. Make a single attack against
each opponent adjacent to you at any point during your
movement. If an attack hits, it deals weapon damage as
normal, plus an additional 4d6 points of damage.

ENDLESS CURRENT
Discipline: Mithral Current (Boost)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You channel the momentum of your attacks into a
leaping dance, allowing you to maneuver across the
battlefield with every blow. After initiating this boost,
you can move up to 10 feet as a free action without
provoking attacks of opportunity each time you make an
attack until the start of your next turn.

MITHRAL CURRENT STANCE


Discipline: Mithral Current (Stance)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You move with the speed and grace of a rapid flowing
river, striking at blinding speeds. While you maintain
this stance, any creature you hit with a melee attack must

Path of War Expanded


succeed at a Will save (DC 16 + your initiation modifier)
or become vulnerable to silver until the end of your next
turn. This effect resolves after your attack. In addition,
you are considered to be threatening all squares within
reach of your weapon even if it is sheathed, and can draw
your weapon when making any type of maneuver or
attack (including attacks of opportunity), even while flatfooted. You can sheath your weapon once per round as a
free action that does not provoke attacks of opportunity,
even if it isnt your turn. Creatures with vulnerability to
silver take 50% more damage from silver weapons.

QUICKSILVER WAVE
Discipline: Mithral Current (Strike)
Level: 6
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of silver energy leaps from your blade to slash
at a distant foe. Make a melee attack. If it hits, it deals
weapon damage as normal plus an additional 8d6 points
of damage. If you drew your weapon as part of this strike,
you can make your attack against any creature within
close range (25 feet + 5 feet per 2 initiator levels), even if
that creature isnt within your reach, and the target must
succeed at a Will save (DC 16 + your initiation modifier)
or become vulnerable to silver until the end of your
next turn. In addition, you may also make a trip attempt
against a struck target as a free action with a competence
bonus on your combat maneuver check equal to your
initiation modifier. This trip attempt does not provoke
an attack of opportunity. Creatures with vulnerability to
silver take 50% more damage from silver weapons. This
maneuver is a supernatural ability.

7TH LEVEL
BLADE OF THE SILVER SEA
Discipline: Mithral Current (Strike)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your blade ripples and shimmers with a bright silver
light as it strikes home and rends the flesh of your enemy.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage. If
you drew your weapon as part of this strike, your attack
is treated as silver for the purposes of vulnerability,
automatically overcomes damage reduction, and
suppresses any fast healing or regeneration the target has
for a number of rounds equal to your initiation modifier.
This strike cannot suppress regeneration that is not
overcome by any type of damage, such as that possessed
by a tarrasque. This maneuver is a supernatural ability.

FLOWING RIVER
Discipline: Mithral Current (Counter)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
The dance of the Mithral Current allows you to avoid
an incoming effect and return the insult with great
fury. You can initiate this counter in response to being
targeted by or caught in an effect that allows a saving
throw. Make a Perform (dance) check in place of your
saving throw. If you succeed, you can immediately move
to any space adjacent to the creature that originated the
effect without provoking attacks of opportunity, even
if the creature is further away than your movement
speed. If your weapon is sheathed when you initiate this
maneuver, you may draw it and make a melee attack
against that creature. If it hits, it deals weapon damage
as normal plus an additional 5d6 points of damage.

RAGING WHIRLPOOL STRIKE


Discipline: Mithral Current (Strike)
Level: 7
Prerequisites: Two Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All adjacent enemies
Duration: Instantaneous
With a whirling slash, you carve through all foes that
presume to approach you. Make a melee attack roll
and compare it to the AC of each adjacent opponent. If
the attack roll hits a target, it deals weapon damage as
normal plus an additional 5d6 points of damage. Use
the same damage roll for each target. If you drew your
weapon as part of this strike, you may make a second
attack roll identical to the first. If it hits, it deals weapon
damage as normal plus an additional 3d6 points of
damage.

8TH LEVEL
MITHRAL LIGHTNING STANCE
Discipline: Mithral Current (Stance)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With blinding movements and rapid, graceful strikes,
you are able to travel across the battlefield and bring
death to any who would try to oppose you. While you
maintain this stance, you gain a +10 foot enhancement
bonus to each of your speeds, a +6 dodge bonus to your
AC against attacks of opportunity, and your weapons are
treated as silver for the purposes of vulnerabilities and
overcoming damage reduction. Whenever an opponent
makes an attack of opportunity against you, you can
make a melee attack against them after their attack
resolves. If it hits, it deals weapon damage as normal

127

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plus an additional 3d6 points of damage. In addition, all
attacks you make as part of counter maneuvers deal an
additional 3d6 points of damage on a successful hit, and
you can sheath your weapon once per round as a free
action that does not provoke attacks of opportunity, even
if it isnt your turn.

MITHRAL WAVE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack or close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A wave of blinding silver energy erupts from your
blade to strike a distant foe. Make a melee attack. If it hits,
it deals weapon damage as normal plus an additional
14d6 points of damage. If you drew your weapon as
part of this strike, you can make your attack against any
creature within close range (25 feet + 5 feet per 2 initiator
levels), even if that creature isnt within your reach, and
the target must succeed at a Fortitude save (DC 18 + your
initiation modifier) or become dazed for 1d4 rounds, a
Reflex save (DC + your initiation modifier) or be knocked
prone, and a Will save (DC 18 + your initiation modifier)
or become vulnerable to silver until the end of your next
turn. Creatures with vulnerability to silver take 50%
more damage from silver weapons. This maneuver is a
supernatural ability.

RIPTIDE SLICE
Discipline: Mithral Current (Strike)
Level: 8
Prerequisites: Three Mithral Current maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a master of the Mithral Current discipline, you
can make a cut so light and gentle it feels like a mere
breeze while still rending your enemy to their very core.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 12d6 points of damage. If
you drew your weapon as part of this strike, this attack
is made against your opponents touch AC.

9TH LEVEL
DANCE OF THE SILVER HURRICANE
Discipline: Mithral Current (Counter)
Level: 9
Prerequisites: Four Mithral Current Maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Having reached the epitome of the Mithral Current
discipline, you know the dance of battle perfectly, and
every step you take is attuned to that deadly rhythm.
After initiating this counter, you can make a Perform
(dance) check and use it in place of your AC or CMD

128

against any attack or combat maneuver made against


you until the start of your next turn. In addition, any
time an attack or combat maneuver misses you during
the duration of this counter, you can move up to 10 feet
as a free action. You may choose to not provoke attacks
of opportunity during this movement, or to provoke
attacks of opportunity as normal.
At the start of your next turn, make melee attack roll
and compare it to the AC of each creature that attacked
you and missed while this counter was in effect. If the
attack roll hits a target, it deals weapon damage as normal,
and is treated as silver for the purposes of vulnerabilities
and overcoming damage reduction. This attack affects
creatures regardless of the distance between you and
your opponents. If you drew your weapon as part of
this counter, a struck opponent takes an additional 1d6
points of damage for each time it missed you while the
counter was in effect (up to a maximum of 6d6 points of
additional damage per creature).

Piercing Thunder

Special Note: The specialized nature of some Piercing


Thunder maneuvers requires you to be wielding a
discipline weapon or a weapon that inflicts piercing
damage. If you are not wielding such a weapon, then you
cannot perform those maneuvers. In addition, while you
maintain a Piercing Thunder stance, you can retrieve
unattended weapons as a free action, provided you
are adjacent to the weapon at some point during turn
(including as part of a move action).

1ST LEVEL
BRONZE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With practiced skill, you are capable of achieving
greater force with your discipline weapons. After
initiating this boost, the next charge attack you make
this turn deals an additional 1d6 points of damage.

BRONZE LANCET CHARGE


Discipline: Piercing Thunder (Strike)
Level: 1
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a thunderous charge and deliver a powerful
attack. Make a charge attack that does not provoke
attacks of opportunity. If your attack hits, it deals
weapon damage as normal plus an additional 1d6 points
of damage.

Path of War Expanded


IRON PIKEMANS ATTITUDE
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have practiced ways to mitigate and circumvent
the woes of heavy armor and gear. While you maintain
this stance, you gain the benefits of the Endurance
feat and you may treat armor you are wearing as one
category lower (heavy armor is treated as medium
armor, and so forth, to a minimum of light armor). In
addition, you reduce the armor check penalty of armor
you are wearing by 1 (to a minimum of 0) and increase
the maximum Dexterity bonus allowed by your armor
by 1. For every 3 initiator levels you possess beyond 1st
level, you reduce the armor check penalty and increase
the maximum Dexterity bonus by an additional 1 (up to
a maximum of a 5 armor check penalty reduction and a
+5 increase to maximum Dexterity bonus).

OAKEN SHIELD
Discipline: Piercing Thunder (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You shift your weapons haft into a more defensible
position, shielding you from assault. You can initiate this
counter in response to a melee or ranged attack being
made against you. Your shield bonus to your AC against
that attack increases by +4 (if you have no shield bonus
to AC, your shield bonus increases to +4).

PHALANX LANCER
Discipline: Piercing Thunder (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Through heavy conditioning and strength training,
you have become adept at using a shield in tandem with
a polearm to great effect. While maintain this stance,
you can wield a normally two-handed discipline weapon
as a one-handed weapon (or a normally one-handed
discipline weapon as a light weapon) when using a
shield in your off hand. When fighting in this manner,
your attacks with discipline weapons and shield bashes
deal an additional 1d6 points of damage (+1d6 per ten
initiator levels).
In addition, adjacent allies (up to a maximum number
equal to your initiation modifier) wearing shields may
interlock their shields with yours as a free action on
their turn. Each shield-bearing character improves their
shield bonus to AC by +1 for each ally in this position (up
to a maximum of +5). Allies linking shields with you in
this manner do not need to be in this stance unless they
wish to increase the number of allies within the phalanx
as well.

Special Note: If you possess the armament shield class


feature (see Zweihander Sentinel warder archetype
in Path of War), its benefits are suspended while you
maintain this stance. You must be wielding an actual
shield to interlock it with the shields of allies.

PIERCING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One or two creatures
Duration: Instantaneous
You issue a potent impaling blow with your weapon,
battering defenses aside and striking bloodily at your
foe. During this strike, your weapons reach increases by
5 feet. Make a melee attack roll and compare it to the
ACs of up to two creatures within your reach that are
adjacent to each other. If the attack roll hits a target, it
deals weapon damage as normal. Use the same damage
roll for each target.

2ND LEVEL
ARMOR-PIERCING THRUST
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make a potent attack toward your foe, unleashing
a heavy thrust that pierces through their defenses. Make
a melee touch attack with a weapon you are wielding. If
it hits, it deals weapon damage as normal.

BRACE FOR IMPACT


Discipline: Piercing Thunder (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
In the chaos of battle, you know you can truly only trust
the weapon in your hand. You can initiate this counter
when an opponent makes a charge attack against you.
Make an Acrobatics check, using your opponents attack
roll as the DC. If you succeed, the attack is negated and
that opponent takes damage equal to your initiator level.
If your weapon has the brace property, this damage is
doubled. If you are not wielding a discipline weapon or
a piercing weapon, this counter does no damage to your
opponent but can still negate the attack.

129

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HASTENED LEAP
Discipline: Piercing Thunder (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
By using this method, you become capable of a quick
burst of speed, launching yourself forward with alacrity
towards you foes. When you initiate this boost, you
can either move up to 20 feet or make an Acrobatics
check to jump. If you jump, you are treated as if you
had a running start and your check is made with a +10
competence bonus.

130

THROWING THUNDER
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
By rearing back for a powerful throw, you are capable
of turning any pole arm into a deadly and dangerous
missile. Make a ranged attack, using a discipline weapon
youre wielding as a thrown weapon. The weapons
range increment increases by 20 feet for this attack. If
the weapon does not normally have a range increment,
it instead gains a 20 foot range increment for this attack,
and you do not take the normal penalty for throwing
a nonstandard weapon. If your attack hits, it deals
weapon damage as normal plus an additional 2d6 points
of damage, and the target must succeed at a Reflex save
(DC 12 + your initiation modifier) or be knocked prone.

Path of War Expanded


THUNDEROUS FALL
Discipline: Piercing Thunder (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Using the principles of Piercing Thunder, you are wellsuited to taking advantage of your superior reach to
bring your foes to the ground, be they cavalry or infantry.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 2d6 points of damage,
and if the target is riding a mount, they must succeed
at a Reflex save (DC 12 + your initiation modifier) or be
dismounted, falling prone in a square of your choice
adjacent to their mount. If the target is not mounted,
you may instead make a trip attempt against them as a
free action with a +2 competence bonus to your combat
maneuver check. This strike can only be initiated with a
discipline weapon.

3RD LEVEL
GORING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: See text
Area: Line (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
With a mighty thrust with your weapon, you pierce
your enemies, delivering a devastating attack to multiple
foes within your reach. During this strike, your weapons
reach increases by 5 feet. When you initiate this
maneuver, your strike targets every creature in a line
with a range equal to your reach. Make a melee attack
roll and compare it to the AC of each creature within
the area. If the attack roll hits a target, it deals weapon
damage as normal plus an additional 2d6 points of
damage, and the target must succeed at a Fortitude save
(DC 13 + your initiation modifier) or suffer 1d4 points of
bleed damage. Use the same damage roll for each target.
This strike can only be initiated with a discipline weapon
or a piercing weapon.

IRON LANCERS EDGE


Discipline: Piercing Thunder (Boost)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round

PIERCING THUNDER HAMMER


Discipline: Piercing Thunder (Strike)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As a seasoned spearman, you know how to leverage
your strength properly. By drawing up your strength,
you deliver a crushing strike that can bring even the
most stable enemies to their knees. Make a melee
attack. If it hits, it deals weapon damage as normal
plus an additional 2d6 points of damage, and the target
must succeed at a Reflex save (DC 13 + your initiation
modifier) or be knocked prone.

TWIN THUNDER STANCE


Discipline: Piercing Thunder (Stance)
Level: 3
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You have learned how to use normally two-handed
weapons in one hand, using the weapons size and
momentum to strike your foes with powerful blows.
While you maintain this stance, You can wield normally
two-handed weapons as one-handed weapons, and you
gain the benefits of the Two-Weapon Fighting feat while
using two discipline weapons in either hand (even if you
do not meet its prerequisites).
If you already possess the Two-Weapon Fighting
feat, you may instead wield one or both of weapons
as light weapons (reducing the penalties further and
making them eligible for use with feats such as Weapon
Finesse or Deadly Agility), and you gain the benefits
of the Improved Two-Weapon Fighting feat, or the
Greater Two-Weapon Fighting if you already possessed
Improved Two-Weapon Fighting, even if you do not meet
these feats prerequisites. You do not need to be wielding
multiple weapons to gain the benefits of this stance.
Special Note: If you possess the armament shield class
feature (see Zweihander Sentinel warder archetype in
Path of War) and wielding a two-handed weapon in one
hand, the benefits of armament shield will still apply to
that weapon. If you are wielding a pair of two-handed
weapons, armament shield only applies to one of them,
although you can choose which weapon it applies to as a
free action at the start of each turn. Note that even if you
are wielding more than two weapons, you can only gain
extra attacks with a single off hand weapon each turn.

The disciple urges punishing force from his attacks


to devastate his foes. After initiating this boost, the next
charge attack you make this turn deals an additional 3d6
points of damage, and the creature struck is staggered
for one round.

131

Path of War Expanded


4TH LEVEL
IRON LANCET CHARGE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Your knowledge of how to deliver a powerful charge
that delivers bone-shattering force is unparalleled.
Make a charge attack that does not provoke attacks of
opportunity. If it hits, it deals weapon damage as normal
plus an additional 6d6 points of damage, and the target
must succeed at a Reflex save (DC 14 + your initiation
modifier) or be knocked prone.

LEAPING STRIKE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
In a daring feat of acrobatics, you leap high into the
air and descend with the force of a lightning bolt. Make
a melee attack, using an Acrobatics check in place of
your attack roll. Any bonuses and penalties that would
be applied to a normal attack roll, such as weapon
enhancements, spell effects, or the penalties for fighting
with two weapons or shooting into melee, are applied
to the skill check as well. If your attack hits, it deals
weapon damage as normal plus an additional 6d6 points
of damage.

REPOSITIONING LEAP
Discipline: Piercing Thunder (Counter)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a powerful leap and roll, you are able to evade
an enemys attack and reposition yourself to better
defend yourself. Make an Acrobatics check, using your
opponents attack roll as the DC. If you succeed, the
attack is negated, and you may jump away from your
position, using your Acrobatics check result to determine
the distance moved. This movement does not provoke
attacks of opportunity.

132

TWISTING LANCE
Discipline: Piercing Thunder (Strike)
Level: 4
Prerequisites: One Piercing Thunder maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You sweep your enemies legs out from under them
with the haft of your weapon before following up with
a spinning strike its head. Make a trip attempt with a
+4 competence bonus on your combat maneuver check.
This trip attempt does not provoke attacks of opportunity.
If you successfully trip your target, you can make a
single melee attack against them as a free action. If your
attack hits, it deals weapon damage as normal plus an
additional 5d6 points of damage.

5TH LEVEL
METEOR SPIRAL THRUST
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
You put a vicious twist in your thrust, delivering a
powerful blow that penetrates armor and body alive.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage, and
automatically overcomes damage reduction. In addition,
the target must succeed at a Fortitude save (DC 15 + your
initiation modifier) or become nauseated for 1d3 rounds.

STANCE OF THE THUNDERBRAND


Discipline: Piercing Thunder (Stance)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You tightly concentrate your focus on the battlefield,
maximizing the effectiveness of your reach and keeping
enemy attacks at bay. While you maintain this stance,
you gain a +4 dodge bonus to your AC and your weapons
reach increases by 5 feet. In addition, any creature you
threaten that leaves their square provokes an attack
of opportunity from you, even if their movement was
a 5-foot step or movement that would not otherwise
provoke attacks of opportunity (such as with the Spring
Attack feat or a teleportation effect). Your opponents
cannot use the Withdraw action to treat the squares they
start in as no longer threatened by you.

Path of War Expanded


THROWING COMET
Discipline: Piercing Thunder (Strike)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
With an overhand spin, you hurl your polearm at
your enemies, decimating their ranks in a whirling
path. When you initiate this maneuver, you throw your
weapon, creating a 30-foot line that deals damage to each
creature in the area as if you had hit them with an attack
with a weapon you are wielding (including damage from
magical properties or other bonuses), plus an additional
8d6 points of damage, and knocks them prone. Use the
same damage roll for each creature. Creatures caught in
the line can make a Reflex save (DC 15 + your initiation
modifier) to take half damage and not fall prone.
After resolving this maneuver, the weapon you threw
lands in the furthest square from you at the end of the
line. If it is enchanted with a property such as returning
or teleporting, or you otherwise have the ability to cause
thrown weapons to return to you, it does so normally as
if you had made an attack with it.

TWISTING PARRY
Discipline: Piercing Thunder (Counter)
Level: 5
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: One attack
Target: You
Duration: Instantaneous
A champion of combat, the disciple of the Piercing
Thunder is capable of using the size and weight of his
weapon to buffet an attack aside to strike at another foe.
You can initiate this counter in response to a melee or
ranged attack being made against you. Make an attack
roll with a weapon you are wielding. Use the higher of
your AC and your attack roll as your effective AC against
the incoming attack. If the attack against you misses, you
deflect the attack at another creature you can see within
reach or range of the attacker. Treat the attack as if it
had been made against that creature, using the attackers
original attack roll to resolve the attack as normal. If there
is no new target available, the attack is simply negated.

6TH LEVEL
DIVING THUNDERBOLT STANCE
Discipline: Piercing Thunder (Stance)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your movements are light and nimble, allowing you
to reach incredible heights and strike with the force
of a swooping dragon. While you maintain this stance,
you become immune to falling damage, gain a bonus

on Acrobatics checks made to jump equal to twice your


initiator level, and your vertical jumping distance is not
limited by your maximum movement speed. In addition,
if you attack your opponent from a higher elevation
(including after jumping towards them as a move action),
you are considered to be charging that opponent for the
purposes of feats and abilities you possess that would
provide a beneficial effect.

GLORIOUS THUNDER CHARGE


Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Brandishing his potent weapon in a glorious display
of martial superiority, the disciple charges to battle
his foe with determination matched by only the gods
themselves. Make a charge attack that does not provoke
attacks of opportunity. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage, and
the target must succeed at a Fortitude save (DC 16 + your
initiation modifier) or become nauseated for 1d3 rounds.

IMPALING COMET STRIKE


Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: See text
Area: Line (see text)
Target: One or more opponents
Duration: Instantaneous
You are capable of pressing an incredible assault upon
a foe. During this strike, your weapons reach increases
by 10 feet. When you initiate this maneuver, your strike
targets every creature in a line with a range equal to
your reach. Make a melee attack roll and compare it to
the AC of each opponent within the area. If the attack
roll hits a target, it deals weapon damage as normal plus
an additional 6d6 points of damage, and automatically
overcomes damage reduction. Use the same damage roll
for each target. This strike can only be initiated with a
discipline weapon or a piercing weapon.

LIGHTNING RUSH
Discipline: Piercing Thunder (Boost)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By digging in his heels and launching off like a speeding
comet, the disciple of the Piercing Thunder is capable of
lightning fast sprints for a short period of time. After
initiating this boost, your base land speed increases by
30 feet until the start of your next turn. This adjustment
is treated as an enhancement bonus. In addition, you
can immediately move up to your speed as a free action.
This movement does not provoke attacks of opportunity.

133

Path of War Expanded


STEEL LANCERS EDGE
Discipline: Piercing Thunder (Strike)
Level: 6
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You add a burst of speed and force to the end of your
charge, striking your foe with a deadly thrust before using
the momentum to leap away from their counterattack.
Make a charge attack that does not provoke attacks
of opportunity. If it hits, it deals weapon damage as
normal plus an additional 8d6 points of damage, and
automatically overcomes damage reduction. In addition,
regardless of whether your attack hit or not, you can
make an Acrobatics check to jump as a free action.
Movement during this jump does not provoke attacks of
opportunity from the target.

7TH LEVEL
BREAKING THE CHARGE
Discipline: Piercing Thunder (Counter)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 immediate action
Range: Melee attack
Target: One creature
Duration: Instantaneous
The disciple of the Piercing Thunder is wise to the
ways of combat and when opponents rush by, his lance
is always at the ready. You can initiate this counter
whenever a charging opponent passes within 10 feet of
you (including if you yourself are being charged). Make
a melee attack against that creature with a weapon you
are wielding, even if its reach would not otherwise allow
you to strike the foe. If it hits, it deals weapon damage
as normal plus an additional 5d6 points of damage, and
the target must succeed at a Reflex save (DC 17 + your
initiation modifier) or be knocked prone. Regardless
of whether or not they succeed at the save, the targets
movement ends, potentially keeping them from making
their charge attack. This maneuver may only be made
with a discipline weapon.

LEAPING THUNDER CRASH


Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
With a tremendous leap into the air, you come crashing
down upon your enemy with the force of the gods
themselves. Make a melee attack, using an Acrobatics
check in place of your attack roll. Any bonuses and
penalties that would be applied to a normal attack roll,
such as weapon enhancements, spell effects, or the
penalties for fighting with two weapons, are applied
to the skill check as well. If your attack hits, it deals

134

weapon damage as normal plus an additional 35 points


of damage, and the target must succeed at a Fortitude
save (DC 17 + your initiation modifier) or drop any held
items, as though they had been disarmed.

RUSH TO THE FRAY


Discipline: Piercing Thunder (Strike)
Level: 7
Prerequisites: Two Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: Melee attack
Target: One or more creatures
Duration: Instantaneous
You charge fearlessly towards a group of foes, heedless
of difficulties and deliver a flurry of potent attacks.
Make a charge attack that does not provoke attacks of
opportunity. During this charge, you ignore difficult
terrain (potentially allowing you to charge where you
otherwise could not). At the end of your charge, you can
give up your regular attacks and instead make a melee
attack or combat maneuver attempt at your highest base
attack bonus against each opponent within reach. If an
attack hits, it deals weapon damage as normal plus an
additional 5d6 points of damage, or if used for a combat
maneuver attempt, you gain a +5 competence bonus on
your combat maneuver check. You must make a separate
attack roll against each target.

8TH LEVEL
ADAMANTINE LANCERS EDGE
Discipline: Piercing Thunder (Boost)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
As a master of the Piercing Thunder discipline,
you wield your lance with impossible strength and
penetrating power, piercing steel as easily as flesh and
bone. After initiating this boost, the next charge attack
you make this turn deals an additional 8d6 points of
damage. In addition, each attack you make during that
charge automatically overcomes damage reduction, and
any creature struck must succeed at a Fortitude save (DC
18 + your initiation modifier) or become dazed for one
round.

DEADLY THUNDER LANCERS STANCE


Discipline: Piercing Thunder (Stance)
Level: 8
Prerequisites: Three Piercing Thunder maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Mastery of the spear and its many styles comes to
you as you near the pinnacle of the Piercing Thunder
discipline. While you maintain this stance, you add
your initiation modifier to attack rolls, damage rolls,
and Acrobatics checks to jump or tumble. In addition,

Path of War Expanded


you gain the benefits of the Spring Attack feat, even if
you do not meet its prerequisites. When you use this
feat, you can initiate a strike with an initiation action of
one standard action or less instead of making a normal
attack during your movement. If that strike includes a
charge, you gain the normal benefits and penalties of
the charge combat maneuver, although your movement
is not limited to a straight line, you may move through
difficult terrain or other obstacles as if you were not
charging, and you do not have to end your movement
after initiating your strike.

THUNDERING LANCERS BLOW


Discipline: Piercing Thunder (Strike)
Level: 8
Prerequisites: 3 Piercing Thunder maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
By leveling a heavy blow from your powerful weapon,
you strike so hard to as to bring your opponent to their
knees with this strike. Make a melee attack. If it hits, it
deals weapon damage as normal plus an additional 12d6
points of damage, and you can make a bull rush attempt
against the target as a free action. This bull rush attempt
does not provoke an attack of opportunity, and you gain a
bonus on your combat maneuver check equal to 1/2 your
initiator level. If your bull rush attempt is successful, the
target is knocked prone at the end of their movement.

9TH LEVEL
PIERCING CHARGE OF THE DREAD LANCER
Discipline: Piercing Thunder (Strike)
Level: 9
Prerequisites: Four Piercing Thunder maneuvers
Initiation Action: 1 full-round action
Range: See text
Area: Line (see text)
Duration: Instantaneous
As a master of the Piercing Thunder discipline, you can
make a devastating charge across the battlefield, striking
all in your way with razor precision and unstoppable
killing force. When you initiate this maneuver, you
make a charge attack, moving up to twice your speed in
a straight line as normal. Unlike a normal charge attack,
you do not designate an opponent, and do not need to end
your movement within reach of an opponent. In addition,
your movement ignores difficult terrain and intervening
creatures, and does not provoke attacks of opportunity.
Rather than making an attack at the end of your charge,
your strike targets every opponent who was caught in
your path; treat your movement as a line-shaped effect
for determining who is affected. Each opponent caught
within the line takes damage as if you had hit them with
an attack with a weapon you are wielding (including
damage from magical properties or other bonuses), and
must succeed at a Reflex save (DC 19 + your initiation
modifier) or take an additional 15d6 points of damage. A
successful save halves the additional damage, but does
not negate the damage from your attack. Use the same
damage roll for each creature. This strike can only be
initiated with a discipline weapon.

Riven Hourglass

Special Note: Maneuvers from this discipline are


universally supernatural in nature, drawing as they
do on the initiators connection to the timestream and
the manipulation of their Hourglass. As such, they are
supernatural abilities.

1ST LEVEL
CLOCKWATCHER
Discipline: Riven Hourglass (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By pulling your perception forward in time for the
barest of moments, you are able to cheat fate and act
when most would be caught unaware. Unlike other
immediate actions, you can initiate this counter while
flat-footed, and can use this maneuver at the beginning
of a surprise round you otherwise would not be able to
act in. You may act during the surprise round normally.

DISTORTED CLOCK
Discipline: Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Magic is a fickle thing, influenced by time, and wanes
in power as the sands glitter through the hourglass of
existence. You halt this progression within yourself,
sustaining abilities that would normally only last a few
minutes. You can apply the effects of the Extend Spell
metamagic feat (or Extend Power metapsionic feat) to
a single beneficial extract, power, psi-like ability, spell,
or or spell-like ability cast upon you for as long as you
maintain this stance. Leaving this stance causes the
duration to resume as normal (each round of the effect
spent as half of a round while in this stance). Starting
at initiator level 10, you may extend a second effect. In
addition, you gain a +2 circumstance bonus on saving
throws against harmful effects with a duration of longer
than instantaneous.

MINUTE HAND
Discipline: Riven Hourglass (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You make an incredibly swift strike which sacrifices
some accuracy for speed. Make a melee attack with a
2 penalty on the attack roll. If it hits, it deals weapon
damage as normal.

135

Path of War Expanded


SANDS OF TIME STANCE
Discipline: Riven Hourglass (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By attuning yourself to the ebb and flow of time,
you can visualize the time-stream as a metaphorical
hourglass in your soul, and learn to manipulate your
place within it. While you maintain this stance, you
gain a +2 bonus on Initiative checks and Reflex saves. At
initiator level 12th, these bonuses increase to +4.

SANDS OF TIME APPROACH


Discipline: Riven Hourglass (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
By wrapping a bit of quintessence around your
weapon in the form of a glittering aura, you are capable
of striking a foe and burning through the time that he has
left. Make an attack. If it hits, it deals weapon damage as
normal and the target must succeed at a Will save (DC
11 + your initiation modifier) or become fatigued for 1d4
rounds.

STRIKE THE HOURGLASS


Discipline: Riven Hourglass (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a simple strike, you influence times attitude
towards a foe and their ability to act in battle. Make
an attack. If it hits, it deals weapon damage as normal
and the target must succeed at a Will save (DC 11 + your
initiation modifier) or it can only take a single move
action or standard action during its next turn.

2ND LEVEL
CHRONAL AGGRESSION
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous (see text)
A Riven Hourglass disciple must end fights quickly, as
the sands of time halt for no man. Heeding this logic, you
attack at your foes reserves of enduring strength. You
fire a ray against an opponent within close range (25 feet
+ 5 feet per 2 initiator levels). This ray requires a ranged
touch attack to hit and deals 2d6 points of damage plus
your initiation modifier, and the target must succeed
at a Fortitude save (DC 12 + your initiation modifier) or
become sickened for one minute. On a successful save,
the target is instead sickened for one round.

136

RAPID STRIKE
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You compress the time needed to strike twice within
the span of a single blow. Make two melee attacks against
the same creature. If an attack hits, it deals weapon
damage as normal.

STOPWATCH
Discipline: Riven Hourglass (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With a dizzying burst of incredible speed, you step
out of time, adjusting your position to possibly avoid
an attack. You can initiate this counter in response to a
melee or ranged attack being made against you. Make an
Autohypnosis check, using your opponents attack roll as
the DC. If you succeed, you may take a 5-foot step as part
of this counter. If this movement puts you in a position
where the opponent would not have been able to attack
you, then the attack is negated.

TEMPORAL BURN
Discipline: Riven Hourglass (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
By surrounding your weapon with a bubble of vastly
accelerated time, you are able to strike at a foe and burn
away at their personal quintessence. Make an attack. If it
hits, it deals weapon damage as normal plus an additional
2d6 points of damage, automatically overcomes damage
reduction, and ignores hardness.

UNHINDERED STEP
Discipline: Riven Hourglass (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By slowing the falling sands of the Hourglass inside
your soul, you are capable of greatly accelerating your
movements. After initiating this boost, your land speed
increases by 30 feet until the beginning of your next turn.
This adjustment is treated as an enhancement bonus.
This boost does not affect other modes of movement,
such as burrow, climb, fly, or swim.

Path of War Expanded


3RD LEVEL
FLICKERING DEFENSE
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: 60 ft.
Target: You or an ally within 60 ft.
Duration: Instantaneous
All actions cause new potential futures, and you can
force particularly unlucky futures upon your foes by
looking forward and shifting the right sands. You can
initiate this counter in response to a melee or ranged
attack being made against you or an ally within 60 feet.
The attacker takes a 4 penalty on the attack roll, and
rolls twice and takes the lower result. You must initiate
this counter before the success or failure of the original
roll is known.

PROBABILITY TWIST
Discipline: Riven Hourglass (Counter)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
While the flows of time are constantly moving, it
is possible for a disciple to analyze and alter how the
grains fall within his own Hourglass. You can initiate
this counter to reroll any one d20 roll or damage roll you
make in combat on your turn. You must take the result of
the reroll, even if it is worse than the original roll.

RIVEN HOURGLASS STANCE


Discipline: Riven Hourglass (Stance)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By altering the flow of time around yourself, you flicker
between potential time paths, slipping quietly between
the grains that fall within your Hourglass. While you
maintain this stance, you gain a +4 dodge bonus to your
AC and a +4 bonus on Initiative checks. In addition, you
become immune to the slow spell, and any power, psilike ability, spell, or spell-like ability that targets only you
suffers a 20% miss chance.

TEMPORAL FURY
Discipline: Riven Hourglass (Strike)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instantaneous (see text)

You surround your weapon with quintessence, the


essence of time that withers all things, and strike at
your foe with its burning temporal energies. Make an
attack. If it hits, it deals weapon damage as normal
plus an additional 2d6 points of damage, and the target
must succeed at a Fortitude save (DC 13 + your initiation
modifier) or be affected as if by a slow spell for two
rounds.

TIME SKITTER
Discipline: Riven Hourglass (Boost)
Level: 3
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: See text
By accelerating your personal time-stream, you speed
up your movements and accelerate your blows for a
few moments. After initiating this boost, you gain the
benefits of a haste spell for a number of rounds equal
to your initiation modifier (+1 to attack rolls, initiative,
and Reflex saves, a +30-foot enhancement bonus to
movement speeds, and one extra attack when making a
full attack).

4TH LEVEL
CHRONAL DRAW
Discipline: Riven Hourglass (Strike)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
By damaging the time-flow on a targets vital forces,
you temporarily age a foe, exhausting their body before
their Hourglass can stabilize. Make an attack. If it hits,
it deals weapon damage as normal plus an additional
3d6 points of damage, and the target must succeed at a
Will save (DC 14 + your initiation modifier) or become
exhausted for a number of rounds equal to your
initiation modifier.

GIFT OF TIME
Discipline: Riven Hourglass (Boost)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Touch
Target: One ally
Duration: Instantaneous
By focusing and carefully gathering glittering grains
of quintessence from within your Hourglass into your
hands, you can donate time to another with a touch.
You can only initiate this boost at the start of your turn,
before taking any other actions. Select an adjacent ally
you can touch. You can choose to grant them a standard,
move, or full-round action. That ally can take the action
you selected, and must use them immediately, changing
their place in the initiative order as if they had readied

137

Path of War Expanded


an action. You lose the chosen action, and cannot take
it this turn. You cannot grant more actions than you
could normally take during your turn, thus if you are
staggered you could not grant an ally a full-round action,
only a standard or move action.

TEMPORAL BODY ADJUSTMENT


Discipline: Riven Hourglass (Counter)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By reversing the flow of your personal Hourglass,
you can turn back time, undoing a harmful event. You
can initiate this counter when you would be affected
by a negative condition (such as being cursed, dazed,
paralyzed, or sickened), or are affected by a negative
condition. You ignore the condition that would affect
you, or end any one such condition currently affecting
you. You cannot negate your death with this counter.

TIP THE HOURGLASS


Discipline: Riven Hourglass (Strike)
Level: 4
Prerequisite: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
By wrapping a field of anarchic temporal energy
around your weapon, you strike at your foes own inner
Hourglass, seeking to disrupt its flow. Make a melee
attack. If it hits, it deals weapon damage as normal plus
an additional 4d6 points of damage, and target must
succeed at a Fortitude save (DC 14 + your initiation
modifier) or be affected as if by a slow spell for a number
of rounds equal to your initiation modifier.

5TH LEVEL
CHRONAL FISSION
Discipline: Riven Hourglass (Stance)
Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You enter a meditative trance, manipulating your
personal time to react faster than you otherwise would
be able to. While you maintain this stance, you may
initiate a single counter each round without using an
immediate action. This expends the counter as normal.
You can use this stances effect to initiate a counter even
if you have already used an immediate action this round.

HOUR HAND
Discipline: Riven Hourglass (Boost)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You compress the timeframe of your attack, sacrificing
precision to make a lightning-fast strike. After initiating
this boost, you can make one additional attack as part of
your next attack action, full-attack action, or strike. This
extra attack is made at your highest attack bonus with a 4
penalty on the attack roll. If it hits, it deals weapon damage
as normal plus an additional 4d6 points of damage.

SANDS OF TIME TORNADO


Discipline: Riven Hourglass (Strike)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent opponents
Duration: 1d4 rounds
You accelerate your personal Hourglass, speeding up
your mind and body to the point that you seem to be a
blur, surrounded by a phantom aura of glittering smoke.
Make a melee attack roll and compare it to the AC of
each adjacent opponent. If the attack roll hits a target, it
deals weapon damage as normal plus additional points
of damage equal to twice your initiation modifier, and
the target must succeed at a Fortitude save (DC 15 + your
initiation modifier) or become sickened for 1d4 rounds.
Use the same damage roll for each target.

TIME-THIEFS TALONS
Discipline: Riven Hourglass (Strike)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Every being holds within its Hourglass sands of time
that mark how long they will reside in this world, and
you have learned to steal anothers grains to replenish
your own. Make an attack. If it hits, it deals weapon
damage as normal plus additional points of damage
equal to twice your initiator level, and you regain a
number of hit points equal to twice your initiator level.

RELATIVITY BURST
Discipline: Riven Hourglass (Counter)
Level: 5
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By rearranging how your time is managed, you can
manipulate the present, shifting your position on the

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battlefield. When you initiate this counter, you can
immediately take a move action. You cannot gain more
than one move action per round this way.

6TH LEVEL
SAND-BEARERS SWIFTNESS
Discipline: Riven Hourglass (Stance)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You open a floodgate within your soul, channeling
time-accelerating energies through your body to move
at blindingly-fast speeds. While you maintain this stance,
you gain the benefits of a haste spell (+1 to attack rolls,
initiative, and Reflex saves, a +30-foot enhancement
bonus to movement speeds, and one extra attack when
making a full attack), and are immune to the slow spell
and similar effects. In addition, your great speed makes
you exceptionally hard to hit; all attacks, powers, psi-like
abilities, spells, and spell-like abilities targeting only you
suffer a 20% miss chance.

SHATTER THE HOURGLASS


Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a heavy blow, you strike your foes Hourglass
directly, temporarily shattering it and freezing their
timeline in place. Make a melee attack. If it hits, it deals
weapon damage as normal, and the target must succeed
at a Fortitude save (DC 16 + your initiation modifier)
or become paralyzed for 1d4 rounds. A successful save
negates the paralysis and causes the foe to be affected as
if by a slow spell for 1d4 rounds.

TEMPORAL DISTORTION
Discipline: Riven Hourglass (Counter)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By finding yourself in an immediate need of action,
you are capable of stretching a tiny amount of time
into the moments needed to move yourself away from
danger. You can initiate this counter to move up to twice
your speed without provoking attacks of opportunity.
You cannot gain more than one movement from this
counter per round.

TEMPORAL WAVE
Discipline: Riven Hourglass (Strike)
Level: 6
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. cone
Duration: Instantaneous (see text)
You reach deep within your soul and pull forth a
handful of quintessence to cast at your foes, wreaking
havoc upon their ability to act. When you initiate this
maneuver, you create a 30-foot cone of quintessence.
Creatures caught within the cone must succeed at a
Will save (DC 16 + your initiation modifier) or become
nauseated and affected as if by a slow spell for a number
of rounds equal to your initiation modifier. Creatures
that succeed on their save are instead affected as if by a
slow spell for one round.

7TH LEVEL
BEAT THE CLOCK
Discipline: Riven Hourglass (Counter)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You briefly accelerate your personal timeframe, acting
so fast that you appear to be a blur. You can initiate this
counter to immediately take a standard action, as if you
had readied an action. You cannot gain more than one
standard action per round this way.

SANDS OF TIME HURRICANE


Discipline: Riven Hourglass (Strike)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All opponents within reach
Duration: Instantaneous (see text)
By pouring time-accelerating energies through your
form, your perception of time grinds to a halt, allowing
you to erupt into a whirlwind of perfect strikes and
glittering quintessence at supernatural speed. Make two
melee attack rolls with a +4 bonus and compare them to
the AC of each opponent within your reach. If an attack
roll hits a target, it deals weapon damage as normal and
the target must succeed at a Fortitude save (DC 17 + your
initiation modifier) or become nauseated for one round.
Use the same damage rolls for each target.

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TEMPORAL DILATION
Discipline: Riven Hourglass (Strike)
Level: 7
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
By summoning up a time-altering aura into your hand
and channeling it through a foe, you can destabilize
their Hourglass, pushing them out of sync with the
present for a few scant moments. Make a melee touch
attack. If it hits, the target disappears from reality for
1d4 rounds. After this duration, the target reappears in
exactly the same orientation and condition as before.
From the targets point of view, no time has passed at all.
If the space from which the target departed is occupied
upon his return to the time stream, he appears in the
closest unoccupied space, still in his original orientation.
Determine the closest space randomly if necessary. A
successful Will save (DC 17 + your initiation modifier)
reduces the duration of this strike to one round.

8TH LEVEL
GOD OF THE HOURGLASS STANCE
Discipline: Riven Hourglass (Stance)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your control over your own time-stuff allows you
to isolate your Hourglass from reality, causing you to
move with unparalleled speed and grace and affording
you protection from those who would manipulate your
quintessence. While you maintain this stance, you are
immune to the slow spell and similar effects, and you
cannot become fatigued or exhausted. You can always
act during a surprise round, even if youre caught
unaware, and if an ally or opponent uses a time stop
spell or similar effect while you are within 50 feet of
them you can take a single standard action during the
duration of that spell or effect. In addition, you may take
an additional move or standard action during your turn.

HEART OF THE TIME LORD


Discipline: Riven Hourglass (Counter)
Level: 8
Prerequisite: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
When the sands within your Hourglass finally run dry,
you can force your timeline to restart, willing the sands
to reverse within your soul and restore what has been
lost. You can initiate this counter in response to taking
damage that would reduce you to 0 hit points or less. You
recover hit points and are cured of debilitating effects as

140

if a heal spell had been cast on you, using your initiator


level as the caster level.

WRATH OF TIME
Discipline: Riven Hourglass (Strike)
Level: 8
Prerequisite: Three Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
You open your Hourglass and those of all around you,
willing their grains to scatter in an attempt to outright
erase their futures. When you initiate this maneuver,
you unleash a 60-foot cone of violent temporal energy,
reducing people and objects alike to harmless white
sand. Make an Autohypnosis check as part of this strike.
Each opponent or object within the area takes damage
equal to twice the result of your check. A successful
Fortitude save (DC 18 + your initiation modifier) halves
the damage. If this damage reduces a creature or object
to 0 or fewer hit points, it is entirely disintegrated,
leaving only a scattered pile of white dust.

9TH LEVEL
BREAK THE HOURGLASS
Discipline: Riven Hourglass (Counter)
Level: 9
Prerequisite: Four Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
By forcing your will upon the quintessence of the
universe and acting within pockets of time so small
that blink past within the gap between seconds, you
turn time on its end and react to an opponents actions
before they have even been made. You can initiate this
counter in response to being targeted or caught within
the area of an attack or effect. You can immediately
take a standard action and a move action (or a single
full-round action by combining them) before that effect
resolves. While taking these actions, you can only attack
or otherwise affect the originator of the attack or effect.
If you reduce the originator of the attack or effect to 0
or fewer hit points with these actions, then the attack
or effect (including parts of the effect that affect other
creatures) is completely negated, having been prevented
from happening at all. You cannot gain more than one
standard action and move action per round this way.

Path of War Expanded


Shattered Mirror

Special Note: Maneuvers from this discipline are


universally supernatural in nature, drawing as they
do on the initiators ability to twist reality and reflect
upon both themselves and others. As such, they are
supernatural abilities. Some maneuvers from this
discipline require the initiator to make a Craft check;
these checks must use one of the Craft skills associated
with the Shattered Mirror discipline.

1ST LEVEL
BREAKING GLASS STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
Your vicious strike flares with shards of mirror-bright
color that dazzle and dizzy your victim. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 11 + your
initiation modifier) or become dazed for one round.
Regardless of whether or not the target succeeds at its
save, it also becomes dazzled for a number of rounds
equal to your initiation modifier.

COPYCAT CUT
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a slight shift of your stance, you mimic an attack
youve witnessed in the last few seconds of combat.
Make a melee attack. If it hits, it deals weapon damage
as normal plus an additional 1d6 points of damage, and
you can choose to use the result of any attack roll made
by your target in their next turn in place of one of your
attack rolls in your next turn. If you strike that opponent
with their own attack roll, you deal an additional 2d4
points of damage. An attack made using an opponents
attack roll does not threaten or confirm critical hits.

DOPPELGANGER DANCE
Discipline: Shattered Mirror (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With supernatural alacrity, you mimic your foes
movements, preventing them from escaping you.
While you maintain this stance, whenever an adjacent
opponent takes a 5-foot step to leave one of your
threatened squares, you may immediately take a 5-foot
step towards that opponent, even if you have already
moved or taken a 5-foot step this round. Whenever you
use this ability, your movement speeds during your next
turn are reduced by 5 feet.

FUNHOUSE WALTZ
Discipline: Shattered Mirror (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
With a moments concentration, you shift your
movements, advancing like a warped reflection. After
initiating this boost, you gain a 10-foot enhancement bonus
to each of your movement speeds and do not need to move
in a straight line while running or charging for one round.

LEFT-HAND STRIKE
Discipline: Shattered Mirror (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
A minor twist of reality makes it seem like your strike is
two places at once. When you initiate this strike, make a
Craft check, using the targets AC as the DC. Then make a
melee attack against the target. If it hits, it deals weapon
damage as normal. If your Craft check succeeded, your
target loses its shield bonus to AC against this and other
attacks this round, and your attack deals an additional
1d6 points of damage.

OBSIDIAN REFLECTION STANCE


Discipline: Shattered Mirror (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You emanate an aura that either enhances the
perceptions of those within it or makes them warped and
twisted. While you maintain this stance, all creatures
(including you) within 20 feet of you gain either a +1
bonus on attack and damage rolls or a 1 penalty on
attack and damage rolls. Once per round as a free action,
you can change which of these effects is applied. These
bonuses increase by +1 for every four initiator levels you
possess (+/ 2 at 4th level, +/ 3 at 8th level, and so on).

2ND LEVEL
BROKEN MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a mirror-bright slash, you put jagged cracks in
your opponents defenses. Make a melee attack. If it
hits, it deals weapon damage as normal, and the target
must succeed at a Reflex save (DC 12 + your initiation
modifier) or its armor or shield (your choice) gains the
broken condition for a number of rounds equal to your
initiator level.

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EQUIVOCATE
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: You and one other creature
Duration: 1 round
You ensnare yourself and a foe in a reflective
relationship. You can initiate this counter in response
to opponent within close range (25 feet + 5 feet per 2
initiator levels) being targeted by a power, psi-like ability,
spell, or spell-like ability. For one round, any such effect
targeting that opponent also targets you (and vice versa),
even if it normally could not affect that many targets or
one of you would be out of range.

MIMICS GAMBIT
Discipline: Shattered Mirror (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Drawing on your power over reflections and mimicry,
you copy an effect from your victim. Make a melee
attack. If it hits, it deals weapon damage as normal, and
you can choose one spell or power affecting the target.

You gain the effects of the spell or power, just as if it had


been cast or manifested on you, except that its duration
is equal to its duration or a number of rounds equal to
your initiation modifier (whichever is lower). If you do
not have any knowledge of the spells or powers affecting
the target, then choose one at random.

OBSIDIAN RAZOR STYLE


Discipline: Shattered Mirror (Boost)
Level: 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Like obsidian, you create a reflection that is beautiful,
dark, and deadly at the edge of your weapon. After
initiating this boost, you gain an insight bonus equal to
your ranks in one Craft skill (chosen when you initiate
this boost) on melee damage rolls for one round.

OBSIDIAN SIDESTEP
Discipline: Shattered Mirror (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With an act of will, you distort reality to avoid harm.
You can initiate this counter in response to making a
saving throw. Make a Craft check in place of your saving
throw, using the result of that check to determine that
saves success.

3RD LEVEL
CURSE OF THE TWISTED REFLECTION
Discipline: Shattered Mirror (Strike) [curse, mindaffecting]
Level: 3
Prerequisites: One Shattered Mirror Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a hideous strike, you distort the
perceptions of your enemies. Make an
attack. If it hits, it deals weapon damage
as normal, and the target must succeed at a Will
save (DC 13 + your initiation modifier) or become
confused for a number of rounds equal to your
initiation modifier. In addition, a struck target
becomes cursed for a number of rounds equal to
your initiation modifier, regardless of whether or
not it succeeded on its save.

142

Path of War Expanded


INFINITY MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
By bending the light near yourself, you create a
deceptive defense against assault. When you enter this
stance, you gain the benefits of a mirror image spell
with a caster level equal to your initiator level. Instead
of the normal amount of mirror images generated, you
create one image for every four initiator levels you
possess (minimum 1), and the effect lasts until you enter
another stance, at which point any remaining images
fade.

REFLECTED BLADE STYLE


Discipline: Shattered Mirror (Boost)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your will creates a glimmering mirror of your assaults,
afflicting two enemies at once. After initiating this boost,
the next strike you initiate with an initiation action of
1 standatd action that targets one creature also affects
an additional opponent within close range (25 feet + 5
feet per 2 initiator levels), even if that opponent would
normally be out of range of the strike. If the strike
requires an attack roll, use the same attack roll against
both targets.

SHATTERED GLASS SMITE


Discipline: Shattered Mirror (Strike)
Level: 3
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature (see text)
Duration: Instantaneous
With your will and your weapon, you shatter reality
as you would shatter a mirror, shredding your enemies
with false glass. Make a melee attack. If it hits, it deals
weapon damage as normal plus an additional 3d6 points
of magical slashing damage, and you create a 30-foot
cone of shattered glass originating in the targets space
and aimed in a direction of your choice. This cone deals
3d6 points of magical slashing damage to each creature
caught within it. You and the initial target of this strike
do not take damage from this cone.

4TH LEVEL
BLAZING MIRROR STRIKE
Discipline: Shattered Mirror (Strike)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
In a flash of bright death, your weapon transforms into
light, passing through your foes armor and scorching
their eyes. Make a melee touch attack with a weapon
you are wielding. If it hits, it deals weapon damage as
normal, and the target must succeed at a Fortitude save
(DC 14 + your initiation modifier) or become blinded for
a number of rounds equal to your initiator level.

CARNIVAL SWAP
Discipline: Shattered Mirror (Boost)
Level: 4
Prerequisites: 1 Shattered Mirror maneuver
Initiation Action: 1 swift action
Range: Close (25-ft + 5-ft/2 levels)
Target: You and one other creature
Duration: Special (see text)
You catch your enemy in the reflection of your blade
and twist reality like a funhouse mirror, leaving an
unfair trade. The next time this round that you make an
attack that hits, you may select one power, psi-like ability,
spell, or spell-like ability affecting the struck creature.
That creature loses the benefits of the chosen effect and
you gain them for a number of rounds equal to your
initiation modifier. Select a power, psi-like ability, spell,
or spell-like ability affecting you. You lose the chosen
effect and the struck creature gains it for a number of
rounds equal to your initiation modifier.

DOPPELGANGER WALTZ
Discipline: Shattered Mirror (Counter)
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
Like a reflection in the mirror, you follow your enemies
every move. You can initiate this counter in response to
an opponent within close range (25 feet + 5 feet per 2
initiator levels) moving any distance. Whenever that
opponent moves this round, you may move an equal
distance or up to your speed (whichever is lower) as
a free action, even if it isnt your turn. This movement
provokes attacks of opportunity as normal and takes
place after your opponents movement. You may only
move up to three times your highest movement speed
in one round using this maneuver. You can only use this
counter against a given opponent once per round.

143

Path of War Expanded


FETCHS WRATH
Discipline: Shattered Mirror (Strike) [teleportation]
Level: 4
Prerequisites: One Shattered Mirror maneuver
Initiation Action: 1 standard action
Range: Medium (100 ft. + 10ft./level)
Target: One creature and you (see text)
Duration: Instantaneous
Like an unquiet spirit, you travel through light and
reflections, striking down those foolish enough to tempt
your wrath. When you initiate this strike, you may
teleport to any unoccupied space within medium range
(100 feet + 10 feet per initiator level), then make a melee
attack. Alternately, you may make a melee attack and
then teleport to unoccupied space within medium range.
In either case, the attack you make deals weapon damage
as normal plus an additional 4d6 points of damage.

5TH LEVEL
CURSE OF THE SMOKING MIRROR
Discipline: Shattered Mirror (Strike) [curse]
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With an obsidian-edged blow, you reflect an enemys
malice back onto itself, tainting them from within. Make
a melee attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC
15 + your initiation modifier) or fall prey to a reflected
curse for a number of rounds equal to your initiation
modifier. While affected, the target becomes cursed, and
whenever it deals damage (by any means) during this
time it takes an equal amount of damage of the same
type(s). Damage reduction, resistances, and immunities
are applied to this damage as normal.

EMPTY FRAME
Discipline: Shattered Mirror (Counter)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
With an effort of will you shed substance but not form.
After you initiate this counter, you and all objects worn,
carried, or wielded by you become incorporeal for one
round.

GLEAMING IMPRISONMENT
Discipline: Shattered Mirror (Strike)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)

144

Twisting the reflections around your blade, you mark


an enemy with it and imprison them in a sphere of
mirrors. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 4d6 points of
damage, and the target must succeed at a Reflex save (DC
15 + your initiation modifier) or become trapped within
a sphere of two-sided mirrors that forms around them
for a number of rounds equal to your initiation modifier.
While this sphere of mirrors exists, a trapped creature
cannot move or be moved from its space by any means
(including teleportation), target or be targeted by any
other creature or object (except for objects it is attending,
carrying, or using), and is immune to attacks and effects
that target an area and originate from outside its space.
Such effects originating from the trapped creature affect
only its own space.

SILVERED MIRROR STANCE


Discipline: Shattered Mirror (Stance)
Level: 5
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
Like a prism or a silver mirror, you splash joy and light
onto those whom you love. When you enter this stance,
choose a single power, psi-like ability, spell, or spell-like
ability with a range greater than personal affecting you.
While you maintain this stance, allies within 30 feet of
you also gain the benefits of the chosen effect for as long
as it is affecting you.

6TH LEVEL
COPYCATS CUNNING
Discipline: Shattered Mirror (Boost)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Armor, shield, or weapon worn or wielded by
an opponent within range
Duration: See text
Your supernatural mimicry permits you to ape the
tools used by your friends and foes. When you initiate
this boost, choose another creatures armor, shield, or
weapon within close range (25 feet + 5 feet per 2 initiator
levels. A single piece of equipment wielded or worn
by you of the same type as the targeted item may use
the enhancement bonus of that item for a number of
rounds equal to your initiation modifier. In addition,
for the same duration, that piece of equipment gains
the properties and special abilities on the chosen item
in addition to its own, unless those properties or special
abilities could not be applied to your equipment (for
example, if you targeted a +2 distant longbow with this
boost while wielding a +1 greatsword, your greatswords
enhancement bonus would increase to +2, but it would
not gain the distant weapon special ability).

Path of War Expanded


CURSED MIRROR STANCE
Discipline: Shattered Mirror (Stance)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You mimic your opponents movements, visiting
retribution upon them. While you maintain this
stance, you can make a number of additional attacks
of opportunity each round equal to your initiation
modifier. This stacks with the Combat Reflexes feat
and other effects that increase the number of attacks of
opportunity you can make in a round. In addition, any
creature that hits you with a melee attack or melee touch
attack provokes an attack of opportunity from you.

MURDEROUS REFLECTION
Discipline: Shattered Mirror (Strike)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
Like something out of a nightmare you turn an
opponents strength against them. Make a melee attack
with a bonus on your attack roll equal to the targets
Strength modifier. If it hits, it deals weapon damage as
normal plus an additional 7d6 points of damage.

PLAGIARISM
Discipline: Shattered Mirror (Counter)
Level: 6
Prerequisites: Two Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: See text
You copy an opponents technique, stripping it from
them in the process. You can initiate this counter
in response to being targeted with a power, psi-like
ability, spell, spell-like ability, or supernatural ability.
The creature targeting you becomes unable to use that
ability for a number of rounds equal to your initiation
modifier (although the ability they targeted you with
still occurs and is resolved as normal) and you gain the
ability to use that ability for a number of rounds equal to
your initiation modifier. If the ability is a spell, you can
use it once as a spell-like ability. If the ability is a psionic
power, you can manifest it once as a psi-like ability.
Otherwise, you can use the ability as often as is detailed
in the ability description. Calculate the save DCs for the
ability based on your initiation modifier and treat your
initiator level as your caster level, manifester level, or
hit dice, as appropriate for the ability.

WARPED GLASS STRIKE


Discipline: Shattered Mirror (Strike) [Mind-Affecting]
Level: 6
Prerequisites: 2 Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Creature struck
Duration: Special (see text)
You re-write the perceptions of your victim with
a blow, turning friend and enemy alike into horrific
nightmares that can only be opposed. When you initiate
this maneuver, make a melee attack. If you hit, it deals
normal weapon damage plus 4d6 and your victim must
succeed at a Will save (DC 16 + your initiation modifier)
or lose all ability to tell friend from foe for a number
of rounds equal to your initiation modifier. A creature
so affected treats all other creatures as hostile, forgets
all friendships, and targets the closest creature to it or
the last creature that dealt damage to it in preference to
other targets.

7TH LEVEL
DOUBLE TEAM
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You create a semi-real copy of yourself to attack an
opponent, striking them high and low. When you initiate
this maneuver, make a melee attack and a Craft check.
If the attack hits, it deals normal weapon damage plus
additional damage equal to twice the result of the Craft
check, and the target is knocked prone.

INFINITE REFLECTIONS
Discipline: Shattered Mirror (Strike)
Level: 7
Prerequisites: Three Shattered Mirror maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Duration: Instantaneous
As your blade connects, you seem to vanish, before
reappearing around your opponent several times in
succession and delivering blow after blow. Make a melee
attack. If it hits, it deals weapon damage as normal, and
you can make another melee attack with a 4 penalty
on your attack roll. If that attack hits, you can make a
further melee attack at a 8 penalty. You continue to
repeat this process, taking a cumulative 4 penalty for
each additional attack, until you miss an attack or you
reduce your target to 0 or fewer hit points. You must
direct all of these attacks at the same creature.

145

Path of War Expanded


MIRROR DEMONS WALTZ
Discipline: Shattered Mirror (Boost) [curse]
Level: 7
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Long (400 ft. + 40 ft./ level)
Target: You and adjacent opponents (see text)
Duration: Instantaneous (see text)
You step through reflected light, vanishing into the
splash of light off of a blade and emerging from a mirror,
a prism, or even the reflection in an enemys eye. When
you initiate this boost, you can teleport to any unoccupied
space within long range (400 feet + 40 feet per initiator
level). Opponents adjacent to the square you leave and
the square you arrive in become cursed and flat-footed
for one round.

8TH LEVEL
OBSIDIAN NEGATION
Discipline: Shattered Mirror (Counter)
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
You conjure a shard of black glass, imprisoning not
only your enemys power but the very concept of the
tool he attempts to use. You can initiate this counter
in response to opponent within close range (25 feet +
5 feet per 2 initiator levels) casting a spell, initiating a
maneuver, manifesting a power, or using a psi-like or
spell-like ability. Make a Craft check opposed by your
opponents caster level, initiator level, or manifester
level check (as appropriate) plus their Wisdom modifier;
if you succeed, the effect is completely negated, and that
opponent may not use it for a number of rounds equal to
your initiation modifier.

SHATTERED MIRROR STRIKE


Discipline: Shattered Mirror (Strike) [mind-affecting]
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
With a casual blow you annihilate your opponents
perceptions, writing and rewriting their senses until
they can only perceive reality as a shattered ruin. Make
an attack. If it hits, your attack deals weapon damage
as normal plus an additional 6d6 points of damage, and
you make a Craft check, using the targets CMD as the DC.
If you succeed, the targets senses are violently altered
for a number of rounds equal to your initiation modifier;
it treats all other creatures as having total concealment
and suffers a 50% failure chance on spells with verbal or
somatic components.

146

UNHOLY MIRROR STANCE


Discipline: Shattered Mirror (Stance)
Level: 8
Prerequisites: Three Shattered Mirror maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
Woe and discord are multiplied by your reflective
power. While you maintain this stance, you can choose
to have any power, psi-like ability, spell, and/or spell-like
ability that targets an opponent within 30 feet also affect
a number of secondary targets equal to your initiation
modifier. Each secondary target must be within 30 feet
of you, and none can be affected more than once. If the
original effect requires an attack roll, use the same roll
for each target. If the effect deals damage, secondary
targets take half as much damage as the primary target,
and if it does not deal damage, its save DC is reduced by
4 instead.

9TH LEVEL
SEPTENNIAL SEAL
Discipline: Shattered Mirror (Strike)
Level: 9
Prerequisites: Four Shattered Mirror maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous (see text)
The ultimate expression of your reflective power
creates a mirror behind your victim just before you
strike them with your magic-laced blade, blowing their
soul out of their body and into your trap. Make a melee
attack. If it hits, it deals weapon damage as normal, and
the target must succeed at a Will save (DC 19 + your
initiation modifier) or die instantly, their soul becoming
trapped for seven years in a small steel mirror that
appears somewhere on your person. If they succeed
at their save, your attack instead deals 13d6 additional
damage. Destroying the mirror created by this strike
frees your victims soul, allowing it to be returned to life
as normal.

Sleeping Goddess

Special Note: Maneuvers from this discipline are


universally supernatural in nature, drawing as they
do on the initiators psionic talents. As such, they are
supernatural abilities. In addition, some Sleeping
Goddess maneuvers can be augmented by spending
power points, similarly to a psionic power. You can
spend a maximum number of power points augmenting
a maneuver equal to one plus one additional power
point for every four initiator levels you possess (up to
a maximum of 6 at 20th level). If you have the ability to
augment your maneuvers in other ways, such as from
a class feature or other ability, this cannot be combined
with the augments of Sleeping Goddess maneuvers; you
must choose which augmentation type to use when
initiating the maneuver.

Path of War Expanded


1ST LEVEL
BATTLE MANTRA
Discipline: Sleeping Goddess (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
In the heat of battle, every second matters and every
blow is crucial. Your focus and psionic powers enhance
your senses, allowing you to detect subtle movements and
mental impressions, reacting to the ever-changing melee
before those changes manifest. While you maintain this
stance, you gain one of the following benefits.
You gain a +1 insight bonus to your AC.
You gain a +1 insight bonus on all attack rolls.
You gain a +2 insight bonus on combat maneuver
checks and to your CMD.
Once per round as a free action, you can turn your
attention to another facet of the combat, losing your
current bonus and gaining a different benefit from this
stance. These bonuses increase by +1 for every four
initiator levels you possess.

BODY OF DELUSION
Discipline: Sleeping Goddess (Counter)
Level: 1
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous

CALL THE SOULS BLADE


Discipline: Sleeping Goddess (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
As an adept of the Sleeping Goddess discipline, your
greatest weapon is your personal ideology given form. By
focusing on all you view as right and just, you can shape
psionic might into a souls blade. When you initiate this
boost, a souls blade appears in your hands, taking the
form of a masterwork melee weapon you are proficient
with. A souls blade created with this boost has hardness
10 and 10 hit points, and is treated as a magic weapon
for the purposes of overcoming damage reduction. The
blade lasts a number of rounds equal to your initiator
level before vanishing. If you throw your souls blade or
otherwise relinquish your grip on it (such as by being
disarmed), it dissipates after one round. You can have
multiple souls blades created at once if you initiate this
boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding
a mind blade or equivalent
weapon (such as a deadly fists
empowered strikes, a psychic
armorys panoply of blades, or a
soulbolts mind bolt), you can
choose to amplify it instead

The most basic tenet of the Sleeping Goddess discipline


is that a strong enough belief, channeled through
the lens of psionic power, can do anything. With this
technique, you momentarily enter a state of denial,
asserting through your power that you are not and will
not be harmed. You can initiate this counter when you
take damage from a melee or ranged attack. Make an
Autohypnosis check, using your opponents attack roll as
the DC. If you succeed, you take only half damage from
the attack, although any other effects of the attack are
resolved normally.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, you gain a +1
bonus on your Autohypnosis check.
If you spend 3 power points, you take no damage
from the attack on a successful Autohypnosis check,
rather than half.
If you spend 5 power points, you are completely
unaffected by the attack on a successful
Autohypnosis check, taking no damage and ignoring
any additional effects of the attack.
If you expend your psionic focus while initiating
this counter, you can use it in response to an attack
damaging an ally within 60 feet. If you do, make
an Autohypnosis check as normal, then apply the
effects of this counter to that ally rather than
yourself.

147

Path of War Expanded


of this boosts normal effects. Until the start of your
next turn, all such weapons you wield (including those
created after initiating this boost) gain the benefit of a
weapon special ability equivalent to a +1 enhancement
bonus. This ability must be chosen from the list of
weapon special abilities you can normally place on your
mind blade (see the enhanced mind blade class feature
in Chapter 3 of Ultimate Psionics).

EGO-WOUNDING STRIKE
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You wrap your blade in psionic energy, telepathically
amplifying the pain of the blow. Make an attack. If it hits,
it deals weapon damage as normal, and the target must
succeed at a Will save (DC 11 + your initiation modifier)
or take become overwhelmed with agonizing pain,
taking a 2 penalty on attack rolls, ability checks, and
skill checks for one round. Each time one of your allies
successfully hits that creature while it is under the effect
of this strike, the duration increases by one round, up
to a maximum number of rounds equal to your initiator
level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the penalty
inflicted by this strike increases by 1.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.

FLASH OF INSIGHT
Discipline: Sleeping Goddess (Boost)
Level: 1
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or two allies (see text)
Duration: Instantaneous
You turn a sudden burst of inspiration into strength
for your allies, sharing your power to give them an edge
in battle and help them shrug off their wounds. You can
activate this boost after making a successful attack or
combat maneuver check. One ally within 30 feet gains
another saving throw against a non-instantaneous effect
that allows a saving throw affecting them. This saving
throw has the same DC as the original save. If your ally
succeeds, the effect ends. The ally does not suffer any
additional effects for failing the save (such as a poisons
damage). You cannot grant an ally more than one
additional save against a given effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, your ally gains a
+1 insight bonus on their saving throw.
If you expend your psionic focus while initiating
this boost, this boost instead affects up to two allies
within 30 feet.

148

HARMONY-SHATTERING STRIKE
Discipline: Sleeping Goddess (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You strike at both your enemys body and his spirit,
creating a destructive link between them and your allies.
Make an attack. If it hits, it deals weapon damage as
normal, and the target must succeed at a Will save (DC 11
+ your initiation modifier) or for one round, any attacks
from your allies against the target deal an additional 1d6
points of damage.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the additional
damage your allies deal to the target increases by
1d6.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.

UNBROKEN STRIDE
Discipline: Sleeping Goddess (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
With careful steps and focused psionic power, you can
slightly shift how you interact with the world, moving
over liquids as if they were solid, sprinting along walls,
and even walking through the air. While you maintain
this stance, you can walk and stand on liquids and other
unfirm surfaces as if they were solid ground. You can
move at your normal speed, but you cannot run on such
a surface. This stance does not protect you from any
negative effects that the surface might carry, such as the
heat of lava or the stickiness of a spiders web.
At initiator level 5th, you gain the ability to move
along walls and ceilings as if under the effect of a spider
climb spell while you maintain this stance, except that
you do not need to use your hands to climb and can fight
normally. At initiator level 10th, you can walk through
the air as if it were solid ground, gaining a fly speed
equal to your land speed with good maneuverability
while you maintain this stance. However, while flying
in such a way, you cannot hover. At initiator level 15th,
your maneuverability when flying in this way increases
to perfect, and you can even stand still in midair,
hovering as normal.

Path of War Expanded


2ND LEVEL
ADAMANT WILL
Discipline: Sleeping Goddess (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal and 60 ft. (see text)
Target: You and one ally (see text)
Duration: 1 round (see text)
Though armor can be pierced and shields can be
broken, your will remains a final bastion, and those
who witness this resolution of mind can be inspired
to cultivate it within themselves. You can initiate this
counter in response to a melee or ranged attack being
made against you. You gain a +4 insight bonus to your
AC against that attack, potentially causing it to miss. In
addition, one of your allies within 60 feet gains a +4
insight bonus to their AC against the next attack made
against them for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, the insight bonus
to you and your allys AC increases by +1.
For every 3 power points you spend, this counter
lasts an additional round. If you augment this
counter in this way, the bonus to your allys AC
applies against every attack made against that
ally during the duration, rather than only the next
attack.

FEARLESS FAITH
Discipline: Sleeping Goddess (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: Personal or 60 ft. (see text)
Target: You or one ally (see text)
Duration: Instantaneous
You know that fear is as great an enemy as the foes
in front of you, and through this knowledge and your
faith in yourself, you can power through even the most
terrifying situations. You can initiate this counter when
you would become shaken, frightened, or panicked. You
reduce the fear by one step (from panicked to frightened,
frightened to shaken, or shaken to unafraid), and are
treated as having successfully saved against the effect
for the purposes of determining if you can be affected
again.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the fear is
reduced by an additional step.
If you expend your psionic focus while initiating
this counter, you can use it in response to an ally
within 60 feet becoming shaken, frightened, or
panicked. If you do, you apply the effects of this
counter to that ally rather than yourself.

MIND-REVEALING STRIKE
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You and your allies harry a foe, weakening its resolve
and leaving it open to mental intrusion. Make an attack.
If it hits, it deals an additional 1d6 points of damage,
and the target must succeed at a Will save (DC 12 + your
initiation modifier) or you become able to read their
surface thoughts, as if by the read thoughts power, for a
number of rounds equal to your initiation modifier. You
do not need to concentrate on this ability to maintain
it. Each time one of your allies successfully hits that
creature while it is under the effect of this strike, the
duration increases by one round, up to a maximum
number of rounds equal to your initiator level.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, you may make a melee touch attack
against the target rather than a normal attack. If it
hits, it deals no damage, but you still can read their
surface thoughts on a failed save.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it.

REACTIVE REVERSION
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round (see text)
You create a spiritual waypoint tied to your mind and
body, allowing you to return to it in an instant for a short
time. When you initiate this boost, mark your current
location. You may instead teleport back to the marked
space as a free action, even if it isnt your turn, any
time during the next round. Using this ability ends this
boost. If your former space is occupied, you are instead
teleported to the nearest unoccupied space. If you use
this ability to move out of the reach or range of an attack,
the attack is negated.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the effect of
this boost lasts an additional round.
For every 2 power points you spend, you can
teleport to the marked space one additional time
before ending this boost.

149

Path of War Expanded


TWOFOLD ASSAULT
Discipline: Sleeping Goddess (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
You assault your opponents mind and body at the
same instant, overwhelming them utterly with a single
blow. Make a melee attack. If it hits, it deals weapon
damage as normal plus an additional 1d6 points of
damage, and you can make a combat maneuver attempt
against the target as a free action. This combat maneuver
attempt does not provoke an attack of opportunity, and
you use an Autohypnosis check in place of your combat
maneuver check.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage.
If you expend your psionic focus while initiating this
strike, you can make a second combat maneuver
attempt against the target as a free action, using
an Autohypnosis check in place of your combat
maneuver check.

3RD LEVEL
CHAINS OF DOUBT
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack and 60 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous (see text)
You deliver a psionically-charged blow directly to
your enemys willpower and ability to press onwards,
dragging them down with crushing doubt and despair.
Make an attack. If it hits, it deals weapon damage as
normal plus an additional 3d6 points of damage, and
the target must succeed at a Will save (DC 13 + your
initiation modifier) or become nauseated for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, one of the targets allies within 60 feet of
your choice also becomes nauseated for the same
duration if the target fails its saving throw. The
targets ally does not receive a saving throw against
this effect.

150

GRASP OF THE GODDESS


Discipline: Sleeping Goddess (Boost)
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
For a brief moment, you transcend the limits of
your physical form, striking beyond the reach of your
weapons and reacting with a speed and grace you would
not normally have. After initiating this boost, your melee
reach increases by 5 feet for one round, and you can
make one additional attack of opportunity this round.
This extra attack of opportunity stacks with other effects
that grant additional attacks of opportunity, such as the
Combat Reflexes feat. In addition, at any time during this
boosts duration, you may expend your psionic focus as
an immediate action to warp the world around you and
move to any unoccupied space within your melee reach
without provoking attacks of opportunity.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, you can
make another additional attack of opportunity each
round while under the effect of this boost.
For every 3 power points you spend, the effect of
this boost lasts an additional round.

INEXORABLE EMBRACE OF SLEEP


Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a devastating psychic strike, you can render
a foes higher mind catatonic, reducing him to the
state of a sleepwalker. Make an attack. If it hits, it
deals weapon damage as normal plus an additional
2d6 points of damage, and the target must succeed
at a Will save (DC 13 + your initiation modifier) or be
forced into a dreamlike trance for three rounds. While
in this trance, the target cannot activate spell-like or
supernatural abilities, cast spells, manifest powers, or
initiate maneuvers. Supernatural abilities that do not
require an action or require only a free action to activate
are unaffected, and spells and powers that the target
is already concentrating on can be concentrated on as
normal. The target may otherwise act normally, moving
attacking, and performing other actions as it sees fit.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, your target does not get a saving throw
against it. However, the duration of the trance is
reduced to one round rather than three.

Path of War Expanded


INTERNAL DOMINION OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 3
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The term sleeping goddess refers not to any tangible
entity, but a state of being; by focusing your psionic
might through the lens of true belief, you become
something akin to a minor divine power whose realm
lies within your physical form. Through this power, you
can outright deny the world when it tries to exert such
paltry concepts as reality on you. While you maintain
this stance, you gain the following abilities:
You can reroll a failed saving throw, taking the
higher of the two rolls.
You can force an opponent who has just hit you
with an attack or succeeded at a combat maneuver
check against you to reroll his attack roll or combat
maneuver check and take the lower of the two rolls.
You may only use a single one of these abilities per
round, and activating them is a free action that can be
taken even if it isnt your turn.

4TH LEVEL
ARMORY OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Boost)
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
Your immense force of will allows you to shape your
ideals into a more powerful weapon than before. When
you initiate this boost, a souls blade appears in your
hands, taking the form of a +3 melee weapon you are
proficient with. Alternatively, you may create two souls
blades, each taking the form of an identical +2 melee
weapons you are proficient with. A souls blade created
with this boost has hardness 15 and 30 hit points. The
blade lasts a number of rounds equal to your initiator
level before vanishing. If you throw your souls blade or
otherwise relinquish your grip on it (such as by being
disarmed), it dissipates after one round. You can have
multiple souls blades created at once if you initiate this
boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding a mind blade or
equivalent weapon (such as a deadly fists empowered
strikes, a psychic armorys panoply of blades, or a
soulbolts mind bolt), you can choose to amplify it
instead of this boosts normal effects. Until the start of
your next turn, all such weapons you wield (including
those created after initiating this boost) gain the benefit
of a single weapon special ability equivalent to up to +2
enhancement bonus. This ability must be chosen from
the list of weapon special abilities you can normally
place on your mind blade (see the enhanced mind blade
class feature in Chapter 3 of Ultimate Psionics).

PUPPET OF THE GODDESS


Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
You take control of your foes perceptions, shutting
them off from reality and substituting a false world of
your choosing. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 4d6 points of
damage, and the target must succeed at a Will save (DC
14 + your initiation modifier) or have one of its senses
completely overridden for one round, as if you had
manifested the false sensory input power on them. You
do not need to concentrate on this ability to maintain it,
although you cannot switch the sense you are falsifying
with this strike.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
For every 3 power points you spend, the effect of
this strike lasts an additional round.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its
saving throw.

REUNION IN DREAMS
Discipline: Sleeping Goddess (Boost) [teleportation]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature (see text)
Duration: Instantaneous
Your understanding of the world and your place in it
grows, and allows you to reach out to others and bring
them under your protection even over great distances.
When you initiate this boost, you teleport one willing
creature that you can see within close range (25 feet +
5 feet per 2 initiator levels) to an unoccupied square
adjacent to you. If there are no unoccupied adjacent
squares for the creature to appear in, this boost has no
effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, you can teleport
an additional willing creature within close range to
an adjacent square.
If you expend your psionic focus while initiating this
boost, you may teleport yourself to an unoccupied
square adjacent to a willing creature within close
range before resolving the other effects of this boost.
Measure the range of this boost from and teleport
targets to unoccupied squares adjacent to your new
position.

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TRAUMATIC REVERSAL
Discipline: Sleeping Goddess (Counter) [mindaffecting]
Level: 4
Prerequisites: One Sleeping Goddess maneuver
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You and one opponent (see text)
Duration: Instantaneous
Just as a warrior with a superior weapon may try
to sunder an attackers blade, you are able to shatter
your foes mind in order to defend yourself, creating a
momentary psionic link along which the effects of their
attack are shared. You can activate this counter when
you take damage from an attack or effect originating
from an opponent. You take only half damage from the
attack or effect, although any other effects are resolved
normally. In addition, the opponent that damaged you
must succeed at a Will save (DC 14 + your initiation
modifier) or take damage equal to half the damage they
would have dealt.
Augment: You can augment this maneuver in one or
more of the following ways:
If you spend 6 power points, you take no damage
from the attack, and the opponent that damaged
you takes the full amount of damage they dealt to
you on a failed saving throw.
If you expend your psionic focus while initiating
this counter, you can use it in response to an attack
or effect damaging an ally within 60 feet. If you do,
you apply the effects of this counter to that ally and
the opponent that damaged that ally rather than
yourself.

5TH LEVEL
INARGUABLE PRESENCE OF THE SLEEPING GODDESS

Discipline: Sleeping Goddess (Stance)


Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your psionic might and the strength of your belief
exert an immense pressure on the minds of your foes
merely by being near them. You are a fact, and your
power will not be denied. While you maintain this stance,
your maneuvers and other abilities treat creatures that
are normally immune to mind-affecting effects as if they
were not immune. Such creatures gain a +5 resistance
bonus on saving throws against your mind-affecting
effects, rather than ignoring them outright. In addition,
attacks made against you suffer a 20% miss chance.

RESHAPE THE SCULPTED MIND


Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your intimate acquaintance with the nature of the mind
allows you to strike it where its most vulnerable. Make
an attack. If it hits, it deals weapon damage as normal
plus an additional 1d4 points of Intelligence, Wisdom,
or Charisma damage (your choice), and the target must
succeed at a Will save (DC 15 + your initiation modifier)
or be affected by one of the following effects, depending
on the type of ability damage selected. A target that is
immune to ability damage still suffers this additional
effect.
Intelligence: The targets ability to express its
thoughts is dampened, causing it to be unable to
communicate with others, even by telepathy, for a
number of rounds equal to the Intelligence damage
dealt by this strike. The target can still hear others,
but anything it says or tries to convey nonverbally
is completely unintelligible, even to a creature
under the effect of a tongues spell or similar effect.
Spells that require verbal components suffer a 50%
chance of failure while the target is affected by this
strike.
Wisdom: The target loses its grasp on reality, causing
it to become confused for a number of rounds equal
to the Wisdom damage dealt by this strike.
Charisma: The targets confidence and ability to
believe in itself is shattered, causing it to become
frightened for a number of rounds equal to the
Charisma damage dealt by this strike. At the end
of each of the targets turns while it is frightened, it
can attempt another save to end this effect. This use
of this strike is considered a fear effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the ability
damage dealt by this strike increases by one.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects or fear effects the target possesses. Instead,
a normally-immune target gains a +5 resistance
bonus on its saving throw.

REVERBERATION OF DEFEAT
Discipline: Sleeping Goddess (Boost)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: 30 ft.
Target: One or more creatures (see text)
Duration: Instantaneous
As you destroy one foe, his allies feel the weight of
his failure, the pain, fear, and feeling of utter defeat
cascading down the ties of friendship or belief. You can
activate this boost when you reduce an opponent to 0 or
lower hit points. Each of that opponents allies within 30

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feet must succeed at a Will save (DC 15 + your initiation
modifier) or become shaken and sickened for a number
of rounds equal to your initiation modifier.

THE TIES THAT BIND


Discipline: Sleeping Goddess (Strike)
Level: 5
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee attack and 60 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous (see text)
With a psionically-empowered strike, you stab through
an enemys physical form and attack their spirit and
those tied to it. In the minds of your targets, the world
warps, keeping them from fighting or moving effectively.
Make an attack. If it hits, it deals weapon damage as
normal plus an additional 5d6 points of damage, and the
target must succeed at a Will save (DC 15 + your initiation
modifier) or it and one of the targets allies within 60 feet
of your choice become entangled for a number of rounds
equal to your initiation modifier. The targets ally does
not receive a saving throw against this effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
For every 3 power points you spend, you may select
an additional one of the targets allies to entangle if
the target fails its saving throw.
If you expend your psionic focus while initiating
this strike, the target and its affected allies also
become nauseated for one round on a failed saving
throw.

6TH LEVEL
CONVERT INTRUSION
Discipline: Sleeping Goddess (Counter)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 30 ft. (see text)
Target: You (see text)
Duration: 1 round (see text)
With a practiced flourish of your weapon and a surge
of spiritual might, you tear magic asunder and redirect its
power to assist your allies. You can initiate this counter
when in response to being targeted by or within the area
of a power, psi-like ability, spell, or spell-like ability. Make
an Autohypnosis check with a DC of 11 + the effects caster
or manifester level. If you succeed, the effect is negated,
and all allies within 30 feet of you gain a competence
bonus on saving throws equal to 1/2 your initiation
modifier for one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonuses
granted by this counter last an additional round.
If you expend your psionic focus while initiating
this counter, you can use it in response to an ally

within 60 feet being targeted by or within the area of


a power, psi-like ability, spell, or spell-like ability. If
you do, make an Autohypnosis check as normal, then
apply the effects of this counter to that ally rather
than yourself. Your allies within 30 feet of that ally
gain the bonus on saving throws from this counter.

DREAMING NOMAD STRIKE


Discipline: Sleeping Goddess (Strike) [teleportation]
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 full-round action
Range: Melee attack and 50 ft. (see text)
Target: One or more creatures (see text)
Duration: Instantaneous
You force reality around you to become dreamlike,
eschewing the restrictions of distance and becoming
a whirlwind of strikes flowing across the battlefield
without needing to take a single step. When you initiate
this strike, you may teleport to any space within 50
feet from which you could make a melee attack against
an opponent. After you teleport, make a melee attack
against that opponent. If it hits, it deals weapon damage
as normal, and you can repeat this process, teleporting
to a space within 50 feet of your new location. The
maximum number of attacks you can make in this way
is equal to one plus an additional attack for every four
initiator levels you possess, and each attack is made
at your highest attack bonus. You cannot attack an
individual creature more than once during this strike.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the distance you can
teleport before each attack increases by 10 feet.
For every 2 power points you spend, the maximum
number of attacks you can make with this strike is
increased by one.
If you expend your psionic focus while initiating
this strike, you may teleport to any open space
within 50 feet at the conclusion of this strike,
whether or not the strike ended because you missed
an attack or because you made all possible attacks.

OVERPOWERING OPTIMISM
Discipline: Sleeping Goddess (Boost)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 3 rounds
Your faith in yourself allows you to press the advantage
further than mostby believing you can succeed, you
change yourself into someone who will. When you
initiate this boost, you instantly regain your psionic
focus. In addition, you may augment a maneuver you
initiate within the next three rounds without spending
power points, gaining the benefits of the maneuver as
if you had spent the maximum number of power points
you could spend on that maneuver. You may not spend
additional power points when augmenting a maneuver

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in this way, nor does this maneuver allow you to spend
more power points than you would normally be allowed
to.
UNAVOIDABLE GAZE OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Stance)
Level: 6
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You open your senses, gaining perfect awareness of
the world around you with your enhanced perception.
While you maintain this stance, you gain a bonus on
initiative checks equal to your initiation modifier. You do
not need to make Perception checks to notice creatures;
you can detect and pinpoint all creatures within 60 feet.
You also ignore miss chances granted by concealment,
darkness, and invisibility, although you still must have
line of effect to a creature or an object to discern it.
In addition, you can expend your psionic focus as a
move action to pierce creatures minds as easily as your
senses pierce darkness. For a number of rounds equal to
your initiation modifier after activating this ability, you
can read the surface thoughts of all creatures within 60
feet as if you had manifested the read thoughts power.
A creature can make a Will save (DC 16 + your initiation
modifier) to keep you from reading their thoughts. A
creature that successfully saves against this effect is
immune to having its surface thoughts read by this
stance for 24 hours. You do not need to concentrate
on this ability to maintain it. This use of this stance is
considered a mind-affecting effect.

STRIKE OF TRANSFIXED AWE


Discipline: Sleeping Goddess (Strike)
Level: 6
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 Standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your strike momentarily alters the flow of magic
around your opponent, viciously rending power from
their mind. Make an attack. If it hits, it deals weapon
damage as normal plus an additional 6d6 points of
damage, and the target must succeed at a Will save (DC
16 + your initiation modifier) or become stunned for one
round. In addition, if the target fails its save, you learn
their caster level or manifester level (if any) and the
target loses their highest level unexpended spell slot as
if they had cast it (chosen at random) and power points
equal to their manifester level. A target that cannot cast
spells or does not possess power points is unaffected by
this additional effect.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.

154

7TH LEVEL
PERFECT DISTILLATION OF THE SOUL
Discipline: Sleeping Goddess (Boost)
Level: 7
Prerequisites: Two Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round/level (see text)
Your souls blade is unparalleled in form, shining as a
beacon of your will and ideals, and carving through your
foes as well as even the most powerful magic weapons.
When you initiate this boost, a souls blade appears in
your hands, taking the form of a +5 melee weapon you
are proficient with. Alternatively, you may create two
souls blades, each taking the form of an identical +4
melee weapons you are proficient with. A souls blade
created with this boost has hardness 20 and 50 hit points.
The blade lasts a number of rounds equal to your initiator
level before vanishing. If you throw your souls blade or
otherwise relinquish your grip on it (such as by being
disarmed), it dissipates after one round. You can have
multiple souls blades created at once if you initiate this
boost or other boosts that create a souls blade multiple
times, although only as many as you can wield.
If you are currently wielding a mind blade or
equivalent weapon (such as a deadly fists empowered
strikes, a psychic armorys panoply of blades, or a
soulbolts mind bolt), you can choose to amplify it
instead of this boosts normal effects. Until the start of
your next turn, all such weapons you wield (including
those created after initiating this boost) gain the benefit
of a single weapon special ability equivalent to up to +3
enhancement bonus. This ability must be chosen from
the list of weapon special abilities you can normally
place on your mind blade (see the enhanced mind blade
class feature in Chapter 3 of Ultimate Psionics).

PIERCE THE SOUL


Discipline: Sleeping Goddess (Strike)
Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature (see text)
Duration: Instantaneous
You deliver a deadly blow to an enemy with a familiar
or similar bond, striking through the mystic ties between
master and servant. Make an attack. If it hits, it deals
weapon damage as normal plus an additional 7d6
points of damage. If your target is an animal companion,
eidolon, familiar, psicrystal, or similar creature with a
telepathic or empathic link to another creature (including
creatures within a collective or under the effect of a
mindlink power or telepathic bond spell, although not
including creatures communicating with the telepathy
ability), you can choose to deal this attacks damage to
the creature that your target is linked to. The target can
make a Will save (DC 17 + your initiation modifier) to
negate this transfer of damage; if it succeeds, it takes
the strikes damage as normal. The linked creature

Path of War Expanded


does not receive a saving throw against this effect. You
automatically know whether or not the target is such a
creature when this strike hits, although you do not learn
the identity of the creature linked to it. If the target is
linked to multiple other creatures, then the damage is
transferred to one of them at random. This strike can
transfer damage across any distance, although it cannot
damage a creature on another plane of existence from
the target.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you expend your psionic focus while initiating
this strike, you deal damage to both the target and
the linked creature. The target may still make a
Will save to negate the damage being dealt to that
creature.

SOUL-CRUSHING MIEN
Discipline: Sleeping Goddess (Counter) [mindaffecting]
Level: 7
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal (see text)
Target: You (see text)
Duration: 1 round
Your resolution proves dangerous, and able to
damage minds that even slightly contact your own. You
can initiate this maneuver when you are targeted or
otherwise affected by an effect that requires a Will save.
You gain a +4 bonus on that saving throw, and if you
succeed, the originator of the effect becomes stunned for
one round.
Augment: You can augment this maneuver in one or
more of the following ways:
For every 2 power points you spend, the bonus on
your Will save increases by +1.
If you expend your psionic focus while initiating
this counter, the originator of the effect is dazed for
one round if you succeed on your Will save, rather
than stunned. The creature still drops held items,
takes a 2 penalty to its AC, and loses its Dexterity
bonus to its AC (if any) as if it were stunned.

8TH LEVEL
INDOMITABLE IDEALISM
Discipline: Sleeping Goddess (Counter)
Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 immediate action
Range: Personal and 100 ft. (see text)
Target: You
Duration: Instantaneous
An idea cannot be killed as long as it still inhabits a
mind. As a master of the Sleeping Goddess discipline,
you have the ability to use this fact to your advantage,
channeling overwhelming psionic power through
yourself for a brief moment in order to become a living

embodiment of your ideals and beliefs. You can initiate


this counter when you would be killed or knocked
unconscious, either through damage reducing you to 0
or fewer hit points or by an effect that kills you outright
(such as a death effect or a vorpal weapon). You do not
take the damage or are completely unaffected by the
effect, and may move to a space adjacent to any creature
within 100 feet that has seen you or otherwise knows
who you are. This movement does not provoke attacks
of opportunity, nor does it require line of sight or line of
effect, although you must be aware that the creature in
question is in range. To observers, you seem to vanish
and reappear next to the creature, folding out of space
and becoming to all eyes a near-flawless, ideal version
of yourself for a few seconds before returning to your
normal appearance.

SELF BEYOND THE SELF


Discipline: Sleeping Goddess (Strike) [compulsion,
mind-affecting]
Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous (see text)
With your studied understanding of the mind and its
motivations, beliefs, and ideals, you can temporarily
subvert the spirit of a foe, briefly making them into a
staunch ally. Make an attack. If it hits, it deals weapon
damage as normal, and the target must succeed at a Will
save (DC 18 + your initiation modifier) or fall under your
complete control for one round, as if you had manifested
a Geths mind control power on them, although it can
affect any creature type, not just humanoids.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, the save DC of this
strike increases by +1.
If you spend 6 power points, the target is controlled
for an additional round.
If you expend your psionic focus while initiating this
strike, you ignore any immunity to mind-affecting
effects the target possesses. Instead, a normallyimmune target gains a +5 resistance bonus on its
saving throw.
UNIMPEACHABLE AUTHORITY OF THE SLEEPING GODDESS

Discipline: Sleeping Goddess (Stance) [fear, mindaffecting]


Level: 8
Prerequisites: Three Sleeping Goddess maneuvers
Initiation Action: 1 swift action
Range: Personal (see text)
Target: You (see text)
Duration: Stance
You focus your spirit and belief, becoming a terrible
and awe-inspiring sight; the world around you pales in
comparison to your reality, and those who meet your
eyes can feel your presence boring into their very soul.
You may enter and maintain this stance even if you are

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immune to mind-affecting effects or fear effects. While


you maintain this stance, opponents within 60 feet of you
become shaken. TThis stance cannot create a stronger
fear condition if an opponent is already shaken; affected
opponents merely remain shaken while they remain
within 60 feet of you (although other fear effects can
do so as normal). In addition, a move action, you can
turn your attention to an opponent within 60 feet that
can see or otherwise perceive you. That opponent must
succeed at a Will save (DC 18 + your initiation modifier)
or become panicked for one round. If you expend your
psionic focus as part of using this ability, you ignore any
immunity to mind-affecting or fear effects possessed by
the target. Instead, a normally-immune target gains a +5
resistance bonus on its saving throw.

9TH LEVEL
IMMORTAL TRUTHS OF THE SLEEPING GODDESS
Discipline: Sleeping Goddess (Strike) [mind-affecting]
Level: 9
Prerequisites: Four Sleeping Goddess maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Standing at the pinnacle of the Sleeping Goddess
disciplines students, you have the ability to share your
beliefs in a way that no others can. By making contact with
your opponents mind and soul, you can open a dialogue,

156

communicating your respective ideals instantaneously


and debating their merits. Make an attack. If it hits,
it deals an additional 10d6 points of damage. If this
damage would reduce the target to 0 or fewer hit points,
you can attempt to convert them to your way of thinking,
clashing beliefs in a brief moment of spiritual contact.
If you do, you and the target make an opposed ability
check, with you using your initiation modifier and the
target using its Charisma modifier. If the target succeeds,
they take damage as normal, potentially killing them or
knocking them unconscious. If you succeed, the target is
instead reduced to 1 hit point, and their attitude towards
you and your allies changes to helpful. This is not a
compulsion, nor is it forcing the target to follow your
orders, but rather the result of a spiritual conversation
that took place in the instant of the strike. The target
now understands your beliefs and ideals and either
believes in them as well or respects your belief enough
to be unwilling to oppose you. Regardless of whether or
not the target succeeds on their check, you gain a deep
understanding of their own beliefs and ideals. While
you have this maneuver readied and unexpended, you
automatically know the current hit point total of each
creature within your melee reach.
Augment: You can augment this maneuver in one or
more of the following ways:
For every power point you spend, this strike deals
an additional 1d6 points of damage. For every 2d6
you increase the damage by, you gain a +1 bonus on
your ability check.

Path of War Expanded


If you expend your psionic focus while initiating
this strike, you ignore any immunity to mindaffecting effects the target possesses.

Tempest Gale

Special Note: Some Tempest Gale maneuvers allow


the disciple to make a ranged combat maneuver attempt.
Treat this as a normal combat maneuver, except that
it does not provoke attacks of opportunity and may be
executed against any creature the disciple could attack
with their weapon. If the target is a distance greater
than one range increment, the normal penalty to attack
rolls is instead applied to the combat maneuver attempt.
In addition, while you maintain a Tempest Gale stance,
you can retrieve unattended weapons as a free action,
provided you are adjacent to the weapon at some point
during turn (including as part of a move action).

1ST LEVEL
DISARMING SHOT
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your careful training allows you to fire shots from
an unexpected angle and strike opponents where they
least expect it, their weapons. Make a ranged attack. If
it hits, it deals weapon damage as normal, and you can
make a disarm attempt against the target as a free action,
using a Sleight of Hand check in place of your combat
maneuver check. This disarm attempt does not provoke
an attack of opportunity.

DISTANT GALE
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Firing with the strength of the winds at your back, you
unleash an attack that becomes more dangerous the
more distance it travels. Make a ranged attack. If it hits,
it deals weapon damage as normal plus an additional +1
point of damage for every 20 feet of distance between
you and the target (up to a maximum of +5).

EYE OF THE NEEDLE


Discipline: Tempest Gale (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
For most archers, an enemy engaged in melee is a
difficult target at best, but for you a smaller target only
presents greater opportunity. After you initiate this
boost, your next ranged attack roll this round gains a +4
bonus if the target of the attack is engaged in melee.

GALEBREAKERS STANCE
Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your ability to accurately read the wind allows you
to fight effectively even in the most adverse conditions.
While you maintain this stance, you do not take any
penalties on ranged attacks due to high wind speed,
and your ranged attacks ignore the wind wall spell and
similar magical wind effects that would negatively affect
them.

SLIPSTREAM STRIKE
Discipline: Tempest Gale (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
The most basic protection against an arrow is some
form of cover, but you know many ways to negate this
defense. Make a ranged attack, ignoring any cover
bonuses to the targets AC. If it hits, it deals weapon
damage as normal.

SNIPERS EYE STANCE


Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As a tempest gale disciple, distance is no obstacle to
you. While you maintain this stance, you reduce the total
penalty from attacking creatures beyond your weapons
first range increment by 2, and you gain a +2 bonus on
combat maneuver checks made with ranged attacks. For
every four initiator levels you possess, the penalty to
ranged attacks lessens by another 2, and the bonus to
ranged combat maneuver checks increases by +2.

2ND LEVEL
DEFLECTING SHOT
Discipline: Tempest Gale (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 ft. (see text)
Target: One creature
Duration: Instantaneous
You know well that a sudden shot can disrupt the
enemy and remove a potential threat. You can initiate
this counter in response to an attack being made against
you or an ally within 30 feet of you. Make a ranged disarm
attempt against the attacker, using a Sleight of Hand
check in place of your combat maneuver check. If your
disarm attempt is successful, the attack is negated (even
if the weapon cannot actually be disarmed). This disarm
attempt does not provoke an attack of opportunity.

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DISTRACTING DRAFT
Discipline: Tempest Gale (Boost)
Level: 2
Initiation Action: 1 swift action
Range: Line of sight (see text)
Target: One creature
Duration: 1 round
Your well placed shot can both hurt the enemy and
put them off their guard. Make a ranged feint attempt
against a creature you can see, using a Sleight of Hand
check in place of the normal Bluff check. If your feint
is successful, your next ranged attack against that target
within one round deals an additional 1d6 points of
damage.

DUSTCATCHING BREEZE
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You target your enemy with unscrupulous tactics,
throwing them off balance and allowing your allies to
seize the advantage. Make a ranged attack. If it hits, it
deals weapon damage as normal plus an additional 2d6
points of damage, and you can make a dirty trick attempt
against the target as a free action, using a Sleight of
Hand check in place
of your combat maneuver
check.

PIERCING SHOT
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: 30 ft.
Area: 30-ft. line
Duration: Instantaneous
The power behind your ranged attacks is such that
they can strike through one foe to pierce another behind
them. When you initiate this strike, you create a 30-foot
line that deals 3d6 points of damage. Creatures caught in
the line can make a Reflex save (DC 12 + your initiation
modifier) to take half damage.

SUDDEN GUST
Discipline: Tempest Gale (Strike)
Level: 2
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your placed shot can knock an enemy to the ground
as easily as a mighty sword swing. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 2d6 points of damage, and you can make a
trip attempt against the target as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. This trip attempt does not provoke an attack of
opportunity.

3RD LEVEL
BATTERING GALE
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your arrows strike with such force that they can drive
back even the mightiest foes. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 3d6 points of damage, and you can make a bull
rush attempt against the target as a free action, using a
Sleight of Hand check in place of your combat maneuver
check. This bull rush attempt does not provoke an attack
of opportunity.

CASCADING DRAFT
Discipline: Tempest Gale (Boost)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: 1 round
Reading the winds allows you to hit further and strike
harder than any other martial artist. After you initiate
this boost, your next ranged attack this round deals
an additional +2 damage for every 20 feet of distance
between you and the target (up to a maximum of +20
damage).

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DISARMING BLAST
Discipline: Tempest Gale (Strike)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
With a combination of might and skill, you fire a shot
that hits with such force it disarms the enemy. Make
a ranged attack. If it hits, it deals weapon damage as
normal plus an additional 3d6 points of damage, and
you can make a disarm attempt against the target as
a free action, using a Sleight of Hand check in place of
your combat maneuver check. This disarm attempt does
not provoke an attack of opportunity.

TEMPEST GALE STANCE


Discipline: Tempest Gale (Stance)
Level: 3
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You move as swiftly as the wind, and strike with all the
fury of the storm. While you maintain this stance, you
add your initiation modifier to damage rolls made with
ranged weapons and gain a bonus on ranged combat
maneuver checks and the save DCs of Tempest Gale
maneuvers you initiate equal to 1/4 your initiator level
(minimum 1).

4TH LEVEL
CUTTING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your arrows leave wounds which bleed more fiercely
than the pinpricks of a thousand lesser archers. Make
a ranged attack. If it hits, it deals weapon damage as
normal plus an additional 5d6 points of damage and
automatically overcomes damage reduction. In addition,
a struck target must succeed at a Fortitude save (DC 14 +
your initiation modifier) or take points of bleed damage
equal to your initiation modifier. The target continues to
bleed until the bleeding is stopped via magical healing or
a successful DC 15 Heal check.

EXPLODING GALE
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature and adjacent squares (see text)
Duration: Instantaneous

Even those who hide behind their fellows cannot


save themselves from your deadly shots. Make a ranged
attack. If it hits, it deals weapon damage as normal plus
an additional 4d6 points of damage, and sparks and
shrapnel explode from the attack, dealing damage to
creatures adjacent to the target equal to your initiation
modifier. Creatures other than the primary target can
make a Reflex save (DC 14 + your initiation modifier) to
avoid the damage.

IRON WIND
Discipline: Tempest Gale (Strike)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
A single powerful blow can leave an enemy reeling,
and you excel at delivering such blows. Make a ranged
attack. If it hits, it deal weapon damage as normal plus
an additional 4d6 points of damage, and the target must
succeed at a Fortitude save (DC 14 + your initiation
modifier) or become staggered for a number of rounds
equal to your initiation modifier.

WIND TUNNEL
Discipline: Tempest Gale (Boost)
Level: 4
Prerequisites: One Tempest Gale maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
No foe can hide from your sharp eyes. After you
initiate this boost, your ranged attacks for one round
ignore any cover bonuses to the targets AC, and you
do not take penalties on attack rolls from attacking
creatures beyond your weapons first range increment.

5TH LEVEL
BLINDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
With a skilled shot, you take your opponents sight,
and with it, the threat they pose. Make a ranged attack.
If it hits, it deals weapon damage as normal plus an
additional 5d6 points of damage, and the target must
succeed at a Fortitude save (DC 15 + your initiation
modifier) or become blinded for a number of rounds
equal to your initiation modifier.

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DANCING WINDS STANCE
Discipline: Tempest Gale (Stance)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The wind whips around you as you move, guarding
you against attacks so long as you remain in motion.
While you maintain this stance, in any round that
you move at least 10 feet, you gain the benefits of the
improved evasion ability and attacks made against you
suffer a 20% miss chance until the start of your next turn.

FALSE WIND
Discipline: Tempest Gale (Counter)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 immediate action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
You unleash a rapid shot that distracts or disables an
enemy, preventing them from harming you or your ally.
You can initiate this counter in response to an attack
being made against you or an ally by a creature you can
see. Make a ranged attack against that creature. If it hits,
it deals weapon damage as normal, and the ally targeted
by the creature you attacked can move up to their speed
as a free action, even if it isnt their turn. This movement
does not provoke attacks of opportunity.

GROUNDING SHOT
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
Your slings and arrows can bring down even the
mightiest flyers, dropping them to the earth where their
wings mean nothing. Make a ranged attack. If it hits, it
deals weapon damage as normal plus an additional 5d6
points of damage, and if the target of the attack is flying,
they must succeed at a Fly check opposed by your Sleight
of Hand check or lose their ability to fly for a number of
rounds equal to your initiation modifier, falling to the
ground and taking falling damage as normal.

160

PIERCING GALE
Discipline: Tempest Gale (Strike)
Level: 5
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
No foe can withstand the force of your weapons. When
you initiate this maneuver, you create a 50-foot line that
deals 10d6 points of damage. Creatures caught in the line
can make a Reflex save (DC 15 + your initiation modifier)
to take half damage. Any creature that fails its save is
also knocked prone by the force of the attack.

6TH LEVEL
RAZOR TEMPEST
Discipline: Tempest Gale (Strike)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
A scything wind seems to follow your attacks, leaving
gashes that bleed profusely in the flesh of your enemy.
Make a ranged attack. If it hits, it deals weapon damage
as normal plus an additional 8d6 points of damage and
bleed damage equal to your initiation modifier. The
target continues to bleed until the bleeding is stopped
via magical healing or a successful DC 15 Heal check.

TRICK OF THE WIND


Discipline: Tempest Gale (Boost)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Your skill at reading the wind is such that the very
air itself seems to bend to your will. After initiating this
boost, you can make a Sleight of Hand check in place of
ranged attack rolls for your ranged attacks this round.
Any bonuses and penalties that would be applied to a
normal attack roll, such as weapon enhancements, spell
effects, or the penalties for fighting with two weapons or
shooting into melee, are applied to the skill check as well.

Path of War Expanded


WIND LANCE
Discipline: Tempest Gale (Strike)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your attacks strike with the force of a mounted cavalry
charge. Make a ranged attack. If it hits, it deals deals
double damage. If you make this attack with a thrown
weapon at the end of a charge, the attack instead deals
triple damage.

WINDS OF VENGEANCE STANCE


Discipline: Tempest Gale (Stance)
Level: 6
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Every move that your enemies make is an opportunity
for you, and one that you relish taking advantage of.
While you maintain this stance, you can make a number
of additional attacks of opportunity each round equal
to your initiation modifier. This stacks with the Combat
Reflexes feat and other effects that increase the number
of attacks of opportunity you can make in a round. In
addition, any time an enemy hits an ally within 60
feet of you with an attack, you can make an attack of
opportunity against that enemy using a ranged weapon
you are wielding.

7TH LEVEL
BLACK WIND
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: 50 ft.
Target: 50-ft. line
Duration: Instantaneous
You unleash a mighty shot that thunders through
enemy lines, knocking aside any in its path. When you
initiate this maneuver, you create a 50-foot line that
deals 15d6 points of damage. Creatures caught in the
line can make a Reflex save (DC 17 + your initiation
modifier) to take half damage. Any creature that fails its
Reflex save must also succeed at a Fortitude save with
the same DC or become dazed for one round.

HUNTING ZEPHYR
Discipline: Tempest Gale (Strike)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
As a master of the Tempest Gale, you never miss your
mark; each shot is perfect. Make a ranged attack. This
attack automatically hits, threatens a critical hit, and
cannot be negated by a counter or other defensive ability
activated as an immediate action (such as the emergency
force sphere spell or a similar effect). It deals weapon
damage as normal.

PUNISHING TEMPEST
Discipline: Tempest Gale (Boost)
Level: 7
Prerequisites: Two Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Each shot you fire contains the force necessary to
drive back even the sturdiest opponent, or knock them
off their feet. After initiating this boost, whenever you
hit a creature with a ranged attack for one round, you
can make a bull rush attempt against that creature as
a free action, using a Sleight of Hand check in place of
your combat maneuver check. These bull rush attempts
do not provoke an attack of opportunity.

8TH LEVEL
BREATH STEALING WIND
Discipline: Tempest Gale (Strike)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous (see text)
You fire a single shot that steals the very breath from
his target. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of
damage, and the target must succeed at a Fortitude save
(DC 18 + your initiation modifier) or become silenced (as
the spell) for a number of rounds equal to your initiation
modifier.

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EYE OF THE STORM STANCE
Discipline: Tempest Gale (Stance)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Like the calm winds at the center of a hurricane, you
are bastion of serenity on the chaos of the battlefield.
While you maintain this stance, you add your initiation
modifier to damage rolls made with ranged weapons,
you do not take penalties on attack rolls from attacking
creatures beyond your weapons first range increment,
and ignore the effects of weather conditions and wind
effect on your ranged attacks (including magical winds
such as a wind wall spell). In addition, your ranged attacks
ignore the AC bonus granted to targets by anything less
than total cover, and the miss chance granted to targets
by anything less than total concealment.

STEEL TORNADO
Discipline: Tempest Gale (Strike)
Level: 8
Prerequisites: Three Tempest Gale maneuvers
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your masterful shot spins your enemy around with
incredible force, causing them to lose their grip and their
balance. Make a ranged attack. If it hits, it deals weapon
damage as normal plus an additional 10d6 points of
damage, and you can make a trip attempt against the
target as a free action. In addition, you can make a disarm
attempt against the creature for each item it is holding or
wielding. These combat maneuver attempts use a Sleight
of Hand check in place of your combat maneuver check,
and do not provoke attacks of opportunity.

162

9TH LEVEL
VICIOUS TEMPEST VOLLEY
Discipline: Tempest Gale (Strike)
Level: 9
Prerequisites: Four Tempest Gale maneuvers
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or more creatures (see text)
Duration: Instantaneous
Unleashing the might of the winds to carry your
attacks throughout the battlefield, you launch a hail
of arrows, bolts, stones or weapons to devastate your
enemies. Make a full attack with any ranged weapon you
are wielding. Each attack deals an additional 2d6 points
of damage, and any time you hit with an attack during
this full attack, you can make a bull rush, dirty trick,
disarm, sunder, or trip attempt against creature struck
as a free action. These combat maneuver attempts use a
Sleight of Hand check in place of your combat maneuver
check, and do not provoke attacks of opportunity.

Path of War Expanded

Chapter 7: Martial
Traditions

Like the martial traditions introduced in Path of


War, any character can join the martial traditions
described here, provided that their alignment meets its
requirements and they can persuade the organization to
accept them. These traditions can be used to help flesh
out a character concept as a body of allies, a group of
antagonists, to add to a campaign setting, or more. Not
every member of these organizations will necessarily be
an initiator or even a martial charactersome employ
arcanists, priests, or other support membersbut the
goals and attitudes of each tradition are distinctly martial
in nature, focusing on fulfilling their missions through
battle and strife. As always, these are examples, meant
to be adapted to your own setting or used as inspiration
for creating your own Traditions. More information on
martial traditions can be found in Path of War.
Each martial tradition presented here has the
following information in its description:
Alignment: The alignment or alignments accepted
by the tradition. Not every martial tradition requires
specific alignments, but for those that do, failing to
uphold those alignments counts as a violation of the
traditions oath.
Symbol: The traditions symbol, used on their heraldry
and in other places where members wish to identify
themselves.
Discipline: Members of a tradition gain training in
that traditions favored martial discipline. A character

who joins a tradition can trade one of their available


disciplines for their traditions favored discipline. If the
character does not have that disciplines associated skill
as a class skill, they gain it as a class skill. A character
who begins play as a member of a tradition can learn
trade for their discipline and learn maneuvers as normal.
A character who joins a tradition during their career
must spend at least a week of time training with other
members of the tradition, at which point they replace
each maneuver they know from the traded discipline
with maneuvers of an equal level or lower from the
traditions favored discipline.
If a character loses access to their traditions favored
discipline (such as by breaking the oath of the Black
Thorn Knights from Path of War), they cannot ready or
initiate maneuvers from that discipline until they atone
and have their privileges restored by the tradition (which
may or may not be possible; see the individual tradition
descriptions for more information). A character can
un-learn their maneuvers by spending a week training
techniques from the discipline they traded away for the
traditions favored discipline, replacing the maneuvers
from the lost discipline for maneuvers from their
previous discipline.
Oath: Each tradition has a ceremony used to induct
new members into their organization, as well as an
example of an oath a member must swear or code of
conduct they must follow. A character is expected to
uphold the spirit (and sometimes the letter) of this
oath, and may face penalties for failing to do so, both
socially and supernaturally. The oaths presented
are not legalistically worded, and they are not really
intended to bethey are goals to strive for, not absolute
requirements of behavior. Generally speaking, minor

163

Path of War Expanded


violations of a traditions oath are not penalized beyond
social penalties or reminders of responsibilities, and
more severe violations result in suspension of services
or even exile from the tradition.
Allegiance Benefit: An allegiance benefit is an optional
bonus that a GM can grant to a member of a tradition
that represents specialized training, equipment, or other
benefits that the organization provides. Some allegiance
benefits are lost if a character severely violates the
traditions oath.
Description: This section explains the goals, habits,
and attitudes of the tradition, as well as providing
ideas for how or where they might be integrated into a
campaign setting.
Common Tasks: Common quests or orders handed
down by the Tradition to its members. These lists are
by no means exhaustive and instead describe what the
Tradition normally needs from its members on a regular
basis.
Available Services: Resources, items, and connections
made available to members of the tradition and its allies.
A member in good standing can reasonably expect to
access these services, though not always for free.

Acolytes of the
Arrow

Alignment: Any.
Symbol: A single arrow that streams scrolls as if
fluttering in the wind.
Disciplines: Solar Wind.
Oath: Acolytes of the Arrow swear themselves to the
bow and forswear weakness in both the immediate
personal sense and the spiritual sense. An Acolyte is
given their oath after a test of survival in which they are
given only a bow and a dozen arrowsnot so much as
a stitch of clothing is permitted themand commanded
to survive for a fortnight in a harsh environment. Those
that live kneel at the feet of their fellow Acolytes and
swear the following oath.
This test was only the beginning. Before my fellows I
swear to purge myself of the weaknesses that plague
my mind, my body, and my soul. Whether pride or
powerlessness, I vow to rise above my flaws and to aid
others who seek the same, to test myself against worthy
foes, and to raise no hand against those too weak to
challenge me. By the Arrow, let it be.
Allegiance Benefit: An Acolyte of the Arrow
continually gains the benefits of the endure elements
spell as an extraordinary ability. In addition, he gains
proficiency with all simple and martial bows and
crossbows, and can use such weapons as improvised
melee weapons without the normal 4 penalty. Weapons
used in this way by an Acolyte of the Arrow deal 1d6
points of bludgeoning damage (plus his Strength
modifier, as normal).
An Acolyte who violates his oath (such as by indulging
in excessive vice) loses his endure elements effect (but
not access to the Solar Wind discipline or the other
allegiance benefits) until he atones by spending a week
in obedience to his oath, during which he is permitted

164

neither food nor water. An Acolyte of the Arrow who


leaves the organization permanently loses the endure
elements effect, but retains his other benefits.
Description: The Acolytes of the Arrow offer one
simple purpose and goal to their students and to the
world: transcend the weaknesses of mortality, not by
cheating them but by challenging and rising above
them. Acolytes strive to purify their bodies, hone their
minds, and balance their souls so that no pain, vice, or
temptation may have power over them. To do this, they
train in the arts of war and put themselves through all
manner of tests, trials, and training. To the Acolytes,
ignorance is just as inexcusable as physical inability, and
flaws like addiction or sloth are just as bad as either.
This war-cult attracts students with the simple promise
that if you work hard enough, they will make you strong
in a way no one else can or will.
Though the Acolytes admit to favoring archery because
of traditiontheir founder was a master archerthey
also prize bows and knives as tools useful for survival,
battle, meditation, sport, and even art. Each Acolyte
dedicates themselves to self-reliance, but they interpret
the idea differently; one masters magics that let her
survive without tools, while another can craft anything
he needs with only the resources at hand. Acolytes
understand that they will never achieve the perfection
they seek in life, but they find nobility and value in the
attempt, and it is not uncommon to hear a mentor tell
their students that striving for the impossible means
growth rather than futility.
If there is one thing the Acolytes refuse to abide,
regardless of creed or morality, it is those who
deliberately create weakness in others. Drug dealers,
spreaders of poison or disease carriers are marked for
death by the cult and treated with neither pity nor mercy.
Though the Acolytes have no respect for those who will
not address their flaws, they have even less for people
who hold others back. The order as a whole does not
take a stance for or against charity work and other acts
to aid others, though the somewhat chilly distance these
master archers affect can make others uncomfortable
around them and gives the Acolytes as a whole a
reputation for arrogance.
Common Tasks: Acolytes only rarely give tasks
which, when they do, tend to fall under eliminating a
spreader of weaknessbut they do often set challenges
for one another. Acolytes test each other by challenging
their brethren to great feats of strength, cunning,
or survival, which very often draws them into the
adventuring lifestyle where such challenges may be
found.
Available Services: The Acolytes of the Arrow have
a strong internal barter culture, and all manner of
services and handmade goods might be found amongst
them. Additionally, the order has long-standing deals
with various temples that offer discounts on healing
servicesand, at times, resurrectionsin exchange for
services rendered by the cult. Any given Acolyte may be
called upon to honor those deals, especially if theyve
recently taken advantage of those discounts.

Path of War Expanded


The Cagebreaker
Brotherhood

Alignment: Any chaotic.


Symbol: It is sometimes joked that the Cagebreakers
have as many symbols as they do members. However,
a common theme in Cagebreaker heraldry is a broken
cage, a shattered castle, or another form of binding or
imprisonment that has been shattered, scattered, or
broken.
Disciplines: Elemental Flux.
Oath: The Cagebreaker Brotherhoods oaths are as
informal as their organization is, and can vary in wording
and administration. They remain supernaturally binding
in a sense, however, and Rumor is aware of when a new
member of her faithful has joined.

Contracts are for suckers and governments, and this


aint a contract, but it is a promise. Im here for the people,
to protect em from tyranny even when they dont realize
they need protecting. I go my own way and if that way
is shared by the law, hey, no skin off of my backbut no
man, law, or god will ever tell me that Im not a free man
without hearing me tell them to stick it. Rumor had my
back once, and now Ive got hers, until we go our separate
ways or I die fightin.
Allegiance Benefit: A Cagebreaker can channel part
of Rumors unbridled chaotic spirit into a rebel yell once
per encounter. As a swift action, he lets loose a wild cry,
and all allies within 60 feet (including the Cagebreaker
himself) can make a second saving throw against a mindaffecting effect that allows a saving throw affecting them.
This saving throw has the same DC as the original save.
If an ally succeeds, the effect in question ends. The ally
does not suffer any additional effects for failing the save,
if the effect would normally have any. A creature cannot
be granted more than one additional save against a given
effect with by the Cagebreakers allegiance benefit; even
if they multiple Cagebreakers use this ability.
Although its difficult to do so, a Cagebreaker who
manages to violate his oath loses access to his rebel yell
ability until he atones by striking a public blow against
law (such as by starting a riot) or by spending seven
days meditating on the nature of freedom and chaos.
A Cagebreaker who ceases to be chaotic may not atone
and loses access to the Elemental Flux discipline until he
regains his chaotic alignment. A Cagebreaker is always
free to leave the organization.
Description: It is difficult to talk about the Cagebreaker
Brotherhood as a cohesive whole, largely because it is
not a cohesive whole. The Cagebreakers are spread
all over the planes, on various Prime Material worlds,
within demiplanes and even in some cases at odd shifts
in the time stream where might-have-been worlds exist
as something more than a dream but less than reality.
What the Cagebreakers have in common is a fierce
and devoted love of freedom. Nominally lead by a
strange, glorious, and alien outsider calling herself
Rumor, the Cagebreaker Brotherhood stands against

law and lawful powers at every turn. They foment


rebellion, write seditious pamphlets, spark riots, join
(or found) underground movements, free slaves, raid
supply caravans, and more besides. Their ethics range
from benevolent robber-princes who protect an area
and guide the people within it to barely-sane reavers
that sweep across the land in a tide of fire and screams,
but all of them know each other as Brothers.
Admittedly the Cagebreakers are not organized and
civil strife is common amongst the order, especially when
Rumor isnt present on a particular world. Generally the
Cagebreakers are founded on a given world or plane
by an act of great heroism, often perpetrated by Rumor
herself; the matron of the Cagebreakers appears with
her soldiers to liberate cities from oppression, end the
march of lawful armies, or turn back infernal hordes.
She leaves behind a few Cagebreaker volunteers who
quickly recruit others, giving them the tools they need to
defend themselves and fight oppression, and then moves
on as quickly as she came. Sometimes, for reasons that
perhaps she herself does not understand, Rumor lingers
for longer times upon a world or returns to one she has
already visited, but inevitably she moves on.
Things hold together for a few years, but the
Cagebreakers embrace freedom, as a general rule,
with all of the zeal and nuance of children. Eventually
someone starts committing atrocities and the others bite
their lips, wondering if they have the moral right to stop
their Brother from doing as he wishes. The more mature
ones realize that, yes, they have the freedom to do what
they want and then go stop the madmen, but mature
Cagebreakers tend to be few and far betweenthe
Brothers die young and violently. Things are complicated
further by Rumors unpredictable behavior, and while
as a general rule she comes across as a good person
certainly her writings seem in line with many ideals
held by the Upper Planesthere are worlds that she has
visited as a very different sort of person, where the paths
of her travels bear names like the Scar, the Ten Mile
Lichyard, or simply the Sorrows, and the Cagebreakers
that arise in her wake have more in common with
demon cultists than with heroes.
That the Cagebreakers are capable of great change
is not in doubt, but their order see-saws between good
and evil in a maniacal and unpredictable fashion, and
the tension threatens to tear them apart or see them
annihilated by Rumors many enemies. Soon, something
has to giveand the wisest of the Cagebreakers follow in
their leaders footsteps, searching desperately for some
clue as to what has unhinged her mind and how they
might fix her.
Common Tasks: As one might imagine, the
Cagebreakers dont really give orders, ever. However,
respected or well-loved Cagebreakers do sometimes
send out calls for volunteers, usually for some rebellion
or crusade or another. A strong favor-trading culture
exists amongst the Brothers, who lend a hand in the
reasonable expectation that theyll get help themselves
down the road.
Things are sometimes different when Rumor is nearby
or paying particular attention to a world; her perspective
sometimes lets her see things that lesser Cagebreakers
miss, and she issues requests that arent precisely orders
but only because to date no one has really wanted to

165

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push the issue. Thankfully Rumors got a solid reputation
for rewarding those she assigns these tasks, and the
Cagebreakers revere and respect her enough to let a
little power-mongering slide.
Available Services: On the one hand, the
Cagebreakers dont really give a lot of services. The
name gets respect in some places but not nearly enough
to count as a potential perk for prospective members,
given the orders reputation for instability. Cagebreakers
travel as lone warriors, in small packs of heroes or
reavers, or sometimes in great hordes but dont really
organize much, and many members are bad with money
(sometimes to the point of permanently sleeping under
their cloaks).
On the other hand, almost no one hoards strange,
eclectic crap the way the Cagebreakers do, and they keep
vaults, stashes, and buried weapons dumps all over
the multiverse that members might be able to access.
One could find nearly anything bundled up in such
locations, from mundane considerations (extra bullets,
armor, disguise kits) to artifacts thought long-lost that
were thrown into a chest by a Cagebreaker with no idea
of what he was holding onto. Because they do so much
work to benefit the poor, downtrodden, and destitute,
the Cagebreakers have lots of friends in low places who
can scrounge up almost-good-as-new goods on the cheap
and provide access to under-the-table favors, labor, and
sometimes criminal connections.

Cirque de la
Fume

Alignment: Any.
Symbol: A laughing mask, crying tears of blood.
Disciplines: Tempest Gale.
Oath: A potential recruit of the Cirque de la Fume
is given many tests over the course of their training,
sorting out their loyalty to the Cirque, their strengths,
weaknesses, and ethics. Once the Cirque deems them
either ready or unsuitable (unsuitable candidates are
usually given high references to other shows, which are
eager to snap up the Cirque de la Fumes rejects), the
training ends. Those candidates offered a position are
asked to swear their troth in the center of the big top at
the witching hour, with their new family in attendance:
I join a family that provides a service. I dont have to
agree; just support. I keep the secrets of my family, I protect
them from outsiders, and I speak up when it is right to do
so. Just as a magician never reveals his methods, neither
will I, and may my faithless tongue shrivel and rot if I
break faith.
Allegiance Benefit: A Harlequin of the Cirque de la
Fume gains a +2 insight bonus on Perform (comedy),
Sense Motive, and Sleight of Hand checks. In addition,
she does not provoke attacks of opportunity for making
ranged attacks with thrown weapons as part of a martial
strike. She provokes attacks of opportunity as normal
with other ranged weapons, or when not using a strike.
A Harlequin who violates her oath (such as by telling
the secrets of the Cirque de la Fume to outsiders without
approval) loses these benefits (but not access to the

166

Tempest Gale discipline) until she atones by spending


a week in contrition and meditation or by persuading
the Cirque de la Fume to forgive her. In either case,
she likely gets the beating of her life from her offended
compatriots.
Description: The Cirque de la Fume is a two-faced
mercenary organizationliterally. Operating as a small
paramilitary force unto itself, the Cirque travels in the
guise of traveling entertainment of the highest caliber.
And that guise is true, in its own way; the Harlequins of
the Cirque take pride in their performances, their feats of
daring acrobatics, unexpected comedy, and storytelling.
But its members are also warriors, assassins, and thieves,
hired to solve problems with two promises to everyone
who uses their services: the client will never be revealed,
and the difficulty will be solved with grace and panache.
Two kinds of individual serve the Cirque de la Fume.
The main bodythe performerstravel with the
Cirque itself, put on shows, and move in the direction of
employment. These members take pains to preserve the
secrecy of the Cirques mercenary identity, shrouding
its paramilitary dealings from outsiders even as they
are hired out as soldiers, spies, and more. The other
members, known as talent scouts, travel far and wide;
these members handle recruitment, make contact with
potential clients (always ensuring the anonymity of the
Cirque itself), and are entrusted to handle difficult and
dangerous jobs that require a lighter touch, or for which
the Cirque is willing to cooperate with outsiders.
On the whole, the Cirque de la Fume is fairly honorable.
They dont go back on their contracts, refund clients
for failed jobs, and refuse jobs that require atrocities
which isnt to say that they dont have their darker side.
When money is tight, or the story is intriguing enough,
the Cirque is willing to assassinate, kidnap, and ruin
lives. Individual members are expected to object and
recuse themselves if they cannot stomach a job, and a
passionate enough objection (assuming the Harlequin
can rally her fellows) may lead to refusing the work. The
Cirque de la Fume always brings a personal touch to its
duties, treating even war as performance art, and leaves
a stunning variety of calling cards: posed bodies, fresh
flowers, poetry, and more are all common. Others are
sometimes unnerved by this ritualistic behavior, which
is just how the Cirque likes it.
Common Tasks: Harlequins do the jobs theyre given;
theft, war, recon, assassination, performances, and
more are all on the list. Adventuring Harlequins tend
to be talent scouts, which also makes them responsible
for recruitment, diplomacy, and negotiating fees with
potential clientsas well as revenge against those who
go back on their word. Cheating the Cirque de la Fume
is not recommended.
Available Services: Training, equipment, and the
ability to lay low for an indefinite period of time are
the most consistent services provided by the Cirque de
la Fume, but access to former clients, exotic goods, and
backup come in a close second. Because Harlequins
are also performers, the Cirque is talented at providing
distractions (for a small fee) for its members, especially
for high-profile crimes or jobs that can be used to add to
their mystique.

Path of War Expanded


Crashing
Tempest Academy

Alignment: Any.
Symbol: A thundercloud raining weapons.
Disciplines: Thrashing Dragon.
Oath: The Crashing Tempest Academy likes to say that
it has no graduates, because the art of war can never be
perfected. With that in mind, a Student whose training
is deemed sufficient to be let back out into the world is
favored with a ceremony marking their progress from
trainee to warrior (recruits trained at other schools
are given a similar ceremony that marks the schools
recognition of their skills). The student is branded with a
lightning bolt on each cheek, just beneath the eyes, and
asked to swear the following oath.

As a Student of the Crashing Tempest Academy, my


duty is to uphold the Academys honor and to prove the
valor and worth of its training before those who doubt
it. I will not reveal the secrets of the Academy, turn aside
those who wish to learn from it, or slander its name before
outsiders, even if I dont always agree with its methods. By
the brand and my blades, let it be.
Allegiance Benefit: A Student of the Crashing
Tempest Academy is given access to a special ritual that
binds his weapons together. This ritual takes one hour to
complete and requires 100gp worth of special materials,
as well as two or more light or one-handed weapons (or
a single double weapon). At its conclusion, the weapon
or weapons involved gain the following benefits at any
time that all of them are worn and/or wielded by the
Student who invoked the ritual.
Each weapon altered by the ritual has its hit points
and hardness raised to the highest hit points and
hardness amongst weapons altered by the ritual.
Each weapon altered by the ritual penetrates
damage reduction as if it were made of the special
materials (if any) that each of the weapons altered
by the ritual are made of.
Weapons altered by the ritual ignore the effects of
the broken condition unless all weapons altered by
the ritual possess the broken condition.
The Student may alter any number of weapons each
time she performs the ritual, but all must be worn
and/or wielded in order for the changes to take effect.
Performing the ritual again erases its previous effects. A
Student can only have one set of weapons altered at any
one time.
A Student who breaks her oath (such as by denigrating
the Academys teaching methods before non-members)
loses access to both the ritual and to its benefits on
his weapons for one week. Continued offenses extend
this duration, and may eventually draw the ire of the
Academys instructors.
Description: Crashing Tempest Academy is a fighting
school with pedigree. They offer the simple but profound
service of training warriors in the schools unique blend
of two-weapon combat and other disciplines, creating
unexpected and impressive fighting styles certified
to get the attention of your enemies. Theyve trained

soldiers, knights, and town watchmen. In point of fact,


the Academys rates are astoundingly low, and bequests
from both graduates and their mysterious Founder (may
He rest in peace) provide scholarships for those born long
on talent but, as it were, short on funding. Everything
seems above the board, so much so that others wonder
what the school is hiding.
Sadly, and hilariously, the secret hidden by the Crashing
Tempest Academy is not what most of its students and
detractors suspect. The school commits no political
corruption, hides no strange religious rituals, and the
few murders which have happened within its walls
have been investigated by local law with the Academys
full cooperation. No, the secret is this: Crashing Tempest
Academy was founded by an arrogant, drunken braggart
looking to prove the superiority of his own fighting
style. Founding the Academy with his own considerable
wealth and contacts, the Founder raised up students
for a tourney-at-arms which, shamefully, they lost. The
Founder reportedly wept openly and then vanished off
the face of the earth, leaving his wealth behind doing
nothing but fund the Academy.
The instructors at Crashing Tempest chose to keep
the school open in the manner required by its charter,
and the Academy has been training students since. The
warriors it releases into the world enhance the schools
reputation and draw in more business, which in turn
leads to more warriors being released into the world. Its
a pleasant cycle, as far as the instructors are concerned,
and they keep information on the Founder to a minimum
to preserve the schools reputation.
And pray that the old bastard doesnt show back up, of
course. That would just ruin everything.
Common Tasks: A Student who has the brand of the
Academy is technically no longer beholden to them.
However, the Crashing Tempest Academy sets out tests
and challenges for its warriors to prove their worth,
which might include battle tournaments, tests of skill
and survival, or even tasks to retrieve weapons of power
owned by former Students. Such tests typically have
bounties, but their real purpose is living advertisement
for the Academy.
Available Services: Aside from ongoing training
(available to any Student who can make time to get back
to the Academy), warriors trained by Crashing Tempest
Academy can expect information from fellow Students,
access to the Academys master weaponsmiths, and
credit at various libraries that the Academy has a positive
relationship with (providing everything from manuals
of war to research on strange and exotic creatures slain
by warriors past).

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Descendants
of the Golden
Council

Alignment: Any.
Symbol: The empty outline of a crown.
Disciplines: Golden Lion.
Oath: A potential Descendant is tested extensively
before being offered the chance to join, to determine the
nature of their character, their potential for leadership
and their trustworthiness. Those who fail, for whatever
reason, are often furnished with suggestions for other
organizations, but those who pass are brought before the
Golden Council. Their sponsor (see below) congratulates
them and offers them tutelage and support in exchange
for swearing the following oath of service.
In name, if not in blood, I become your descendant. I
will learn from your wisdom, benefit from your might, and
guide your lesser servants well, and in exchange I shall
serve your interests and protect you from the enemies
that threaten you in death as they did in life, and may my
glories fade with my good faith if I am false.
Allegiance Benefit: A Descendant of the Golden
Council gains a +2 competence bonus on Diplomacy and
Sense Motive checks, and other allies within 15 feet of

168

him gain a +2 morale bonus on saving throws against


compulsion and paralysis effects.
A Descendant who violates her oath loses these
benefits (but not access to the Golden Lion discipline)
until her sponsor forgives her, or another sponsor from
the Golden Council accepts her services. She remains
free to leave the organization during this time (and
persuading her sponsor to forgive her may be difficult
enough to make leaving easier), but in doing so, she risks
being hunted by agents of the Council who are tasked
with keeping its nature secret.
Description: The Descendants of the Golden Council
are a knightly order with a secret. Publicly, they claim to
be descended from great kings, chiefs, and leaders, from
whom they learn the arts of war and leadership. And
this is, to an extent, true; many of the Descendants are
literally descended from their sponsors in the Golden
Council, and even those that arent are considered
adopted by those sponsors. No, the secret part is this:
The Golden Council is still around, as ghosts.
The forty undead heads of the Golden Council were
all great kings, chiefs, and rulers in life. Now in death
they thirst for the power they once held, the power to
rule and command nations. For obvious reasons, they
cannot simply assume their thrones, and so they raise
students to do so in their place. The Descendants they
train serve as the Golden Councils hands in the world,
amassing power and followers in order to rule nations
that, ideally, will have the ghostly sponsor at their head.
This falls apart more often than it works. Clandestine
internal strife within the Council puts Descendants
at odds with one another with alarming frequency, to
say nothing of rival organizations, entrenched political
figures and dark plots of all stripes that may be moving
along already. Even when a Descendant manages to

Path of War Expanded


achieve political power, they often chafe at having an
undead warlord ordering them about. Some permit
it in a show of loyalty, but most break faith with the
Golden Council and attempt to hold their throne. This
ends poorly for everyone involved; the assassination
attempts and insurrections fomented by the Council
in revenge usually wrack the unfortunate nation with
chaos that takes years to truly recover from. Still, the
Golden Council has eternity to work with and the
blinding obsession of the living dead to drive their
lust for power, and they will not be dissuaded any
time soon, and in the meantime the Descendants they
sponsor often lead lucrative and successful ventures
businesses, mercenary bands, or even more entrenched
organizations such as royal guards or bands of spies, all
resources that the phantasmal Council members wield
as weapons against their numerous enemies.
Common Tasks: The tasks set by the Golden Council
are largely dependant on ones sponsor; some shades
retain the ethics they held in life, while others were
horrors in life that have only grown worse in death.
However, almost all tasks involve either striving against
an individual sponsors enemies (which may no longer
remember that they even have such an enemy) and
amassing power, be it through goodwill, assassination,
political corruption, or other means. Individual sponsors
tend to favor certain methods, which they pass down to
their students as part of their training.
Available Services: Undead or not, each member of
the Council operates a network that can include loyal
servants, corrupt political regimes, favors, secret caches
of material, and other Descendants. A Descendant with
the favor of her sponsor may call upon some or even all
of these resources, if they can show results for it.

The Lens Maker


Society

Alignment: Any.
Symbol: A pair of spectacles; one lense is etched with
a sword, the other with an eye.
Disciplines: Mithral Current.
Oath: It is quite possible to work with the Lens Maker
Society and not be a member or a full member. An
individual is only accepted as a formal apprentice and
inducted into the secretive part of the organization
after their mentor and fellows are absolutely certain of
their discretion and loyalty. Onceand ifsuch a point
is reached, the recruit is invited to a secret place at the
witching hour, where a circle of Lens Makers induct him
into the organization with a formal ceremony and ask
them to swear the following oath.
With word and deed, I will aid those weaker than
myself against the corruption that threatens them. I will
aid my brothers and sisters in guiding society to justice, in
protecting it from exploitation, and in arming it with the
knowledge it needs to shelter its citizens. In enlightening
others, I become an ally of hope and a servant of others,
and may my eyes darken and my tomorrows fade if I prove
faithless.

Allegiance Benefit: A Lens Maker gains a +2


competence bonus on Disguise and Knowledge (local)
checks, as well as on Perception checks to find hidden
doors, compartments, and traps. In addition, a Lens
Maker needs only two rounds to make a Disguise check,
rather than the normal time required. A Lens Maker
with the Quick Draw feat can draw a hidden weapon
(such as a sheathed sword cane or one hidden with the
Sleight of Hand skill) as a free action.
A Lens Maker who violates his oath loses each of these
benefits (but not access to the Mithral Current discipline)
until he atones with a formal apology and a mission of
penitence from a Master Maker, usually involving work
to remind them of the principles forgotten or broken
in their transgression. Lens Makers only rarely spurn
or hunt those who were once part of the organization,
though members leaving it may find themselves
blackmailed if they accidentally (or purposefully) oppose
the organizations goals.
Description: The Lens Maker Society is a study in
applied force and subtlety of purpose. The organization
exists to promote the welfare of the culture it joins;
its members vote to promote justice, aid the poor and
downtrodden, and encourage the spread of education
and innovations that improve quality of life for the
common man. Its chapter houses are public, and the
Lens Makers are unafraid to publicly support their
pet causes and act as activists within their homes and
further abroad.
Then, theres the things that go on behind closed doors.
The Lens Makers are a benevolent organization,
but they back that benevolence up by exploiting the
weak-willed and politically corrupt. Members gather
intelligence on local politicians and community leaders.
Where those leaders fail to protect and support the weak,
the Lens Makers step in to force them into just action.
The Lens Maker Society does not pretend to hold a
moral high ground when it deals in blackmail, but it is
also quite happy to cynically point to its results and let
them speak for the organization. Actually assassinating
corrupt leaders is fairly rare, and happens only when
the Society uncovers sins that truly cannot be borne
diabolism, systemic abuse of their families, and murder
among them. These truly unforgivable crimes aside, the
Lens Makers take the stance that the corrupt are more
useful as tools than they ever could be as corpses, a
stance that can be seen in their recruitment. Often, the
Society chooses to recruit members that are corrupt but
controllable, in the hopes that a righteous cause to fight
for will encourage them away from evil.
Individual Lens Makers balance their public activities
with their secret ones. As spies, agents, and infiltrators,
they provide the Society with hard data. As confidants,
secretaries, and community leaders, they feel out the
pulse of the populace. Adventurers and mercenaries are
also trained and employed by the Society, both as muscle
and in deference to those situations when problems arise
in a community that can only be solved through violence,
especially those cases where a seemingly benevolent
leader proves to be a secret shapeshifter or spellcaster.
As a whole, the Society is led and controlled at the
local level, with an individual Master Maker presiding
over a Chapter, with Journeymen and Apprentices
arrayed under him or her. Less settled Lens Makers

169

Path of War Expanded


are sometimes jokingly referred to as Peddlers or
Glaziers, though these titles are frowned upon by the
higher ranks. Once a year, the various Master Makers
in a region assemble to discuss overall trends and share
information, which is then distributed as it needs to be
known through the organization.
Common Tasks: Settled Lens Makers are given many
tasks and opportunities by the organization, which might
arrange for anything from volunteer work to espionage.
Burglaries, blackmail, and intelligence gathering are
common requests, which are all aided by the Societys
common training in the art of disguise. These members
tend to have public identities that are valued as assets to
the organization, which is why the travelers get all the
hatchet jobs.
A traveling Lens Maker may be contacted by messenger
or magic and asked to come to a specific city to help with
a problem. Particularly difficult burglaries, strong-arm
blackmail, and assassination are all distinct possibilities.
Sometimes theres just a monster that needs putting down
and none of the locals have the prowess for it, but this
last situation is fairly rare. Travelers are called upon for
the wet work because they have nothing to lose by being
outed in the community, where established members
may have connections, families, and businesses placed
at risk if they get caught.
Available Services: The Lens Maker Society knows
that they ask difficult and dangerous work of its
members, and they compensate accordingly. At its most
basic level, this takes the form of access to specialized
resources like custom-made weapons (disguised as
ordinary objects), spellcasting, and common magical
items such as potions or scrolls. As a member becomes
more trusted and valued, the Society opens to them,
offering allies, contacts, hidden knowledge, access to
potent magical items and weapons, and more. Trusted
members, usually at Journeyman status, are furnished
with a pair of earrings that the Master Makers use to
contact them, though this requires that the Master Maker
in question know the wearers name.

Lords of the
Wheel

Alignment: Any neutral.


Symbol: A wheel depicting the four seasons, each in
the grip of violent weather.
Discipline: Riven Hourglass.
Oath: The Lords of the Wheel educate their students
extensively in the philosophy of balance they espouse,
offering constant tests, riddles, and questions meant to
help guide a recruit or students ideals. Very important
to the Lords is a new members ability to accept
working with opposing ideologies and look at big
picture problems instead of focusing on individual
circumstances. Once the Lords are confident in their new
recruit, four of them gather for the ceremony formally
inducting them into the secretive organizationone
Lord each from Spring, Summer, Autumn, and Winter.
Each marks the new member with their blade, and then
the student makes her oath:

170

I am not an assassin, to kill for mere money. I am not


a murderer, to kill for convenience, or a thug, to kill for
respect. I am a Lord, who kills to bring harmony, to ensure
balance, and preserve the world against the forces which
would destroy it. All things have their season to flourish
and their season to die, and to this principle I dedicate my
blade, my heart, and my soul. The Wheel is both beautiful
and inevitable, and should I turn from it, let it crush my
faithless heart.
Allegiance Benefit: A Lord of the Wheel gains a +2
insight bonus on Bluff, Sense Motive, and Stealth checks.
In addition, a Lord of the Wheel of 3rd level or higher
gains Lurker in Darkness as a bonus feat, even if he does
not meet the prerequisites.
A Lord of the Wheel who violates his oath loses these
bonuses and the benefit of the Lurker in Darkness feat
(but not access to the Riven Hourglass discipline) until
he atones for his transgression through one week of
isolated meditation, without contact with other sapient
beings. Alternatively, a Lord of the Wheel can atone
with a sacrifice of his own blood, dealing 1d4 points of
Constitution damage to himself. Once this damage has
healed naturally, his atonement is complete.
Description: The Lords of the Wheel claim a singular
purpose; they serve universal harmony, seeking to retain
a sort of balance in the world to the end of preventing
catastrophe. The Lords are a somewhat open secret; the
existence of the organization is known, but its members
conceal their identity, and the Lords of the Wheel keep
their operations, safehouses, and desires secret from the
world. Partly this is so that their mission is better effected,
for the Lords value subtlety and utilize assassination
and bribery as some of their chief tools when dealing in
politics. Much of this secrecy, however, is to protect their
power structure and the artifact at its heart, the Wheel
of Years.
The Wheel of Years lets the Lords of the Wheel track
sources of disharmony and destruction in the world.
The heads of the four Seasons observe the Wheel and
consult with one another before dispatching their agents
to various problems, ensuring that the Lords are on
hand to deal with the problem and guide events towards
a harmonious resolution (as well as ensuring that they
dont accidentally send conflicting Seasons to the same
issue). These heads are also responsible for assigning
members to their appropriate Season, each focused on
solving a different sort of problem.
Spring is responsible for promoting growth in places
that have been gripped by despair and suffering, and
claims good-aligned Lords as its soldiers. Springs
servants normally solve the immediate problem first,
murdering gang lords, corrupt politicians, diabolic
cults, and other sources of evil, and then back up the
removal of evil by bolstering the areas hope. It is not
uncommon to find Spring soldiers (covertly, of course)
bolstering local economies by introducing fresh money,
volunteering at hospitals, providing magical items or
services at cost, or training militia.
Summer spreads chaos in places that resist change,
and claims chaotic-aligned Lords as its soldiers. Summer
is perhaps the most blunt of the four Seasons; Summers
soldiers identify the people holding local order together
and target them, displaying the bodies in public to

Path of War Expanded


incite the populace to anarchy. Summer then remains
to observe the chaos that unfolds and, if necessary, cut
it short before it grows too destructive. Sometimes a
particular Summer soldier proves to be an exceptional
leader and manages to temporarily encourage more
subtlety within the Season, but more often than not
these hatchet-man tactics are Summers trademark.
Autumn claims the evil-aligned Lords and is tasked
with protecting the assets and secrecy of the Lords of
the Wheel. They silence those who discover too much
about the Lords, guard and maintain safehouses and
armories, bribe or blackmail politicians, and discreetly
maintain various under-the-table alliances with certain
temples sympathetic to the cause the Lords espouse.
Perhaps the most watched of the four Seasons, Autumns
soldiers are selected for pragmatism and a certain moral
indifference, not malevolence; the goal, after all, is to
avoid disharmony and destruction.
Winter soldiers are dispatched to places in the grip
of chaos in order to establish order; Winter claims the
lawful-aligned Lords as its members. Winter favors
elegant solutions and is one of the most informed of
the Seasonsthey observe an area for weeks, months,
or years before making a move, solving the problem of
chaos in a blur of motion. What normally happens is the
death of the destabilizing influences (usually in a single
night), followed by the rapid rise to power of a leader
that Winter props up and arranges alliances and soldiers
for. Once Winter is sure that the leader theyve selected
wont be murdered the minute their back is turned, it
leaves the area so as not to over-correct for the problem
and accidentally create too much order in the region.
Finally, the extremely secretive Solstice Lords are
hidden even from the rest of the organization. Recruiting
only neutral Lords who have been proven trustworthy,
dedicated, and puissant, the Solstice Lords police the
organization from within, murdering Lords who betray
the organizations secrets and deciding internally if a
member still technically in good standing has become
a threat to harmony. The head of the Solstice Lords
occupies a first among equals position with the heads of
the four Seasons, possessing a tiebreaker vote in issues
that affect the organization as a whole.
Available Services: The Lords of the Wheel expect
much in terms of service and loyalty from their
members, and they give much in exchange. Lords
can expect support from temples and cults allied with
their organization, access to magical goods (including
the option to borrow weapons and tools from the
organizations armories), secret bolt-holes, libraries of
knowledge on all manner of enemies, the dirty secrets
of dozens of political figures, and much more. A Lord
is expected to use these resources responsibly; getting
informants caught or wasting items and wealth not only
makes the organizations mission that much harder, it
displays a lack of foresight and seriousness that speaks
ill of the Lord in question.

Loyal Order of
the Branded
Waerloch

Alignment: Any non-evil.


Symbol: A contract branded with a handprint.
Disciplines: Eternal Guardian.
Oath: Though students sometimes come to the Loyal
Order of the Branded Waerloch for teaching, these
individuals are not the majority of their recruits;
instead, the Order prefers to offer a second chance to
oathbreakers, traitors, and cowards. These individuals
sometimes come to the Order, and sometimes they are
offered a second chance instead of destruction by the
Orders members. Whatever the case is, they are branded
on their palms and foreheads to mark them forever as
traitors, and then asked to swear the following oath.
Though my honor and glories are as filthy rags, still I
swear to you: my blade to shield the weak, my word to be
my bond, and all glory to my fellows in the Order. I will
uphold the law where it is just for me to do so and avenge
the betrayed against those who defile their trust, and may
my soul shrivel and rot if I waste this second chance.
Allegiance Benefit: Waerlochs of the Loyal Order
gain a +2 sacred bonus on Perception and Sense Motive
checks, as well as a +2 sacred bonus on saving throws
against compulsion and curse effects.
A Waerloch who violates her oath (such as by betraying
another deliberately) loses each of these bonuses (but
not access to the Eternal Guardian discipline) until she
atones by accepting a 2 penalty to all d20 rolls for seven
days and nights. Repeated or flagrant violations may see
the Waerloch expelled from the order (at which point
she loses all benefits except access to Eternal Guardian)
and, in all probability, hunted by her former fellows.
Description: The founding belief of the Loyal Order of
the Branded Warloch is that everyone deserves second
chances. Originally created by a forsworn knight who
betrayed his honor to do what he felt was right, the
Loyal Order both hunts and helps traitors and cowards,
destroying those whose sins are truly unforgivable and
offering a hand to help others from the mire of their
miseries.
The Waerlochs of the Order stay spread out but keep in
communication with each other through letters, magic,
and infrequent gatherings (sometimes jokingly referred
to as cowards convocations). They take positions
as law enforcers or soldiers in places that permit such
(some nations or municipalities are, not wrongly,
concerned about divided loyalties) and join adventuring
parties as guardians. The bylaws of the Order demand
that its Waerlochs display their brands and explain
their loyalties to any who ask (they are not suggested for
undercover work), and a Waerloch who tarnishes the
reputation of the Loyal Order faces severe punishment.
In practice, though, the Waerlochs of the Order are
often very loyal individuals. Many of their recruits felt
lost or dishonored by the oaths theyd broken or the
causes theyd failed; others faced near-certain execution

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and had their lives saved by the second chance the Order
offered. By accepting the brand, they have been given
the chance to not only regain their honor but to once
again have glory as the servants of a truly worthy cause.
Waerlochs band together and support their fellows
through hardship and doubt, knowing full well the many
difficulties that can lead one to betray ones word. New
recruits to the Order are often solemn and do not talk
much, but as they grow both as members and people
they warm back up, feeling able to live their lives once
more.
Common Tasks: Many Waerlochs are asked to take
up long-term positions as members of law enforcement,
military initiatives, or even other knightly orders who
are willing to accept an acknowledged oathbreaker
(one famous Waerloch has been the personal guardian
of eight high priests, all of whom died of old age, and is
serving her ninth even now). The Order also commonly
asks its members to track down and capture or destroy
oath-breakers, and may call them out in the event of local
emergencies such as marauding monsters or impending
invasions.
Available Services: The Loyal Order of the Branded
Waerloch offers a variety of services, from legal aid and
mundane equipment to introductions, travel papers
(obtained legally; they can take time to acquire), magical
goods and, especially, spells and items to determine truth.
Waerlochs tasked with hunting a specific individual are
often supplied with a compass or other tracking device
keyed to that person, when such a tool is available.

Ordre des Repas


Exotiques

Alignment: Any.
Symbol: A pair of chefs knives, crossed over a
campfire.
Disciplines: Steel Serpent.
Oath: Joining the Ordre des Repas Exotiques is
deceptively simple. A potential recruit is asked to prove
their courage by hunting a mighty beast or monster, and
then prove the worth of their art by cooking it. Fail to
slay the beast, or please the Chefs, and the recruit is told
to try again next year. Those whose dish passes muster
are asked to swear the following oath to their fellow
Chefs.
I swear to be a true and faithful artistto never
compromise my vision because of petty traditions or
banalities, and to accept and learn from the mistakes I
place on the plate. I will not waste the beasts I hunt, nor
tarnish the names of my fellow Chefs without just cause,
and may my faithless tongue choke my unworthy throat
if I am false.
Allegiance Benefit: A Chef of the Ordre des Repas
Exotiques gains a +2 insight bonus on Knowledge checks
made to identify creatures, and can make such checks
untrained. In addition, the Chef is immune to the effects
of ingested poisons, and cannot contract diseases by
eating or drinking tainted faire (she may still contract
diseases in other ways).

172

A Chef that violates her oath (such as by falsely


slandering one of her fellows in the Ordre) loses these
benefits (but not access to the Steel Serpent discipline)
until she atones by hosting a grand feast worth 500gp per
character level for her fellow Chefs, or by hunting and
cooking a creature with a CR equal to or greater than her
character level.
Description: The warrior-chefs of the Ordre des Repas
Exotiques consider themselves artists without peer.
Ambition drives them to seek out legendary monsters
and otherworldly horrors as tests of their might, and
to prepare such beasts as culinary delights not known
in this world or any other. Each challenges her peers to
outdo their latest accomplishment, and together they
spread through the world looking to immortalize their
name on a plate.
The Chefs of the Ordre des Repas Exotiques work
with a fervor that borders on insanity. Each looks to
push the limits of cooking into new and exciting places,
and to push their own personal limits against tougher
challenges, mightier foes, and deadlier hunts. They join
forces with adventuring parties to hone their craft and
to experiment with their dishes with a live audience, and
to immortalize their names as warriors. Some members
are recruited as apprentice chefs (or warriors) with
potential, while others are invited in recognition of their
skills, but all are selected for their artistic drive.
Surprising many who hear of them, the Chefs of
the Ordre des Repas Exotiques tend to approach their
battles like assassins or hunters, because a quick, clean
kill leaves more of the monster (be it flesh, vegetable, or
something stranger) to be used in cooking. This is also
the reason they have learned to favor the Steel Serpent
discipline; its psuedo-poisons do not taint the meat, but
provide a quick, painless kill that is merciful to the
beast. It is a grave sin against the laws of the Ordre des
Repas Exotiques to let a kill go to waste, and all parts of
their enemies are used either in cooking or to, in some
way, better the world. Indeed, it is common practice for
a fallen Chef that cannot be resurrected to be buried
with a fruit tree planted in their body so that they
might continue to feed the world. As cooks and hosts
themselves, most Chefs have a keen respect for the laws
of hospitality and are quick to step up and defend their
hosts, or guests, from attack or dishonor.
As may be expected, the Ordre des Repas Exotiques
has a dark reputation amongst sapient monsters. While
some of its Chefs would never consume a sapient being,
many disagree; even good-aligned chefs might cook
a naga they have slain, either to honor its valor or so
that its death does not entail senseless waste. Conflicts
between the Chefs of the Ordre and such monsters
can be especially desperate and savage, and there is
little love lost between either side. Curiously, monsters
already in the habit of consuming sapient beingssuch
as dragonsare more sanguine about the entire affair,
and are less concerned with the potential fate of their
corpse. The Chefs, after all, will not defile it with undeath
or other atrocities.
Common Tasks: The Ordre des Repas Exotiques may
rope its Chefs into helping prepare a grand feast, agree
to slay a mighty monster, or retrieve a legendary (or
even magical) recipe. Additionally, a Chef may be asked

Path of War Expanded


to gather exotic ingredients for allied alchemists, or to
test a new formula in the field. These tests do not always
end well.
Available Services: The Ordre des Repas Exotiques
maintains relations with cutting-edge suppliers of
weapons, and equipment around. Because its members
are nomadic, they often do not have their own kitchens,
and the Ordre des Repas Exotiques maintains ties with
inns, restaurants, and houses of hospitality the world
over in order to secure facilities for its members. Thanks
to advantageous contacts and lucky recruitments, a Chef
can also seek advice from world-class monster hunters
and alchemists, many of whom will offer discounts to
the warrior-chefs.

The Quills

Alignment: Any evil.


Symbol: A feather quill piercing a pair of lips, as if to
hold them shut.
Discipline: Cursed Razor.
Oath: Potential Quills swear their oaths of service
alone and in darkness, whispering into the silence.
When their oath is accepted a small brand marks their
cheekstears burned into the flesh, as though they shall
weep forever.
Obedience is demanded, it shall be given. When Whisper
speaks, I shall listen. When She demands, I shall comply,
though it brings misery to myself and others. I shall keep
Her secrets, guard Her treasures, and do Her will, until
the day that She releases me from my grim task, and even
in the absence of Her voice I shall seek knowledge both
beneficent and baneful and preserve it against the day
when it is needed. If I fail in this oath, let Her wings beat
for me, and take me away forever more.
Allegiance Benefit: A Quill gains a +2 profane bonus
on Knowledge checks and a +2 profane bonus on Will
saves.
A Quill that violates her oath loses her profane
bonus on Will saves, but does not lose her access to the
Cursed Razor discipline and her bonus on Knowledge
checks. However, Whisper is instantly aware of their
faithlessness and sends agents to correct the problem
in a final manner. A Quill may atone back into Whispers
good graces by taking on a mission from Her, or may
attempt to change organizations and pray that whoever
shelters her can protect her from Whispers wrath.
Unlike most martial traditions, a Quill who ceases to be
evil-aligned is not considered to be violation of her oath.
Description: Little is known about the enigmatic
Quills, even to their own membership; information
is tightly controlled within the organization, and the
Quills do their best to cover their tracks outside of it as
well. Despite this, some information inevitably leaks out
because of insufficient secrecy, operational necessity, or
the sadly frequent insanity of the Quills themselves.
The Quills serve an entity calling herself Whisper, and
in Her name they gather and protect knowledge of all
kinds. The Quills gather in places of mystery to prevent
others from destroying the foundations of secrecy,
in hidden temples where they keep vast libraries of
blasphemous texts, and in other, darker places hidden

inside the cracks of society. Secrets are their charge, and


the Quills hoard them against the day when they will be
needed.
A Quills chief duty is to discover knowledge (from
the mundane to the blasphemous) and record it so
that it may be protected, and only slightly secondary to
them is to preserve the powers of mystery and secrecy
wherever they can. Quills hide knowledge from others,
sharing them only with their fellows or in accordance to
Whispers desires. They spirit their writings or findings
away to library-fortresses hidden in pocket dimensions
or in the wilderness when they are not otherwise
engaged, and enjoy the full use of any knowledge that is
not forbidden to them by Whispera benefit that grants
many Quills surprising personal, political, or mystical
power.
Unfortunately, it also drives the majority of them
completely insane.
Part of it is the environment in which they operate.
Whispers motives are horribly unclear and obeying
her for too long inevitably damages her servants, who
begin losing their minds almost in self-defense; they
cut themselves off from empathy to forget the horrors
theyve seen or done, develop multiple personalities in
an effort to disassociate themselves from their deeds,
practice strange ritualistic superstitions, or simply
go stark raving mad as their minds finally crack and
crumble. Advancement within the organization is as
dangerous as it is desirable as well; Whispers agents
assassinate those who ask the wrong questions, and no
one seems to know which questions those are. Ambitious
underlings sometimes attempt to murder their superiors
only to find, after the deed is done, that the reaction is
entirely inconsistentsometimes they are showered
with dark knowledge and praise, and other times they
wake up in the middle of a circle of long knives and
solemn faces. Fear and uncertainty are part of a Quills
life from the moment he begins his training until well
after he dies (Whisper does not consider death or
insanity to be sufficient excuses for Her servants to be
freed) and the stress destroys many minds too weak to
handle it.
The knowledge itself is also a factor. The Quills collect
and guard blasphemous secrets that, perhaps, should
never have existed. Far from locking this knowledge
away, Quills are encouraged to learn from it and use it to
gain power for themselves. Some of the books they keep
are dark, hungry things that devour sapience the way a
starving wolf tears the meat from a fawn, and many more
simply contain secrets that are horrific to contemplate.
The Quills as a whole have a comprehensive and terrible
knowledge of the role of evil in the multiverse and how it
might be used to further ones own goals, but with every
inch they reach into the darkness a little more hope dies
inside. Truly old Quills have thousand-mile stares that
dont seem to truly see whatever it is theyre looking at,
their souls have long been lost in contemplating truths
too vile for mortality.
Those few Quills that manage to survive with their
minds and convictions intact are rare and legendary
beings possessed of a chill and awful sanity; their
rationalizations are quiet, logical, and utterly devoid of
pity, and they pursue the mission of their order with an
efficient zeal. They are also the ones most likely to have

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truly altruistic goals, even if their methods remain evil; it
is for this reason that they are often chosen to interface
with the outside world and with Whispers greater body
of servants. In their absence, those who are merely going
mad, rather than those that have already arrived, tend to
be preferred.
Common Tasks: In the absence of orders from Whisper,
Quills self-organize to steal and hoard knowledge
(especially forbidden knowledge), and to protect places
of mystery from those that would discover them and
reveal their secrets to the world. Some Quills do so out
of a genuine concern for what such knowledge will do to
the unsuspecting innocent, but the majority of them are
seeking to translate knowledge directly into power and
are indeed encouraged to do so.
Beyond this its difficult to talk about the common
quests assigned to Quills, because the only commonality
is this: Whisper has ordered a thing to be done. A
representative of Whisper, or Her own voice murmuring
into the Quills mind, appears to demand a task that
will not be explained or justified. A request is made,
information is given, and a timeframe established, and
thats all. The Quill might be asked to guard a lich whose
mind contains valuable knowledge, to rescue a peasant
from an onrushing army (and deposit him safely with
millions in gold somewhere, never to see him again),
or to steal a book that he must soak in the blood of
murdered virgins before eating it one page at a time. If
the Quill refuses the task, their life is their ownthey
will be hunted by Whispers agents either until they die,
or until Whisper decides that they are no longer worth
hunting. There is no visible rhyme or reason to Her will,
and She does not consider mere mortals to have the
authority to question it.
Available Services: As the holders of truly occult
knowledge, the Quills have a broad and dark range of
services available to their members and allies in good
standing. First and foremost is the knowledge itselfto
those with the patience and scholarly acumen access
to the libraries maintained by the Quills is a gold mine
of information that can be used for personal ends. The
Quills also provide the chance for their members to
transcend mortality as a member of the undead, and can
furnish opportunities to contact and traffic with demons,
devils, and other esoteric beings of evil.
On the more mundane end of things, the Quills have a
large network of contacts kept loyal through blackmail;
if an individual can gain access to some or all of this list
of names they can find healing, discounts on magical
goods, and other services facilitated by their orders
habitual trade in terror and madness.

174

Reverents of the
Lance

Alignment: Any.
Symbol: A burning eye pierced by a spear.
Disciplines: Piercing Thunder.
Oath: Reverents seek members who hate and despise
demonkind, with martial skill being the only other
consideration in membership. After trainingor tests
to prove the prospective members mettlethe wouldbe Reverent is taken to a place sanctified by the powers
of law and asked to kneel. As they swear their oath, a
shard of the Pitiless Spear is driven into the back of their
hand, where it burrows into their bone and roots itself.
The process is excruciatingly painful, but recruits that
cannot finish their oath through their suffering endure
its reverse as the shard is dug out of their hand and they
are rejected from the order.
I bear my hate for demons and all of their kin, and I will
unleash that hate upon all who would dare to ally with
them. I will defend the mortal realms from their howling
hordes, hunt them wherever I find them, and murder them
without pity, and should faithlessness stay my hand, may I
be cast out and unforgiven.

Allegiance Benefit: A Reverent of the Lance gains a


+2 bonus on Knowledge checks to know about or identify
outsiders with the chaotic or evil subtypes, as well as a
+2 bonus on Perception checks against such creatures. In
addition, a Reverent of the Lance of 3rd level or higher
gains Haft Strike as a bonus feat, even if he does not meet
the prerequisites
A Lord of the Wheel who violates his oath loses these
bonuses and the benefit of the Haft Strike feat (but not
access to the Piercing Thunder discipline) until he atones
by slaying a creature with a CR equal to or greater than
his character level in single combat (thus slaking the
shards bloodlust), or by spending seven days re-attuning
himself to the fury of the Pitiless Spear. A Reverent of
the Lance who leaves the order experiences agonizing
pain over the course of roughly an hour, as the shard of
the Pitiless Spear in their hand works its way out, then
returns to the care of the General-Reverent.
Description: Part knightly order and part death cult,
the Reverents of the Lance hunt demons, demonic cults,
and all who would dare to ally themselves with Abyssal
powers. The tale of their origin is short and savage; their
world was ravaged by a demonic invasion, led by a great
and terrible demon lord whose burning eye withered all
it gazed upon. Just as all seemed lost, a force of knights
volunteered to hold the demon at bay while their allies
summoned a celestial that could do battle with it. The
spell succeeded, but the celestial could not cross through
the gate. Not wishing to abandon the innocent in need,
the celestial forsook its duty and threw the terrible spear
it was charged with guarding.
The moment the Pitiless Spear left the celestials hands,
the demon turned his gaze upon the gate. The celestial
was slain in an instant, but the spear continued through
the withering glare, piercing the demon lords eye. The
two stood locked for an eternal moment, and then both
spear and eye shattered into hundreds of shards that

Path of War Expanded


sprayed over the battlefield. Clutching the ruin of its face,
the demon lord quit the field of battle and fled, with his
troops following in a disorganized rabble. The knights
who stood against him gathered up the shards of the
Pitiless Spear and vowed to use its power to ensure that
no such invasion could ever happen again.
Today, the Reverents of the Lance are a diverse group
of warriors that favor spears and polearms. The Pitiless
Spear is not a holy artifact, a fact of which they are well
aware, but they use its endless bloodlust to spur them
forward in battle and to hunt the demons that are
their ancient enemies. Most Reverents act as knightserrant, traveling the land as part of adventuring parties
or militaries and lending their expertise to the cause.
Some few instead travel with their fellow Reverents,
but this is fairly rare; Reverents tend to be hateful,
angry people, and do not particularly find each others
company pleasing, especially since proximity amplifies
the mental side effects of the shards in their hands. Any
given Reverent usually makes an effort to check in with
the General-Reverent about once every two years, but
for the most part if the General-Reverent wants to talk to
you, shell find you.
Aside from their general mission of slaying demons and
their allies wherever they can be found, the Reverents of
the Lance seek the original demon lord whose invasion
founded their order. Buried in the skull of that demon is
the final shard of the Pitiless Spear, and with it they can
reforge the spear into the great and terrible weapon it
once was. What they would do with such a thing is not
known, perhaps even to the Reverents themselves, and
the manic gleam of hate and fury in their eyes when they
speak about it sometimes worries their allies.
Common Tasks: The Reverents only rarely assign
actual tasks, but they provide plenty of information.
Members share rumors with each other and disseminate
information through allies in lawful churches and
regions where the Reverents are favored. Occasionally
the General-Reverent catches wind of a demonic artifact
or an impending invasion from the Abyss and sends in
her knights to investigate, which leads to temporary
periods of organization within the order.
Available Services: The allies of the Reverents provide
them with access to lawful-aligned weapons (and holy
ones, for those Reverents who can use them), lore on
demons and planar travel, and often are willing to
provide discounted spellcasting for the demon hunters.
The General-Reverent retains an armory of magical
items that are sometimes loaned out for truly dire tasks,
with the expectation that they will be returned.

Servants of the
Secret Hymn

Alignment: Any non-evil.


Symbol: A golden musical note locked within a bird
cage.
Discipline: Sleeping Goddess.
Oath: The oath sworn by the Servants of the Secret
Hymn is a very private event, often with only the student
and her mentor present. Often a potential student isnt
even aware that she has been recruited; she begins
having unsettling dreams of terribly evil events that are
happening in her world, or that have not yet happened.
These visions sometimes manifest spontaneously, but
most often appear in beings with a tangible relation to
evil that they choose (or struggle) to rejecttieflings
seeking to rise above their heritage, the bastard scions of
demonic sorcerers, victims of evil sorcery or malicious
psionic assaults. What follows is a dangerous and
harrowing time for the would-be initiate, who develops
an aura that marks them as the servant of righteous
powers; many, in total ignorance of what is happening
to them, are detected and slaughtered by malign powers
who mistake them for much more potent foes.
Some, however, are found by a Servant of the Secret
Hymn, or one of the psychics that work with them. They
are sheltered, trained, and taught what is happening
to themthat they are being contacted by a being the
Servants call the Singer, or sometimes the Prisoner. The
initial training is focused on healing the traumas so
commonly suffered by initiates into the Servants and on
refining the connection with the Singer that is now part
of their mind. When the student is deemed sufficiently
whole of mind and advanced in their training, their
mentor asks them to recite their oath, which is, by
tradition, sung.
I have been touched by evil, but it will not define me; I
have been wounded, but remain unbroken. I was Chosen,
but here, and now, I also Choose for myself. Where my
visions reveal evil I set out to prevent it, where my eyes
are clouded by darkness I kindle light. Though I commit
myself now to wrath my mind is a pool of calm in
which no corruption can dwell, for mine is the power of
righteousness, the glory of justice, and the honor of duty.
Let the Hymn be done.
Allegiance Benefit: A Servant of the Secret Hymn
gains a +2 insight bonus on Autohypnosis and Sense
Motive checks, as well as a +2 insight bonus on saving
throws against psionic powers and psi-like abilities.
A Servant of the Secret Hymn who violates her oath
loses each of these bonuses (but not access to the
Sleeping Goddess discipline) until she atones with seven
days of meditation or by slaying an evil-aligned being. A
Servant of the Secret Hymn who becomes evil-aligned
may not atone until she ceases to be evil.
Description:
Few
knightly
orders
are
as
misunderstood as the prophet-champions known as the
Servants of the Secret Hymn. Some believe them to be
warriors scarred by evil, seeking revenge for what was
done to them. Others believe that the Secret Hymn is a
fallen god whose Servants seek to restore it to the full

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flower of its might, or that the Servants are incarnate
angels sent to do good works upon the Material Plane.
All of these theories contain a grain of truth, though
all fall short of the full story told by this complex and
contradictory group.
There are many mysteries that the Servants of the
Secret Hymn freely admit that they do not have the
answers to. What they do know, and share freely, is
this: somewhere in the multiverse there is a prison, and
within it dwells the Singer. They do not know how the
Singer came to be trapped within its prison or what its
true nature is, though they work tirelessly to free it; what
they do know is that the Singer is a being of strange and
powerful benevolence, its very thoughts stained with
an intense and painful mercy that mortal minds were
not meant to withstand. Though constrained, the Singer
reaches out to those who feel the need to oppose evil and
grants them visions of malevolence, so that they might
seek out the events and prevent them before they can
occur.
To what extent the Singer knows what its doing is
unclear, as is its true nature. Attempts to contact it
with magic have been successful for a certain degree
of success; the last ally of the Servants to do so has not
spoken a single word in fifty years, and her beautiful
raven hair was stark white when she was done
communing with the Singer. Attempts to read her mind
have only produced an intense feeling of benevolence
and confusion, and the vague memory of a presence
retreating from her mind after it realized far too late
that even attempting to communicate was harming her.
For this reason the Servants of the Secret Hymn train
intensely to control their connection with the Singer, the
better to receive visions when they need them and to
prevent their minds from being snuffed out like candle
flames.
And here, then, is the most misunderstood part of
the Servants; they do not do good, in the strictest sense.
The Servants of the Secret Hymn oppose evil, seeking
to limit or reverse the harm it inflicts upon others.
Certainly many of them seek to become genuinely good
people, and what organization the psychic knighthood
possesses is deeply sympathetic towards celestial causes.
However, the Servants do not require such dedication
from their membershippreventing evil, they feel, is
enough. Their visions do not teach them how to bring
the most good out of a situation, nor do they provide
moral or ethical advice, and by longstanding tradition
such concerns are left to the individual Servant, which
unfortunately means that for every Servant of the Secret
Hymn who genuinely believes in doing good in the world
there is another who thirsts for revenge against evil, or
chooses to cooperate with the Servants because they feel
as though they have enemies in common.
Servants of the Secret Hymn tend not to gather in large
numbers. The visions granted to them by the Singer are
intensely personal, and the magnitude of an event is
no indicator that more than one Servant will be tasked
with solving it. As a result they tend to scatter in masterstudent pairs, or exist by themselves as lone knightserrant seeking hotspots of evil to correct. Despite this an
organization of sorts exists, which attempts to meet twice
yearly and keep tabs on problems within the order itself
and on maintaining good relations with their allies. Many

176

good-aligned psychics choose to work with or for the


Servants of the Secret Hymn, which is happy to use their
powers to coordinate for long-term change in opposing
evil, and a small group of Servants are maintained fulltime to guard and tend their library. Most of the great
fortress-library maintained by the Servants of the Secret
Hymn is publicly and freely available to all, and the
Servants regularly invite friends or trusted allies to visit
them and do business there. Truly dangerous knowledge
is locked in the deep levels, which contain blasphemous
writings so foul as to permanently stain the souls of
their readers; these malicious tomes are kept under lock
and key, guarded against the desperate day when such
heresy might be needed to defend the innocent.
Common Tasks: With almost no organization to speak
of, the Servants of the Secret Hymn dont really ask for
tasks of their membership. However, many Servants
choose to seek the Singer in an effort to free it and often
raise up students to do the same. Others may receive
requests from the library to find (or contain) a specific
artifact or writing, or be asked by a senior member to
investigate allegations of corruption in a fellow Servant.
There are some curious commonalities in the visions
granted by the Singer. Though a Servant might be sent
to prevent or reverse any act of evil, the visions granted
to them by the Singer often result in them confronting
beings of alien malevolencedemons from wretched,
forgotten corners of the Lower Planes, gibbering
invaders from outside reality, sapient poems that devour
the minds of those who hear them, and other eldritch
malevolences are commonly seen in their dreams and
prophetic visions. Sometimes simply finding a way
to harm such evil can be a quest in and of itself as the
Servant tries to learn how to slay a color or imprison a
two-dimensional being that moves only through length
and time.
Available Services: Again because of their obscurity
and lack of organization, the Servants tend to lack in
support for their members beyond the visions granted
by the Singer. Certainly the Servants have more than
their share of accomplished psychics and can train
their members in such powers (in addition to trading
in psionic goods and items), but beyond such mentorstudent relationships little formalized services are
available.

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Stained Glass
Champions

Alignment: Any non-evil.


Symbol: A ruined church, with its windows shattered.
Disciplines: Shattered Mirror.
Oath: A potential Champion is always sworn in by the
Stained Glass Knight, who takes time from other matters
to meet and evaluate them in a friendly duel. Once the
matter is concluded, she asks the Champion-to-be to
kneel and cuts a design into their cheek, depicting the
ruined church common to the Champions. As they swear
their oath, the scars color in until the design is a vibrant,
multicolored tattoo.
I offer you my aid for your wisdom and my loyalty to
the brotherhood of your students. I will search for the
knowledge, tools, and aid needed to take you home, and
help others whose homes and lives are threatened by
circumstances beyond their control. Should I betray you,
may my body shatter as my honor does.
Allegiance Benefit: A Stained Glass Champion can
use commune once per week as a spell-like ability with
a caster level equal to her character level. She must
be looking into a mirror to use this ability, and her
questions are answered by the Stained Glass Knight.
A Stained Glass Champion who violates her oath loses
her ability to commune with the Stained Glass Knight
(but not access to the Shattered Mirror discipline) until
she atones by permitting the Knight to chastise her (a
process that requires a mirror and deals 1d4 points of
Intelligence damage to the Stained Glass Champion.
This damage must be allowed to heal naturally for the
atonement to be complete) or spends seven days in
meditation on the nature of her crime. A Stained Glass
Champion who becomes evil may not atone or commune
with the Stained Glass Knight until she ceases being evil.
Description: The Stained Glass Champions are a
brotherhood of warriors and agents loyal to a being
they know as the Stained Glass Knight. In years past, an
individual they call the Summoner drew the Stained
Glass Knight through an enchanted mirror so that she
would fight his enemies. Bound by the Summoners
magics, she scourged his foes until they found the mirror
she had been drawn through. They destroyed the glass,
thinking it would send her back from whence she came,
but instead it broke the hold that the Summoner had on
his servant. The Knight appeared to destroy the one who
had enslaved her, but he fled, leaving her trapped in this
reality with no way of getting back home.
The Knight made her apologies to those she had
opposed and began wandering, searching for a way
back home. Eventually she began gathering students
and allies to help her, teaching them the arts of war in
exchange for their help. Not all of her students stayed,
but enough did to form a society that holds her as their
leaderthe Stained Glass Champions. And though their
original purpose was solely focused around the Knight,
today the Champions also watch over those whose homes
are threatened. Bereft of her own home, the Knight
takes hospitality very seriously and asks her Champions
to investigate cases of crimes committed upon hosts

by their guests, as well as to defend and champion the


helpless against those that would destroy their homes
and communities.
Champions spend their time searching the land for
ways to leave this reality, which sends them into deep
dungeons, obscure libraries, and sometimes other planes
of existence. They keep in touch with the Knight as they
can, speaking through specially enchanted mirrors, and
sometimes gather students of their own. The Knight
vets these students personally but is otherwise busy
with her own tasks, which she performs mostly alone.
Every so often, however, she gathers her Champions
for an important announcement by traveling to the
ruined cathedral where she was first called into this
reality and using the enchanted mirrors she has there
to communicate to her students and friends all at once.
These communications are rare and reserved only for
news of great importance or dire urgency, so when a
Champion hears a voice issuing from her hand mirror,
she tends to listen.
Common Tasks: Aside from their ongoing mission to
help the Stained Glass Knight go home (a task theyve
been at for hundreds of years), the Stained Glass
Champions spend their time hunting down ancient lore
about dimensional travel, seeking out learned sages
of the planes, and finding artifacts that might help the
Knight go home. They are also expected to uphold and
defend the sacred laws of hospitality and to protect
those who cannot protect themselves. Every now and
again the Knight will contact a specific Champion with
a request, if she knows that Champion is the closest or
best-suited to a task, though she is very understanding
about other obligations.
Available Services: The Stained Glass Champions
offer many services, among which are enchanted glass
equipment (hard as steel and often enchanted for
battle), a comprehensive library of lore about the border
places between planes, summonings, banishments, and
light, and the wisdom of the Knight herself. For trusted
members, the Champions maintain a series of portals
linked to various mirrors that can serve as a method of
swift travel to those that are instructed in their secrets.

177

Path of War Expanded


The Sultanate of
Beggars

Alignment: Any non-lawful.


Symbol: A cloth mask marked with sigils of protection.
Disciplines: Broken Blade.
Oath: Sultans are offered no tests to be able to swear
their oath, but they are asked to remain within a city for
several months after swearing it to the one who inducted
them, where their behavior is carefully observed. Those
who cannot hold to their oath are beaten soundly,
stripped of their rank, and asked politely not to come
back.

I join a brotherhood ennobled not by wealth, but by


strength. I shall aid the destitute against those who prey
on them and shelter them from prisons of both debt and
slavery. I shall not abide those who desire to own their
fellow sapients, nor fail to give aid and succor to those
escaping the chains of enslavement. On my honor, let it
be.
Allegiance Benefit: A Sultan of the Sultanate of
Beggars gains a +2 anarchic bonus to his CMB against
bull rush and grapple attempts. In addition, he does not
take the normal 4 penalty when making attacks with
improvised weapons, and treats improvised weapons
as monk weapons for the purposes of class features and
feats.
A Sultan who breaks his oath (such as by permitting
slavery) the bonuses to his CMD (but not access to the
Broken Blade discipline or the other allegiance benefits)
until he atones by meditating for seven days and nights
on the nature of his crime, or else by donating 100 gp
per character level (or equivalent service) to the poor
and destitute. He may also find himself targeted for an
educational beating by his fellow Sultans.
Description: Founded by ex-gladiators, the Sultanate
of Beggars opposes slavery and tyranny wherever they
may be found. Its members dress humbly and speak
softly, and often choose to dwell amongst the poor and
destitute, the better to personally protect them from
predators both within and without. Many a mugger or
goon has attempted to threaten a crippled old man only
to find that he had aimed his knife at a Sultan who is
now extremely upset.
The Sultanate encourages its members who choose to
adventure, especially those who oppose the activities of
slavers and bandits, but it is most famous for its more
stationary membership. This order of vigilantes hides
among the populace it protects, projecting an image of
weakness that entices predators to attack the hidden
warriors. More merciful Sultans attempt to reform those
who try to abuse them; others let them stand as final
examples of the wages of sin. The Sultans know they
lack the numbers to police every part of their adopted
communities, but by placing the fear of their retribution
in predators, they appear more numerous than they
actually are.
Though decentralized, the Sultanate of Beggars exists
in a state of mutual respect from member to member.
Each Sultan claims a group or territory (such as their
neighborhood, a brothel, or their adventuring party),

178

and other Sultans do not interfere in that claim unless


invited to do so or if they have evidence of misconduct
on the part of their brother Sultan. This attitude of
respect essentially governs their relaxed organizational
structure, with the Sultanate resembling a philosophy
more than anything else. It makes it difficult for the
Sultanate to consolidate its power when truly major
goals need to be accomplished, but it also affects their
overall purpose better, and that is a tradeoff the Sultans
are willing to make.
In places where the Sultanate acts more boldly (such
as if they feel stronger than local law, or have a positive
relationship with local law), it maintains houses of
hospitality marked subtly with their symbol. In these
houses, all and sundry are promised freedom from both
violence and eviction for at least three days and nights,
provided that they help with the chores and commit
no violence or abuse upon others. The Sultans who
run these houses take their responsibilities over them
seriously, and few things are as wrathful as a Sultan
whose house has been defiled or dishonored.
Common Tasks: The Sultanate operates on a system
of mutual respect; a Sultan asking a favor of his fellow
does so in the expectation that he will have to repay that
favor. Traveling Sultans who stop in a city often pick
up a variety of tasks from the rumors and intelligence
they gather there, usually involving dealing with corrupt
lords, slavers (and slave-taking cultures such as gnolls),
and sometimes with facilitating improvements for a
fellow Sultans domain. Repayment can be expected for
these services.
Available Services: Aside from favors drawn from
ones fellow Sultans, the Sultanate has friends in low
places and contacts in various rebel movements the
world over. They quietly collect weapons that are made
available to members and maintain safe houses and
secretive escape routes marked by signs known only by
ones fellow Sultans. What the Sultanate lacks in sheer
luxury of service they make up for in their incredibly
broad network.

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Open Game License v 1.0a, 2000, Wizards of the Coast, Inc.
System Reference Document. 2000, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary
Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams. Pathfinder RPG Bestiary, 2009, Paizo Publishing, LLC; Author:
Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
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Bulmahn
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Psionics Unleashed. Copyright 2010, Dreamscarred Press.

Path of War, 2014, Dreamscarred Press.

179

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